Intro
Hello there Smogonites, here I have a pokemon team that I think is really fun to use. It started with an idea that I had to make a monotype team. It was going to be electric, my second favorite type, but I wanted to use Heatran and Infernape. Well i had to choose fire. And why not have a Monotype Fire Sun team? I don't know. And so this team was made my me. Like I said before this team is really fun to use, unless its against a rain team. Then I just want to survive for 10 turns or so. This team is like a Hyper Offence team I guess, it has similar qualities as one.
The Team at a Glance
The Team
Ninetails`Leftovers
Ability: Drought
Ev's: 252 HP / 200 Sp. Def. / 56 Spe.
Nature: Calm
Moves:
~Fire Blast
~SolarBeam
~Will-O-Wisp
~Sunny Day






The Team

Ninetails`Leftovers
Ability: Drought
Ev's: 252 HP / 200 Sp. Def. / 56 Spe.
Nature: Calm
Moves:
~Fire Blast
~SolarBeam
~Will-O-Wisp
~Sunny Day
Ninetails is the sun inducer which makes all of the fire type moves way more powerful, it is also a fire type pokemon so it fits with the team. I have a specially defensive set so it can survive a few hits to maybe set up the sun more than once, also nice against other bulky leads. Fire Blast is of course inaccurate, but it is more powerful that Flamethrower. I don't know about this, but does it get the accuracy bonus from Victini? I am not sure about that. Anyway, SolarBeam is good for the water types that think they can switch in, except for Politoed that can actually switch in to anything that Ninetails can throw at it, except for Sunny Day. A good timed Sunny Day turns a bad situation into a good situation. Instead of the sun being gone, its there, so I am free to go for the SolarBeam to KO the Politoed if they decide to stay in.

Heatran`Leftovers
Ability: Flash Fire
Ev's: 248 HP / 252 Sp. Def. / 8 Spe.
Nature: Calm
Moves:
~Lava Plume
~Earth Power
~Stealth Rock
~Roar
I wanted Heatran because it is on another one of my teams, and I really like it. With the spread it takes most special hits fairly well and can either set up Stealth Rock, or just hit with a Lava Plume. The spread also allows for this Heatran to win the Heatran war. It can take a Earth Power and hit back with its own. If it is an offensive Heatran then I take a hit and KO, if it is Defensive, then hopefully I will outspeed with the extra speed investment. Roar is there for more damage or just to get rid of their switch advantage. Lava Plume is also nice for the potential burn it gives, it has the same rate as scald. Heatran has great typing that allows it to switch in on most special attacks barring of course strong Water type attacks, which under the sun become even less threatening but still threatening.

Infernape`Expert Belt
Ability: Iron Fist
Ev's: 4 HP / 252 Atk. / 252 Spe.
Nature: Adamant
Moves:
~Close Combat
~Flare Blitz
~Thunder Punch
~U-Turn
Infernape is just fun to use. Its fast and powerful. Its dual STAB is really nice, and with thunder punch with other bonuses makes taking on water types less scarry, but still scary. Anyway, with Expert Belt and Iron Fist, Thunder Punch becomes 108 Base Power, which is nice, if it hits something for super effective damage obviously, but why would I use it anyway if it wasn't a super effective hit, oh well. Infernape is also fast, it can outspeed a lot of things, which is useful. Its basically just another hard hitting Fire Pokemon on my team, too bad Blaziken is uber, but Infernape is good too.

Volcarona`Leftovers
Ability: Flame Body
Ev's: 4 HP / 252 Sp. Atk. / 252 Spe.
Nature: Modest
Moves:
~Quiver Dance
~Fiery Dance
~Bug Buzz
~Giga Drain
I really don't think I have to tell you how good Volcarona is. It sets up with Quiver Dance and then attacks with the force of a Volcarona. I use Giga Drain for those pesky Water types that resist Fire type moves, so instead of staying in and scalding something, they get KO'd and I have more HP. Stealth Rock is a pain for this pokemon as it takes away half of its HP, but you already knew that, its just a pain. Its still amazing if it gets up a few Quiver Dances, then it doesn't really care about its HP.

Rotom-H`Choice Scarf
Ability: Levitate
Ev's: 88 HP / 252 Sp. Atk. / 168 Spe.
Nature: Modest
Moves:
~Overheat
~Volt Switch
~Trick
~Hidden Power ( Ice )
I really like Rotom, so naturally, Rotom gets to be on my Monotype Team. The Scarf set fits because I don't have another scarfer on my team. It's ability is also very nice. Mamoswine just KO'd my Heatran, no problem, just send in my Rotom-H, and Overheat away, not that Mamoswine is really a problem for my team anyway. Levitate turns what would be a 4x weakness into a immunity, nice. Having a Scarfer is really nice. If I manage to weaken Dragonite or Lati@s then I can just revenge KO with Rotom-H. Overheat is powerful in the sun and its just too bad that it causes the Special Attack to drop, oh wait, it doesn't even really matter that much because Overheat in the sun is so powerful anyway. After one use the attack power becomes that of if the sun wasn't there, Ya thats pretty good.

Victini`Life Orb
Ability: Victory Star
Ev's: 4 HP / 252 Atk. / 252 Spe.
Nature: Adamant
Moves:
~V-create
~U-turn
~Fusion Bolt
~Brick Break
Victini possess the most powerful Fire type Move in the game. V-create in the sun is devastating even as a resisted hit to a physically defensive Pokemon. It also has Fusion Bolt to have a powerful Electric type attack. U-Turn is good for switch advantage, Brick Break is good for Heatrans. Victini has the most powerful Fire type move in the game, so why not take advantage of it. I don't have a Choice Band because Life Orb allows me to swith moves after I use one. V-create is just so powerful after STAB and sun are put into the equation it reaches, what 405 base power, is that right, ya I think, that's just ridiculous.
Well thats all of my pokemon, if you have any ideas of how to make it better please suggest the ideas, all suggestions will be taken into account. Thanks in advance.