So I'm trying to start up a Mono-Fire team in OR as a sort of Gym-leader kind of thing for online play, possibly for rated battles as well. But before that...I need a solid team. Here's what I have now; any suggestions will help.
Kenya (Ninetales) Leftovers
Drought Ability
Bold Nature (+Def, -Att)
248 HP/184 Def/64 SpD
-Hypnosis
-Protect
-Pain Split
-Fire Blast
"And ARCEUS said, 'Let there be light.'"
The teams immediate sun setter and defensive weather pivot. A bit of an odd set, I know, but the EV's give him solid defenses and an odd HP stat to minimize SR damage. Protect to scout and get an extra turn of Leftovers recovery. Pain Split can help recover some health and suck away some HP from a dangerous Pokemon. Hypnosis' accuracy is a bit sketchy but can potentially shut something down for the match. Fire Blast is a decent STAB under the sun that stops him from being Taunt bait.
WreckItRalph (Darmanitan) Choice Scarf
Sheer Force Ability
Jolly Nature (+Spd, -SpA)
252 Att/252 Spe/8 Def
-U-turn
-Rock Slide
-Super Power
-Flare Blitz
Ideally the teams main revenge killer and physical attacker. U-turn to scout, Rock Slide for Fire/Flying-types and a decent neutral hit on most unresisted Pokemon, Superpower for Normal and bulky Steel types. Flare Blitz under the sun with Sheer Force is a nuke to anything that doesn't straight up resist it.
R-K-9 (Arcanine)@ Rocky Helmet
Intimidate Ability
Impish Nature (+Def, - SpA)
248 HP/252 Def/8 SpD
-Morning Sun
-Toxic (may become Will-o-Wisp)
-ExtremeSpeed
-Flare Blitz
The teams main physical wall and back up revenge killer. The EV spread and Intimidate ability gives him a fair amount of physical bulk. Toxic helps to wear down things like Blissey faster, however a burn with Will-o-Wisp means you drop their attack even more, making it easier for him to tank the physical attacks aimed at him. ExtremeSpeed provides priority as well as a decently strong, recoil-less attack. Flare Blitz under the sun continues to be a powerful attack, and Morning Sun provides recovery. Granted the sun stays, 66% of your health back is not bad.
Dracafueu (Charizard) Charizardite Y
Drought Ability
Timid Nature (+Spd, -Att)
252 Sp.A/252 Spe/8 Def
-Dragon Pulse
-Solar Beam
-Focus Blast
-Fire Blast
"And ARCEUS said, 'Let there be light.'"
And that wish was fufilled again. Unlike Kenya, the pseudo-dragon acts as an offensive weather pivot vs as a defensive one. Dragon Pulse is for Salemence, Garchomp and other Dragon-types running around. Solar Beam is for the all important Water/Ground/Rock coverage. Focus Blast helps to clear away Tyranitar and the ocassional Aggron. Fire Blast for STAB.
Mothera (Volcarona) @Big Root
Flame Body Ability
Calm Nature (+SpD, -Att)
248 HP/252 SpD/8 Def.
-Morning Sun
-Giga Drain
-Firey Dance
-Bug Buzz
The Sp. Defensive member of the team. Giga Drain+Big Root gives the fire moth a way to better deal with Water/Ground/Rock types with an offensive form of recovery. Morning Sun in the sun returns 66% of your health back, Firey Dance for Sun STAB and a way to boost your Sp. Attack, Bug Buzz for filler STAB. I've considered a Hidden Power here, possibly HP Rock for other Fire-types. Flame Body is there as a nasty suprise for any stray physical moves I might catch.
Shinya Aoki (Infernape)@ Life Orb
Blaze Ability
Naughty Nature (+Att, -SpD)
128 Att/128 SpA/252 Spe
-Stealth Rock
-Fake Out
-Flamethrower
-Close Combat
The teams SR'er, lead, and mixed attacker. Fake Out is free damage on just about anything, bar Ghost-types of course. Stealth Rock punishes switching opponents. Flamethrower for a reliable Fire-type move that gets a boost by Life Orb, Blaze and the sun. Close Combat rounds the set with a way to bypass things like Blissey and other defensive threats to the team.
As I've said, I know this team needs some help. SR's destroy me, and I don't know of a Rapid Spinner or Defoger to clear traps for Mono-Fire. Any suggestions, be it alternative EV's, moves and Pokemon are much appreciated. Thanks in advance.

Kenya (Ninetales) Leftovers
Drought Ability
Bold Nature (+Def, -Att)
248 HP/184 Def/64 SpD
-Hypnosis
-Protect
-Pain Split
-Fire Blast
"And ARCEUS said, 'Let there be light.'"
The teams immediate sun setter and defensive weather pivot. A bit of an odd set, I know, but the EV's give him solid defenses and an odd HP stat to minimize SR damage. Protect to scout and get an extra turn of Leftovers recovery. Pain Split can help recover some health and suck away some HP from a dangerous Pokemon. Hypnosis' accuracy is a bit sketchy but can potentially shut something down for the match. Fire Blast is a decent STAB under the sun that stops him from being Taunt bait.

WreckItRalph (Darmanitan) Choice Scarf
Sheer Force Ability
Jolly Nature (+Spd, -SpA)
252 Att/252 Spe/8 Def
-U-turn
-Rock Slide
-Super Power
-Flare Blitz
Ideally the teams main revenge killer and physical attacker. U-turn to scout, Rock Slide for Fire/Flying-types and a decent neutral hit on most unresisted Pokemon, Superpower for Normal and bulky Steel types. Flare Blitz under the sun with Sheer Force is a nuke to anything that doesn't straight up resist it.

R-K-9 (Arcanine)@ Rocky Helmet
Intimidate Ability
Impish Nature (+Def, - SpA)
248 HP/252 Def/8 SpD
-Morning Sun
-Toxic (may become Will-o-Wisp)
-ExtremeSpeed
-Flare Blitz
The teams main physical wall and back up revenge killer. The EV spread and Intimidate ability gives him a fair amount of physical bulk. Toxic helps to wear down things like Blissey faster, however a burn with Will-o-Wisp means you drop their attack even more, making it easier for him to tank the physical attacks aimed at him. ExtremeSpeed provides priority as well as a decently strong, recoil-less attack. Flare Blitz under the sun continues to be a powerful attack, and Morning Sun provides recovery. Granted the sun stays, 66% of your health back is not bad.

Dracafueu (Charizard) Charizardite Y
Drought Ability
Timid Nature (+Spd, -Att)
252 Sp.A/252 Spe/8 Def
-Dragon Pulse
-Solar Beam
-Focus Blast
-Fire Blast
"And ARCEUS said, 'Let there be light.'"
And that wish was fufilled again. Unlike Kenya, the pseudo-dragon acts as an offensive weather pivot vs as a defensive one. Dragon Pulse is for Salemence, Garchomp and other Dragon-types running around. Solar Beam is for the all important Water/Ground/Rock coverage. Focus Blast helps to clear away Tyranitar and the ocassional Aggron. Fire Blast for STAB.

Mothera (Volcarona) @Big Root
Flame Body Ability
Calm Nature (+SpD, -Att)
248 HP/252 SpD/8 Def.
-Morning Sun
-Giga Drain
-Firey Dance
-Bug Buzz
The Sp. Defensive member of the team. Giga Drain+Big Root gives the fire moth a way to better deal with Water/Ground/Rock types with an offensive form of recovery. Morning Sun in the sun returns 66% of your health back, Firey Dance for Sun STAB and a way to boost your Sp. Attack, Bug Buzz for filler STAB. I've considered a Hidden Power here, possibly HP Rock for other Fire-types. Flame Body is there as a nasty suprise for any stray physical moves I might catch.

Shinya Aoki (Infernape)@ Life Orb
Blaze Ability
Naughty Nature (+Att, -SpD)
128 Att/128 SpA/252 Spe
-Stealth Rock
-Fake Out
-Flamethrower
-Close Combat
The teams SR'er, lead, and mixed attacker. Fake Out is free damage on just about anything, bar Ghost-types of course. Stealth Rock punishes switching opponents. Flamethrower for a reliable Fire-type move that gets a boost by Life Orb, Blaze and the sun. Close Combat rounds the set with a way to bypass things like Blissey and other defensive threats to the team.
As I've said, I know this team needs some help. SR's destroy me, and I don't know of a Rapid Spinner or Defoger to clear traps for Mono-Fire. Any suggestions, be it alternative EV's, moves and Pokemon are much appreciated. Thanks in advance.
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