Hey guys, this is my first thread here so I'm sorry if I do something wrong ^^; Also I'm new at this thing of competitive and my english is bad, so sorry if the descriptions are a little short D:
Lead:
Ninetales (Drought) @ Focus sash
Timid nature - 252 SpA / 252 Spe
- Flamethrower
- Solarbeam
- Hypnosis
- Nastly plot
Nina has this amazing ability, so I chose her as lead, she can set up sd without wasting a slot. She also has Flamethrower for STAB. I chose it over fire blast since it's more accurrate and have the sun boost. Solarbeam for water, rock, and ground types. Nasty plot for raising power, and hypnosis to make opponents sleep.
Urugamosu Flame body @ Life Orb
Timid nature - 252 SpA / 252 Spe
- Flame Dance
- Bug Buzz
- Butterfly Dance
- HP ground
It has Flame Dance for STAB and it's also good since it can raise SpA sometimes and it has also a pretty decent BP. Butterfly Dance to raise SpA, SpD and Spe and kill almost everything more easily. Bug Buzz for psychic and dark types. HP ground for other fire types and its main threat: rock types.
Exeggutor (Chlorophyll) @ Leftovers
Timid nature - 252 SpA / 252 Spe
- Solarbeam
- Psychic
- Sleep Powder
- HP Fire/Rock
Solarbeam since it's one of the best grass type moves and doesn't need 2 turns since it has the sun. Psychic for poison types and STAB. Sleep Powder can help to hit more easily and switch for another pokémon without being attacked. HP fire for Ice and Steel types or rock for flying, fire, ice and bugs.
Venusaur @ Life Orb
Timid nature - 252 SpA / 252 Spe
- Solarbeam
- Sludge Bomb
- Sleep Powder
- Synthesis
Solarbeam for the same reasons as Exeggutor, STAB and doesn't need an extra turn. Sludge Bomb because it's STAB and hits almost everything that's not hitten effectively by Solarbeam. Sleep Powder can give it the chance to heal itself with Synthesis, switch or keep attacking without being attacked.
Arcanine (Flash Fire) @ Life Orb
Hasty nature - 4 Atk / 252 SpA / 252 Spe
- Flamethrower
- Extremespeed
- Morning Sun
- Crunch
It has Flash Fire to absorb the fire attacks that could be done to my grass types. Flamethrower because it has 100% of accuracy and it's a powerful STAB boosted by sunny day. Extremespeed is for attacking faster opponents or things Flamethrower doesn't hit effectively. Morning Sun to recover the damage received by the Life Orb or other attacks. Crunch as filler, maybe I'll replace it for Roar or another attack.
Claydol @ Leftovers
Impish nature - 252 HP / 176 Def / 80 SpD
- Rapid Spin
- Earthquake
- Stealth Rock
- Light Screen
My support pokémon. It has rapid spin to get rid of SR and Spikes. Earthquake for STAB. SR to damage the switch-ins, and Light Screen to wall any special moves.
Any suggestions will be highly appreciated.
PS: Sorry again if my description is too short, as I said before, I'm new at this D:
Lead:
Ninetales (Drought) @ Focus sash
Timid nature - 252 SpA / 252 Spe
- Flamethrower
- Solarbeam
- Hypnosis
- Nastly plot
Nina has this amazing ability, so I chose her as lead, she can set up sd without wasting a slot. She also has Flamethrower for STAB. I chose it over fire blast since it's more accurrate and have the sun boost. Solarbeam for water, rock, and ground types. Nasty plot for raising power, and hypnosis to make opponents sleep.
Urugamosu Flame body @ Life Orb
Timid nature - 252 SpA / 252 Spe
- Flame Dance
- Bug Buzz
- Butterfly Dance
- HP ground
It has Flame Dance for STAB and it's also good since it can raise SpA sometimes and it has also a pretty decent BP. Butterfly Dance to raise SpA, SpD and Spe and kill almost everything more easily. Bug Buzz for psychic and dark types. HP ground for other fire types and its main threat: rock types.
Exeggutor (Chlorophyll) @ Leftovers
Timid nature - 252 SpA / 252 Spe
- Solarbeam
- Psychic
- Sleep Powder
- HP Fire/Rock
Solarbeam since it's one of the best grass type moves and doesn't need 2 turns since it has the sun. Psychic for poison types and STAB. Sleep Powder can help to hit more easily and switch for another pokémon without being attacked. HP fire for Ice and Steel types or rock for flying, fire, ice and bugs.
Venusaur @ Life Orb
Timid nature - 252 SpA / 252 Spe
- Solarbeam
- Sludge Bomb
- Sleep Powder
- Synthesis
Solarbeam for the same reasons as Exeggutor, STAB and doesn't need an extra turn. Sludge Bomb because it's STAB and hits almost everything that's not hitten effectively by Solarbeam. Sleep Powder can give it the chance to heal itself with Synthesis, switch or keep attacking without being attacked.
Arcanine (Flash Fire) @ Life Orb
Hasty nature - 4 Atk / 252 SpA / 252 Spe
- Flamethrower
- Extremespeed
- Morning Sun
- Crunch
It has Flash Fire to absorb the fire attacks that could be done to my grass types. Flamethrower because it has 100% of accuracy and it's a powerful STAB boosted by sunny day. Extremespeed is for attacking faster opponents or things Flamethrower doesn't hit effectively. Morning Sun to recover the damage received by the Life Orb or other attacks. Crunch as filler, maybe I'll replace it for Roar or another attack.
Claydol @ Leftovers
Impish nature - 252 HP / 176 Def / 80 SpD
- Rapid Spin
- Earthquake
- Stealth Rock
- Light Screen
My support pokémon. It has rapid spin to get rid of SR and Spikes. Earthquake for STAB. SR to damage the switch-ins, and Light Screen to wall any special moves.
Any suggestions will be highly appreciated.
PS: Sorry again if my description is too short, as I said before, I'm new at this D: