An Argument for Solar Power - A Fire Monotype Team

I love the fire type. It feels so satisfying when I OHKO another pokemon with a flare blitz. To that end, I created a fire monotype team. I decided that I'd base it around heavy use of sun to boost the strength of fire, weaken water and allow instant solar beams to counter many pokemon that would otherwise be capable of destroying most of my team singlehandedly.

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Michael (Charizard) (M) @ Charizardite Y
Ability: Blaze
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
IVs: 30 Atk / 30 Def
- Flamethrower
- Solar Beam
- Air Slash
- Defog

Charizard Y's job is usually to start, especially if the opponent has a weather inducer, as not only does it lay down sun for my team, it can also remove the weather made by the opponents starting pokemon by mega-evolving and replacing it with sun on the first turn. Charizard is also incredibly powerful, and gets many KOs. I have not tried it using Defog yet, it originally had HP Ice, but I changed it due to the recommendation of others.

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Raziel (Ninetales) (F) @ Heat Rock
Ability: Drought
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Flamethrower
- SolarBeam
- Hypnosis
- Nasty Plot

Ninetails is the main source of sun coverage for the team, able to create it for 8 whole turns every time it switches in. Hypnosis comes in handy as a way to lessen the threat from pokemon I'm having trouble dealing with, and Nasty Plot is usually a good follow up. Overall, a highly important pokemon in the team.

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Azrael (Darmanitan) (M) @ Choice Scarf
Ability: Sheer Force
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- Earthquake
- Flare Blitz
- Superpower
- Rock Slide

I've always loved Darmanitan ever since I first trained one and saw its Flare Blitz back in Black. Ideally, it's using Flare Blitz's in the sun and destroying most things it touches before eventually running out of steam or destroying the opponent. The other moves are used for coverage. I had U-Turn, but found I never used it. so I replaced it with Rock Slide to get at flying types.

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Barachiel (Infernape) (F) @ Choice Scarf
Ability: Iron Fist
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- Stone Edge
- Mach Punch
- Thunder Punch
- Close Combat

Infernape provides some non-fire coverage. I feel like it could be improved, but when I use it right it serves me well.

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Bene Elohim (Volcarona) (F) @ Leftovers
Ability: Flame Body
EVs: 252 Spd / 252 SAtk / 4 HP
Modest Nature
- Quiver Dance
- Fiery Dance
- Bug Buzz
- Giga Drain

Volcarona waits patiently until it gets a chance to emerge and fire off a Quiver Dance, at which point it usually starts destroying as much as it can, with varying effectiveness depending on the team. I cant really think of any way to improve this guy.'

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Camael (Heatran) (M) @ Air Balloon
Ability: Flash Fire
Shiny: Yes
EVs: 252 SAtk / 252 HP / 4 SDef
Modest Nature
- Flash Cannon
- Hidden Power [Ice]
- Fire Blast
- Earth Power

This guy provides a whole bunch of coverage, and is easily the most defensive member of the team. I have no problems with what is going on here, either.

Can you think of any way I could improve on this team? I'm hovering between 1200-1300 on the ladder and I'm looking to improve.
 
Im no monotype team expert, so I dont know what the best fire types are for this kind of team, but I would assume you need some kind of hazard remover that can come in more than once. I recommend either making your charizard a bulky x with roost, will-o-wisp, defog and your choice of earthquake, dragon claw, flare blitz, or fire punch or looking into a lower tier fire type spinner. Since you dont really have anything that actually relies on sun to be useful, the switch to x would probably work best for your team as ninetails is more than capable of keeping the sun up for the few pokes that need it.

The reason you arent currently in love with infernape is that it is currently not a very useful set. Infernape loves having either life orb or focus sash depending in the role it will play. You can get away with a scarf set if you were running volt turn, but for mono fire it needs to be a wall breaker or a rock setting lead. Personally, I would go with a classic anti lead set to prevent hazards while possibly getting up your own. Give it a focus sash with fake out, stealth rock, thunder punch and close combat. Generally overheat is used instead of thunderpunch, but thunderpunch suits your team better.

On darmanitan, earthquake isnt really all that useful. Stone edge and super power generally cover what flare blitz doesnt and u-turn is a nice way to scout for the few things that can switch into darm with our with eq. Eq is also a terrible move to be locked into because of how common ground immunity is.

Personally, I would run something for talonflame on heatran. Ancient power works well in this regard and is probably more useful to your than hp ice. Thats all I can think of man. Hooe I helped.
 
I'd reccomend you put on a Volcarona, as it provides much-needed coverage, with tonnes of electric type moves and psychic type moves.
 
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