Offense in Sun - a team

This is an offensive team which utilizes Drought Ninetales to summon sunlight, but is not completely sun-oriented, although it does feature Venusaur. Besides turning Venusaur into an absolute monster, Sun also helps to nullify opponents’ Sandstorms, Hails, and Rains, doing which itself helps in shutting down threats like Landorus, Thundurus, Dragonite (if its running Hurricane), Politoed, T-Tar, Gyarados, Toxicroak etc, and weakening opposing attacks which benefit from weather and at the same time boost fire attacks on my team (as 4 of my 6 pokemon have Fire-type attacks). However, three of the six pokemon don’t rely on sun to fulfil their roles, although Conkeldurr and Salamence still benefit from the sun in various ways, but can still setup and sweep outside of sunlight (and that’s why they are in the team). This team has done pretty well in the Pokemon Online Wifi OU metagame, peaking at about 400 more than once, and rarely goes below 4000-5000 mark. There are still some issues with the team which hinder it sometimes, and I’ve described them towards the end of the RMT description.

Team history:

1. The team was built around Chandelure at first, it being my favourite pokemon at that time, and I added Ninetales to support it with Drought, and consequentially Venusaur to take advantage of it.

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2. I wanted a Dragon-type with diverse coverage and strong physical movepool, and I chose Salamence due to his higher speed and Intimidate which would be an additional defensive asset against physically strong teams and pokemons.

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3. I wanted a hazard-inducer and preferred that it should also function as a Rapid Spinner simultaneously, and I picked up Forretress. (at that time, I gave it Spikes, and not Stealth Rock.)

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4. I thought a bulky Water-type to support Ninetales and Chandelure would do good, so I picked up Jellicent.
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5. After a few battles of testing, I perceived Jellicent’s utility was turning out to be very little of all the team members, so I tried Calm Mind Latios which failed too.

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6. I rechecked my team completely in an effort to replace all the pokemon, items and moves which weren’t seeing enough use on the team. Chandelure and Latios/Jellicent stood out.

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7. After trying out potential offensive combinations to replace the two in my mind, I decided Conkeldurr and Heatran would be the best as both showed they could do their offensive jobs without the sun. I preferred the Bulk Up and Magma Storm sets respectively over all others as they offered just the right balance of offense and defense.
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8. Finally, Spikes was replaced by Stealth Rock on Forretress as it could be setup quickly and was necessary for Dragonite and Volcarona both of which otherwise ravaged the team, and Leftovers was replaced by Air Balloon on Heatran as it made it a great revenge killer against Dragonite, Salamence, Landorus, Gliscor and opposing Heatrans.

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Pokemon@ Item
Nature
EV spread:
Moves:
Description:

038Ninetales.png


Ninetales@Leftovers
Modest Nature
EV Spread: 252 SpA, 144 HP, 112 Spe

Moves:
-Sunny Day
-Fire Blast
-Solar Beam
-Will-O-Wisp

Role description: Summons the sun. This Ninetales obviously has to engage in weather wars, and its moveset and EV spread is built to increase its chances of winning them. Sunny Day is to surprise incoming or slower Tyranitars or Politoeds, which has game-changing potential. Fire Blast is the main attacking option, and it goes very well with Solarbeam. The knowledge of Solarbeam mostly forces the opponent to switch out Politoed once I’ve used Sunny Day or have switched in on it, and with a bit of prediction on whom the opponent is going to switch in, I use Fire Blast, Solarbeam or Will-O-Wisp, which often results in opponent’s Starmie, Rotom-W, Breloom, Tornadus, Landorus, Gliscor etc. being OHKO’ed or taking a huge dent or at least getting crippled if they are physical attackers and I use Will-O-Wisp. Will-O-Wisp also ruins Tyranitar and it can never OHKO Ninetales unless Stone Edge critical hits. Leftovers maximize longevity. And finally, if this doesn’t work, it can always switch out, and Venusaur can OHKO Politoed, and Conkeldurr can scare T-Tar away. Even if Ninetales loses the weather war, all is not lost, as the game can still be won with the other guys who can destroy the opponent independent of weather.

Although its job is not to rampage through the opponent, it can still make it easier for the other four by winning the weather war, and taking down as many of opponent’s pokemon down as it can. It’s easy to see that Heatran walls it completely, as well as Blissey/Chansey, so I have to be wary of them and make correct decisions. Overall, running this Ninetales depends on the player as important game changing predictions are to be made, as well as on luck as Fire Blast and Will-O-Wisp both can miss in crucial situations. And one never knows when a burnt Tyranitar’s Stone Edge or Politoed’s Scald in sunlight critical hits and takes Ninetales out. Obviously, I have to contend with that probability factor, and maximize my chances instead by making correct predictions and taking correct decisions.

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Forretress@Leftovers
Sassy Nature
EV Spread: 252 HP, 252SpDef, 4Def (switching to a specially defensive set was much more sensible, as Forretress didn't entice many physical attacks, and if he did, his 317 defense is still solid enough to take them.

Moves:
-Stealth Rock
-Toxic Spikes
-Rapid Spin
-Volt Switch

The team’s Stealth Rocker and spinner. It is the team lead against all weather teams. It mainly uses Stealth Rock on the first turn except when I anticipate Taunt and use Volt Switch instead. On second turn, it uses Toxic Spikes or Rapid Spin or Volt Switch depending on what I deem best. Leftovers maximize longevity.

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Salamence@Lum Berry
Naive Nature
Ability: Intimidate
EV spread: 252 Att, 252 Speed, 4 HP

Moves:
-Dragon Dance
-Dragon Claw
-Fire Blast (Fire Fang couldn't hit through Skarmory and took residual damage from Ferrothorn. Changing it to Fire Blast made it all the more better, and Salamence doesn't mind the SpDef loss.)
-Earthquake

We all know what Salamence is capable of. This is the typical DD set, with Fire Blast to take care of Skarmory, Ferrothorn, Forretress, Jirachi and other defensive Steel types, as well as Breloom. The boost from sun also helps Fire Fang turning it into a respectable 97.5 BP move. EQ and Dragon Claw and coverage moves as always, and Lum berry is to avoid status conditions. Once it gets going, it is extremely hard to stop unless, Ice moves, especially Ice Shard come in the way, in which case I have to switch it out. It acts as both a mid-game or late-game sweeper. :)

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Conkeldurr@Leftovers
Adamant Nature
EV spread: 252 Att, 120 HP, 136 SpD

Moves:
-Bulk Up
-Mach Punch
-Drain Punch
-Stone Edge

The MVP of the team - with Venusaur just short of the title - Conkeldurr is the most fearsome pokemon on this team. After using a Bulk Up, or acquiring basic poison or burn, it can take on most pokemon in the OU tier, even non-Draco Meteor, non-Psychic Latios/Latias , non-Acrobatics stalling Gliscor (with the right strategy) and Jellicent and Gengar (if I anticipate Disable, I use Mach Punch to preserve Stone Edge). And once it gains momentum, oh boy. Mach Punch and Drain Punch do what they do – make best use of priority, and heal off any damage, respectively. Stone Edge is to hit anything else hard, with its positives being the high critical hit rate and BP, and negatives being PP and inaccuracy. Mostly people actually like to burn/poison/paralyze Conkeldurr, which mostly backfires on them.

Also of note, after one Bulk Up, Conkeldurr can easily take out Terrakion with a Drain Punch, another monster in OU, while healing off any damage from Close Combat.

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Heatran@Air Balloon
Timid Nature
EV Spread: 252 SpA, 252 Speed, 4 HP
Moves:
-Substitute (blocks status better than Taunt, and also takes care of Smeargle/Breloom trying to put it to sleep)
-Magma Storm
-Earth Power
-Hidden Power Ice

This is the Magma Storm set from Smogon movesets, with Air Balloon instead of Leftovers which gives it temporary immunity from ground attacks. This allows it to check pokemon that threaten it with ground attacks, such as Dragonite, Gliscor, Salamence and opposite Heatrans and answer back with appropriate attacks. Magma Storm, although a bit inaccurate, is a great move in the sun, and the trapping ability comes in handy. Taunt is to cripple Chansey/Blissey before switching out, and stopping other few pokemon from setting up. Earth Power is for opposite Heatran’s and HP Ice is crucial against Gliscor, Dragonite and Salamence, as the latter two can switch in on Heatran and proceed to setup and destroy the team.

Potential changes: Fire Blast instead of Magma Storm.

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Venusaur@Life Orb
Modest Nature
EV Spread: 252 SpA, 252 Speed, 4 HP

Moves:
-Growth
-Sleep Powder
-Energy Ball
-Hidden Power (Fire)

Venusaur would be the MVP of the team if it weren’t for the fact that it is very mediocre without sun. But inside sun, he is an absolute monster, and is capable of taking out everything which doesn’t outspeed it (which only a few pokemon do, particularly Choice Scarf Terrakion and Latios and some other boosted ones which exceed 516 Speed), or cannot KO it with priority Ice Shard or isn’t Heatran. The best thing Venusaur can do to Heatran is to put it to sleep – which itself has chances of missing – and switch out making way for my Heatran, Conkeldurr or Salamence. Growth obviously boosts its Special Attack to monstrous levels, Sleep Powder after success gives Venusaur a chance to use Growth. Energy Ball is the preferred STAB instead of Solarbeam as it doesn’t become a liability without sun, and can still KO a weakened Politoed/Tyranitar which does not have Ice Beam, or ifit has, it is slower and decides to stay in. HP Fire is a coverage move, and it takes out Skarmory, Ferrothorn etc, and after a boost or two, anything that doesn’t resist it and resists Energy Ball, like Tornadus. Venusaur basically functions as a late game sweeper, when the weather war is settled.

Team leads, decided by Team Preview:
Forretress: It is the team lead almost always, particularly when opponent packs a weather inducer.

Ninetales: I send it as lead only against teams which do not have weather inducers, and I see a potential early sweep for Venusaur. This happens considerably lesser than the former though.

Conkeldurr: Only when the team I’m facing has a Smeargle or Ninjask both of which are almost guaranteed to be leads (unless on the same team). Mach Punch takes away a chunk of health from Smeargle so it can be finished off easily later, and preferably by Stealth Rock. Stone Edge for Ninjask, and at the same time, Bulk Up when it uses Protect (which is mostly easily predictable). The main aim is to minimize the opponent’s chances of successfully being able to Baton Pass boosts to another pokemons.

Salamence: almost never, as Salamence functions as a mid or late-game sweeper, there is no point in sending it as a lead unless the opposing team is very poorly built and I see an opportunity to demolish it completely.

Heatran: I would prefer to switch it in on an incoming Fire/Ground move than as a lead.

Venusaur: Same as Salamence.

Prominent threats (only those with which this team commonly runs into trouble):

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Latios:

  • Choice Scarf/Specs: This Latios hurts the team a lot, since it outspeeds Salamence (and if with Choice Scarf, even a +1 Speed Salamence) and therefore renders the usage of Dragon Claw futile if it is running Draco Meteor/Dragon Pulse (a -2 SpA Draco Meteor OHKOs Salamence as well), and it is hard to switch into anything else as that no other Pokemon is a pure counter to it except Salamence: Venusaur can only do as much as put it to sleep, and in most cases the opponent switch and let another pokemon take the status and switch in Latios back again in which case Venusaur can do little. Heatran can 2HKO/3HKO it with HP Ice, but again it risks losing its Air Balloon and Latios can switch out and come back again to threaten it with Surf. Conkeldurr after a Bulk Up can take a Psyshock hit and mostly KO (always with SR damage) with Stone Edge + Mach Punch, but that again is hit-or-miss situation given Stone Edge treacherous accuracy. Ninetales can burn it but I don't prefer keeping it on the field against Latios. The only sure-shot way to OHKO is +2 Dragon Dance by Salamence, or praying that Draco Meteor misses which happens rarely.
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Landorus:

  • Rock Polish / Swords Dance -
  • Choice Scarf -
  • Substitute + 3 Attacks -
Landorus is particularly annoying in Sand as it tears through the team with its boosted attacks and only Conkeldurr, Forretress and Heatran with Air Balloon can withstand its attacks and stand a chance against it. Conkeldurr without Bulk Up cannot pierce its defence, and Landorus switches out on Heatran/uses U-Turn, thus breaking the Air Balloon in the latter case, and strikes back later. If it doesn't switch, HP Ice OHKOs it. Venusaur in sun outspeeds it (besides the Choice Scarf variant), and 2OHKOes it with either HP Fire or Energy Ball, and after a Growth boost (in sun) OHKOs it.


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Tornadus:
  • Rain Abuser
  • Choice Specs
Simply, once I see Tornadus on a team, I have to shut down the rain and win the war at any cost, otherwise it can rampage through the team. After I get the sun to shine, or at least stifle the rain, it can be easily taken down thanks to Hurricane's low accuracy (in Sun it's 50%). Another alternative way to take it down is to use the Sunny Day + Fire Blast/ Drought+Fire Blast combination, as Politoed switches out and it comes in, which OHKOs it if Fire Blast hits.


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Stoutland:

  • Choice Band
Stoutland in sand is a monster, especially if Conkeldurr has already fainted. The best way besides Conkeldurr is to give it a taste of Heatran.


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Gliscor:

  • Swords Dance
  • Substitute + Protect -
  • AcroBat
  • Defensive
Was the most annoying pokemon to face until I switched to Air Balloon on Heatran. In sand becomes particularly annoying, although in Sun Venusaur can easily take it out. It mostly switches on Conkeldurr, who can easily counter it, unless it is running the AcroBat set, but unless Stone Edge critical hits, it also dies in the process. Otherwise, Heatran is the best counter.


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Blissey/
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Chansey::

  • Support
Again, Blissey/Chansey both annoy the team very much. My usual strategy is to Taunt it with Heatran (it mostly switches in on Ninetales or Heatran) and then if I have Conkeldurr or Salamence alive, switch them in and setup (Salamence has to be wary of Ice Beam) or simply spam Magma Storm if I don't have any other option.


If you feel, there are other prominent threats to this team (except Politoed and Tyranitar), tell me, and I'll post/update my strategies for them.




Concerns:
1. This team relies very heavily on inaccurate moves. Fire Blast, Will-O-Wisp, Stone Edge, Fire Fang (although rarely), Sleep Powder and Magma Storm sometimes miss in crucial situations which cost this team the game. But there are reasons why I use them over other options. Fire Blast gives more power to the team in sun than Flamethrower, and I prefer a 8PP 270BP move than a 16 PP 213.75BP move. Will-O-Wisp is there to cripple T-Tar and other physical tanks or sweepers, and other status inducing options such as Hypnosis and Toxic would be inaccurate as well, and anyway I don’t need them as Venusaur has Sleep Powder, and Forry is running Toxic Spikes. I could have Protect, but it doesn’t help me achieve what I am trying to do. Stone Edge is very very important for Conkeldurr to be able to take out pokemon such as Dragonite or Salamence which switch in and try to setup in front of Conkeldurr. I prefer it over Payback. Although Fire Blast appears a superior option to Magma Storm with its higher accuracy and same BP, the additional trapping damage that Magma Storm does is invaluable, specially against pokemon with Sturdy and Blissey/Chansey if I have no physical options left.
2. This team has poor coverage in that most damaging moves might be hard hitting, but the ‘super effective’ coverage is much less. All in all, the team has moves of only 9 out of the 17 types – of which Volt Switch and Rapid Spin on Forretress do little damage - at its disposal, which sometimes is a hindering factor as with some of the team members fainted the lack of attacking options becomes more and more noticeable. But its hard to change a lot on the movesets, and besides perhaps Taunt and Earth Power on Heatran, all moves see common use, and anyway hit hard even for neutral damage. It is difficult to change these two as well, as without them I would be left totally vulnerable to opposing stallers, walls and Heatrans.
3. This might be rare for most teams, but this team completely struggles against Sigilyph. I have lost almost all the games in which opponents used their Sigilyphs to the best. It is most-difficult-to-counter pokemon for the team, and even if it somehow is countered, it has already taken out most of the team.


Alternatives: I have tried using Starmie with Rapid Spin, Thunderbolt, Ice Beam and Surf instead of Forretress and using Stealth Rock instead of Taunt on Heatran but that didn’t work well. I lacked a reliable lead against most teams, specifically Rain-teams, and although Starmie did help on offense very much, I wasn’t able to even setup Stealth Rock in most cases. Other than that, I didn’t found changing any pokemon or its moveset very useful.

Importable:
Heatran (F) @ Air Balloon Trait: Flash Fire
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Magma Storm
- Taunt
- Earth Power
- Hidden Power [Ice]
Ninetales (F) @ Leftovers
Trait: Drought
EVs: 144 HP / 252 SAtk / 112 Spd
Modest Nature (+SAtk, -Atk)
- Sunny Day
- SolarBeam
- Fire Blast
- Will-O-Wisp
Forretress (M) @ Leftovers
Trait: Sturdy
EVs: 252 HP / 176 Def / 80 SDef
Relaxed Nature (+Def, -Spd)
- Toxic Spikes
- Stealth Rock
- Rapid Spin
- Volt Switch
Venusaur (M) @ Life Orb
Trait: Chlorophyll
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Growth
- Sleep Powder
- Energy Ball
- Hidden Power [Fire]
Salamence (F) @ Lum Berry
Trait: Intimidate
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Dragon Dance
- Dragon Claw
- Earthquake
- Fire Fang
Conkeldurr (M) @ Leftovers
Trait: Guts
EVs: 120 HP / 252 Atk / 136 SDef
Adamant Nature (+Atk, -SAtk)
- Mach Punch
- Drain Punch
- Bulk Up
- Stone Edge



Please rate this team, and I'd love any suggestions which could help improve it.
 
I like the team but I didn't see you mention much about how you counter rain teams. For example who do you switch in on water attacks in rain? Salamence and venasaur can only take a few shots. Lets face it most water users also pack ice beam which can leave you forced into a coin flip situation.

I suggest changing your ninetails set to something bulkier.

Ninetails@leftovers
252 HP 252 special defense
will-o-wisp
solarbeam/energy ball/hidden power fighting
over-heat/flamethrower
toxic/substitute

dual status may seem gimmicky but it lets you get a free burn on tyranitar and a free toxic on politoad because both of them usually will switch in on ninetails right away. Also being that bulky lets you switch into weaker water attacks with less fear of KOs.
 
Small suggestion run Shed Shell over Leftovers on your Ninetales. This stops you from getting trapped from dugtrio and lets your Salamence get a free switch in on choiced variants who will go for the obivious Earthquake
 
Hey,

Solid team man. There are a few discrepancies that I think you could fix with a few tweaks. One of these is your giant weakness to Water-type moves -- your only resist is Venusaur, which most definitely is not a solid one. Your best bet with this is to change Forretress to a better spinner, Starmie, and move your hazards somewhere else. Starmie may seem odd, but bulky Starmie sets can still beat down spinblockers not named Jellicent and provide you with a sturdy spinner. Now, as for hazards, I suggest you move them on to Heatran, and change the set to an offensive Air Balloon variant. With that, you'll retain a good check to Dragon-types and you'll also be able to lay Stealth Rock with ease.

Now, let's look at Salamence. I think you would do much better with a minor moveset change of Fire Blast over Fire Fang and a Naive nature. This way, you can take down Skarmory that try and wall you and you won't take recoil every time you need to take down a Ferrothorn. You expressed some unhappiness with Venusaur's position on your team, and the best way to patch this up is using Sunny Day instead of Growth. With Sunny Day, you'll be able to catch Politoed and Tyranitar on the switch in and do major damage on the next turn. You should also consider running Leftovers, and with a change to Sunny Day, you can pick SolarBeam to make up for the lack of power. You have a bit of a Dragon Dance Dragon weakness, and changing Hidden Power Fire on Venusaur to Hidden Power Ice is a pretty solid way to deal with them.

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Starmie @ Leftovers
Trait: Natural Cure
EVs: 252 HP / 28 Def / 228 Spe
Timid Nature (+Spe, -Atk)
- Hidden Power Fire
- Psyshock
- Rapid Spin
- Recover

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Heatran @ Air Balloon
Trait: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature (+Spe, -Atk)
- Stealth Rock
- Earth Power
- Hidden Power Ice
- Fire Blast
Cool team man, I hope I helped, and good luck.
 
Small suggestion run Shed Shell over Leftovers on your Ninetales. This stops you from getting trapped from dugtrio and lets your Salamence get a free switch in on choiced variants who will go for the obivious Earthquake

Idem, Shed Shell on Ninetales FTW. I use it, and oooh my god it works awesome.
 
Small suggestion run Shed Shell over Leftovers on your Ninetales. This stops you from getting trapped from dugtrio and lets your Salamence get a free switch in on choiced variants who will go for the obivious Earthquake

Maybe Air balloon it also negates Dugdrio's Area Trap and grants immunity against ground attacks but then again only for one hit.
 
My strategy against rain teams depends on the team itself, especially the Politoed set they are running. Forretress is my usual lead, and I don't set my Ninetales in until I have a bit of idea about what Politoed set my opponent is running. Since most Politoeds are actually leads, I can gauge fairly early whether they are running Choice Specs, Choice Scarf, or the defensive set - I use Stealth Rock and the corresponding move (Surf, Hydro Pump, or Scald) gives me the idea. I set up as many hazards (i.e. the Toxic Spikes layers) as I can until Politoed KOs Forry, or switches to a spinner (in which case I use Volt Switch, and switch out). Mostly I bring in Ninetales, which mostly lures in Politoed and I use Sunny Day as it switches in. If it is running Specs, then I switch out, and bring in Conkeldurr to set up. For the Scald/Scarf variants, if I anticipate a switch in (for eg, Starmie or Tornadus or Gliscor or even more commonly Rotom-W) I use Fire Blast or Solar Beam which usually OHKOs the incoming pokemon with/without SR damage. Politoed switches back in, and uses Toxic/Perish Song on the first turn (on which I use Sunny Day again), and I switch out on the next turn. If I can manage a poison status from Toxic Spikes on Politoed, it makes it all the better. With a bit of more clever play along these lines, Politoed is KOed successfully before Ninetales with minimal damage to my team. Of course, I lose the weather war with sometimes but it has to happen a few times.

I have considered changing Ninetales to a more defensive set, but the offensive one goes very well with the offensive make up of the team. I'm already running Will-O-Wisp to cripple T-Tar/Hippowdon, and Toxic isn't really necessary given I'm also running Toxic Spikes. Sunny Day is incredibly essential as it saves the trouble of switching out for Ninetales which is a boon since I am not able to always Rapid Spin Stealth Rock away. And I've already explained how Ninetales plays a role in offense.

About Shed Shell, I'd have considered it only if Dugtrio was more common. Right now, I see it very rarely on any teams (I play on the PO server), and can always switch out when I anticipate one switching in, or use Will-O-Wisp. Leftovers is an essential means of recovery, because no other of my Pokemon besides Conkeldurr have reliable mean of recovery and Venusaur takes Life Orb recoil on the top of it. As this puts a limit to the life of my team bar Conkeldurr, I've to maximize Ninetales' life at least as it requires frequent switch in/switch outs. And I'm seriously not interested in using any Wish-passers, which would affect the team's offensive synergy negatively.

(have only replied till Asek's post)
 
@Harsha - I tried offensive Starmie as an alternative to Forry, and it completely sucked. I moved Stealth Rock to Heatran but it did no good as I prefer keeping Heatran out till late-game and he's only a switch-in on Salamence/Dragonite/Landorus/Gliscor's EQs early in the game. Bulky Starmie is a good option, but then I cannot afford to replace Taunt with Stealth Rock on Heatran. Perhaps I can give Forry some special bulk to let him take rain-boosted Water attacks - most opponents otherwise only try Fire-moves on him (except Dugtrio) when he's in lead, so he doesn't have to face a lot of physical attacks.

I'll try the Fire Blast variation on Salamence as it looks particularly promising and Salamence can afford to lose a few SpDef stats. About Venusaur, Growth is very essential on Venusaur as it helps bolstering his sweeping capabilities, and HP Fire is only to kill the bloody Jirachis and Celebis that switch in on Venusaur in a attempt to paralyse/Psychic it and cripple it. Dragon Dance is not really threat (unless its the rare Kingdra who attempts it) as I can always switch in to Heatran or Conkeldurr and OHKO with HP Ice or Stone Edge (only for Salamence/non-full HP Dragonite) respectively (honestly, most people I battle don't expect Stone Edge on Conkeldurr so they use DD instead). Haxorus is only troublesome with Outrage which I can deal with once it is locked into it.

I've already explained why I don't need Shed Shell/Air Balloon on Ninetales - I don't think Dugtrio is that common. Still I'll keep track of the situations in which Shed Shell becomes necessary.

I'll try testing Fire Blast instead of Magma Storm on Heatran and instead of Fire Fang on Salamence, and some more special defense bulk on Forretress. :)
 
I love seeing sun teams in standard OU. One quick thing I'd like to point out is that Volcarona is a huge threat to your team once Heatran is out of the way. Because sun will likely be up, a +1 Fire Blast can literally rip through your entire team, including Salamence.

I might edit this post later with a full rate, but I just wanted to point that out.
 
Yes, I know that. Besides Heatran and perhaps Conkeldurr (who OHKOs it with the mostly unexpected Stone Edge while it tries to use it as setup fodder) no one can really take Volcarona out. For that reason, I depend too much on Stealth Rock against Volcarona. After SR damage, Ninetales/Venusaur in Sun both can put a dent through an unboosted Volcarona. Salamence can also kill it, but mostly in the midst of a sweep.
 
To handle Volcarona better, you could try using Choice Band Terrakion instead of Conkeldurr. Terrakion can still take out Blissey (as well as rip holes on defensive and offensive teams alike) while being a good Volcarona check.
Terrakion@Choice Band | Justified
Jolly Nature | 4 Hp / 252 Atk / 252 Spe
Stone Edge / Close Combat / X-Scissor / Quick Attack



I think you should also try Dragon Dance Dragonite over Salamence, as Dragonite is bulkier due to Multiscale, something that helps a lot when handling threats such as Celebi, Rotom-W or Volcarona, and it also makes the set up easier. Plus Dragonite is better as a Dragon Dancer than Salamence in general, especially considering you aren't using any of the qualities that give Salamence its niche.
 
That actually seems a nice suggestion to experiment on, although it'd be very hard to part ways with Conkeldurr, but then Terrakion's pretty cool too. I'm currently testing out a few moveset changes (and a specially defensive Forretress set which works much better than the physically defensive one.) and also the viability of using Substitute over Taunt on Heatran, after which I'd definitely experiment with these, at least Dragonite.
 
My strategy against rain teams depends on the team itself, especially the Politoed set they are running. Forretress is my usual lead, and I don't set my Ninetales in until I have a bit of idea about what Politoed set my opponent is running. Since most Politoeds are actually leads, I can gauge fairly early whether they are running Choice Specs, Choice Scarf, or the defensive set - I use Stealth Rock and the corresponding move (Surf, Hydro Pump, or Scald) gives me the idea. I set up as many hazards (i.e. the Toxic Spikes layers) as I can until Politoed KOs Forry, or switches to a spinner (in which case I use Volt Switch, and switch out). Mostly I bring in Ninetales, which mostly lures in Politoed and I use Sunny Day as it switches in. If it is running Specs, then I switch out, and bring in Conkeldurr to set up. For the Scald/Scarf variants, if I anticipate a switch in (for eg, Starmie or Tornadus or Gliscor or even more commonly Rotom-W) I use Fire Blast or Solar Beam which usually OHKOs the incoming pokemon with/without SR damage. Politoed switches back in, and uses Toxic/Perish Song on the first turn (on which I use Sunny Day again), and I switch out on the next turn. If I can manage a poison status from Toxic Spikes on Politoed, it makes it all the better. With a bit of more clever play along these lines, Politoed is KOed successfully before Ninetales with minimal damage to my team. Of course, I lose the weather war with sometimes but it has to happen a few times.

I really can't understand how this will work. You sound like you're describing a scenario that happened only once in a game against an unexperienced player.

You lead with Forretress only to get it KO'd ? And if the opponent switches to a Rapid Spinner he'll just spin before you even get the chance to Volt Switch, that is, if forretress is still alive. A lot of choice scarf/specs sets use Surf and not Hydro Pump so if you mispredict that, it could cost you the game. Forretress is 2HKO'd by Surf from 252 Politoed while all you can do is set up stealth rocks or 1 layer of spikes and that's it. And if forretress dies then you'll lose the ability to spin away SR, which is crucial to your team seeing as 2 Pokemon are weak to it and only 1 Pokemon resists it.

And what guarantees that Politoed would use Toxic/Perish Song ? Really, if you mis-predict you'll lose the weather war, which increases the chances of your loss.
 
This happens with me against most of the rain teams. :/ But still, as I said, my strategy is not fixed, it depends on the makeup of the opposing team, and their strategy, although this is what happens most of the times. Many times I bring in Salamence or Conkeldurr fairly early as well, and switches out Forry just after the SR. It all depends.

Defensive Politoed may or may not use Toxic/Perish Song but then it faces the risk of getting struck by Solarbeam which 2HKOs it, while Ninetales laughes off Scald in Sun.
 
Bump.

Tested out:

1.) Fire Blast on Salamence: works great. It's better than Fire Fang and the loss in SpDef hasn't affected Salamence in any way.
2.) A specially defensive set on Forretress. Like I said earlier, he doesn't entice many physical attacks so that was the way to go. Although it still obviously gets 2OHKOed by Fire moves, and choice specs Hydro Pump from Politoed, it withstands a lot many weaker special attacks such as Scald.
3.) Substitute over Taunt on Heatran. Coupled with Air Balloon, works wonders. It's easy to switch on something that Heatran completely resists and then set up the sub. The opponent can't think of bringing in Gliscor/Landorus/Salamence/Dragonite (if SR is up), and of course depleting your opponent of choices helps.

I'm going to monitor the usage of Toxic Spikes on Forry, then perhaps replace it with Gyro Ball if I see that more useful against Latios/Latias, and it might help in late-game situations when only Forry is alive.
 
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