Hey guys, Balto here. After the release of Volcanion, me & my lad Mold decided to work with it on fire. The result was a solid team that did pretty well in tests on ladder and in tournaments.
HiT (Volcanion) @ Choice Specs
Ability: Water Absorb
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk / 30 SpA
- Steam Eruption
- Hidden Power [Grass]
- Sludge Wave
- Fire Blast
We decided to build the team around volcanion with it's new release. Volcanion carries a nice 130 SpA, so we opted for an offensive fast specs set. Steam Eruption/Fire Blast work as good powerful stab, while HP grass can hit water absorbers like Gastrodon & Seismitoad. Sludge wave is just an attack to hit types that resist the other moves, such as dragon.
Killua (Fletchinder)
Ability: Gale Wings
EVs: 200 HP / 252 Atk / 48 SpD / 8 Spe
Adamant Nature
- Will-O-Wisp
- Roost
- Acrobatics
- Swords Dance
Generally, fire has a natural weakness to Fighting & Dragon, and fletch can handle both types very effectively. It does require some things to go your way, but mono attack fletch can clean dragon teams after rocks go up, and stab flying attacks are super useful in the fighting matchup.
Monaka (Infernape) @ Focus Sash
Ability: Iron Fist
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Taunt
- Stealth Rock
- Close Combat
- Fire Blast
For our hazard setter, we went for taunt rocks nape because it was a better fit for our offensive playstyle. CC+ fire blast is solid dual stab, and helps out quite a bit to break the steel core.
Wing (Charizard) @ Charizardite Y
Ability: Blaze
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Solar Beam
- Defog
- Focus Blast
Zard is a staple for pretty much all fire teams. Fire blast/solarbeam/focus blast hits really good coverage for both ground & steel. We went for defog 4th move since we had no other means of hazard removal.
Noble (Entei) @ Life Orb
Ability: Pressure
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Extreme Speed
- Sacred Fire
- Iron Head
- Stone Edge
Entei is another powerhouse that brings a lot to the team. Stone edge/Sacred fire can work together to break flying teams, and iron head is good coverage for rock/fairy. Espeed is an awesome move in general that I can rely on to take out setup mons, or just weakened mons in general.
Berserk (Heatran) @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Flash Cannon
- Earth Power
- Ancient Power
Heatran is one of my favorite additions to the thread. Aside from the two priority users, this team is fairly slow, and scarftran is an awesome fit. Flash cannon hits annoying fairies like Diancie, Clef, Toge, etc, while fire blast is the go-to power move. Ancientpower & Earth power are both filler moves to hit mons the dual stab attacks can't hit very well.
Overall, I was really happy with how this team turned out. It has a few iffy matchups, but overall the team (and fire in general) is looking really good!
HiT (Volcanion) @ Choice Specs
Ability: Water Absorb
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk / 30 SpA
- Steam Eruption
- Hidden Power [Grass]
- Sludge Wave
- Fire Blast
We decided to build the team around volcanion with it's new release. Volcanion carries a nice 130 SpA, so we opted for an offensive fast specs set. Steam Eruption/Fire Blast work as good powerful stab, while HP grass can hit water absorbers like Gastrodon & Seismitoad. Sludge wave is just an attack to hit types that resist the other moves, such as dragon.
Killua (Fletchinder)
Ability: Gale Wings
EVs: 200 HP / 252 Atk / 48 SpD / 8 Spe
Adamant Nature
- Will-O-Wisp
- Roost
- Acrobatics
- Swords Dance
Generally, fire has a natural weakness to Fighting & Dragon, and fletch can handle both types very effectively. It does require some things to go your way, but mono attack fletch can clean dragon teams after rocks go up, and stab flying attacks are super useful in the fighting matchup.
Monaka (Infernape) @ Focus Sash
Ability: Iron Fist
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Taunt
- Stealth Rock
- Close Combat
- Fire Blast
For our hazard setter, we went for taunt rocks nape because it was a better fit for our offensive playstyle. CC+ fire blast is solid dual stab, and helps out quite a bit to break the steel core.
Wing (Charizard) @ Charizardite Y
Ability: Blaze
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Solar Beam
- Defog
- Focus Blast
Zard is a staple for pretty much all fire teams. Fire blast/solarbeam/focus blast hits really good coverage for both ground & steel. We went for defog 4th move since we had no other means of hazard removal.
Noble (Entei) @ Life Orb
Ability: Pressure
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Extreme Speed
- Sacred Fire
- Iron Head
- Stone Edge
Entei is another powerhouse that brings a lot to the team. Stone edge/Sacred fire can work together to break flying teams, and iron head is good coverage for rock/fairy. Espeed is an awesome move in general that I can rely on to take out setup mons, or just weakened mons in general.
Berserk (Heatran) @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Flash Cannon
- Earth Power
- Ancient Power
Heatran is one of my favorite additions to the thread. Aside from the two priority users, this team is fairly slow, and scarftran is an awesome fit. Flash cannon hits annoying fairies like Diancie, Clef, Toge, etc, while fire blast is the go-to power move. Ancientpower & Earth power are both filler moves to hit mons the dual stab attacks can't hit very well.
Overall, I was really happy with how this team turned out. It has a few iffy matchups, but overall the team (and fire in general) is looking really good!
Killua (Fletchinder)
Ability: Gale Wings
EVs: 200 HP / 252 Atk / 48 SpD / 8 Spe
Adamant Nature
- Will-O-Wisp
- Roost
- Acrobatics
- Swords Dance
Berserk (Heatran) @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Flash Cannon
- Earth Power
- Ancient Power
SlasheR (Infernape) @ Focus Sash
Ability: Iron Fist
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Taunt
- Stealth Rock
- Close Combat
- Fire Blast
Entei @ Life Orb
Ability: Pressure
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Extreme Speed
- Sacred Fire
- Iron Head
- Stone Edge
Wing (Charizard) @ Charizardite Y
Ability: Blaze
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Solar Beam
- Defog
- Focus Blast
Volcanion @ Choice Specs
Ability: Water Absorb
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk / 30 SpA
- Steam Eruption
- Hidden Power [Electric]
- Sludge Wave
- Fire Blast
Ability: Gale Wings
EVs: 200 HP / 252 Atk / 48 SpD / 8 Spe
Adamant Nature
- Will-O-Wisp
- Roost
- Acrobatics
- Swords Dance
Berserk (Heatran) @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Flash Cannon
- Earth Power
- Ancient Power
SlasheR (Infernape) @ Focus Sash
Ability: Iron Fist
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Taunt
- Stealth Rock
- Close Combat
- Fire Blast
Entei @ Life Orb
Ability: Pressure
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Extreme Speed
- Sacred Fire
- Iron Head
- Stone Edge
Wing (Charizard) @ Charizardite Y
Ability: Blaze
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Solar Beam
- Defog
- Focus Blast
Volcanion @ Choice Specs
Ability: Water Absorb
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk / 30 SpA
- Steam Eruption
- Hidden Power [Electric]
- Sludge Wave
- Fire Blast
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