Venusaur @ Venusaurite
Ability: Overgrow
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Sludge Bomb
- Giga Drain
- Synthesis
- Hidden Power [Fire]
This is the overall backbone of the fire, water, grass core this team offers. Its the sponge of the team with thick fat, but can still dish out some good damage with Sludge Bomb. It has hidden power fire for those pesky Ferrothorns or Scizors. Synthesis is just to heal, just like giga drain is. This overall deals with Tapus that are quite common, and almost always tanks a choice band brave bird from a tapu koko.
252+ Atk Choice Band Tapu Koko Brave Bird vs. 252 HP / 0 Def Venusaur-Mega: 330-390 (90.6 - 107.1%) -- 43.8% chance to OHKO,
and then revenge kills it with sludge bomb............
Gyarados @ Flyinium Z
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant/Jolly Nature
- Dragon Dance
- Bounce
- Waterfall
- Earthquake
The sweeper part of the fire, water grass core. Heatran makes perfect bait for earthquakes, and that allows this to set up a dragon dance almost free, and under A-Ninetails Auroa veil can be quite troublesome for any given enemy. Z move moxie boost to get more damage off overall, and the speed you'll be getting from dragon dance to factor in..........
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Lava Plume
- Stealth Rock
- Roar
- Earth Power
The main hazord setter and special defencive wall, air balloon is to be able to switch in once on a given earthquake, or to wall out opposing heatrans. Roar is to switch them out if they try to set up. Earth power is to deal with opposing heatrans. Under Aurora veil from A-Ninetails its an overall bulky wall, that can lave plume and inflict massive damage and deal massive hazord damage.........
Ninetales-Alola @ Light Clay
Ability: Snow Warning
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Aurora Veil
- Blizzard
- Moonblast
- Freeze-Dry
The guardian angel of the team which can aurora veil to support this team overall, and can dish out massive damage to any given enemy, and deals with gyrados with freeze dry or pokemon that would otherwise cause a problem. Light Clay is to maximize the time that veil is up.......
Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 232 Def / 24 Spe
Impish Nature
- Defog
- Roost
- Brave Bird
- Whirlwind / roar
The wall and pest to sweepers. To be able to be a physical wall that destroys those teams that are dependant on hazards and can take Roost to heal. Defog is the hazord removal, and brave bird is to hit fighting types or grass types. roar or whirlwind to switch the pokemon they have out........
Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Outrage
- Iron Head
Classic scarf chomp without fire blast because I feel this team has enough coverage for threats that need a fire hit. Iron head is to hit fairys, Stone Edge to hit flying types, Outrage to hit hard, and earthquake to be annoying to any given opponent.......
Ability: Overgrow
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Sludge Bomb
- Giga Drain
- Synthesis
- Hidden Power [Fire]
This is the overall backbone of the fire, water, grass core this team offers. Its the sponge of the team with thick fat, but can still dish out some good damage with Sludge Bomb. It has hidden power fire for those pesky Ferrothorns or Scizors. Synthesis is just to heal, just like giga drain is. This overall deals with Tapus that are quite common, and almost always tanks a choice band brave bird from a tapu koko.
252+ Atk Choice Band Tapu Koko Brave Bird vs. 252 HP / 0 Def Venusaur-Mega: 330-390 (90.6 - 107.1%) -- 43.8% chance to OHKO,
and then revenge kills it with sludge bomb............
Gyarados @ Flyinium Z
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant/Jolly Nature
- Dragon Dance
- Bounce
- Waterfall
- Earthquake
The sweeper part of the fire, water grass core. Heatran makes perfect bait for earthquakes, and that allows this to set up a dragon dance almost free, and under A-Ninetails Auroa veil can be quite troublesome for any given enemy. Z move moxie boost to get more damage off overall, and the speed you'll be getting from dragon dance to factor in..........
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Lava Plume
- Stealth Rock
- Roar
- Earth Power
The main hazord setter and special defencive wall, air balloon is to be able to switch in once on a given earthquake, or to wall out opposing heatrans. Roar is to switch them out if they try to set up. Earth power is to deal with opposing heatrans. Under Aurora veil from A-Ninetails its an overall bulky wall, that can lave plume and inflict massive damage and deal massive hazord damage.........
Ninetales-Alola @ Light Clay
Ability: Snow Warning
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Aurora Veil
- Blizzard
- Moonblast
- Freeze-Dry
The guardian angel of the team which can aurora veil to support this team overall, and can dish out massive damage to any given enemy, and deals with gyrados with freeze dry or pokemon that would otherwise cause a problem. Light Clay is to maximize the time that veil is up.......
Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 232 Def / 24 Spe
Impish Nature
- Defog
- Roost
- Brave Bird
- Whirlwind / roar
The wall and pest to sweepers. To be able to be a physical wall that destroys those teams that are dependant on hazards and can take Roost to heal. Defog is the hazord removal, and brave bird is to hit fighting types or grass types. roar or whirlwind to switch the pokemon they have out........
Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Outrage
- Iron Head
Classic scarf chomp without fire blast because I feel this team has enough coverage for threats that need a fire hit. Iron head is to hit fairys, Stone Edge to hit flying types, Outrage to hit hard, and earthquake to be annoying to any given opponent.......
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