Hey, everyone I'm new here! I'm still getting the hang of playing competitively, so I'd like any help possible! I've been testing this setup for a bit, but still struggle against Sandstorm teams, though I do win most battles against all other teams.
Ninetales @ Leftovers
Ability: Drought
Timid Nature
EVs: 252 HP / 120 DEF / 136 SPE
- Roar
- Flamethrower
- Will-O-Wisp
- Solarbeam
The centerpiece of my team; whenever against other weather teams, I always conserve Ninetales as long as possible, until the opposing team's weather-maker is fainted. Roar is for getting rid of any potential Baton Passers/Sweepers trying to bulk up. Flamethrower is it's best STAB move to deal max damage before it faints (assuming there's no other weather-changers on the other side). Will-O-Wisp is to weigh-down any ATK-based Pokemon, or other weather-based Pokemon, so I could get rid of them ASAP. Solarbeam is to join in with Sunny Day -- no charge 120 BASE can come in handy when facing a water lead. Solarbeam + Sunny Day will allow Ninetales to properly handle Water Pokemon, because Water's power is cut in 1/2, and Solarbeam will 2x power with super-effective, which will make them think twice about going for an easy water win.
Volcarona @ Leftovers
Ability: Flame Body
Timid Nature
EVs: 240 HP / 216 DEF / 52 SPE
- Quiver Dance
- Fiery Dance
- Bug Buzz
- Roost
Under the Sun, Volcarona is one hell of a nightmare to deal with. Quiver Dance is obvious; raising SpA, SpD, and Spe puts you in deep **** if you're unprepared. Decent SpD and 216 Def EV's make Volcarona an easy switch in, not having to worry too much about fainting as soon as it's switched out (unless there's Stealth Rocks, but I have a spinner for that). If you do take a bit of damage after switch in-roost quickly takes care of that. Fiery Dance & Bug Buzz both deal incredible damage with STAB on top of a Quiver Dance or two. Fiery Dance is the optimal move, with Sunny Day raising Fire Power; it will 2HKO any neutral Pokemon easily.
Venusaur @ Black Sludge
Ability: Chlorophyll
Modest Nature
EVs: 4 HP / 252 SPA / 252 SPE
- Growth
- Giga Drain
- Hidden Power Fire
- Sludge Bomb
Under the Sun, Venusaur is another huge tank and should not be taken lightly. With Chlorophyll, it's speed is doubled under the Sun; this, on top of Growth (which usually ups Atk & SpAtk x1.5, but ups it x2.0 under the Sun) will demolish any neutral Pokemon in 1 or 2 hits, easy. Sludge Bomb with 90 + STAB acts as it's strongest attack. Giga Drain helps increase the longevity of Venusaur, and will help it aid in OHKO-ing any Water typed threats for the Sun team. Typically, Ferrothorn will be switched out when my enemy sees me switch out Venusaur, but Hidden Power Fire will quickly OHKO it and can come in handy as a surprise against a range of other Pokemon. 70 base power + growth + 50% increase from Sun makes it just as strong as a STAB-empowered fire type. Finally, Black Sludge works better than Leftovers, in the case of any Trick-using Pokemon -- it heals 1/16th just like Leftovers, but if swapped with a non-poison Pokemon, it deals 1/8th damage every round; making Venusaur an all around death trap.
Blissey @ Leftovers
Ability: Natural Cure
Calm Nature
EVs: 4 HP / 252 DEF / 252 SPD
- Aromatherapy
- Wish
- Seismic Toss
- Toxic
Blissey works as an amazing wall/stall Pokemon and the most helpful when it comes to regenerating your team. Aromatherapy helps cure any Toxic/Burn/Paralyzed/Frozen status ailment that your team has gone under; giving them a second chance at doing some serious damage. The same logic applies to Wish; a well-timed use of Wish will change the tides of any close match in your favor, being able to heal Venusaur, Heatran, or Volcarona by 50% by switching out gives a gigantic advantage. Seismic Toss is the optimal attack for Blissey -- doing 100 damage regardless of any typing resistance, status boosters like Acid Armor, Harden, etc. and Reflect to do MAX damage by Blissey, almost making up for her already incredibly weak ATK. Toxic is obviously to tackle other walls or tanks that would otherwise be hard to kill, like status boosted opponents who would kill Ninetales before she could do a Roar.
Donphan @ Leftovers
Ability: Sturdy
Impish Nature
EVs: 252 HP / 252 DEF / 4 SPE
- Rapid Spin
- Stealth Rocks
- Earthquake
- Ice Shard
My obligatory spinner -- Donphan is the best possible spinner on a Sunny Day team, with it's Water weakness being cut in half, Donphan can handle 3+ hits from a water type, where it would usually only be able 2 (with sturdy) making it the clear winner in searching for a proper spinner. Stealth Rocks is of course to weaken any switch-outs, defeating any Sturdy Pokemon, such as another Donphan or Forretress. Earthquake is it's best possible move for Donphan when wanting to do some serious damage, with it's 100 base + STAB. Ice Shard is optimal for going against Dragonite, Salamance, and any other often used Dragon types; it's +1 priority has many uses in clutch situations as well. Donphan should be prioritized if a Stealth Rock thrower is still alive on the other team, for Volcarona takes serious 50% damage is switching out with rocks still laid out.
Heatran @ Air Balloon
Ability: Flash Fire
Timid Nature
EVs: 252 SPA / 4 SPD / 252 SPE
- Lava Plume
- Stealth Rock
- Hidden Power Ice
- Earth Power
Although not as strong as the two big-bads, Volcarona and Venusaur, Heatran still holds it's own as an effective force in taking out as many Pokemon as possible before switching out to the sweepers. Heatran works great as a switch-in after Venusaur; having Venusaur out will draw out a fire-type looking for an easy skill -- switching out to Heatran while the opponent shoots a fire-type attack will activate Flash Fire and make the Sunny Day/STAB/Flash Fire/Lava Plume combo a OHKO monster as long as the opponent shows no resistance. This switch-out strategy also works amazing with Ground types against your opening Ninetales; your opponent will probably go for an Earthquake, but if you switch out to Heatran, it's Air Balloon will make it immune. This will stall you for 2 rounds (one attack to pop the balloon, and then the Ground move to finish off Heatran) leaving you able to do some serious damage/faint it before it gets to put in work. Stealth Rock will pick up where Donphan might have failed, or if the opponent's spinner has already done it's work. Hidden Power Ice offers a stronger offense for Dragon types, since Donphan's Ice Shard 40 Base Power won't be able to kill it. It also acts great as a surprise attack, as people would expect Ice Shard from Donphan, but not an Ice attack from a Heatran. Earth Power is to go up against your opponents own Heatran, which will OHKO is easily.
I was considering taking out Hidden Power Ice from Heatran and putting in Hidden Power Grass to fight off specially effective Ground types, and worrisome Water types, but I'm not sure what to do.
I'd love some feedback -- I really love my team, but would also love to hear any improvements I could make.
PLEASE COMMENT! Thank you!
Ninetales @ Leftovers
Ability: Drought
Timid Nature
EVs: 252 HP / 120 DEF / 136 SPE
- Roar
- Flamethrower
- Will-O-Wisp
- Solarbeam
The centerpiece of my team; whenever against other weather teams, I always conserve Ninetales as long as possible, until the opposing team's weather-maker is fainted. Roar is for getting rid of any potential Baton Passers/Sweepers trying to bulk up. Flamethrower is it's best STAB move to deal max damage before it faints (assuming there's no other weather-changers on the other side). Will-O-Wisp is to weigh-down any ATK-based Pokemon, or other weather-based Pokemon, so I could get rid of them ASAP. Solarbeam is to join in with Sunny Day -- no charge 120 BASE can come in handy when facing a water lead. Solarbeam + Sunny Day will allow Ninetales to properly handle Water Pokemon, because Water's power is cut in 1/2, and Solarbeam will 2x power with super-effective, which will make them think twice about going for an easy water win.
Volcarona @ Leftovers
Ability: Flame Body
Timid Nature
EVs: 240 HP / 216 DEF / 52 SPE
- Quiver Dance
- Fiery Dance
- Bug Buzz
- Roost
Under the Sun, Volcarona is one hell of a nightmare to deal with. Quiver Dance is obvious; raising SpA, SpD, and Spe puts you in deep **** if you're unprepared. Decent SpD and 216 Def EV's make Volcarona an easy switch in, not having to worry too much about fainting as soon as it's switched out (unless there's Stealth Rocks, but I have a spinner for that). If you do take a bit of damage after switch in-roost quickly takes care of that. Fiery Dance & Bug Buzz both deal incredible damage with STAB on top of a Quiver Dance or two. Fiery Dance is the optimal move, with Sunny Day raising Fire Power; it will 2HKO any neutral Pokemon easily.
Venusaur @ Black Sludge
Ability: Chlorophyll
Modest Nature
EVs: 4 HP / 252 SPA / 252 SPE
- Growth
- Giga Drain
- Hidden Power Fire
- Sludge Bomb
Under the Sun, Venusaur is another huge tank and should not be taken lightly. With Chlorophyll, it's speed is doubled under the Sun; this, on top of Growth (which usually ups Atk & SpAtk x1.5, but ups it x2.0 under the Sun) will demolish any neutral Pokemon in 1 or 2 hits, easy. Sludge Bomb with 90 + STAB acts as it's strongest attack. Giga Drain helps increase the longevity of Venusaur, and will help it aid in OHKO-ing any Water typed threats for the Sun team. Typically, Ferrothorn will be switched out when my enemy sees me switch out Venusaur, but Hidden Power Fire will quickly OHKO it and can come in handy as a surprise against a range of other Pokemon. 70 base power + growth + 50% increase from Sun makes it just as strong as a STAB-empowered fire type. Finally, Black Sludge works better than Leftovers, in the case of any Trick-using Pokemon -- it heals 1/16th just like Leftovers, but if swapped with a non-poison Pokemon, it deals 1/8th damage every round; making Venusaur an all around death trap.
Blissey @ Leftovers
Ability: Natural Cure
Calm Nature
EVs: 4 HP / 252 DEF / 252 SPD
- Aromatherapy
- Wish
- Seismic Toss
- Toxic
Blissey works as an amazing wall/stall Pokemon and the most helpful when it comes to regenerating your team. Aromatherapy helps cure any Toxic/Burn/Paralyzed/Frozen status ailment that your team has gone under; giving them a second chance at doing some serious damage. The same logic applies to Wish; a well-timed use of Wish will change the tides of any close match in your favor, being able to heal Venusaur, Heatran, or Volcarona by 50% by switching out gives a gigantic advantage. Seismic Toss is the optimal attack for Blissey -- doing 100 damage regardless of any typing resistance, status boosters like Acid Armor, Harden, etc. and Reflect to do MAX damage by Blissey, almost making up for her already incredibly weak ATK. Toxic is obviously to tackle other walls or tanks that would otherwise be hard to kill, like status boosted opponents who would kill Ninetales before she could do a Roar.
Donphan @ Leftovers
Ability: Sturdy
Impish Nature
EVs: 252 HP / 252 DEF / 4 SPE
- Rapid Spin
- Stealth Rocks
- Earthquake
- Ice Shard
My obligatory spinner -- Donphan is the best possible spinner on a Sunny Day team, with it's Water weakness being cut in half, Donphan can handle 3+ hits from a water type, where it would usually only be able 2 (with sturdy) making it the clear winner in searching for a proper spinner. Stealth Rocks is of course to weaken any switch-outs, defeating any Sturdy Pokemon, such as another Donphan or Forretress. Earthquake is it's best possible move for Donphan when wanting to do some serious damage, with it's 100 base + STAB. Ice Shard is optimal for going against Dragonite, Salamance, and any other often used Dragon types; it's +1 priority has many uses in clutch situations as well. Donphan should be prioritized if a Stealth Rock thrower is still alive on the other team, for Volcarona takes serious 50% damage is switching out with rocks still laid out.
Heatran @ Air Balloon
Ability: Flash Fire
Timid Nature
EVs: 252 SPA / 4 SPD / 252 SPE
- Lava Plume
- Stealth Rock
- Hidden Power Ice
- Earth Power
Although not as strong as the two big-bads, Volcarona and Venusaur, Heatran still holds it's own as an effective force in taking out as many Pokemon as possible before switching out to the sweepers. Heatran works great as a switch-in after Venusaur; having Venusaur out will draw out a fire-type looking for an easy skill -- switching out to Heatran while the opponent shoots a fire-type attack will activate Flash Fire and make the Sunny Day/STAB/Flash Fire/Lava Plume combo a OHKO monster as long as the opponent shows no resistance. This switch-out strategy also works amazing with Ground types against your opening Ninetales; your opponent will probably go for an Earthquake, but if you switch out to Heatran, it's Air Balloon will make it immune. This will stall you for 2 rounds (one attack to pop the balloon, and then the Ground move to finish off Heatran) leaving you able to do some serious damage/faint it before it gets to put in work. Stealth Rock will pick up where Donphan might have failed, or if the opponent's spinner has already done it's work. Hidden Power Ice offers a stronger offense for Dragon types, since Donphan's Ice Shard 40 Base Power won't be able to kill it. It also acts great as a surprise attack, as people would expect Ice Shard from Donphan, but not an Ice attack from a Heatran. Earth Power is to go up against your opponents own Heatran, which will OHKO is easily.
I was considering taking out Hidden Power Ice from Heatran and putting in Hidden Power Grass to fight off specially effective Ground types, and worrisome Water types, but I'm not sure what to do.
I'd love some feedback -- I really love my team, but would also love to hear any improvements I could make.
PLEASE COMMENT! Thank you!
