So here is the thing... I have never, ever used a weather team. But, I am extremely interested, especially since one of my favorite Pokemon is Arcanine. SO! Here is the team.


As you can see from above. It's UU and below, with a push towards below. HOPE YOU LIKE!
Arcanine @ Heat Rock
Ability: Intimidate
EVs: 192 HP / 248 SpA / 4 SpD / 64 Spe
Modest Nature
- Sunny Day
- Morning Sun
- Fire Blast
- SolarBeam
First Off is out Heat Rock Sunny Day user. With is regular bulk and recovery capability, Arcanine works wonders with a Sun Team, and can easily take some water type moves once the sun is up. I like to run Special Arcanine for the Solarbeam Coverage.
Cresselia (F) @ Leftovers
Ability: Levitate
EVs: 252 HP / 248 Def / 8 SpA
Bold Nature
- Ice Beam
- Toxic
- Moonlight
- Psyshock
Next, we need to take care of the Ground weakness that this team is going to have with Fire Types. Something with Levitate and Recovery ability works wonders. I recently played through B2W2 and fell in love with Cresselia. I run Ice Beam over Moonblast just for preference because of the next Pokemon's weaknesses to Flying.
Leafeon @ Leftovers
Ability: Chlorophyll
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Leaf Blade
- X-Scissor
- Swords Dance
- Return (would like Knock Off)
Here is one of the most underrated Chlorophyll users on the planet. With a decent bulk at a 130 Base Defense, this Eeveelution is able to take hits, set up Swords Dance, and with Chlorophyll his speed is up to 578 which is faster than Scarfed Hydreigon and Noivern.. So hit him on which in, then hit him again when he thinks he is faster.
Moltres @ Life Orb
Ability: Pressure
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Flamethrower
- SolarBeam
- Agility
- Hurricane
Here is the teams main source of Sunny Day Power. With The Sun up, Life Orb, and Modest nature, Moltres' Flamethrower is going to hit like a truck. Solarbeam is good coverage, and don't forget Hurricane. Agility to help it boost its speed on some pokes, since Moltres speed with this set is only 289.
Blastoise-Mega @ Blastoisinite
Ability: Mega Launcher
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Aura Sphere
- Rapid Spin
- Dark Pulse
- Water Pulse
With Moltres, this team definately needs a spinner. It helps out Arcanine a significant amount also. I run the standard rapid spin with STAB Water Pulse with Mega Launcher boost, and Aura Sphere and Dark Pulse is very painful. (My big question is, should I change nature and EVs to defensive?)
Nidoking (M) @ Choice Scarf
Ability: Sheer Force
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Earth Power
- Ice Beam
- Sludge Bomb
- Flamethrower
The choice scarf god himself. Nidoking is here to take advantage of the sun with flamethrower and if that isn't helping, just use Sheer Force and any other move to just destroy anything in its path. Scarf Nidoking is never something you want to pass up.
Any help is appreciated.






As you can see from above. It's UU and below, with a push towards below. HOPE YOU LIKE!
Arcanine @ Heat Rock
Ability: Intimidate
EVs: 192 HP / 248 SpA / 4 SpD / 64 Spe
Modest Nature
- Sunny Day
- Morning Sun
- Fire Blast
- SolarBeam
First Off is out Heat Rock Sunny Day user. With is regular bulk and recovery capability, Arcanine works wonders with a Sun Team, and can easily take some water type moves once the sun is up. I like to run Special Arcanine for the Solarbeam Coverage.
Cresselia (F) @ Leftovers
Ability: Levitate
EVs: 252 HP / 248 Def / 8 SpA
Bold Nature
- Ice Beam
- Toxic
- Moonlight
- Psyshock
Next, we need to take care of the Ground weakness that this team is going to have with Fire Types. Something with Levitate and Recovery ability works wonders. I recently played through B2W2 and fell in love with Cresselia. I run Ice Beam over Moonblast just for preference because of the next Pokemon's weaknesses to Flying.
Leafeon @ Leftovers
Ability: Chlorophyll
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Leaf Blade
- X-Scissor
- Swords Dance
- Return (would like Knock Off)
Here is one of the most underrated Chlorophyll users on the planet. With a decent bulk at a 130 Base Defense, this Eeveelution is able to take hits, set up Swords Dance, and with Chlorophyll his speed is up to 578 which is faster than Scarfed Hydreigon and Noivern.. So hit him on which in, then hit him again when he thinks he is faster.
Moltres @ Life Orb
Ability: Pressure
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Flamethrower
- SolarBeam
- Agility
- Hurricane
Here is the teams main source of Sunny Day Power. With The Sun up, Life Orb, and Modest nature, Moltres' Flamethrower is going to hit like a truck. Solarbeam is good coverage, and don't forget Hurricane. Agility to help it boost its speed on some pokes, since Moltres speed with this set is only 289.
Blastoise-Mega @ Blastoisinite
Ability: Mega Launcher
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Aura Sphere
- Rapid Spin
- Dark Pulse
- Water Pulse
With Moltres, this team definately needs a spinner. It helps out Arcanine a significant amount also. I run the standard rapid spin with STAB Water Pulse with Mega Launcher boost, and Aura Sphere and Dark Pulse is very painful. (My big question is, should I change nature and EVs to defensive?)
Nidoking (M) @ Choice Scarf
Ability: Sheer Force
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Earth Power
- Ice Beam
- Sludge Bomb
- Flamethrower
The choice scarf god himself. Nidoking is here to take advantage of the sun with flamethrower and if that isn't helping, just use Sheer Force and any other move to just destroy anything in its path. Scarf Nidoking is never something you want to pass up.
Any help is appreciated.
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