Hey guys! I'm working on a mono fire team right now for a Mono type tournament with my friends. The types I will be facing are Flying, Ice, Ground and Dark. No legendarys allowed. I've given this some testing but I'd appreciate comments:
Torkoal @ Leftovers
Ability: White Smoke
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Stealth Rock
- Rapid Spin
- Lava Plume
- Yawn
Torkoal is the best physical wall Fire has. The plan here is to simply harass the opponent: set up SR on a tank or physical attacker and start yawning to keep them switching and taking damage from SR. Rapid Spin support is very helpful for keeping the rest of the team from getting beat up from opposing SR, and lava plume to not be complete taunt bait and pick up lucky burns.
Rotom-Heat @ Choice Scarf
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Trick
- Volt Switch
- Overheat
- Hidden Power [Ice]
The closest thing my team could call utility, this guy is very versatile. Trick can cripple opposing tanks, or just ruin the opponents set (stealing toxic orb from gliscor for example). Volt switch and overheat provide great STAB combinations, HP ice allows Rotom-H to beat gliscor and
Dragon/flying pokemon. Very helpful in a number of situations and it's natural defenses let's it take some hits.
Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 144 HP / 252 Atk / 112 Spe
Adamant Nature
- Dragon Dance
- Dragon Claw
- Fire Punch
- Roost
This Bulky Mega X set provides the power to sweep the remains of a team. The idea here is get in and DD hopefully twice. After 1 it can still be outsped by some scarf users and mega swampert under rain. After 2 it outspeeds all these threats. It's naturally good defenses plus the HP EVs give it enough bulk to dance and roost off the damage. Torkoal is very helpful getting the DD. If the opponent let's their pokemon sleep (from yawn) to kill torkoal, Charizard can come in and get at least one free DD while they switch.
Infernape @ Life Orb
Ability: Blaze
EVs: 156 Atk / 100 SpA / 252 Spe
Hasty Nature
- Close Combat
- Mach Punch
- U-turn
- Overheat
Standard MixApe set. Infernape acts as a sorta "Gorilla" style attacker (pun intended), hitting hard with close combat or overheat, Mach Punch provides some priority for the team and U turn to get Chip Damage and keep the momentum in my favor.
Ninetales @ Heat Rock
Ability: Drought
EVs: 252 HP / 100 Def / 156 SpD
Calm Nature
- Flamethrower
- Solar Beam
- Sleep Talk
- Rest
My Sun setter as well as special wall. This set has won me many fights against water teams. Heat rock extends my Sun which is crucial when using rest talk. Flamethrower does good damage in the sun even without investment, and solarbeam hits water and ground decently hard. RestTalk is unexpected on Ninetales, but allows it to survive for a very long time and soak up status if need be. The EVs are split to allow Ninetales to take some physical attacks and survive, but still maintain the ability to wall special attackers. With both Rotom and Infernape carrying switching moves, Ninetales has plenty of chances to come in and out to set the sun.
Chandelure @ Choice Scarf
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Shadow Ball
- Energy Ball
- Clear Smog
Another Choice scarf? Chandelure needs it to operate effectively as a revenge Killer. Standard EV Spread for a special attacker to maximize its power.Timid nature allows it to outspeed Gengar and OHKO with shadow ball. Fire blast and Shadow Ball are two very strong STABs, Energy ball hits both water & ground weaknesses hard. Clear Smog is there if I need to overcome threats that have accumulated many boosts, but I am considering replacing it by HP Ice.
This team actually beats most water monoteams it faces. It hasn't had as much experience with ground but it can do well with some luck. One big threat I have is choice scarf Excadrill with Mold Breaker, who can sweep this team fairly easily.
Other options I'm considering are Talonflame, Blaziken and Volcarona. If you would like to suggest someone for the team, please include why and who you would remove. Thanks!
Torkoal @ Leftovers
Ability: White Smoke
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Stealth Rock
- Rapid Spin
- Lava Plume
- Yawn
Torkoal is the best physical wall Fire has. The plan here is to simply harass the opponent: set up SR on a tank or physical attacker and start yawning to keep them switching and taking damage from SR. Rapid Spin support is very helpful for keeping the rest of the team from getting beat up from opposing SR, and lava plume to not be complete taunt bait and pick up lucky burns.
Rotom-Heat @ Choice Scarf
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Trick
- Volt Switch
- Overheat
- Hidden Power [Ice]
The closest thing my team could call utility, this guy is very versatile. Trick can cripple opposing tanks, or just ruin the opponents set (stealing toxic orb from gliscor for example). Volt switch and overheat provide great STAB combinations, HP ice allows Rotom-H to beat gliscor and
Dragon/flying pokemon. Very helpful in a number of situations and it's natural defenses let's it take some hits.
Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 144 HP / 252 Atk / 112 Spe
Adamant Nature
- Dragon Dance
- Dragon Claw
- Fire Punch
- Roost
This Bulky Mega X set provides the power to sweep the remains of a team. The idea here is get in and DD hopefully twice. After 1 it can still be outsped by some scarf users and mega swampert under rain. After 2 it outspeeds all these threats. It's naturally good defenses plus the HP EVs give it enough bulk to dance and roost off the damage. Torkoal is very helpful getting the DD. If the opponent let's their pokemon sleep (from yawn) to kill torkoal, Charizard can come in and get at least one free DD while they switch.
Infernape @ Life Orb
Ability: Blaze
EVs: 156 Atk / 100 SpA / 252 Spe
Hasty Nature
- Close Combat
- Mach Punch
- U-turn
- Overheat
Standard MixApe set. Infernape acts as a sorta "Gorilla" style attacker (pun intended), hitting hard with close combat or overheat, Mach Punch provides some priority for the team and U turn to get Chip Damage and keep the momentum in my favor.
Ninetales @ Heat Rock
Ability: Drought
EVs: 252 HP / 100 Def / 156 SpD
Calm Nature
- Flamethrower
- Solar Beam
- Sleep Talk
- Rest
My Sun setter as well as special wall. This set has won me many fights against water teams. Heat rock extends my Sun which is crucial when using rest talk. Flamethrower does good damage in the sun even without investment, and solarbeam hits water and ground decently hard. RestTalk is unexpected on Ninetales, but allows it to survive for a very long time and soak up status if need be. The EVs are split to allow Ninetales to take some physical attacks and survive, but still maintain the ability to wall special attackers. With both Rotom and Infernape carrying switching moves, Ninetales has plenty of chances to come in and out to set the sun.
Chandelure @ Choice Scarf
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Shadow Ball
- Energy Ball
- Clear Smog
Another Choice scarf? Chandelure needs it to operate effectively as a revenge Killer. Standard EV Spread for a special attacker to maximize its power.Timid nature allows it to outspeed Gengar and OHKO with shadow ball. Fire blast and Shadow Ball are two very strong STABs, Energy ball hits both water & ground weaknesses hard. Clear Smog is there if I need to overcome threats that have accumulated many boosts, but I am considering replacing it by HP Ice.
This team actually beats most water monoteams it faces. It hasn't had as much experience with ground but it can do well with some luck. One big threat I have is choice scarf Excadrill with Mold Breaker, who can sweep this team fairly easily.
Other options I'm considering are Talonflame, Blaziken and Volcarona. If you would like to suggest someone for the team, please include why and who you would remove. Thanks!