Really quick note on some constraints. I'm trying to build an OU team I can use both on PS and in-game, so I'm limiting myself to things that are reasonable (do note: I'm already obsessively breeding 5 IV pokemon so that in and of itself isn't a limitation). But I'm not planning on getting rare/legnedaries with perfect IVs so those are mostly out. This is also my first few days getting back into competitive battling since Gen II so I'm way out of date. I've spent a ton of time reading (and playing on PS).
Most of the members of the team are set up as standard versions found on Smogon - I'm mostly looking for tips on changing/improving move sets (or even dropping one pokemon) to improve the team synergy.
I know this team has some obvious shortcomings, but I was surprised by how well I've liked it's performance so far (maybe I've just gotten ~15 easy matches) and wanted to know how to fix the obvious problems. Without further ado, I present "A Dance with Dragons"
Introduction
So this team was based off of me falling in love with Mega Charizard X and wanting to use him as the basis for my team. While reading up on the current gen meta, I saw multiple notes about how Charizard X and Dragonite could work together (by basically drawing out many of the same counters and thus using one to set up the other). However, I didn't love the idea of using two Dragon Dancers (I'm still not great at figuring out which things are safe to set up on) so I decided to make one a DD user and the other a Choice Band user. I'm still currently on the fence about this, but it's actually worked pretty well in my matches thus far (other than when I make stupid switches because I'm still learning the meta).
I'll let you know now that I'm aware that I lack a few move types that I know I should carry (namely Ice and Dark, among others) but I just haven't found a place for them to fit yet. I'll note in my pokemon descriptions which ones I'm considering completely swapping to get that type of coverage.
The Team
Charizard @ Charizardite X
Ability: Blaze
EVs: 144 HP / 252 Atk / 112 Spe
Adamant Nature
- Dragon Dance
- Dragon Claw
- Earthquake
- Roost
I guess I should list it as a Charizard, but (while I know this is a bad reason to pick a pokemon) I love his looks so much I decided to just list him as is. I've always been a little more comfortable with slightly bulkier pokemon rather than relying on outspeeding everything, and once this one gets set up it's rarely an issue anyways. I will admit, however, that my bulky preference leaves this team without a good revenge killer. Anyways, this is stolen directly from the smogon page on Charizard, using the bulky DD setup. I currently have been running Earthquake so that it can counter Heatran without needing to switch out, but I also know that I'm running earthquake on so many other team members that it's likely going to waste here. I am considering replacing it with Flare Blitz for better STAB damage, which can healed with Roost (and relying on the team to take care of counters even more). Most of the other team members are dedicated to countering this guy's weaknesses.
Dragonite @ Choice Band
Ability: Multiscale
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Outrage
- Extreme Speed
- Fire Punch
- Earthquake
Despite my earlier statement about preferring bulk, I've currently been using the speed EVs on Dragonite to essentially make it an imitation Charizard (in terms of overall stats). I feel like this might be a mistake (and maybe I should fully invest Charizard into speed and let it be the speedy one, and then dedicate Dragonite to being a bulkier version - comments?). Anyways, the goal here isn't to cover Charizard's weaknesses, it basically serves as my backup sweeper (and Extreme Speed user for when that's necessary). Because of Multiscale, I've also used him to switch into threats not covered by the rest of the team (once entry hazards are cleared) to pick off things as needed. My main debate is if Fire Punch might be better replaced by Ice Punch here (since my current team setup lacks an Ice Attack).
Excadrill @ Leftovers
Ability: Mold Breaker
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Earthquake
- Iron Head
- Rapid Spin
- Stealth Rock
This is one member who I'm happy with, but makes me rethink the use of Earthquake on both Charizard AND Dragonite. He can't really switch in on many of their big threats, though, so I'm inclinced to keep those movesets somewhat as-is. My main use for Excadrill is as a Spinner and Stealth Rock user. I've not put his other moves to great use yet (but that's often because I use him sub-optimally, I believe). I've been considering dropping him and using a suicide lead to stealth rock (and giving Skarmory Defog). But I like that his hardiness means I've often been able to reset stealth rock after killing an enemy spinner/defog user. I do feel like I'm wasting Excadrill's potential, however, given the rest of my team.
Skarmory @ Leftovers
Ability: Sturdy
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Iron Head
- Brave Bird
- Whirlwind
- Roost
Skarmory made the team because of it's ability to tank and phaze. I'm not sure it's the best choice, but it's also relatively attainable for me (as someone who only has access to Pokemon X and trades). I've been thinking about switching Skarmory to be my entry hazard / defog member and switching out Excadrill entirely (for a grass type like Breloom or Venusaur). But his phazing abilities have proven invaluable in my fights so far.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
Rotom made my team to help increase type coverage, and also to deal with Hippowdon (since my team lacks another way to really respond) as well as helping with Landorus. Will-O-Wisp has also proven to be very helpful in allowing me to switch in another team member against physical threats (and just the burn damage).
Clefable @ Leftovers
Ability: Unaware
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Moonblast
- Heal Bell
- Wish
- Protect
Clefable has, thus far, served as my cleric for the team. His Unaware ability has also saved me when I have foolishly let someone set up against me with something Skarmory cannot switch into safely. I'm pretty set on keeping Clefable (as it has saved Charizard from nasty statuses a lot) but would be willing to consider re-thinking the EVs on him and Skarmory (to make Clefable a dedicate Special Attack tank, and switching Skarmory to a dedicated physical tank).
Conclusion
This team was, perhaps foolishly, designed to try to protect Charizard from it's biggest threats (Stealth Rock = Excadrill, Talonflame = Dragonite, Azumarill = Skarmory, Slowbro = ?, Landorus = Rotom-W, Mandibuzz = ?, Quagsire = ?, Hippowdon = Rotom-W, Altaria = Charizard/Skarmory). It also tries to keep Charizard healthy (by removing stealth rocks and countering multiple threats) until he can switch in on something and setup with one or two dragon dances.
My biggest concern is that I think I've spread myself too thin. I think dropping Excadrill (and making Skarmory my defog/hazard pokemon) and adding a grass type might be helpful. But I'm not sure. I know I should have probably done more fine tuning myself, but I'd appreciate some advice on this particular choice.
Thanks for reading, and sorry if this is considered to be a "triage" team that shouldn't be used.