Char-Y Semiroom
Intro:
The team at a glance:
I know what you're most likely thinking. Two trick roomers in a semiroom team? Are you sure it isn't full trick room? Don't worry, there are really good reasons for this that I'll explain later in the RMT.
Charizard @ Charizardite Y
Ability: Blaze
EVs: 248 HP / 64 Def / 80 SpA / 116 Spe
Modest Nature
IVs: 0 Atk
- Heat Wave
- Solar Beam
- Tailwind
- Protect
CharY is a staple in most of my teams, and is no doubt my favorite mega. It's extremely offensive and and it can serve as a defensive presence at times as well, living lando-t rockslides and providing protection against water with sun. Heat Wave, Solar Beam, and Protect are all self explanitory, but Tailwind is there to provide a very offensive presence with a CharY and Heatran lead. He also runs a bulky ev spread to live lando-t rockslides in order to set up twind. I also gave him a few extra EVs in speed because extra speed is sometimes handy.
Heatran @ Life Orb
Ability: Flash Fire
EVs: 56 HP / 252 SpA / 200 Spe
Modest Nature
IVs: 0 Atk
- Heat Wave
- Earth Power
- Flash Cannon
- Protect
Heatran just teams up with CharY so well, and it fits with the teams defensive trend as well. Is serves as the perfect offensive partner for CharY, a sun check, and a decent mon under trick room. It has a standard offensive tran set , but some people question why run fast tran when you run trick room. This is because it always throws off other trans, because when they see two trick roomers on my team, they assume that my tran is slower. This gives me a free KO with earth power if they don't run shuca berry or if they switched into, survived, and get out sped the next turn.
Conkeldurr @ Life Orb
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
- Hammer Arm
- Mach Punch
- Knock Off
- Detect
I chose him because I needed a fighting type, CM Cress check other than Ferrothorn (which isn't really a cress check in the first place), and a strong priority move. He serves as a bulky trick room sweeper as well as a low-hp mon cleaner with priority while not under trick room. He also runs a pretty standard set, choosing knock off over ice punch for said reasons and guts over iron fist because I couldn't find any important KOs it misses without the damage boost.
Porygon2 @ Eviolite
Ability: Trace
EVs: 252 HP / 160 Def / 20 SpA / 76 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Recover
- Ice Beam
- Foul Play
I chose Porygon 2 because it's a ridiculously bulky trick roomer that doesn't have common weaknesses. He's there mainly for his ability to use trick room successfully, but he's also there because it can stall successfully at times. Its has a mostly set, giving it the best bulk possible, and it can also OHKO non-av lando-ts, which is always useful. I also decided to switch out foul play with thunder bolt, since it has much more damage potential and coverage options.
Jellicent (M) @ Sitrus Berry
Ability: Cursed Body
EVs: 252 HP / 204 Def / 52 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Scald
- Will-O-Wisp
- Recover
Jellicent is here to provide nice resistances that the team is weak to and to be another bulky trick roomer. It plays as the KO finisher, switch in, and burner, while also usually lasting a while with its bulk and recover. It again has a standard set, while I run cursed body over water absorb because sun already reduces water damage and cursed body provides much more utility. I also run recover over protect to increase its longevity in certain situations, and I run scald over hydro pump because it's more reliable and comes with possible burns.
Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 252 HP / 176 Atk / 80 Def
Brave Nature
- Power Whip
- Gyro Ball
- Leech Seed
- Protect
I chose Ferrothorn because it helps against a LOT of threats and it checks a great portion of the meta, only strengthening my defense against the meta. It serves for the go-to for a lot of situations, and it also gives an option to go from hyper-offensive to defensive when I need to. It can also do quite a bit of damage against common threats, such as mega gard and kang, sometimes by simply switching in. The weakness that it has also doesn't affect his usefulness to the team as much, since I have plenty of fire checks. His set is pretty self-explanatory.
Description:
This team is very versatile, having the ability to go hyper-offensive to fairly defensive easily at times. It also has a very good grasp on the meta. It rewards predictions a lot, and with the wide range of good switch ins in the team, there’s almost always something good to fall back on. You've probably noticed all the sets in the team are pretty standard (aside from twind CharY). Even though the sets are pretty standard, it's the surprising choices for the team itself that throw people off, yet still provide a crazy amount of synergy. It definitely fits my play style, for I tend to make huge predictions (which is honestly sometimes my downfall).
_
It’s definitely my standard lead. First off, there is almost nothing that double heatwave can KO under sun. Those that I can't kill with double heatwave can usually be KOed with coverage moves, such as water types and opposing heatrans. In fact, the only things I can think of at the top of my mind that can't be KOed immediately are things like cresselia and hydreigon. Also, switch ins are insanely predictable, rewarding risky counter-switch in plays such as using earth power against an opposing heatran switch in. Lastly, it is also usually really easy to counter certain other leads with other pokemon I have in the team, such as switching in ferro against a predicted kang fake out or any other offensive move.
_
or
This one is used against teams with volcanion (jellicent) or hydreigon (porygon 2). With conk being an absolute monster under trick room, there aren’t many good reasons to lead him without a trick roomer. This also gives an early advantage with trick room out, since it usually comes out later in the game.
:: Volcanion: Its coverage and bulk really mess with this team. Not only can it 2hko most of the team, but its defensive typing makes it really hard to KO. Sets with substitute give the team even more trouble.
:: Rain Teams: If they catch me off-guard without ferro or CharY or if they use volcanion (which they probably do), I will struggle against these teams.
:: Hydreigon: With its resistance to fire, tendency to be speedy, and wide range of coverage, this thing is capable of doing at least neutral damage against my whole team. Although, it’s not really a problem if I have conk out to mach punch it if. If any form of speed control is out either, hydreigon isn’t as much of a threat.
Special Thanks:
Connecting to what I've said in the intro, I've grown a lot since I've started competitive. All of this is thanks to the Smogon community in general. I wish I could name a few people, but I'm terrible at remembering names of the people who told me things ;-;. Anyways, thanks everyone for all of your help, I definitely appreciate it, and I want you guys to know that I couldn't have made it this far with out you all!
Intro:
So, it's been a while since I've been in the competitive scene; there are a lot of new faces I've seen lately, but there are thankfully still a few that remember me. Although, after being bored for the longest time and wanting to get a final taste of gen 6 before sun & moon comes out, I decided to jump back in and mess around. I've noticed when I look back on the player I used to be, I've definitely matured in both team building and play style, and knowing that I'm making progress really relieves me.
That messing around eventually turned into actually beating a few really good players and laddering quite quickly. At first, I was surprised that the team was so successful, but I eventually figured out what was so good about it... and then made it even better.
That messing around eventually turned into actually beating a few really good players and laddering quite quickly. At first, I was surprised that the team was so successful, but I eventually figured out what was so good about it... and then made it even better.
The team at a glance:
I know what you're most likely thinking. Two trick roomers in a semiroom team? Are you sure it isn't full trick room? Don't worry, there are really good reasons for this that I'll explain later in the RMT.
Charizard @ Charizardite Y
Ability: Blaze
EVs: 248 HP / 64 Def / 80 SpA / 116 Spe
Modest Nature
IVs: 0 Atk
- Heat Wave
- Solar Beam
- Tailwind
- Protect
CharY is a staple in most of my teams, and is no doubt my favorite mega. It's extremely offensive and and it can serve as a defensive presence at times as well, living lando-t rockslides and providing protection against water with sun. Heat Wave, Solar Beam, and Protect are all self explanitory, but Tailwind is there to provide a very offensive presence with a CharY and Heatran lead. He also runs a bulky ev spread to live lando-t rockslides in order to set up twind. I also gave him a few extra EVs in speed because extra speed is sometimes handy.
Heatran @ Life Orb
Ability: Flash Fire
EVs: 56 HP / 252 SpA / 200 Spe
Modest Nature
IVs: 0 Atk
- Heat Wave
- Earth Power
- Flash Cannon
- Protect
Heatran just teams up with CharY so well, and it fits with the teams defensive trend as well. Is serves as the perfect offensive partner for CharY, a sun check, and a decent mon under trick room. It has a standard offensive tran set , but some people question why run fast tran when you run trick room. This is because it always throws off other trans, because when they see two trick roomers on my team, they assume that my tran is slower. This gives me a free KO with earth power if they don't run shuca berry or if they switched into, survived, and get out sped the next turn.
Conkeldurr @ Life Orb
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
- Hammer Arm
- Mach Punch
- Knock Off
- Detect
I chose him because I needed a fighting type, CM Cress check other than Ferrothorn (which isn't really a cress check in the first place), and a strong priority move. He serves as a bulky trick room sweeper as well as a low-hp mon cleaner with priority while not under trick room. He also runs a pretty standard set, choosing knock off over ice punch for said reasons and guts over iron fist because I couldn't find any important KOs it misses without the damage boost.
Porygon2 @ Eviolite
Ability: Trace
EVs: 252 HP / 160 Def / 20 SpA / 76 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Recover
- Ice Beam
- Foul Play
I chose Porygon 2 because it's a ridiculously bulky trick roomer that doesn't have common weaknesses. He's there mainly for his ability to use trick room successfully, but he's also there because it can stall successfully at times. Its has a mostly set, giving it the best bulk possible, and it can also OHKO non-av lando-ts, which is always useful. I also decided to switch out foul play with thunder bolt, since it has much more damage potential and coverage options.
Jellicent (M) @ Sitrus Berry
Ability: Cursed Body
EVs: 252 HP / 204 Def / 52 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Scald
- Will-O-Wisp
- Recover
Jellicent is here to provide nice resistances that the team is weak to and to be another bulky trick roomer. It plays as the KO finisher, switch in, and burner, while also usually lasting a while with its bulk and recover. It again has a standard set, while I run cursed body over water absorb because sun already reduces water damage and cursed body provides much more utility. I also run recover over protect to increase its longevity in certain situations, and I run scald over hydro pump because it's more reliable and comes with possible burns.
Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 252 HP / 176 Atk / 80 Def
Brave Nature
- Power Whip
- Gyro Ball
- Leech Seed
- Protect
I chose Ferrothorn because it helps against a LOT of threats and it checks a great portion of the meta, only strengthening my defense against the meta. It serves for the go-to for a lot of situations, and it also gives an option to go from hyper-offensive to defensive when I need to. It can also do quite a bit of damage against common threats, such as mega gard and kang, sometimes by simply switching in. The weakness that it has also doesn't affect his usefulness to the team as much, since I have plenty of fire checks. His set is pretty self-explanatory.
Charizard @ Charizardite Y
Ability: Blaze
EVs: 248 HP / 64 Def / 80 SpA / 116 Spe
Modest Nature
IVs: 0 Atk
- Heat Wave
- Solar Beam
- Tailwind
- Protect
Porygon2 @ Eviolite
Ability: Trace
EVs: 252 HP / 160 Def / 20 SpA / 76 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Recover
- Ice Beam
- Thunderbolt
Conkeldurr @ Life Orb
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
- Hammer Arm
- Mach Punch
- Knock Off
- Detect
Heatran @ Life Orb
Ability: Flash Fire
EVs: 56 HP / 252 SpA / 200 Spe
Modest Nature
IVs: 0 Atk
- Heat Wave
- Earth Power
- Flash Cannon
- Protect
Jellicent (M) @ Sitrus Berry
Ability: Cursed Body
EVs: 252 HP / 204 Def / 52 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Scald
- Will-O-Wisp
- Recover
Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 252 HP / 176 Atk / 80 Def
Brave Nature
- Power Whip
- Gyro Ball
- Leech Seed
- Protect
Ability: Blaze
EVs: 248 HP / 64 Def / 80 SpA / 116 Spe
Modest Nature
IVs: 0 Atk
- Heat Wave
- Solar Beam
- Tailwind
- Protect
Porygon2 @ Eviolite
Ability: Trace
EVs: 252 HP / 160 Def / 20 SpA / 76 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Recover
- Ice Beam
- Thunderbolt
Conkeldurr @ Life Orb
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
- Hammer Arm
- Mach Punch
- Knock Off
- Detect
Heatran @ Life Orb
Ability: Flash Fire
EVs: 56 HP / 252 SpA / 200 Spe
Modest Nature
IVs: 0 Atk
- Heat Wave
- Earth Power
- Flash Cannon
- Protect
Jellicent (M) @ Sitrus Berry
Ability: Cursed Body
EVs: 252 HP / 204 Def / 52 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Scald
- Will-O-Wisp
- Recover
Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 252 HP / 176 Atk / 80 Def
Brave Nature
- Power Whip
- Gyro Ball
- Leech Seed
- Protect
Description:
This team is very versatile, having the ability to go hyper-offensive to fairly defensive easily at times. It also has a very good grasp on the meta. It rewards predictions a lot, and with the wide range of good switch ins in the team, there’s almost always something good to fall back on. You've probably noticed all the sets in the team are pretty standard (aside from twind CharY). Even though the sets are pretty standard, it's the surprising choices for the team itself that throw people off, yet still provide a crazy amount of synergy. It definitely fits my play style, for I tend to make huge predictions (which is honestly sometimes my downfall).
It’s definitely my standard lead. First off, there is almost nothing that double heatwave can KO under sun. Those that I can't kill with double heatwave can usually be KOed with coverage moves, such as water types and opposing heatrans. In fact, the only things I can think of at the top of my mind that can't be KOed immediately are things like cresselia and hydreigon. Also, switch ins are insanely predictable, rewarding risky counter-switch in plays such as using earth power against an opposing heatran switch in. Lastly, it is also usually really easy to counter certain other leads with other pokemon I have in the team, such as switching in ferro against a predicted kang fake out or any other offensive move.
This one is used against teams with volcanion (jellicent) or hydreigon (porygon 2). With conk being an absolute monster under trick room, there aren’t many good reasons to lead him without a trick roomer. This also gives an early advantage with trick room out, since it usually comes out later in the game.
Special Thanks:
Connecting to what I've said in the intro, I've grown a lot since I've started competitive. All of this is thanks to the Smogon community in general. I wish I could name a few people, but I'm terrible at remembering names of the people who told me things ;-;. Anyways, thanks everyone for all of your help, I definitely appreciate it, and I want you guys to know that I couldn't have made it this far with out you all!