Good day, I'm GL Nate with my XY competitive team. I'm entering into a tournament on Dec 15 and I'd like to have my team evaluated. I've been playing competitively since I was a GymLeader for Toys 'R Us back in the red/blue days. I placed 10th in Pokemon Worlds 2001. I currently run a shiny trading service on reddit (if links are allowed, I'll add; otherwise I'll remove this). I'm a fantastic breeder as well. All that said, I'm generally a terrible battler. I saw the amount of solar power pokemon and wanted to do a Sun team, since I kept getting steamrolled by them competitively in BW2.
Without ado, here's the team:
FIRE / FLYING GRASS/POISON ELECTRIC/NORMAL ICE/GROUND WATER/FAIRY FIRE
Ability: Drought
Calm Nature
252 HP/4 Sp. A/252 Sp. D
-Substitute
-Toxic
-Will-O-Wisp
-Fire Blast
Ninetails is used as a Sun bringer. I've seen other players playing the Stall Breaker set with some success and I wanted to see if Ninetales could do the job. I get 8 turns of Sunny day once she leaves the field. Really I'm wanting to use her to bait out whatever they think will sweep the Fire type, and match it against the rest of the team. Bait and switch has become so painfully common now that I can usually switch out of Ninetails, and have the new pokemon take a resisted hit.
Ability: Solar Power > Drought
Timid Nature (+Spe, -Atk) or Modest (+SpA,-Atk)
252 Sp. A/252 Spe/4 HP
-Fire Blast / Blast Burn
-Solar Beam
-Fire Spin
-Roost / Air Slash
Roost and Solar Beam are ridiculous. I may trade up Fire Blast for Blast Burn to OHKO everything, but dat recharge. Roost may provide Blast Burn with a restore, but that's 3 turns of set up for 30 Power. So I if anyone could help me with the exact numbers, I'd be grateful. Fire spin is hell. "No more running, stay and fight me!" Charizard doesn't go Mega unless the opponent needs that much damage dealt to him, or if the Sun sets. Usually I switch him out with 3/5ths life after a roost. Air Slash may go in for roost one day as an all out offensive Charizard.
Ability: Chlorophyll
Modest
4 Atk/252 Sp. A/252 Spe
-Growth
-Giga Drain
-Sludge Bomb
-Solar Beam
Modest, Solar Power
EVs: 252 SpAtk 252 Spd 4 Def
-Surf
-Giga Impact
-Thunderbolt
-Dark Pulse
Heliolisk Solar Power is darn near impossible to make. It requires a friend with heliolisk, and have beaten the game. With 80 friends, I have one person who has one, and he hasn't beaten the game. X.x . thankfully there's no crazy egg moves for him to learn (which was a disappointment really, he doesn't exploit his normal side with Explosionwhy?) Solar power increases his special 1.5x in sun.
So, type moves are Thunderbolt and Surf. Thunder is negatively affected by Sun so I don't bother with that. Basically my plan with this guy is to make him take out 1 or two pokemon and bail. Volt Switch, I want to use it, but can't bring myself to lose my coverage Dark Pulse.
Ability: Thick Fat
Adamant Nature (+Atk, - Sp. A)
252 HP/252 Atk/4 Sp. D
-Ice Shard
-Earthquake
-Stone Edge
-Icicle Crash
Dragon/Aegislash/Fairy killer. Thick Fat gives the user heat and cold protection, therefore halving the damage taken from Ice-type and Fire-type moves. Immune to Electric, Resistant to Poision, Resistant to Ice and Fire; he's usually my switch in after the second round of pokemon are fainted. I see him taking hits like a tank, but I've never used him before so I'm not so sure. The choice band may need to be moved for an Assault Vest or a Red Balloon (that'd be so evil).
Ability: Huge Power
Adamant Nature (+Atk, - Sp. A)
252 HP/252 Atk/4 Sp. D
-Play Rough
-Belly Drum
-Aqua tail
-Aqua Ring
The queen of Water, Azumarill herself. If by now Sun has faded twice; it's time for Azu to step up. Play Rough and Aqua Tail for the win most games. And Aqua ring and Belly Drum for HP screwyness (in the case of EPIC HP /light hitters.) Azu can also Play rough during the Sun, but I really don't want to waste the droughts. I was considering Klefki in the same role, because he has Sunny day.
If you haven't figured out the overarching strategy, here it is: Start with Ninetales, Auto Sun + a move, or switch to a sweeper of the correct type for 8 turns of Sun. Charizard (solarpower)Solarbeam or FireSpin to Fire Blast, Venusaur (chlorophyll) Growth to Giga Drain spam with Solar Beam to remove walls, Helioptile (solarpower) to remove any waters, flyers. Mamoswine as a block to Aegislash,Tyranitar, Garchomp. Azumaril for Blaziken or Talonflame or any Dragon/Dark pokemon (looking at Hydreigon).
What can get improved here? Movesets? Alternative pokemon choices? The only two I see moving around are Mamoswine and Azumarill. The others are pretty set in stone. Pretty much every pokemon learn Sunny Day, but this team aims to get it done without wasting a turn using it. Thoughts?
Without ado, here's the team:
FIRE / FLYING GRASS/POISON ELECTRIC/NORMAL ICE/GROUND WATER/FAIRY FIRE
Ability: Drought
Calm Nature
252 HP/4 Sp. A/252 Sp. D
-Substitute
-Toxic
-Will-O-Wisp
-Fire Blast
Ninetails is used as a Sun bringer. I've seen other players playing the Stall Breaker set with some success and I wanted to see if Ninetales could do the job. I get 8 turns of Sunny day once she leaves the field. Really I'm wanting to use her to bait out whatever they think will sweep the Fire type, and match it against the rest of the team. Bait and switch has become so painfully common now that I can usually switch out of Ninetails, and have the new pokemon take a resisted hit.
Ability: Solar Power > Drought
Timid Nature (+Spe, -Atk) or Modest (+SpA,-Atk)
252 Sp. A/252 Spe/4 HP
-Fire Blast / Blast Burn
-Solar Beam
-Fire Spin
-Roost / Air Slash
Roost and Solar Beam are ridiculous. I may trade up Fire Blast for Blast Burn to OHKO everything, but dat recharge. Roost may provide Blast Burn with a restore, but that's 3 turns of set up for 30 Power. So I if anyone could help me with the exact numbers, I'd be grateful. Fire spin is hell. "No more running, stay and fight me!" Charizard doesn't go Mega unless the opponent needs that much damage dealt to him, or if the Sun sets. Usually I switch him out with 3/5ths life after a roost. Air Slash may go in for roost one day as an all out offensive Charizard.
Ability: Chlorophyll
Modest
4 Atk/252 Sp. A/252 Spe
-Growth
-Giga Drain
-Sludge Bomb
-Solar Beam
This moveset needs work. I'm not good with this pokemon (despite my horrible truth: this is the first pokemon I ever chose and leveled to 100, back in Green >_<;) Growth: In intense sunlight, Growth raises Attack and Special Attack by two stages each. Combined with the Speed boost of Chlorophyll should make him a nightmare, very very fast. Right? Not really. Leftovers should really be on Azumarril. Life Orb could possibly go here, and just eat them with Giga drain. I've been told to put Earthquake on him, but I just can't fit it. Sludge Bomb and Solar Beam for damage.
Modest, Solar Power
EVs: 252 SpAtk 252 Spd 4 Def
-Surf
-Giga Impact
-Thunderbolt
-Dark Pulse
Heliolisk Solar Power is darn near impossible to make. It requires a friend with heliolisk, and have beaten the game. With 80 friends, I have one person who has one, and he hasn't beaten the game. X.x . thankfully there's no crazy egg moves for him to learn (which was a disappointment really, he doesn't exploit his normal side with Explosionwhy?) Solar power increases his special 1.5x in sun.
So, type moves are Thunderbolt and Surf. Thunder is negatively affected by Sun so I don't bother with that. Basically my plan with this guy is to make him take out 1 or two pokemon and bail. Volt Switch, I want to use it, but can't bring myself to lose my coverage Dark Pulse.
Ability: Thick Fat
Adamant Nature (+Atk, - Sp. A)
252 HP/252 Atk/4 Sp. D
-Ice Shard
-Earthquake
-Stone Edge
-Icicle Crash
Dragon/Aegislash/Fairy killer. Thick Fat gives the user heat and cold protection, therefore halving the damage taken from Ice-type and Fire-type moves. Immune to Electric, Resistant to Poision, Resistant to Ice and Fire; he's usually my switch in after the second round of pokemon are fainted. I see him taking hits like a tank, but I've never used him before so I'm not so sure. The choice band may need to be moved for an Assault Vest or a Red Balloon (that'd be so evil).
Ability: Huge Power
Adamant Nature (+Atk, - Sp. A)
252 HP/252 Atk/4 Sp. D
-Play Rough
-Belly Drum
-Aqua tail
-Aqua Ring
The queen of Water, Azumarill herself. If by now Sun has faded twice; it's time for Azu to step up. Play Rough and Aqua Tail for the win most games. And Aqua ring and Belly Drum for HP screwyness (in the case of EPIC HP /light hitters.) Azu can also Play rough during the Sun, but I really don't want to waste the droughts. I was considering Klefki in the same role, because he has Sunny day.
If you haven't figured out the overarching strategy, here it is: Start with Ninetales, Auto Sun + a move, or switch to a sweeper of the correct type for 8 turns of Sun. Charizard (solarpower)Solarbeam or FireSpin to Fire Blast, Venusaur (chlorophyll) Growth to Giga Drain spam with Solar Beam to remove walls, Helioptile (solarpower) to remove any waters, flyers. Mamoswine as a block to Aegislash,Tyranitar, Garchomp. Azumaril for Blaziken or Talonflame or any Dragon/Dark pokemon (looking at Hydreigon).
For quick reference:
Sunny Day:
While Sunny Day is in effect, the base power of Fire-type moves will be increased by 50%, and the base power of Water-type moves will be decreased by 50%. In addition to this, the moves Synthesis, Morning Sun and Moonlight will recover the user's maximum HP, and SolarBeam will not require a turn to charge.
Chlorophyll:
During sunny weather, the Speed stat of Pokémon with this Ability doubles. This effect lasts until the sunny weather ends.
Growth: In intense sunlight, Growth raises Attack and Special Attack by two stages each.
Solar Power: In sunshine, Solar Power raises the Special Attack stat 1.5×, but lowers the user's HP by 1/8 of its maximum HP at the end of each turn.
Sunny Day:
While Sunny Day is in effect, the base power of Fire-type moves will be increased by 50%, and the base power of Water-type moves will be decreased by 50%. In addition to this, the moves Synthesis, Morning Sun and Moonlight will recover the user's maximum HP, and SolarBeam will not require a turn to charge.
Chlorophyll:
During sunny weather, the Speed stat of Pokémon with this Ability doubles. This effect lasts until the sunny weather ends.
Growth: In intense sunlight, Growth raises Attack and Special Attack by two stages each.
Solar Power: In sunshine, Solar Power raises the Special Attack stat 1.5×, but lowers the user's HP by 1/8 of its maximum HP at the end of each turn.
What can get improved here? Movesets? Alternative pokemon choices? The only two I see moving around are Mamoswine and Azumarill. The others are pretty set in stone. Pretty much every pokemon learn Sunny Day, but this team aims to get it done without wasting a turn using it. Thoughts?
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