yup, weather team i have been using for a while, a good win record (doesnt help when ladder doesn't update). may look rather Generic, but why not, stick to keeping it simple, people running multiple types in a sun team, that have zero benifit for it. why not use the pool of decent stuff that can be even better for the boost.
Ninetales @ Life orb
Ability: Drought
EVs: 4 HP / 252 SpA / 252 Spe
Nature: Modest (+SpA, -Atk)
- Hypnosis
- Solar Beam
- Nasty Plot
- Flamethrower
erm... yea we know WHY this is here. but with the moveset it can also fight back Hypnosis can force a switch on turn one, giving me a setup for Nasty Plot or picking my switch putting me on the Front foot from the off, a prefered tactic of mine, and had few problems keeping it around. the point of posting an RMT is to get others opinions so, to find out if the Bulky set is better or not.
Leafeon @ Leftovers
Ability: Chlorophyll
EVs: 4 HP / 252 Atk / 252 Spe
Nature: Adamant (+Atk, -SpA)
- Yawn
- Leaf Blade
- Swords Dance
- X-Scissor
the forgotton one, Yawn to force switches, so SD can go up, then if you do not have anything to deal with it, the devastation it can leave, Leaf Blade with Sword dance can defeat a lot of things, and x-scissor is there to beat other grasses. with chlorophyll active very little is getting in first. and it has very good Bulk in the Physical depeartment, making it ideal for bringing in on Physical hitters. a fave of mine, but underperformaing in the current metagame.
Venusaur @ Black sludge
Ability: Chlorophyll
EVs: 4 HP / 252 SpA / 252 Spe
Nature: Modest (+SpA, -Atk)
- Sludge Bomb
- Synthesis
- Solarbeam
- HP fire
the other grass type in the team. similar to leafeon, it's bulk allows it to come in, resistance to poison is always good, and abosrbing of toxic spikes is always a wonderful benefit, HP fire works better as steel types like to come in here, sludge bomb always a must due to the STAB, only problem it has is Heatran in that department, and speaking of which.
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 HP / 252 SpA / 4 SpD
Nature: Modest (+SpA, -Atk)
- Earth Power
- Lava Plume
- Dragon Pulse
- Toxic
quite a lot of ground weak here, and an ideal cover for Venusaur as this can come in on moves that counter him.
Toxic and WoW are both interesting choices but Toxic is better on the stallers which I feel is currently more of a threat, Dragon Pulse is there to deal with the number of dragons which will come in and try and exploit thier resistances especially with toxic.
Volcarona @ Leftovers
Ability: Flame Body
EVs: 240 HP / 216 Def / 52 Speed
Nature: Bold (+SpA, -Atk)
- Quiver Dance
- Bug Buzz
- Roost
- Fiery Dance
Decided on the Bulky Volcarona as Quiver Dance and Fiery Dance are there for boosting and because of Roost, even Stealth Rocks are not an issue for it, definatly the strongest poke in the team, as it can function out of sun, due to having no boosts from it except damage. Definatly the strongest pokemon in the team due to ease of boosting and working out of sun, which is a situation that can happen.
Infernape @ Focus Sash
Ability: Iron Fist
EVs: 252 Atk / 4 SpDef / 252 Spe
Nature: Adamant (+Atk, -SpA)
- Mach Punch
- Swords Dance
- Fire Punch
- Stone Edge
a bit of type coverage and a strong poke with High damage, perhaps the one in need of most work, but a recent metagame change could help it. currently the weak link in the team perhaps, along with leafeon one of the pokes to change. as you can see quite a bit of a Heatran poblem, this is brought in to fix that, but is struggling to the experimental nature of it. Fire punch and Stone Edge are obvious strong attacks Stone edge deals with flying types, Fire Punch a powerful STAB, Mach punch and Swords dance are there to complement Iron Fist.
Ninetales @ Life orb
Ability: Drought
EVs: 4 HP / 252 SpA / 252 Spe
Nature: Modest (+SpA, -Atk)
- Hypnosis
- Solar Beam
- Nasty Plot
- Flamethrower
erm... yea we know WHY this is here. but with the moveset it can also fight back Hypnosis can force a switch on turn one, giving me a setup for Nasty Plot or picking my switch putting me on the Front foot from the off, a prefered tactic of mine, and had few problems keeping it around. the point of posting an RMT is to get others opinions so, to find out if the Bulky set is better or not.
Leafeon @ Leftovers
Ability: Chlorophyll
EVs: 4 HP / 252 Atk / 252 Spe
Nature: Adamant (+Atk, -SpA)
- Yawn
- Leaf Blade
- Swords Dance
- X-Scissor
the forgotton one, Yawn to force switches, so SD can go up, then if you do not have anything to deal with it, the devastation it can leave, Leaf Blade with Sword dance can defeat a lot of things, and x-scissor is there to beat other grasses. with chlorophyll active very little is getting in first. and it has very good Bulk in the Physical depeartment, making it ideal for bringing in on Physical hitters. a fave of mine, but underperformaing in the current metagame.
Venusaur @ Black sludge
Ability: Chlorophyll
EVs: 4 HP / 252 SpA / 252 Spe
Nature: Modest (+SpA, -Atk)
- Sludge Bomb
- Synthesis
- Solarbeam
- HP fire
the other grass type in the team. similar to leafeon, it's bulk allows it to come in, resistance to poison is always good, and abosrbing of toxic spikes is always a wonderful benefit, HP fire works better as steel types like to come in here, sludge bomb always a must due to the STAB, only problem it has is Heatran in that department, and speaking of which.
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 HP / 252 SpA / 4 SpD
Nature: Modest (+SpA, -Atk)
- Earth Power
- Lava Plume
- Dragon Pulse
- Toxic
quite a lot of ground weak here, and an ideal cover for Venusaur as this can come in on moves that counter him.
Toxic and WoW are both interesting choices but Toxic is better on the stallers which I feel is currently more of a threat, Dragon Pulse is there to deal with the number of dragons which will come in and try and exploit thier resistances especially with toxic.
Volcarona @ Leftovers
Ability: Flame Body
EVs: 240 HP / 216 Def / 52 Speed
Nature: Bold (+SpA, -Atk)
- Quiver Dance
- Bug Buzz
- Roost
- Fiery Dance
Decided on the Bulky Volcarona as Quiver Dance and Fiery Dance are there for boosting and because of Roost, even Stealth Rocks are not an issue for it, definatly the strongest poke in the team, as it can function out of sun, due to having no boosts from it except damage. Definatly the strongest pokemon in the team due to ease of boosting and working out of sun, which is a situation that can happen.
Infernape @ Focus Sash
Ability: Iron Fist
EVs: 252 Atk / 4 SpDef / 252 Spe
Nature: Adamant (+Atk, -SpA)
- Mach Punch
- Swords Dance
- Fire Punch
- Stone Edge
a bit of type coverage and a strong poke with High damage, perhaps the one in need of most work, but a recent metagame change could help it. currently the weak link in the team perhaps, along with leafeon one of the pokes to change. as you can see quite a bit of a Heatran poblem, this is brought in to fix that, but is struggling to the experimental nature of it. Fire punch and Stone Edge are obvious strong attacks Stone edge deals with flying types, Fire Punch a powerful STAB, Mach punch and Swords dance are there to complement Iron Fist.