





this is what my team looks like, except i don't use a shiny ninetales. so lets go a bit more in depth. by the way, i just created my account so if there is anything wrong with my format please tell me.

Juggs(snorlax) @chesto berry/choice band
ability: thick fat
EVs: 40 hp, 252 att, 40 def, 176 spDef
Adamant nature
-rest/earthquake
-body slam
-crunch
-fire punch/earthquake
this is a guy i just added today replacing a disappointing forretress. i'm basically use him as a physical revenge killer as well as a sponge for special attacks. i chose body slam over return for the para-hax and because it is snorlax's signature move, and i mainly put crunch in there to better deal with reuniclus, fire punch is there to take advantage of the sun, although with 3 fire types earthquake might be more helpful. i'm currently deciding between a chestoresto set or a choice banded. i'm leaning more towards the chestoresto set because despite the newguy he has already been hit by status effects at least 4 times today. but yeah, this one of the guys i'd like the most help with

Uno-Uno(Venusaur) @black sludge
ability: chlorophyll
EVs: 212 att, 44 spatt, 252 spd
Naive nature
-seed bomb
-hp fire
-earthquake
-growth
after one growth this this can sweep just about any team under the sun. with hp fire it functions as a mixed sweeper. i chose earthquake over sleep powder because my ninetales knows hypnosis. i've though about changing seed bomb to sludge bomb and the switching it's attack and spattack EV investments to deal with dragon types better. thoughts?

whitey(ninetales)@ air balloon
ability: drought
EVs 252 sp att, 252 spd, 4 spDef
timid nature
-fire blast
-will-o-wisp
-hypnosis
-energy ball
this guy is here for the sun and inflicting burn/sleep, as well as the occasional fire blast. other then that he's pretty useless and i try to keep him off the field. i'm running max speed to make sure he can get the status effect off before he gets hit. i've seen a few rmt where people used a power swap set, but i just feel like this thing is too frail to make that worthwhile.

Clifford(arcanine) @leftovers
ability: flash fire
EVs: 252 att, 252 spd, 4 spD
adamant nature
-flare blitz
-extremespeed
-close combat
-morning sun
this is my favorite poke, and being my favorite i have quite a few different sets that i switch in and out of, but for a sun team this is my main one. Clifford here just about never goes to waste in a battle. i tend to save this thing for late game and just let clean house, taking out weakened pokemon with extremespeed and packing quite a punch with flare blitz. i'm using flash fire over intimidate to keep people from using my weather against me as well as giving flare blitz V-create like strength. morning sun along with lefties allows me to heal off recoil/hazards damage and has proven very useful. close combat offers good coverage, and i sometimes replace CC or morning sun with wild charge, but with rotom and starmie it's usually not necessary. also, i know infernape and darmantitan are usually favored for this stuff over arcanine, but due to experience(and some bias) arcanine has performed more efficiently for me, so i'm not going to be replacing this guy anytime soon

jujitsu(starmie) @ life orb
ability: natural cure
EVs: 252 sp att, 252 spd, 4 hp
timid nature
-ice beam
-thunderbolt
-rapid spin
-hydro pump
this starmie offers some nice speed, a strong boltbeam combo, and is a useful rapid spinner. my main defense against dragons, this thing is very vital to my team right now, and thunderbolt gives some very useful coverage against other water pokemon. i was originally running recover over hydro pump because drought took away STAB, but recently found that hydro pump is far more useful for starmie. i thought about using a slowbro over this but decided that it's speed outweighs slowbro's bulk.

hotpockets(rotom-H) @ choice scarf
ability: levitate
EV: 252 spatt, 252 spd, 4 hp
timid nature
-volt switch
-overheat
-hp ice
-trick
with it's two stab moves being volt switch and overheat this guy is used for hit and runs and revenge killing. rarely does he stay in for more then 1 turn. hp ice is there for extra coverage, and help against dragons in case starmie falls, and trick can make a lot of annoying pokemon useless, and is always fun when used effectively. other then that my only reason for choosing this guy over other specially offensive fire pokemon is his ground immunity, and his electric coverage.
so yeah that's my team. the main thing i'm worried about is how it seems to be lacking in physically bulky pokemon. so any help would be appreciated. thanks