Hello everyone. It's been a while since I made a team, having made a Baton Pass team a while ago. So without further ado, my Offensive Drought team!
TEAM BUILDING PROCESS :
This time, I wanted to make a team themed around Moltres.
Ninetales was a necessity, of course. Drought upped Moltres' sweeping capability tremendously.
I needed another sweeper who could complement Moltres and take care of it's weaknesses. Venusaur fit the bill almost perfectly. With it's Dream World ability Chlorophyll, it is able to abuse the sun completely.
Other weather inducers were going to be a problem. For this reason, I chose Machamp to completely counter Ttar.
Due to Moltres as well as Ninetales' horrible weakness to Stealth Rock, I chose Forretress for Rapid Spin support. Of course, it is also capable of laying down my own entry hazards like Toxic Spikes of course.
Finally, Espeon as a sort of anti-lead as well as a counter for status and entry hazards. It also provided Dual screen support.
TEAM IN DETAIL :
Ninetales (M) @ Leftovers
Trait: Drought
EVs: 252 HP / 92 SDef / 164 Spd
Timid Nature (+Spd, -Atk)
- Flamethrower
- Will-O-Wisp
- Substitute
- Protect
Defensive set for Ninetales. Will-O-Wisp for status as well as to stop physical attackers. Substitute and Protect are used to stall the opponent when it's under Toxic or Burn.
Forretress (M) @ Leftovers
Trait: Sturdy
EVs: 252 HP / 176 Def / 80 Spd
Relaxed Nature (+Def, -Spd)
- Toxic Spikes
- Spikes
- Gyro Ball
- Rapid Spin
Standard Rapid Spin supporter. It also sports Toxic Spikes. I'm not sure Spikes is too necessary as I've never actually used it much. Opinion on that slot? Gyro Ball for STAB.
Venusaur (M) @ Life Orb
Trait: Chlorophyll
EVs: 128 HP / 80 Atk / 168 SAtk / 132 Spd
Modest Nature (+SAtk, -Atk)
- Energy Ball
- Hidden Power [Fire]
- Growth
- Sleep Powder
Sweeper set for Venusaur. Due to Growth adding +2 in the sun, I would sleep on turn 1 and Growth to set up on turn 2 on the switch. With double speed in the sun, it has high sweeping capability.
Espeon (M) @ Light Clay
Trait: Magic Mirror
EVs: 252 HP / 4 Def / 252 Spd
Timid Nature (+Spd, -Atk)
- Light Screen
- Reflect
- Hidden Power [Fighting]
- Psycho Shock
Dual Screen Espeon with Psycho Shock to get through Special walls like Blissey. I switch it in when I predict an entry hazard or a status effect to bounce it back.
Machamp (M) @ Lum Berry
Trait: No Guard
EVs: 252 HP / 252 Atk / 4 Spd
Adamant Nature (+Atk, -SAtk)
- DynamicPunch
- Payback
- Bullet Punch
- Ice Punch
Standard Machamp set with as much coverage as possible. Creates hell with the opponent with 100% accurate Dynamic Punch.
Moltres @ Life Orb
Trait: Pressure
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Fire Blast
- Air Slash
- Hidden Power [Grass]
- Roost
Sweeper set for Moltres. Roost is used to heal off residual damage off Life Orb or anything else. Hidden Power is for bulky water types. The other two are for STAB. I dislike Fire Blast to be honest, it always misses when it's important and considering taking Flamethrower instead.
THREATS :
Main issue is when I have another weather inducer. I cannot safely switch into another Weather inducer at all. A lot of my team is built around the sun so I need a way to address this problem. Especially politoed.
Volcarona and few others are able to set up and sweep sometimes, and I have no answer since my only disable is on Venusaur. Maybe I should include a Mischevious Heart user in the line up?
Can't think of anything else right off the bat, but I will edit as and when I come across major threats.
TEAM BUILDING PROCESS :

This time, I wanted to make a team themed around Moltres.

Ninetales was a necessity, of course. Drought upped Moltres' sweeping capability tremendously.

I needed another sweeper who could complement Moltres and take care of it's weaknesses. Venusaur fit the bill almost perfectly. With it's Dream World ability Chlorophyll, it is able to abuse the sun completely.

Other weather inducers were going to be a problem. For this reason, I chose Machamp to completely counter Ttar.

Due to Moltres as well as Ninetales' horrible weakness to Stealth Rock, I chose Forretress for Rapid Spin support. Of course, it is also capable of laying down my own entry hazards like Toxic Spikes of course.

Finally, Espeon as a sort of anti-lead as well as a counter for status and entry hazards. It also provided Dual screen support.
TEAM IN DETAIL :

Ninetales (M) @ Leftovers
Trait: Drought
EVs: 252 HP / 92 SDef / 164 Spd
Timid Nature (+Spd, -Atk)
- Flamethrower
- Will-O-Wisp
- Substitute
- Protect
Defensive set for Ninetales. Will-O-Wisp for status as well as to stop physical attackers. Substitute and Protect are used to stall the opponent when it's under Toxic or Burn.

Forretress (M) @ Leftovers
Trait: Sturdy
EVs: 252 HP / 176 Def / 80 Spd
Relaxed Nature (+Def, -Spd)
- Toxic Spikes
- Spikes
- Gyro Ball
- Rapid Spin
Standard Rapid Spin supporter. It also sports Toxic Spikes. I'm not sure Spikes is too necessary as I've never actually used it much. Opinion on that slot? Gyro Ball for STAB.

Venusaur (M) @ Life Orb
Trait: Chlorophyll
EVs: 128 HP / 80 Atk / 168 SAtk / 132 Spd
Modest Nature (+SAtk, -Atk)
- Energy Ball
- Hidden Power [Fire]
- Growth
- Sleep Powder
Sweeper set for Venusaur. Due to Growth adding +2 in the sun, I would sleep on turn 1 and Growth to set up on turn 2 on the switch. With double speed in the sun, it has high sweeping capability.

Espeon (M) @ Light Clay
Trait: Magic Mirror
EVs: 252 HP / 4 Def / 252 Spd
Timid Nature (+Spd, -Atk)
- Light Screen
- Reflect
- Hidden Power [Fighting]
- Psycho Shock
Dual Screen Espeon with Psycho Shock to get through Special walls like Blissey. I switch it in when I predict an entry hazard or a status effect to bounce it back.

Machamp (M) @ Lum Berry
Trait: No Guard
EVs: 252 HP / 252 Atk / 4 Spd
Adamant Nature (+Atk, -SAtk)
- DynamicPunch
- Payback
- Bullet Punch
- Ice Punch
Standard Machamp set with as much coverage as possible. Creates hell with the opponent with 100% accurate Dynamic Punch.

Moltres @ Life Orb
Trait: Pressure
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Fire Blast
- Air Slash
- Hidden Power [Grass]
- Roost
Sweeper set for Moltres. Roost is used to heal off residual damage off Life Orb or anything else. Hidden Power is for bulky water types. The other two are for STAB. I dislike Fire Blast to be honest, it always misses when it's important and considering taking Flamethrower instead.
THREATS :
Main issue is when I have another weather inducer. I cannot safely switch into another Weather inducer at all. A lot of my team is built around the sun so I need a way to address this problem. Especially politoed.
Volcarona and few others are able to set up and sweep sometimes, and I have no answer since my only disable is on Venusaur. Maybe I should include a Mischevious Heart user in the line up?
Can't think of anything else right off the bat, but I will edit as and when I come across major threats.