Sun boosted, +SAtk, Flash Fire, Choice Specs, STAB, full power Eruption. If god forbid, Heatran gets a Flash Fire boost, it even outdamages Choice Specs Kyogre's Water Spout. Once realising this was the most powerful no-prep move in the game, I endeavoured to make a team around it, but realised that you have to use a negative speed nature to use it - no choice scarf eruptions then. So I use Trick Room. I know most definitely this isn't the best team it could be, and a lot of it is just hodgepodge stuck together (Bronzong for example), but it's definitely my most favourite team (one shotting latias with Eruption makes me squeal) to use, and making it better would make me very happy indeed. The team relies upon a couple of things which I almost NEED to happen to succeed. 1) Winning the weather war is IMPERATIVE 2) Rapid Spinning (too many fire types) 3) The removal of Heatran 4) Entry Hazards (only stealth rocks really needed) Anyway, the team: Ninetales (M) @ Leftovers Trait: Drought EVs: 4 Def / 252 SAtk / 252 Spd Modest Nature (+SAtk, -Atk) - Hidden Power [Ground] - SolarBeam - Sunny Day - Flamethrower Ninetales serves a couple of purposes. First is of course getting up the weather. I don't always bring it in immediately - if the opponent has a Politoed, I normally lead with Bronzong, and if they have something like Infernape or Darmanitan, I do myself a favour and wait on it. Sunny Day is the crux of this set. Activating sun upon Politoed/Tyranitar's entry is really nice as I can live an oncoming Scald and do some decent damage to Politoed. If there's no weather war, Ninetales is my first thing to sacrifice (though its speed can be quite useful sometimes). Hidden Power Ground is to hit the nemesis of this team, Heatran. Any damage is good. Victini's Brick Break does 48% - 56% to 252HP Heatran, so Hidden Power Ground should put Heatran in killing range. Flamethrower is reliable STAB with surprising power after the sun, doing good damage to most things. Forretress (M) @ Leftovers Trait: Sturdy EVs: 216 HP / 36 Atk / 252 Def / 4 SDef Impish Nature (+Def, -SAtk) - Rapid Spin - Earthquake - Stealth Rock - Spikes Forretress is also essential. With Victini taking 25% health on switch in and Heatran losing valuable power on his Eruption with every Stealth Rock hit, it's so important to this team for Forretress to Rapid Spin. Putting up Stealth Rock is also vital for a couple of reasons. The first is UNDOUBTEDLY Dragonite, who can screw this team very very very quickly if he has Multiscale. Others include getting the assured OHKO on standard Latios with full scale Eruption, as well as giving me a chance of 2HKOing Blissey as well. Spikes help in a similar way, though aren't as necessary as SR. Earthquake means that I don't give Terrakion a free setup, as well as allowing me to beat Tentacruel in the sun, which is pretty useful. The attack EVs I've put in there are completely arbitrary - if someone could help me there, that would be nice. Mesprit @ Lagging Tail Trait: Levitate EVs: 252 HP / 252 Def / 4 SDef Bold Nature (+Def, -Atk) - U-turn - Trick Room - Sunny Day - Healing Wish This Mesprit is nothing like any Mesprit that has ever existed. It's defensively EV'd, because the metagame is very physically based, and being able to safely go into things like Landorus is very nice. Lagging Tail means I ALWAYS go last, which at times is a blessing and sometimes infuriating. On the one hand, u-turning last means that my incoming Heatran will take NO damage, which is very useful for eruption. If people use toxic or t-wave, i'd much prefer that on my mesprit than on my victini or heatran. Trick Room allows for Heatran to get on with his job. If Mesprit dies while using it, that's cool - I can then even use Forretress to get up a super quick layer of spikes, or go into Victini to clean up. Sunny Day is for emergencies, when I've lost the weather war and need to clear up the field or even allow for one last hurrah for Victini or Heatran. And Healing Wish is VERY useful, though a lot of the time I don't use it (due to lagging tail ¬_¬) - revitalising my Heatran or my Ninetales (if the weather war has gone badly so far) is often the difference between winning and losing. Victini @ Life Orb Trait: Victory Star EVs: 248 HP / 252 Atk / 8 Def IVs: 0 Spe Brave Nature (+Atk, -Spd) - V-create - Fusion Bolt - Trick Room - Brick Break Resistances mean nothing to Victini, who comes in and V-creates everything. Fusion Bolt is for Starmie, Politoed and Jellicent, 2HKOing all of them. Brick Break is for Heatran and Heatran only. Well, Tyranitar too. Victini is fantastic on this team because of its great natural bulk, and then sweepability. It one-shots some variants of Gliscor, for Pete's sake. Bronzong @ Earth Gem Trait: Levitate EVs: 252 HP / 4 Atk / 252 SDef IVs: 0 Spe Sassy Nature (+SDef, -Spd) - Explosion - Light Screen - Earthquake - Trick Room This Bronzong set is complete pants, but serves a couple of uses. First it is my lead when the opponent has a Politoed. A quick Trick Room/Light Screen combo means that even against Choice Specs politoed, I should always get up my trick room and light screen, before going into Ninetales to really nullify Politoed's attacking ability. Politoed terrifies me, and Bronzong is the only thing I have to take a Hydro Pump from it. I'd guess that Mesprit is 2HKOed, even by Choice Scarf, though that's a guess. Earth Gem earthquake is really surprisingly useful, ensuring an OHKO on Heatran (which thanks to Trick Room happens more often than you'd think), as well as doing a lot of damage to unsuspecting Tentacruels, who can annoy this team. Explosion is for free switches, or for things like Substitutes that absolutely need to be got rid of. I've been thinking about whether Gyro Ball or Hidden Power Ice could be used somewhere here. Gyro Ball would do decent damage to Terrakion and Ttar, while Hidden Power Ice will finally let Bronzong destroy Gliscor, who with Protect and Substitutes can piss this team off ridiculously. Oh, and because Bronzong has surprising longevity, it often provides the final Trick Room required for Heatran to close out the game. Heatran (F) @ Choice Specs Trait: Flash Fire EVs: 252 HP / 4 Def / 252 SAtk IVs: 1 Spe Quiet Nature (+SAtk, -Spd) - Eruption - Flamethrower - Earth Power - Hidden Power [Ice] 4 common pokemon can take two full power eruptions - Tyranitar and Politoed (by virtue of changing the weather), and Chansey (Blissey is iffy at best) and opposing Heatran. NOTHING else can take two. Not Kingdra, not Latias, not anything. Latias, who is probably THE best switch in to normal Heatrans in the game, is one shotted with some prior damage. Flamethrower is for late-game. Earth Power is for predicting the Heatran switch. Hidden Power Ice is only for Dragonite, who must have his multiscale broken for it to kill. 7 Deadly Pokemon - Heatran - Heatran is an absolute terror to this team. In fact, if it's an ordinary Lava Plume/Earth Power Heatran and I stupidly give it a Flash Fire boost without having trick room, that's it. Game over. I'd have to sacrifice two of Victini, Forretress or Ninetales to get rid of it. Pair Heatran with a Tyranitar, and the odds are SEVERELY against me. Politoed - Weather Wars are naturally against me by virtue of fire typing, and if I lose the Weather War, I lose. Bronzong with Light Screen is pretty useful, and having Sunny Day Ninetales can really help too. A lot of the time, when I have my trick roomed Victini or Heatran in, I predict the switch and use Fusion Bolt or Earth Power just to take it out or do enough damage to cripple it. Thank god Politoed doesn't get any recovery moves. If it did, weather wars wouldn't be wars. It'd be a playground beating. Tyranitar - Also annoying. If it has Fire Blast and Crunch, it's IMMENSELY annoying, and I'll have to sacrifice some things to get damage on it. Mesprit and Bronzong can pretty much always live a crunch/fire blast though and get up a trick room, so it's not TOO bad. Dragonite - Let's assume dragon dance for a minute. If it comes in on Mesprit or Bronzong, I set up Trick Room. If it comes in on Ninetales, Forretress, Victini or Heatran, I switch immediately to mesprit, who can live any one hit and get up trick room. Sometimes people fear scarf Mesprit with Ice Beam and switch out Having Stealth Rock is imperative, so I can simply go into Heatran after and Hidden Power Ice him into oblivion. Donphan - First it sets up Stealth Rock, which I don't like. Second it can Rapid Spin. Third, it outslows Heatran in Trick Room, which is a real pain ¬_¬ Reuniclus - if it happens to be a life orb trick room reuniclus with shadow ball, I'm in for a world of pain. Best thing I can do is count the trick room turns, sac something on the last turn, and then erupt with Heatran. Gliscor - annoying annoying arsehole at times. If it's sub/protect, then it can sometimes sweep through my team. I trick room up with Mesprit or Bronzong, but oops, I can't break its sub. So I have to do it with Victini and then take an earthquake to the face ¬_¬. Plus with protect, it can wait out some trick room turns and then fuck up the other sweeper. Things I've been considering but not really fleshed out 1) Using Wobbuffet to win the weather war against Politoed? 2) Using Dugtrio to win the weather war against Ttar, as well as killing Heatran. Plus using stealth rock gives forretress a free spot to run toxic/gyro ball/explosion 3) Wisher - Blissey, Jirachi, maybe even an anti-rain Vaporeon with Hydration to piss off Politoed :) 4) Scarfer/Quick Hard hitter, like Terrakion or Landorus. 5) Volcarona 6) Virizion has fantastic typing to win a weather war, but not sure what to take out to fit it in. I really need two trick roomers and an entry hazard setter. 7) Changing the Ninetales set. Maybe Sub+Toxic, or Sub+WoW. Poli and Ttar have such good special defense that even SolarBeam doesn't hurt too much. 8) Arcanine can do a lot to win the weather war, with Wild Charge and Close Combat, as well as Flare Blitz. It also can have Flash Fire, which can help me against enemy Heatrans or other fire types that want to abuse my sun. Snorlax can do a similar job as well I guess, with Thick Fat, Earthquake, Wild Charge and even Crunch to hit the Latis. There are lots of flaws really to this team. There was one time when a nasty plot Ninetales swept half my team, and my team has little in defensive pokemon who can heal themselves, or even standard speedy attackers. Everything from Timid Darmanitan outspeeds my entire team. What I really rely on is the surprise factor - people deciding to sacrifice their Politoed not knowing I have healing wish; people dragon dancing a second time allowing me to trick room up. This isn't a team made for laddering really. It's a team made for personal satisfaction at being able to 2HKO a Blissey with a special move. If you have any suggestions to make this massacre more easy or more full of blood, I'd be very grateful. thanks!