Basically I wanted to make a sun team but I hate the idea of having to use Ninetails - it is grossly underpowered, has a limited movepool and the only reason it is ever used is primarily for Drought and the occasional status, meaning one sixth of your team is gone to something weak. We now have Charizard Y, however, so I felt, I should try again:
1- Charizard
Nature: Timid
Ability: Blaze
EVs: 4Hp/252Sp Atk/252 Spe
Item: Charizardite Y
Moves: Dragon Pulse, Fire Blast, Air Slash, Solar Beam
Description: Sure he could do with being a smidge faster and have a touch more bulk, but in my opinion this guy vastly outclasses Ninetails as a Drought inducer. Air Slash and Fire Blast are for STAB, Dragon pulse for coverage and SolarBeam for the sun. I didn't want to use Roost as extra health is useless when he can't keep it, this guy just kills his threats before they kill him.
2 - Garchomp
Nature: Jolly
Ability: Rough Skin
EVs: 4Hp/252Atk/252Spe
Item: Choice Scarf
Moves: Earthquake, Dragon Claw, Fire Fang, Outrage
Description: I picked this guy to cover my electricity weakness and because he is an excellent revenge killer for when I lose another poke. Dragon Claw for if I don't want to get locked into Outrage, Fire Fang for coverage and extra damage under the Sun. I may try Choice Band-ing it at some point but for now I like being able to outspeed almost everything in the tier.
3 - Cresselia
Nature: Calm
Ability: Levitate
EVs: 252Hp/252Def/4Sp Def
Item: Light Clay
Moves: Lunar Dance, Dual Screens, Psychic
Description: Remember I say Charizard lacks bulk? Not anymore, he doen't. I try to lead with this guy as much as possible as once the screens are up you have a team of tanks to play with. Psychic is there for Taunt and the occasional bit of damage, Lunar Dance to refresh one of my other pokes that I need. I feel like I want an extra moveslot on this guy to put in some recovery. A lum berry has always tempted me as well as this guy is huge toxic bait but I want those extra turns on the screens, therefore I just save her for Lunar Dance when she is getting low.
4 - Venusaur
Nature: Modest
Ability: Chlorophyll
Evs: 72Hp/4Def/180Spe/252Sp Atk
Item: Black Sludge
Moves: Sleep Powder, Giga Drain, Sunny Day, Sludge Bomb.
Description: Not much to say about this guy really, he is basically a standard Chlorophyll set. Sludge Bomb for STAB, Giga Drain for STAB and recovery, Sleep Powder to deal with anything I'm worried about and Sunny Day in case I lose Charizard or my opponent removes my weather. T-Tar is a very common threat so Sunny Day is a good prediction move for that scenario.
5 - Rotom-W
Nature: Modest
Ability: Levitate
Evs: 252Hp/252Def/4Sp Atk
Item: Chesto Berry
Moves: Hydro Pump, Will-o-wisp, Rest,Volt Switch
Description: This is a completely standard Resto-Chesto set. There is a reason this guys is so popular in OU - his great physical bulk, good special attack, ability to cripple sweepers and rest of any damage makes him an excellent pivot on the team to keep up momentum. His typing gives good extra coverage, even with the sun up, and allows me to tank hits so I can switch into more frail pokes such as Mega Y.
6 - Mandibuzz
Nature: Impish
Ability: Overcoat
Evs: 252HP/252Def/4Sp Def
Item: Leftovers
Moves Defog, Toxic, Foul Play, Roost
Description: You might have noticed the big weakness to Stealth Rocks? Yeah, I did too, which is why I brought this guy in to fix that. His massive defence mean you're guaranteed to get a defog off, and with Screens up you can even take a few special hits. I picked toxic as I felt I could do with more statuses on my team, Foul Play as anti-taunt and to ruin sweepers, and roost to toxic stall and keep this guy running. I rarely find this guy dying until I let him because of his bulk.
Summary: This is my first draft of the team so I'm open to any advice. The things I've noticed so far - Lack of priority and I could really do with a special wall, but if you can see other problems let me know, thanks.
Ps - Don't suggest Ninetails. Ever.
1- Charizard
Nature: Timid
Ability: Blaze
EVs: 4Hp/252Sp Atk/252 Spe
Item: Charizardite Y
Moves: Dragon Pulse, Fire Blast, Air Slash, Solar Beam
Description: Sure he could do with being a smidge faster and have a touch more bulk, but in my opinion this guy vastly outclasses Ninetails as a Drought inducer. Air Slash and Fire Blast are for STAB, Dragon pulse for coverage and SolarBeam for the sun. I didn't want to use Roost as extra health is useless when he can't keep it, this guy just kills his threats before they kill him.
2 - Garchomp
Nature: Jolly
Ability: Rough Skin
EVs: 4Hp/252Atk/252Spe
Item: Choice Scarf
Moves: Earthquake, Dragon Claw, Fire Fang, Outrage
Description: I picked this guy to cover my electricity weakness and because he is an excellent revenge killer for when I lose another poke. Dragon Claw for if I don't want to get locked into Outrage, Fire Fang for coverage and extra damage under the Sun. I may try Choice Band-ing it at some point but for now I like being able to outspeed almost everything in the tier.
3 - Cresselia
Nature: Calm
Ability: Levitate
EVs: 252Hp/252Def/4Sp Def
Item: Light Clay
Moves: Lunar Dance, Dual Screens, Psychic
Description: Remember I say Charizard lacks bulk? Not anymore, he doen't. I try to lead with this guy as much as possible as once the screens are up you have a team of tanks to play with. Psychic is there for Taunt and the occasional bit of damage, Lunar Dance to refresh one of my other pokes that I need. I feel like I want an extra moveslot on this guy to put in some recovery. A lum berry has always tempted me as well as this guy is huge toxic bait but I want those extra turns on the screens, therefore I just save her for Lunar Dance when she is getting low.
4 - Venusaur
Nature: Modest
Ability: Chlorophyll
Evs: 72Hp/4Def/180Spe/252Sp Atk
Item: Black Sludge
Moves: Sleep Powder, Giga Drain, Sunny Day, Sludge Bomb.
Description: Not much to say about this guy really, he is basically a standard Chlorophyll set. Sludge Bomb for STAB, Giga Drain for STAB and recovery, Sleep Powder to deal with anything I'm worried about and Sunny Day in case I lose Charizard or my opponent removes my weather. T-Tar is a very common threat so Sunny Day is a good prediction move for that scenario.
5 - Rotom-W
Nature: Modest
Ability: Levitate
Evs: 252Hp/252Def/4Sp Atk
Item: Chesto Berry
Moves: Hydro Pump, Will-o-wisp, Rest,Volt Switch
Description: This is a completely standard Resto-Chesto set. There is a reason this guys is so popular in OU - his great physical bulk, good special attack, ability to cripple sweepers and rest of any damage makes him an excellent pivot on the team to keep up momentum. His typing gives good extra coverage, even with the sun up, and allows me to tank hits so I can switch into more frail pokes such as Mega Y.
6 - Mandibuzz
Nature: Impish
Ability: Overcoat
Evs: 252HP/252Def/4Sp Def
Item: Leftovers
Moves Defog, Toxic, Foul Play, Roost
Description: You might have noticed the big weakness to Stealth Rocks? Yeah, I did too, which is why I brought this guy in to fix that. His massive defence mean you're guaranteed to get a defog off, and with Screens up you can even take a few special hits. I picked toxic as I felt I could do with more statuses on my team, Foul Play as anti-taunt and to ruin sweepers, and roost to toxic stall and keep this guy running. I rarely find this guy dying until I let him because of his bulk.
Summary: This is my first draft of the team so I'm open to any advice. The things I've noticed so far - Lack of priority and I could really do with a special wall, but if you can see other problems let me know, thanks.
Ps - Don't suggest Ninetails. Ever.
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