As the title says, this is both one of my first teams and my absolute first weather-based team. It's based off of the sun, and it's worked surprisingly well against the teams I've battled so far, including other weather teams.
The order of my 'mons doesn't matter; I don't always lead with one in particular, although I have preferences. Unless it's threatened by team preview or it's another sun team (who I'd expect to set up weather for me), I'll try to get Espeon or Ninetales out first.
Changes to original movesets are bold, while things I'm considering changing in the future will be red.
Espeon@Light Clay (252 HP, 252 Spe, 4 Def)
Timid Nature//Magic Bounce
``Light Screen
``Reflect
``Hidden Power Fire
``Psychic
Espeon is obviously my screener. Set up whatever she can (usually Reflect first, unless the first Pokemon the opponent uses is a special attacker), then hopefully switch out for later screens. Unsuspecting Foretress that switch in on her don't appreciate the Hidden Power, while Psychic is the STAB of choice.
[[Here the hidden power type is what I'm most reconsidering. It gets a sun boost and hits unsuspecting scizor/foretress/ferrothorn, but other than that it's not too useful. Morning Sun would be nice to have since this is a sun team, but I don't want to sacrifice a screen or be completely walled by Dark-types.]]
Espeon will be the first to go when I make changes. She will most likely be switched for a Heatran or Volcarona, depending on which performs better in tests. Heatran will be of the Magma Storm trapping variety, while Volcarona will be a bulky Quiver Dancer with Morning Sun for heals.
The Sun
Ninetales@Leftovers (144 HP, 252 SpA, 112 Spe)
Timid Nature//Drought
``Sunny Day
``Flamethrower
``Solarbeam
``Hidden Power Ground
My weather-inducer. Not much likes to take a Sunny Day boosted Flamethrower to the face, and SolarBeam/Hidden Power Ground mop up most of what doesn't mind it (water types and Heatran). Sunny Day gives her an edge in weather wars and can force switches.
[[Again, hidden power type is up for speculation. When I chose my team's powers I mostly focused on what I'd need for threats or counters; Ninetales is mostly stopped by fire types, and water HP is weakened in the sun. Sunny Day is there for weather wars, and it's helped win against sandstorm teams for me.]]
The Defensive Sweeper
Latias@Leftovers (252 HP, 228 Def, 28 Spe)
Bold Nature//Levitate
``Calm Mind
``Dragon Pulse
``Recover
``Psyshock
Once Latias is behind screens, her defenses are very strong, usually allowing her to set up one or two Calm Minds. Dragon Pulse is an accurate STAB that won't drop her Special Attack and force her out, while Recover sponges up damage she takes. SolarBeam was for sun utility, but Psyshock, after a few boosts, can OHKO Blissey and Eviolite Chansey, two major threats here.
[[SolarBeam has been changed to Psyshock; I had it there for a sun-based attack, but I haven't had anything I've used it on over Dragon Pulse so far. Psyshock is an option to hit Blissey harder. Defensive spread, especially behind dual screens, helps her set up Calm Minds and sweep.]]
The Wisher Wall
Vaporeon@Leftovers (248 HP, 252 Def, 8 Spe)
Bold Nature//Water Absorb
``Ice Beam
``Hidden Power Grass
``Wish
``Protect
A relatively bulky wish-passer. She absorbs threatening water type moves and occasionally forces switches. Ice Beam takes care of Dragons that she encounters while Hidden Power Grass hits opposing Water types. Wish, with HP investment, can strongly heal just about anything on the team, and with Protect, she can take the heal for herself.
[[ No water type moves because of the sun, but Ice Beam still does good damage. Considering changing hidden power type because of all the SolarBeamers I have on this team already, but it catches Swampert by surprise when they'd switch out otherwise.]]
Vaporeon is most likely being replaced with a counter to rain teams. Current thoughts are a Zapdos or a Magnezone.
The Sun-Speed Sweeper
Venusaur@Black Sludge (4 HP, 76 Att, 176 SpA, 252 Spe)
Lonely Nature//Clorophyll
``Earthquake
``Growth
``Solarbeam
``Sludge Bomb
An obvious choice for the sun, Venusaur is a dangerous force with boosted speed. If he can get a Growth in, Solarbeam wreaks havoc on just about anything that doesn't resist it (and a few that do). Sludge Bomb is another STAB. Earthquake and a slightly more attack-oriented EV spread could be an option for Heatran. Leech Seed has been replaced with Earthquake and the EVs/nature to run it effectively.
[[No Sleep Powder because of the accuracy, although a reliable status inducer would be nice to have. Speed EVs could be reduced slightly in favor of bulk or attacking power on either side, but it lets Venusaur be somewhat quick outside of the sun if need be.]]
Venusaur has been made into a dual-attacker, with Earthquake in lieu of Leech Seed. EVs are still up for speculation, but, after a Growth, not much can handle his attacks. It's possible that I may change Sludge Bomb out for Sunny Day.
The Spinner and Physical Attacker
Donphan@Leftovers (252 HP, 252 Atk, 4 Def)
Adamant Nature//Sturdy
``Rapid Spin
``Earthquake
``Fire Fang
``Ice Shard
A necessary part of this team, as Spikes and Stealth Rock can take a large chunk of Ninetales' HP off if set up. Toxic Spikes can be absorbed by Venusaur, while Donphan can spin away other hazards. His attacking options give him a powerful STAB in Earthquake, a sun-boosted Fire Fang, and a decent priority move that finishes off Focus Banders and hits flying types hard.
[[Fairly physically defensive attacker and my team's spinner. Fire Fang and Ice Shard for sun-boosted and priority coverage, as most think that Donphan usually carries only RS and EQ for attacks from what I've seen. Sturdy, after leftovers, helps him guarantee removal of hazards against non-ghosts unless many layers of Spikes are down.]]
Fire Fang may be switched out for Stealth Rock, but if I run a Heatran, that will be my SR setup. Fire Fang has proved itself useful under the sun and out of it for removing unsuspecting Scizor, Ferrothorn, etc.
Potential Future Teammates
Espeon Replacements
Heatran@Wide Lens OR Leftovers (220 SpA, 252 Spe, 36 HP)
Timid Nature//Flash Fire
``Magma Storm
``Earth Power
``Taunt
``Stealth Rock
Volcarona@Leftovers (240 HP, 216 Def, 52 Spe)
Bold Nature//Flame Body
``Quiver Dance
``Bug Buzz
``Fiery Dance
``Morning Sun
Vaporeon Replacements
Zapdos@Leftovers (124 HP, 236 SpD, 148 Spe)
Timid Nature//Pressure
``Thunderbolt
``Heat Wave
``Roost
``Hidden Power Grass
Magnezone@Leftovers (4 HP, 252 SpA, 252 Spe)
Timid Nature//Magnet Pull
``Thunderbolt
``Hidden Power Fire
``Flash Cannon
``Volt Switch
Changes to original movesets are bold, while things I'm considering changing in the future will be red.
The Screener
Espeon@Light Clay (252 HP, 252 Spe, 4 Def)
Timid Nature//Magic Bounce
``Light Screen
``Reflect
``Hidden Power Fire
``Psychic
Espeon is obviously my screener. Set up whatever she can (usually Reflect first, unless the first Pokemon the opponent uses is a special attacker), then hopefully switch out for later screens. Unsuspecting Foretress that switch in on her don't appreciate the Hidden Power, while Psychic is the STAB of choice.
[[Here the hidden power type is what I'm most reconsidering. It gets a sun boost and hits unsuspecting scizor/foretress/ferrothorn, but other than that it's not too useful. Morning Sun would be nice to have since this is a sun team, but I don't want to sacrifice a screen or be completely walled by Dark-types.]]
Espeon will be the first to go when I make changes. She will most likely be switched for a Heatran or Volcarona, depending on which performs better in tests. Heatran will be of the Magma Storm trapping variety, while Volcarona will be a bulky Quiver Dancer with Morning Sun for heals.
The Sun
Ninetales@Leftovers (144 HP, 252 SpA, 112 Spe)
Timid Nature//Drought
``Sunny Day
``Flamethrower
``Solarbeam
``Hidden Power Ground
My weather-inducer. Not much likes to take a Sunny Day boosted Flamethrower to the face, and SolarBeam/Hidden Power Ground mop up most of what doesn't mind it (water types and Heatran). Sunny Day gives her an edge in weather wars and can force switches.
[[Again, hidden power type is up for speculation. When I chose my team's powers I mostly focused on what I'd need for threats or counters; Ninetales is mostly stopped by fire types, and water HP is weakened in the sun. Sunny Day is there for weather wars, and it's helped win against sandstorm teams for me.]]
The Defensive Sweeper
Latias@Leftovers (252 HP, 228 Def, 28 Spe)
Bold Nature//Levitate
``Calm Mind
``Dragon Pulse
``Recover
``Psyshock
Once Latias is behind screens, her defenses are very strong, usually allowing her to set up one or two Calm Minds. Dragon Pulse is an accurate STAB that won't drop her Special Attack and force her out, while Recover sponges up damage she takes. SolarBeam was for sun utility, but Psyshock, after a few boosts, can OHKO Blissey and Eviolite Chansey, two major threats here.
[[SolarBeam has been changed to Psyshock; I had it there for a sun-based attack, but I haven't had anything I've used it on over Dragon Pulse so far. Psyshock is an option to hit Blissey harder. Defensive spread, especially behind dual screens, helps her set up Calm Minds and sweep.]]
The Wisher Wall
Vaporeon@Leftovers (248 HP, 252 Def, 8 Spe)
Bold Nature//Water Absorb
``Ice Beam
``Hidden Power Grass
``Wish
``Protect
A relatively bulky wish-passer. She absorbs threatening water type moves and occasionally forces switches. Ice Beam takes care of Dragons that she encounters while Hidden Power Grass hits opposing Water types. Wish, with HP investment, can strongly heal just about anything on the team, and with Protect, she can take the heal for herself.
[[ No water type moves because of the sun, but Ice Beam still does good damage. Considering changing hidden power type because of all the SolarBeamers I have on this team already, but it catches Swampert by surprise when they'd switch out otherwise.]]
Vaporeon is most likely being replaced with a counter to rain teams. Current thoughts are a Zapdos or a Magnezone.
The Sun-Speed Sweeper
Venusaur@Black Sludge (4 HP, 76 Att, 176 SpA, 252 Spe)
Lonely Nature//Clorophyll
``Earthquake
``Growth
``Solarbeam
``Sludge Bomb
An obvious choice for the sun, Venusaur is a dangerous force with boosted speed. If he can get a Growth in, Solarbeam wreaks havoc on just about anything that doesn't resist it (and a few that do). Sludge Bomb is another STAB. Earthquake and a slightly more attack-oriented EV spread could be an option for Heatran. Leech Seed has been replaced with Earthquake and the EVs/nature to run it effectively.
[[No Sleep Powder because of the accuracy, although a reliable status inducer would be nice to have. Speed EVs could be reduced slightly in favor of bulk or attacking power on either side, but it lets Venusaur be somewhat quick outside of the sun if need be.]]
Venusaur has been made into a dual-attacker, with Earthquake in lieu of Leech Seed. EVs are still up for speculation, but, after a Growth, not much can handle his attacks. It's possible that I may change Sludge Bomb out for Sunny Day.
The Spinner and Physical Attacker
Donphan@Leftovers (252 HP, 252 Atk, 4 Def)
Adamant Nature//Sturdy
``Rapid Spin
``Earthquake
``Fire Fang
``Ice Shard
A necessary part of this team, as Spikes and Stealth Rock can take a large chunk of Ninetales' HP off if set up. Toxic Spikes can be absorbed by Venusaur, while Donphan can spin away other hazards. His attacking options give him a powerful STAB in Earthquake, a sun-boosted Fire Fang, and a decent priority move that finishes off Focus Banders and hits flying types hard.
[[Fairly physically defensive attacker and my team's spinner. Fire Fang and Ice Shard for sun-boosted and priority coverage, as most think that Donphan usually carries only RS and EQ for attacks from what I've seen. Sturdy, after leftovers, helps him guarantee removal of hazards against non-ghosts unless many layers of Spikes are down.]]
Fire Fang may be switched out for Stealth Rock, but if I run a Heatran, that will be my SR setup. Fire Fang has proved itself useful under the sun and out of it for removing unsuspecting Scizor, Ferrothorn, etc.
Potential Future Teammates
Espeon Replacements
Heatran@Wide Lens OR Leftovers (220 SpA, 252 Spe, 36 HP)
Timid Nature//Flash Fire
``Magma Storm
``Earth Power
``Taunt
``Stealth Rock
Volcarona@Leftovers (240 HP, 216 Def, 52 Spe)
Bold Nature//Flame Body
``Quiver Dance
``Bug Buzz
``Fiery Dance
``Morning Sun
Vaporeon Replacements
Zapdos@Leftovers (124 HP, 236 SpD, 148 Spe)
Timid Nature//Pressure
``Thunderbolt
``Heat Wave
``Roost
``Hidden Power Grass
Magnezone@Leftovers (4 HP, 252 SpA, 252 Spe)
Timid Nature//Magnet Pull
``Thunderbolt
``Hidden Power Fire
``Flash Cannon
``Volt Switch