Hey everybody, I'm new on the Smogon Forums but have been playing competitively since the release of Diamond and Pearl. This is my first RMT so just try and bare with me.
With the Release of Black and White came the auto weather inducers DroughTails and DrizzleToad, as well as a whole plethora of offensively oriented Fire and Grass Types to abuse the sun. Basically the Goal is to set up Sun and smash through my opponent with powered up Attacks, no mercy in this scorching heat. One last note I play a lot of wifi, and before every match, every match, I write down what pokemon my opponent is using so I have an idea of what to do.
Ninetails@Leftovers
Ability: Drought
Nature: Timid
168-Speed 252-HP 88-Sp.Def
-Flamethrower
-Toxic
-Substitute
-Hidden Power[Fighting]
This is Definsive Ninetails, speed hits 305 enough to outspeed Jolly Excadrill as Nuetral base 100's. Toxic comes in handy to poison bulky water switch-ins as well as various other threats. HP fighting lets me take on Tyranitar and Heatran fairly well provided I have a substitute up. Flamethrower is the obligatory STAB move of choice because of its PP and accuracy. So far this set has proven much more successful than the Nasty Plot set I was running earlier and I'm liking it a lot.
Bronzong@ Leftovers
Abillity: Levitate
Nature: Sassy
252-HP 84-Atk 80-Def 92-Sp.Def (2-Spe IVs)
-Stealth Rock
-Gyro Ball
-Earthquake
-Hidden Power[Ice]
Thanks to benlisted for the idea of switching Uxie for Bronzong. He has really helped against enemy Dragon Types while still supporting the rest of the team with Stealth Rocks. Hidden Power helps in taking out Gliscor aswell as Dragonight, Garchomp and Salamence. Gyroball hits a lot of speedy threats for big damage and EQ takes care of Excadrill very nicely.
Charizard@Choice Scarf
Ability: Solar Power
Nature: Timid
252-Sp.Atk 252-Spe 4-Def
-Fire Blast
-Air Slash
-Focus Blast
-Hidden Power[Ice]
My 1st powerhouse sweeper, with Solar Power acting as a pseudo-Choice Specs boost and a Scarf to make him faster than most threats this guy is a beast. Fire Blast in the sun Decimates anything that doesn't resist it and Air Slash is a nice secondary move with better accuracy. Focus Blast smashes through Tyranitar once again and HP[Ice] is to clean up against Dragons.
Hitmontop@Leftovers
Ability: Intimidate
Nature: Careful
252-HP 252-Sp.Def 4-Atk
-Foresight
-Rapid Spin
-Close Combat
-Sucker Punch
with all these stealth Rock weaknesses on my team and Charizard losing 1/8 of his health per turn I needed to remove those Damn rocks from my side at all costs. In comes hitmon top to do the job aswell as adding a nice Rock resist. Foresieght lets me rapid spin against enemy ghost types and well as ruining stall teams turns of set-up in 1 go. I have EVs in Special defense to help combat Gengar and Friends, and Intimidate helps me dual wall somewhat (his HP is rather lacking tho). CC and Sucker punch are for coverage. Foresight is mandatory in removing SR, Charizard and ninetails can't afford to lose that much damage. Meanwhile Infernape and Venasaur really don't need any more residual damage.
Infernape@Life Orb
Ability: Blaze
Nature: Jolly
252-Atk 252-Spe 4-Def
-Swords Dance
-Flare Blitz
-Close Combat
-Mach Punch
Swords Dance Infernape, with a +2 attack boost, Flare Blitz under the sun hits for insane Damage OHKO'ing anything that doesn't resist it, and a lot of things that do. CC acts as a strong secondary attack that doesn't give me a ton of recoil and Mach Punch helps pick off faster threats. This is fairly new and I am still testing him out, so far he has proven to be more successful than the previous mixed set.
Venasaur@Life Orb
Ability: Chlorophyll
Nature: Modest
252-Sp.Atk 252-Speed 4-Def
-Growth
-Solar Beam
-Sludge Bomb
-Hidden Power[Fire]
The best Chlorophyll abuser to date, Venasaurs DW ability is its saving grace. With Growth Doubling both his offensive stats in a single turn under the sun there is no telling what kind of destruction this guy is capable of. I bring him out Mid to late game, depending on the situation. If I can get a growth under my belt a modest +2 LO Solar Beam or Sludge Bomb crushes the opponent. Even with out the +2 boost Solarbeam hits like a truck, and Hidden Power gets boosts to a base Power of 105 in the sun, so not even steel types (albeit Heatran) are safe.
Threat List
These Guys are a royal Pain the *ss, and I am not 100% sure how to deal with them.
Latios resists both Fire and Grass Attacks. He out paces my infernape, without a Scarf and every single member on my team with a scarf. The only real attack I can Garentee on him is a Super Effective Sucker Punch, wich isnt OHKOing anytime soon. As long as he doesn't have a scarf I have some chance, but I am considering making my Venasaur Timid to out pace the Scarfed versions. With Bronzong I am able to switch into Draco Meteors and can scare him away with Gyro Ball, but I must be wary of getting Tricked.
This guy absorbs my fire attacks and can fire off super charged ones back at me. If he has a scarf my infernape and ninetails may be introuble, so I'll often keep my ninetails in to test to test if its scarfed or not. My own sun hurts me since his flamethrower/Fire Blasts are hitting me for 50% more as well.
Setting up rain... what could be worse for my Fire Oreinted team, Venasuar's speed is halved and Charizards Atk is reduced, not to mention my Fire attacks are 50% weaker. Specially Defensive/Specs ones I'll try to lure in with Infernape for a CC KO. Scarfed ones... idk, he doesnt exactly hit very hard with a scarf and I can switch in my ninetails again to remove his rain. Its an on going war with this guy.
Also removing my sun for Sand, I need to watch out for Tyranitar switchins when using solar beam and Fire Blast. Hitmontop counters this guy pretty well though, with intimidate shutting down his physical attacks and resisting his STABs. Infernape can dishout 70% damage on this guy with an unboosted machpunch on the scarfed sets and obvoisly he won't stay in if not carrying a scarf.
Once agian Hippodown comes in to ruin the fun with more stinky sand. Not weak to Fighting like tyranitar and much more bulky on the physical side hippodown is hard to overcome, If he comes in on my ninetails with a sub I can toxic him. Hitmontop can intimidate him so he doesn't hit as hard and spin away his rocks (althought I'd have to switch out again). Just an overall really annoying guy out to ruin everyone elses fun.
Possible Changes
Ability: Victory Star
Nature: Jolly
252-Atk 252-Speed 4-Sp.Def
-Vcreate
-Fusion Bolt
-Brick Break
-UTurn
On PO this guy would Replace Charizard, however on wifi a lot of ppl b*tch since you can't really find any Victini with Vcreate unless he is Pokesav'd. I dont know anybody who's Japanese, so where am I going to find a Jolly 31 IV'd Victini with V-Create? Still I'll most likely use him on tougher opponents.
With the Release of Black and White came the auto weather inducers DroughTails and DrizzleToad, as well as a whole plethora of offensively oriented Fire and Grass Types to abuse the sun. Basically the Goal is to set up Sun and smash through my opponent with powered up Attacks, no mercy in this scorching heat. One last note I play a lot of wifi, and before every match, every match, I write down what pokemon my opponent is using so I have an idea of what to do.

Ninetails@Leftovers
Ability: Drought
Nature: Timid
168-Speed 252-HP 88-Sp.Def
-Flamethrower
-Toxic
-Substitute
-Hidden Power[Fighting]
This is Definsive Ninetails, speed hits 305 enough to outspeed Jolly Excadrill as Nuetral base 100's. Toxic comes in handy to poison bulky water switch-ins as well as various other threats. HP fighting lets me take on Tyranitar and Heatran fairly well provided I have a substitute up. Flamethrower is the obligatory STAB move of choice because of its PP and accuracy. So far this set has proven much more successful than the Nasty Plot set I was running earlier and I'm liking it a lot.

Bronzong@ Leftovers
Abillity: Levitate
Nature: Sassy
252-HP 84-Atk 80-Def 92-Sp.Def (2-Spe IVs)
-Stealth Rock
-Gyro Ball
-Earthquake
-Hidden Power[Ice]
Thanks to benlisted for the idea of switching Uxie for Bronzong. He has really helped against enemy Dragon Types while still supporting the rest of the team with Stealth Rocks. Hidden Power helps in taking out Gliscor aswell as Dragonight, Garchomp and Salamence. Gyroball hits a lot of speedy threats for big damage and EQ takes care of Excadrill very nicely.

Charizard@Choice Scarf
Ability: Solar Power
Nature: Timid
252-Sp.Atk 252-Spe 4-Def
-Fire Blast
-Air Slash
-Focus Blast
-Hidden Power[Ice]
My 1st powerhouse sweeper, with Solar Power acting as a pseudo-Choice Specs boost and a Scarf to make him faster than most threats this guy is a beast. Fire Blast in the sun Decimates anything that doesn't resist it and Air Slash is a nice secondary move with better accuracy. Focus Blast smashes through Tyranitar once again and HP[Ice] is to clean up against Dragons.

Hitmontop@Leftovers
Ability: Intimidate
Nature: Careful
252-HP 252-Sp.Def 4-Atk
-Foresight
-Rapid Spin
-Close Combat
-Sucker Punch
with all these stealth Rock weaknesses on my team and Charizard losing 1/8 of his health per turn I needed to remove those Damn rocks from my side at all costs. In comes hitmon top to do the job aswell as adding a nice Rock resist. Foresieght lets me rapid spin against enemy ghost types and well as ruining stall teams turns of set-up in 1 go. I have EVs in Special defense to help combat Gengar and Friends, and Intimidate helps me dual wall somewhat (his HP is rather lacking tho). CC and Sucker punch are for coverage. Foresight is mandatory in removing SR, Charizard and ninetails can't afford to lose that much damage. Meanwhile Infernape and Venasaur really don't need any more residual damage.

Infernape@Life Orb
Ability: Blaze
Nature: Jolly
252-Atk 252-Spe 4-Def
-Swords Dance
-Flare Blitz
-Close Combat
-Mach Punch
Swords Dance Infernape, with a +2 attack boost, Flare Blitz under the sun hits for insane Damage OHKO'ing anything that doesn't resist it, and a lot of things that do. CC acts as a strong secondary attack that doesn't give me a ton of recoil and Mach Punch helps pick off faster threats. This is fairly new and I am still testing him out, so far he has proven to be more successful than the previous mixed set.

Venasaur@Life Orb
Ability: Chlorophyll
Nature: Modest
252-Sp.Atk 252-Speed 4-Def
-Growth
-Solar Beam
-Sludge Bomb
-Hidden Power[Fire]
The best Chlorophyll abuser to date, Venasaurs DW ability is its saving grace. With Growth Doubling both his offensive stats in a single turn under the sun there is no telling what kind of destruction this guy is capable of. I bring him out Mid to late game, depending on the situation. If I can get a growth under my belt a modest +2 LO Solar Beam or Sludge Bomb crushes the opponent. Even with out the +2 boost Solarbeam hits like a truck, and Hidden Power gets boosts to a base Power of 105 in the sun, so not even steel types (albeit Heatran) are safe.
Threat List
These Guys are a royal Pain the *ss, and I am not 100% sure how to deal with them.

Latios resists both Fire and Grass Attacks. He out paces my infernape, without a Scarf and every single member on my team with a scarf. The only real attack I can Garentee on him is a Super Effective Sucker Punch, wich isnt OHKOing anytime soon. As long as he doesn't have a scarf I have some chance, but I am considering making my Venasaur Timid to out pace the Scarfed versions. With Bronzong I am able to switch into Draco Meteors and can scare him away with Gyro Ball, but I must be wary of getting Tricked.

This guy absorbs my fire attacks and can fire off super charged ones back at me. If he has a scarf my infernape and ninetails may be introuble, so I'll often keep my ninetails in to test to test if its scarfed or not. My own sun hurts me since his flamethrower/Fire Blasts are hitting me for 50% more as well.

Setting up rain... what could be worse for my Fire Oreinted team, Venasuar's speed is halved and Charizards Atk is reduced, not to mention my Fire attacks are 50% weaker. Specially Defensive/Specs ones I'll try to lure in with Infernape for a CC KO. Scarfed ones... idk, he doesnt exactly hit very hard with a scarf and I can switch in my ninetails again to remove his rain. Its an on going war with this guy.

Also removing my sun for Sand, I need to watch out for Tyranitar switchins when using solar beam and Fire Blast. Hitmontop counters this guy pretty well though, with intimidate shutting down his physical attacks and resisting his STABs. Infernape can dishout 70% damage on this guy with an unboosted machpunch on the scarfed sets and obvoisly he won't stay in if not carrying a scarf.

Once agian Hippodown comes in to ruin the fun with more stinky sand. Not weak to Fighting like tyranitar and much more bulky on the physical side hippodown is hard to overcome, If he comes in on my ninetails with a sub I can toxic him. Hitmontop can intimidate him so he doesn't hit as hard and spin away his rocks (althought I'd have to switch out again). Just an overall really annoying guy out to ruin everyone elses fun.
Possible Changes

Ability: Victory Star
Nature: Jolly
252-Atk 252-Speed 4-Sp.Def
-Vcreate
-Fusion Bolt
-Brick Break
-UTurn
On PO this guy would Replace Charizard, however on wifi a lot of ppl b*tch since you can't really find any Victini with Vcreate unless he is Pokesav'd. I dont know anybody who's Japanese, so where am I going to find a Jolly 31 IV'd Victini with V-Create? Still I'll most likely use him on tougher opponents.