Hi guys! I'm relatively new to Smogon, and I have a question. So I'm building a team around Mega Charizard X, (hence the title) and I come up with what I think is a pretty solid team. Only problem is, two of my best Pokemon, MegaCX, and Kyruem-B, come out to be horribly weak to Stealth Rock, especially when Charizard isn't MegaE'd. So I took a tip from the Pokemon analyses and decided to tack a spinner/defogger on my team. The question is, where do I put it on such a solid team? And who do I replace? Or does one of my Pokes simply need a new moveset? Oh, and rate the team too, while you can.
Thanks, and here's my team.
KillItWithFIRE!!! (Charizard-Mega-X) (M) @ Charizardite X
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Dragon Claw
- Fire Punch
- Roost
The leader of the team. He's a sweeper, most useful late-game, as I found out. I picked him because, as I said earlier, I wanted to build a team around him. Dragon Claw and Fire Punch are his two powerful STAB moves, which I use for sweeping. I picked Fire Punch over Flare Blitz because I want to keep this guy alive, and I don't want him to go down to recoil damage + hazards. Roost is to keep him alive, like how I chose FP over FB, and Dragon Dance is a setup move, which I sort of need some pointers on when to use it.
Marilland (Azumarill) (M) @ Sitrus Berry
Ability: Huge Power
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Aqua Jet
- Play Rough
- Belly Drum
- Knock Off
After Charizard, I wanted to build a 3-type core around him. So, I picked his polar opposite, cute little Derprill. This one's the standard Belly Drum set. It's immune to Dragon-types, which two of my others are weak to, making opponents wary if they really want to pull a Dragon Pulse on my MegaCX or K-B. Priority Aqua Jet is also something I find very useful, because I constantly worry about whether my Mon's attacks will land first or not.
BruhDoom (Breloom) (M) @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bullet Seed
- Mach Punch
- Spore
- Rock Tomb
The last Mon of my three-type core. I picked him mostly because he completed my core, but his Spore is also a very useful move to have around. It might force a check to switch out because they don't want that Pokemon removed, or if it doesn't, it gives me a free switch so I can pick up a kill next turn. Like Azu, I found Mach Punch very useful in outspeeding threats to my Pokemon. Rock Tomb is for Flying types that I feel I can't switch out from. The last move, Bullet Seed, is critical to a Breloom technician set, taking out bulky water types fairly easily.
StopNFreeze (Kyurem-Black) @ Life Orb
Ability: Teravolt
Shiny: Yes
EVs: 20 Atk / 252 SpA / 236 Spe
Mild Nature
- Roost
- Earth Power
- Ice Beam
- Fusion Bolt
I felt that my team was too Physical oriented, as in early stages of development, they got walled by physical walls. So I added Kyurem B, a powerful Special Wall Breaker. Roost goes hand in hand with Life Orb, providing reliable recovery for KB while it continues to punch holes in walls. The last three moves cover many Pokemon types, so not many types could wall this beast.
LandOrElse (Landorus-Therian) @ Earth Plate
Ability: Intimidate
Shiny: Yes
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Stealth Rock
- U-turn
- Rock Slide
- Earthquake
The last two Pokemon form a VoltTurn core, and intermesh almost perfectly, covering each other's weaknesses. LandOrElse was originally intended to lay Stealth Rocks and switch out, but when I realized the potential of U-Turn, I added Rotom-W on the last slot. U-Turn is also helpful to take out Psychic types my team would otherwise have trouble with. Earthquake is a powerful Stab move, taking out Electric types for Marriland, at minimal risk, as Marill line struggles with those. (ex. Manectric)
Rotom-Wash @ Chesto Berry
Ability: Levitate
EVs: 248 HP / 8 SpA / 252 SpD
Sassy Nature
- Rest
- Volt Switch
- Will-O-Wisp
- Hydro Pump
Rotom is part of the VoltTurn core with Landorus, as stated above. He also serves another uses as a sort of defensive stall, utilizing Will-O'-Wisp to burn offensive hazards, then using Resto to recover to full health. Lastly, Hydro Pump is its main offensive move. Not much else to say
Thanks, and here's my team.
KillItWithFIRE!!! (Charizard-Mega-X) (M) @ Charizardite X
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Dragon Claw
- Fire Punch
- Roost
The leader of the team. He's a sweeper, most useful late-game, as I found out. I picked him because, as I said earlier, I wanted to build a team around him. Dragon Claw and Fire Punch are his two powerful STAB moves, which I use for sweeping. I picked Fire Punch over Flare Blitz because I want to keep this guy alive, and I don't want him to go down to recoil damage + hazards. Roost is to keep him alive, like how I chose FP over FB, and Dragon Dance is a setup move, which I sort of need some pointers on when to use it.
Marilland (Azumarill) (M) @ Sitrus Berry
Ability: Huge Power
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Aqua Jet
- Play Rough
- Belly Drum
- Knock Off
After Charizard, I wanted to build a 3-type core around him. So, I picked his polar opposite, cute little Derprill. This one's the standard Belly Drum set. It's immune to Dragon-types, which two of my others are weak to, making opponents wary if they really want to pull a Dragon Pulse on my MegaCX or K-B. Priority Aqua Jet is also something I find very useful, because I constantly worry about whether my Mon's attacks will land first or not.
BruhDoom (Breloom) (M) @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bullet Seed
- Mach Punch
- Spore
- Rock Tomb
The last Mon of my three-type core. I picked him mostly because he completed my core, but his Spore is also a very useful move to have around. It might force a check to switch out because they don't want that Pokemon removed, or if it doesn't, it gives me a free switch so I can pick up a kill next turn. Like Azu, I found Mach Punch very useful in outspeeding threats to my Pokemon. Rock Tomb is for Flying types that I feel I can't switch out from. The last move, Bullet Seed, is critical to a Breloom technician set, taking out bulky water types fairly easily.
StopNFreeze (Kyurem-Black) @ Life Orb
Ability: Teravolt
Shiny: Yes
EVs: 20 Atk / 252 SpA / 236 Spe
Mild Nature
- Roost
- Earth Power
- Ice Beam
- Fusion Bolt
I felt that my team was too Physical oriented, as in early stages of development, they got walled by physical walls. So I added Kyurem B, a powerful Special Wall Breaker. Roost goes hand in hand with Life Orb, providing reliable recovery for KB while it continues to punch holes in walls. The last three moves cover many Pokemon types, so not many types could wall this beast.
LandOrElse (Landorus-Therian) @ Earth Plate
Ability: Intimidate
Shiny: Yes
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Stealth Rock
- U-turn
- Rock Slide
- Earthquake
The last two Pokemon form a VoltTurn core, and intermesh almost perfectly, covering each other's weaknesses. LandOrElse was originally intended to lay Stealth Rocks and switch out, but when I realized the potential of U-Turn, I added Rotom-W on the last slot. U-Turn is also helpful to take out Psychic types my team would otherwise have trouble with. Earthquake is a powerful Stab move, taking out Electric types for Marriland, at minimal risk, as Marill line struggles with those. (ex. Manectric)
Rotom-Wash @ Chesto Berry
Ability: Levitate
EVs: 248 HP / 8 SpA / 252 SpD
Sassy Nature
- Rest
- Volt Switch
- Will-O-Wisp
- Hydro Pump
Rotom is part of the VoltTurn core with Landorus, as stated above. He also serves another uses as a sort of defensive stall, utilizing Will-O'-Wisp to burn offensive hazards, then using Resto to recover to full health. Lastly, Hydro Pump is its main offensive move. Not much else to say