Quick intro:
I wanted to make a team using Moltres, so I tried thinking of a Fire Water Grass core to use, and I came up with Moltres/Kartana/Tapu Fini.
The team: FWG Moltres dual scarf
Moltres @ Heavy-Duty Boots
Ability: Pressure
EVs: 36 HP / 252 SpA / 220 Spe
Modest Nature
IVs: 0 Atk
- Roost
- Substitute
- Flamethrower
- Hurricane
Moltres was the inspiration for the team, mainly because it is a great stall breaker. Heavy duty boots are pretty much a necessity as Tres is 4x weak to rocks, so without them its opportunities to switch in are vastly more limited. Flamethrower and Hurricane are both great stab moves, especially hurricane, which can do a very surprising amount of dmg to things like Slowbro and Clefable. Substitute is good to avoid status which cripples tres significantly. Roost is needed for Moltres to have longevity throughout the game, as it has no other means of recovery. Moltres’s typing allows it to switch into grass type moves with incredible ease, meaning it can shut down things like Kartana, Bulu, and Rillaboom.
Kartana @ Choice Scarf
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Sacred Sword
- Smart Strike
- Leaf Blade
- Knock Off
Kartana is a great complimentary sweeper to Moltres, as Kart can deal with water and and rock types for Tres. Kartana has a choice scarf to act as a revenge killer, as well as late game sweeper in tandem with beast boost. The set is pretty straight forward, Smart Strike and Leaf blade are Kartana’s stab moves, Sacred Sword is for Steel coverage, and Knock Off is a good utility move to click in case of a switch.
Tapu Fini @ Choice Scarf
Ability: Misty Surge
EVs: 248 HP / 104 SpA / 48 SpD / 108 Spe
Calm Nature
IVs: 0 Atk
- Moonblast
- Scald
- Defog
- Trick
Tapu Fini finishes off the Fire/Water/Grass core for the team. I decided to use Scarf Fini because she can also act as a 2nd revenge killer for things like Dragapult, but Fini also very often tricks away her scarf and has her usual utilities. Misty Surge is very useful for protecting Moltres from Toxic before it can get a substitute up, as well as protecting the rest of the team from W-o-W. The EV spread I tinkered with a bit and came upon what you see above. 104 SpA is to ensure that Fini OHKO’s Dragapult with moonblast after rocks, to avoid any additional chip. 108 Speed with Scarf means Fini will outspeed anything slower than non-scarf variants of Kartana (348 speed). The rest is put into bulk. Tapu Fini has Defog because I needed hazard control and couldnt find room for it on the rest of the team.
Slowking-Galar @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 80 SpA / 176 SpD
Calm Nature
IVs: 0 Atk
- Sludge Bomb
- Future Sight
- Ice Beam
- Flamethrower
Slowking-G is the main SpD tank of the team. Regenerator is used because with Assault Vest Slowking has no other ways to recover. Future Sight is useful to assist Kartana in taking care of things like Pex, as well as giving Moltres support in breaking stall cores. Sludge Bomb is Slowkings main stab move, which has the added benifit of possibly poisoning opponents. Ice Beam and Flamethrower are both coverage moves for, primarily, ground and steel types that slowking struggles with.
Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 112 Def / 144 Spe
Impish Nature
- U-turn
- Stealth Rock
- Earthquake
- Toxic
Landorus-T is usually the lead, the rocker, and the glue to the team. Its very rare I don't find myself using Lando on a team because lets face it, he is the goat. Defensive Lando is the main physical wall for the team. Rocks is great for getting chip and having my mons find KO’s they couldnt without them up. U-turn is the only pivot move on the team, so there is no great momentum volt turn core, but it still is of course very useful. Lando-T is the main way this team beats Magnezone and Heatran, who can pretty easily overwhelm the team with Lando gone.
Weavile @ Heavy-Duty Boots
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Triple Axel
- Ice Shard
- Knock Off
Weavile, the teams last mon, is sadly a filler that ive just been using for now. I don't really know what mon best fits the final slot for this team. Weavile is the teams set-up sweeper. Weavile deals with dragon types that usually overwhelms F/W/G cores. Ice Shard is a useful tool to use to revenge kill with, as well as finish off things like a weakened dragonite if its set up. Boots are used because weavile is weak to rocks. Weaviles dark typing is great to punish psychic-locked mons such as Lele, because Kartana is not much of a psychic resist with its piss poor bulk.
Conclusion:
I don't really know what mon to use in the final slot for the most part. Heatran and Magnezone are insanely annoying because of their steel typing, so once Lando is gone or weakened enough it is usually an easy win for my opponent. Kyurem can also be annoying as hell for the team.
I've thought about using an offensive rocks garchomp over weavile, and switching lando to defog and fini to taunt to better handle spD walls like blissey and pex. Ive also considered using a rocks Kommo-o with the same changes in Lando/Fini.
I want to keep the general idea of the team the same, but please feel free to change around some mons on the team or sets for the mons that I have.
Thank you!
I wanted to make a team using Moltres, so I tried thinking of a Fire Water Grass core to use, and I came up with Moltres/Kartana/Tapu Fini.
The team: FWG Moltres dual scarf
Moltres @ Heavy-Duty Boots
Ability: Pressure
EVs: 36 HP / 252 SpA / 220 Spe
Modest Nature
IVs: 0 Atk
- Roost
- Substitute
- Flamethrower
- Hurricane
Moltres was the inspiration for the team, mainly because it is a great stall breaker. Heavy duty boots are pretty much a necessity as Tres is 4x weak to rocks, so without them its opportunities to switch in are vastly more limited. Flamethrower and Hurricane are both great stab moves, especially hurricane, which can do a very surprising amount of dmg to things like Slowbro and Clefable. Substitute is good to avoid status which cripples tres significantly. Roost is needed for Moltres to have longevity throughout the game, as it has no other means of recovery. Moltres’s typing allows it to switch into grass type moves with incredible ease, meaning it can shut down things like Kartana, Bulu, and Rillaboom.
Kartana @ Choice Scarf
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Sacred Sword
- Smart Strike
- Leaf Blade
- Knock Off
Kartana is a great complimentary sweeper to Moltres, as Kart can deal with water and and rock types for Tres. Kartana has a choice scarf to act as a revenge killer, as well as late game sweeper in tandem with beast boost. The set is pretty straight forward, Smart Strike and Leaf blade are Kartana’s stab moves, Sacred Sword is for Steel coverage, and Knock Off is a good utility move to click in case of a switch.
Tapu Fini @ Choice Scarf
Ability: Misty Surge
EVs: 248 HP / 104 SpA / 48 SpD / 108 Spe
Calm Nature
IVs: 0 Atk
- Moonblast
- Scald
- Defog
- Trick
Tapu Fini finishes off the Fire/Water/Grass core for the team. I decided to use Scarf Fini because she can also act as a 2nd revenge killer for things like Dragapult, but Fini also very often tricks away her scarf and has her usual utilities. Misty Surge is very useful for protecting Moltres from Toxic before it can get a substitute up, as well as protecting the rest of the team from W-o-W. The EV spread I tinkered with a bit and came upon what you see above. 104 SpA is to ensure that Fini OHKO’s Dragapult with moonblast after rocks, to avoid any additional chip. 108 Speed with Scarf means Fini will outspeed anything slower than non-scarf variants of Kartana (348 speed). The rest is put into bulk. Tapu Fini has Defog because I needed hazard control and couldnt find room for it on the rest of the team.
Slowking-Galar @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 80 SpA / 176 SpD
Calm Nature
IVs: 0 Atk
- Sludge Bomb
- Future Sight
- Ice Beam
- Flamethrower
Slowking-G is the main SpD tank of the team. Regenerator is used because with Assault Vest Slowking has no other ways to recover. Future Sight is useful to assist Kartana in taking care of things like Pex, as well as giving Moltres support in breaking stall cores. Sludge Bomb is Slowkings main stab move, which has the added benifit of possibly poisoning opponents. Ice Beam and Flamethrower are both coverage moves for, primarily, ground and steel types that slowking struggles with.
Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 112 Def / 144 Spe
Impish Nature
- U-turn
- Stealth Rock
- Earthquake
- Toxic
Landorus-T is usually the lead, the rocker, and the glue to the team. Its very rare I don't find myself using Lando on a team because lets face it, he is the goat. Defensive Lando is the main physical wall for the team. Rocks is great for getting chip and having my mons find KO’s they couldnt without them up. U-turn is the only pivot move on the team, so there is no great momentum volt turn core, but it still is of course very useful. Lando-T is the main way this team beats Magnezone and Heatran, who can pretty easily overwhelm the team with Lando gone.
Weavile @ Heavy-Duty Boots
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Triple Axel
- Ice Shard
- Knock Off
Weavile, the teams last mon, is sadly a filler that ive just been using for now. I don't really know what mon best fits the final slot for this team. Weavile is the teams set-up sweeper. Weavile deals with dragon types that usually overwhelms F/W/G cores. Ice Shard is a useful tool to use to revenge kill with, as well as finish off things like a weakened dragonite if its set up. Boots are used because weavile is weak to rocks. Weaviles dark typing is great to punish psychic-locked mons such as Lele, because Kartana is not much of a psychic resist with its piss poor bulk.
Conclusion:
I don't really know what mon to use in the final slot for the most part. Heatran and Magnezone are insanely annoying because of their steel typing, so once Lando is gone or weakened enough it is usually an easy win for my opponent. Kyurem can also be annoying as hell for the team.
I've thought about using an offensive rocks garchomp over weavile, and switching lando to defog and fini to taunt to better handle spD walls like blissey and pex. Ive also considered using a rocks Kommo-o with the same changes in Lando/Fini.
I want to keep the general idea of the team the same, but please feel free to change around some mons on the team or sets for the mons that I have.
Thank you!
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