Infernape @ Focus Sash
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Taunt
- Fake Out
- Stealth Rock
- Flare Blitz
Ok so this guy is just awesome. He is usually my lead. I'm considering replacing fake out with something else like fire punch so I can use blaze a bit longer,but most of the time my strategy with him is to use fake out. Taunt if I suspect a non-attacking move or stealth rock if I suspect an attacking move and then I proceed to use my blaze STAB flare blitz which either kills them or heavily damages them. This guy is such a beast as he can usually stop stealth rocks from going on my field and than proceed to hurt their stealth rock setter or heavily damage it(Or something else if they switch) He has nice speed giving him the ability to out speed a lot of common leads. EV's are pretty standard on this guy. Pretty much hit and run
Charizard @ Charizardite Y
Ability: Blaze
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Focus Blast
- Solar Beam
- Fire Blast
- Hidden Power [Ice]
Here I have charizard Y which is my first sun setter. This set is pretty self explanatory. Pretty much come in and wreck shit up. I'm considering changing hidden power Ice to something like roost(I personally don't think defog would benefit too much as I already have a lead that can stop most hazard leads and a spinner that can come in on most physical attackers and rapid spin/yawn and then spin + it also gets rid of my hazards which kinda sucks) His moveset is pretty standard. I don't really see a use for d pulse because it only hits dragons super effectively which hp ice does too,but although it loses some power it hits flying types + it can hit a lot of pokes 4x effectively. Fire blast is there to destroy pokes that don't resist it. I used to use air slash,but some pokemon like tyranitar were too threatening to my so I had to use focus blast.Solar beam is there for pesky water types that resist fire blast and for gastrodon/quagsire which are a pain to kill. One thing I could see replacing hp ice for is hp ground for heatran. I could predict the switch in and use air slash if they have a balloon to break it and then I could proceed with Hp ground(Which I think kills) Ev's are standard. Come in deal damage,get the sun out,and go back.
Torkoal @ Leftovers
Ability: Shell Armor
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Stealth Rock
- Rapid Spin
- Lava Plume
- Yawn
Ok now on to Torkoal. This guy has saved me a lot. He has VERY good defense which is good because Gen 6 brought about a lot of new physical threats. When he comes in on a physical attacker(And some special ones) he has a lot of choices. First of all if rocks are up that's my first priority. If rocks are up most cases I will rapid spin,but sometimes I will yawn and then rapid spin. If rocks aren't up I have 3 choices. I can yawn to force a switch. I can lava plume to get damage off and go for a burn. Or I can get my rocks up if they aren't already up or have been spinned away. Ev's maximized in HP and Def so I can take physical hit's as well as possible and 4 SpA so I can get some extra damage off with Lava plume. I'm open to suggestions on this guy about lava plume/Yawn,I don't really want to change stealth rocks or rapid spin as those are essential to my team.
Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Overheat
- Dark Pulse
- Earth Power
- Flash Cannon
So my next 2 or 3 pokemon rely on the surprise factor. First of all heatran. Scarftran was pretty standard last gen,but now in 6th gen you rarely see him. This allows me to score ko's that normal heatran would not be able to do. I used to run an eruption scarftran,but that forced me to run quiet which is +SpA -Speed which kind of sucked and I rarely ended up using it due to all the priority in 6th gen combined with the fact that heatran is the only thing on my team that can take special electric type moves which lowered my eruption's power so I replaced it will fire blast and that allowed me to run timid. After I did that fire blast was missing a lot and it's power just didn't cut it so I replaced it with overheat.Dark pulse is for ghosts and psychic types. Earth power for opposing mono fire(Really helps), Fire blast is for STAB and it is very powerful in the sun,and last but not least Flash cannon helps with fairies plus it's STAB. Ev's are to outspeed as much as possible while still hitting hard.
Darmanitan @ Choice Scarf
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Superpower
- Rock Slide
- Zen Headbutt
I've loved Darmanitan ever since I caught one in Black and White. He was always so powerful with his life orb fire punch. He was always my win condition in the elite 4(Fuck chandelure) So he has base 95 speed which is pretty good. I put him on this team because some things like blissey or chansey were just too threatening. Plus my only physical attacker was my suicide lead. I also needed him to be fast because fire just has too many common weaknesses. Darmanitan was the perfect fit. He is my second scarfer. I run jolly to outspeed as much as possible with standard Ev's. Pretty much either sweep or come in hit hard with a flare blitz or predict a switch and go for a supereffective/neutral hit. Flare blitz for STAB Brick break is there for heatran and dark types,but it wasn't doing much because of it's low base power so I replaced it with superpower. Rock slide for talon that tries to switch into me. And zen headbutt is there for poison and fighting types. EV's are there to make sure I outspeed most pokes and hit hard
Ninetales @ Heat Rock
Ability: Drought
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Dark Pulse
- Fire Blast
- Solarbeam
- Extrasensory
My last pokemon. This guy is my second drought setter. I tried to make him a set up sweeper(Not much success) I'm trying to use his base 100 spD which is pretty good. Basically come in on a special attacker,Flame charge and then nasty plot and you're pretty much set. Flame charge is there for the speed and also helps with blissey/not so much for chansey. Nasty plot to make it easier to sweep. Flamethrower is so misses don't mess up my sweep. I run heat rock for better sun support for my team or to make sure I have enough time to set up and sweep with the sun still up.(Can't really think of a better set for him) Pretty standard sweeping EV's Ninetales wasn't able to do much even with +2 spAtk and +1 speed so I changed him to a scarf set(Testing it) to see how it goes. So after I did that I changed the set to better compliment the added speed
So I'm open to all suggestions for the team and please list your reasoning.(Someone please tell me how to put an avatar for the pokes. I'm such a noob. I think it has something to do with the upload a file,but how do I make it in a certain place and where do I get the avatar files?) And please don't be too harsh this is my first team.
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Taunt
- Fake Out
- Stealth Rock
- Flare Blitz
Ok so this guy is just awesome. He is usually my lead. I'm considering replacing fake out with something else like fire punch so I can use blaze a bit longer,but most of the time my strategy with him is to use fake out. Taunt if I suspect a non-attacking move or stealth rock if I suspect an attacking move and then I proceed to use my blaze STAB flare blitz which either kills them or heavily damages them. This guy is such a beast as he can usually stop stealth rocks from going on my field and than proceed to hurt their stealth rock setter or heavily damage it(Or something else if they switch) He has nice speed giving him the ability to out speed a lot of common leads. EV's are pretty standard on this guy. Pretty much hit and run
Charizard @ Charizardite Y
Ability: Blaze
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Focus Blast
- Solar Beam
- Fire Blast
- Hidden Power [Ice]
Here I have charizard Y which is my first sun setter. This set is pretty self explanatory. Pretty much come in and wreck shit up. I'm considering changing hidden power Ice to something like roost(I personally don't think defog would benefit too much as I already have a lead that can stop most hazard leads and a spinner that can come in on most physical attackers and rapid spin/yawn and then spin + it also gets rid of my hazards which kinda sucks) His moveset is pretty standard. I don't really see a use for d pulse because it only hits dragons super effectively which hp ice does too,but although it loses some power it hits flying types + it can hit a lot of pokes 4x effectively. Fire blast is there to destroy pokes that don't resist it. I used to use air slash,but some pokemon like tyranitar were too threatening to my so I had to use focus blast.Solar beam is there for pesky water types that resist fire blast and for gastrodon/quagsire which are a pain to kill. One thing I could see replacing hp ice for is hp ground for heatran. I could predict the switch in and use air slash if they have a balloon to break it and then I could proceed with Hp ground(Which I think kills) Ev's are standard. Come in deal damage,get the sun out,and go back.
Torkoal @ Leftovers
Ability: Shell Armor
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Stealth Rock
- Rapid Spin
- Lava Plume
- Yawn
Ok now on to Torkoal. This guy has saved me a lot. He has VERY good defense which is good because Gen 6 brought about a lot of new physical threats. When he comes in on a physical attacker(And some special ones) he has a lot of choices. First of all if rocks are up that's my first priority. If rocks are up most cases I will rapid spin,but sometimes I will yawn and then rapid spin. If rocks aren't up I have 3 choices. I can yawn to force a switch. I can lava plume to get damage off and go for a burn. Or I can get my rocks up if they aren't already up or have been spinned away. Ev's maximized in HP and Def so I can take physical hit's as well as possible and 4 SpA so I can get some extra damage off with Lava plume. I'm open to suggestions on this guy about lava plume/Yawn,I don't really want to change stealth rocks or rapid spin as those are essential to my team.
Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Overheat
- Dark Pulse
- Earth Power
- Flash Cannon
So my next 2 or 3 pokemon rely on the surprise factor. First of all heatran. Scarftran was pretty standard last gen,but now in 6th gen you rarely see him. This allows me to score ko's that normal heatran would not be able to do. I used to run an eruption scarftran,but that forced me to run quiet which is +SpA -Speed which kind of sucked and I rarely ended up using it due to all the priority in 6th gen combined with the fact that heatran is the only thing on my team that can take special electric type moves which lowered my eruption's power so I replaced it will fire blast and that allowed me to run timid. After I did that fire blast was missing a lot and it's power just didn't cut it so I replaced it with overheat.Dark pulse is for ghosts and psychic types. Earth power for opposing mono fire(Really helps), Fire blast is for STAB and it is very powerful in the sun,and last but not least Flash cannon helps with fairies plus it's STAB. Ev's are to outspeed as much as possible while still hitting hard.
Darmanitan @ Choice Scarf
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Superpower
- Rock Slide
- Zen Headbutt
I've loved Darmanitan ever since I caught one in Black and White. He was always so powerful with his life orb fire punch. He was always my win condition in the elite 4(Fuck chandelure) So he has base 95 speed which is pretty good. I put him on this team because some things like blissey or chansey were just too threatening. Plus my only physical attacker was my suicide lead. I also needed him to be fast because fire just has too many common weaknesses. Darmanitan was the perfect fit. He is my second scarfer. I run jolly to outspeed as much as possible with standard Ev's. Pretty much either sweep or come in hit hard with a flare blitz or predict a switch and go for a supereffective/neutral hit. Flare blitz for STAB Brick break is there for heatran and dark types,but it wasn't doing much because of it's low base power so I replaced it with superpower. Rock slide for talon that tries to switch into me. And zen headbutt is there for poison and fighting types. EV's are there to make sure I outspeed most pokes and hit hard
Ninetales @ Heat Rock
Ability: Drought
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Dark Pulse
- Fire Blast
- Solarbeam
- Extrasensory
My last pokemon. This guy is my second drought setter. I tried to make him a set up sweeper(Not much success) I'm trying to use his base 100 spD which is pretty good. Basically come in on a special attacker,Flame charge and then nasty plot and you're pretty much set. Flame charge is there for the speed and also helps with blissey/not so much for chansey. Nasty plot to make it easier to sweep. Flamethrower is so misses don't mess up my sweep. I run heat rock for better sun support for my team or to make sure I have enough time to set up and sweep with the sun still up.(Can't really think of a better set for him) Pretty standard sweeping EV's Ninetales wasn't able to do much even with +2 spAtk and +1 speed so I changed him to a scarf set(Testing it) to see how it goes. So after I did that I changed the set to better compliment the added speed
So I'm open to all suggestions for the team and please list your reasoning.(Someone please tell me how to put an avatar for the pokes. I'm such a noob. I think it has something to do with the upload a file,but how do I make it in a certain place and where do I get the avatar files?) And please don't be too harsh this is my first team.
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