First RMT Solar Team

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Infernape
Blaze
Jolly
evs: 252 Atk / 4 SpD / 252 Spe
Life Orb

Fire Punch
Swords Dance
Stone Edge
Close Combat
This guy just clears chunks out of the threat list. Honestly when considering the team he was one of the first guys to come after Ninetails. The real difficulty was considering what set to give him. I originally had opted for the mixed set but once I selected Nidoking I changed to the SD set as I had the special side of things covered somewhat.
In the sun, a +2 Fire punch KO's heatproof bronzong 100% of the time (105.3% - 124.3%) and 2HKO's adamant Swampert max def 100% of the time (55.2% - 65.1%). I notice no important one or 2HKO's that flare blitz offers and am happy to be rid of the recoil.
Sadly, iron fist ability is illegal with fire punch as Chimchar DW has only bee released as male.
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Ninetails
Drought (derp)
Timid
evs: 252 HP / 92 SpD / 164 Spe
Focus Sash

Fireblast
Will-O-Wisp
Energy Ball
Hypnosis
The staple of all sun teams it seems. When selecting the sets I wanted to utilize the set that emphasized the most on survivability as to not be totally gimped if the weather was changed. Incidentally the first set mentioned covered exactly that. I originally thought it redundant to run two status so opted out of using hypnosis instead using substitute with leftovers; this changed when I realized that I didn't have to worry as much about entry hazards because of Xatu. I also did what I could to shy away from HP moves. Lastly I realized that all perma-weather pokes bar Abomasnow are weak to energy ball so it landed as her last move. - I am currently toying with the usage of Hypnosis; I'm not totally sold on the idea of almost coin-flip accuracy but I do like the ability to stop ninetails' SpA counters -

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Venusaur
Chlorophyll
Modest
evs: 4 HP / 252 SpA / 252 Spe
Life Orb

Energy Ball
HP Rock
Sleep Powder
Growth
This was my first pokemon ever back in the old days of RBY and therefore this was perhaps the greatest inspiration behind trying the BW sun out. Originally having gone with the physical set, it was pointed out to me that I already had a myriad of physical attackers - I therefore am opting for the special set. I utilize Energy ball over Solarbeam as it isn't gimped by weather and after a +2 boost it still gets the job done just fine. HP Rock is for coverage but this may get changed.

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Nidoking
Sheer Force
Timid
evs: 4 Def / 252 SpA / 252 Spe
Life Orb

Flamethrower
Ice Beam
Thunderbolt
Earth Power
This guy surprised me! I remember the mediocrity he provided in the past generations so when he was recommended to me I nearly laughed. Then I saw the numbers... I couldn't refuse. Being of the original 150 didn't hurt his standings either. He helped to fill the role of SPA damage that I was lacking (originally including infernape) by running the LO SA set. He has tremendous coverage and lands some pretty nice OHKOs to several of the Ape's and V'Saur's counters such as the dragons.
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Xatu
Magic Bounce
Impish
248 HP / 104 Def / 156 SpD
Light Clay

U-turn
Roost
Reflect
Light Screen
I was quite pleased with another poke brought out of total obscurity into gen V. The perfect anti-lead which helped to eliminate my fear of SR without rapid spin. I ran the dual screen set to maximize the ability for either venusaur or infernape to set up. My reasoning behind using him over espeon is the ability U-Turn. I originally had espeon as the idea of boosted morning sun was appealing - but her terrible defenses undermined that.
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Last but not least is Scizor.
Technician
Adamant
evs: 248 HP / 252 Atk / 8 Spe
Choice Band

U-turn

Bullet Punch
Superpower
Pursuit
This guy tears through so many of the sets counters. Technician STAB Banded priority bullet punch has lost none of its merit of Gen IV. Because Ape and V'Saur use setup, I thought I would CB this guy to add more flexibility to the team. It seems to have payed off. I don't think the other moves need much explanation - either there for revenge or for coverage.

How I play the team

I lead off with Ninetails and assess. If it's something that wants to set up entry hazards or status (very common), I throw Xatu at them - this is preferred. If they are stat capping, and Phys then I throw WoW on them and switch. After getting Xatu out, I place both screens and U-Turn to either Ape or V'Saur depending on their team and (more importantly) who is on the field. If they run into a wall that Ape loses to because of 4 move syndrome, I bring in the King or Scizor. If the weather gets changed to rain, I do what I can do to bring in Ninetails safely and NOT immediately. While V'Saur and Ape hate rain, scizor does fine. Sandstorm is handled by both scizor and the King so I can deal with changing the weather when it's safe. Hail - well I'll ask for help when I run into a hail team that survives infernape and venusaur after a quick setup.

I am new to the scene and would appreciate any feedback on my first RMT. Please be gentle._.

Stonedge
 
It seems ok, but just like to point out that that one of Nidoking's biggest selling points is that he can use Life Orb with no recoil, and he really needs it, 'cos his attacking stats aren't all that great. Between Infernape, Venusaur, and a priority Scizor, you've got enough speed. Nidoking has two main advantages- it's power and coverage, and this set isn't using either.

That said, try out a Special, or at least Mixed, set for Venusaur- you've already got a SD Infernape and Band Scizor, that's quite a bit of Physical presence...
 
I think I might steal this team and test it with a few of my own changes >.>

A few things :

- Why Fire Punch on Infernape? I realize you probably don't want the Flare Blitz recoil, but with Fire Punch you won't be getting as many KOs, and Infernape is too fragile to survive most hits. By that logic I figure why not use Flare Blitz?

- Venusaur had better hope that anything that resists Grass and Fire are out of the match before he gets on, as only 2 attacking moves can be a major setback if played incorrectly.

I'm not the best rater out there; these were just a few suggestions from a board lurker. :D
 
Actually Venusaur's movelist has been something of a project and easily the most changed since the drawing board. I really want to get rid of HP fire even with sun coverage as I have more than enough fire damage with Ape and King.

As for Ape, +2 sunny FP I think has reasonable KO's but I need to look at the math to be sure. Flare blitz is quite the double edge'd sword (pun very intended). however if it can land important OHKO's that FP can't I will of course change it.

Lastly, let me know how this set works for you and am glad you feel inclined to borrow it. :pimp:
 
As it stands, iron fist as it boosts Sunny FP to 202.5 BP without SDance or LO taken into account. Blaze I don't see working until I take recoil as he usually doesn't take hits very well... I will throw this into the set ty for mentioning!

SNAP FP-Iron Fist is illegal!! Honestly I think the universe is telling me to use Flare Blitz =P
 
focus sash ninetails as he has very little heft to him and if he is hit he is done for, imho. I would also replace sub with hypnosis, with the focus sash and the natural speed you will most likely be able to put threats to sleep.

I have a sun team that I am playing with and I love the idea of Nidoking, I am going to try and install that on my team, it is a great idea for this kind of a team.

Lastly I kind of like HP (rock) on venusaur, just personal preference.
 
that's actually a good point as I dont need to worry about hazard damage ruining the sash thanks to Xatu. I will try and if I like it with the sash and w/o leftovers I'll update it. Thank you!
 
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