RMT Ninetales' Drought!

Hey I already had posted my team like a year ago and I wanted to show you how it ended even if it does not work well... I´m up to comments on how to improve it. Thank you.


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1. Ninetales @ Fire Gem
Ability: Drought
EVs: 4 Hp, 252 Sp. Atk, 252 Spe
Nature: Mild
-Flamethrower
-Hypnosis
-Energy Ball
-Nasty Plot

Ninetales is basically the best summoner of sun, needless to say that it is obviously the first pokémon to make a sunny day team. Energy Ball for Water, ground and rock types. And finally a great smash with a Fire Gem, Sunny Day and STAB Nasty plotted Flamethrower that sweeps way too fast. Hypnosis works for inducing sleep to bulky pokemon and that way have some time to use Nasty Plot.

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2.Latios @ Expert Belt
Ability: Levitate
EVs: 252 Sp. Atk, 4 Sp. Def, 252 Spe
Nature: Timid
-Dragon Pulse
-Surf
-Hidden Power (Fire)
-Psychic

This Latios worked pretty well on my team sweeping Fire, dragon, rock, ice, among other types using its speed. Dragon pulse works for a lot of types and particularly well on Dragonite, Hydreigon, etc... Surf takes down rock, ground bulky pokémon. Hidden power works well getting extra sun power on ice, grass and bug types. Psychic as a STAB takes down Crobat, Gengar, And other poison or ghost types easily.

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3.Infernape @ Focus Sash
Trait: Blaze
Nature: Hasty
Evs: 64 Atk, 252 Sp. Atk, 192 Spe
Moves:
~ Fake Out
~ Stealth Rock
~ Fire Blast
~ Close Combat

Works well as a Lead Ape, breaks opponent sash with fake out. Fire Blast and Close Combat work well on defeating some commonly used pokémon like hydreigon, scizor, etc..

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4.Donphan @ leftovers
Ability: Sturdy
EVs 252 Hp, 4 Atk, 252 Def
IVs: 0 Spe
Nature: Relaxed
-Stealth Rock
-Rapid Spin
-Earthquake
-Gyro Ball

It works as the physical wall, stealth rock is self explanatory, rapid spin for getting out the entry hazards, earthquake works well on Electivire when the commonly held Air Balloon is popped and some other electric and rock types, as well on steel types. Gyro ball works pretty well on Tyranitar and is the reason why spe´s IV is 0 and the nature is relaxed. Also when trick room is set by any cresselia or whatever it can almost always move first.

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5.Espeon @ (leftovers)
Ability: Magic Bounce
EV's 252 Sp. Def, 252 Hp, 4 Sp. Atk
Nature: Calm
-Calm Mind
-Morning Sun
-Heal Bell
-Psychic

As a special wall works very well, calm minding Psychic also works fine, a morning sun improved by sunny day work well on recovering and staying alive. Heal bell has helped me when thunder wave paralyze Latios or Infernape.

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6. Venusaur @ Life Orb
Ability: Chlorophyll
EVs: 4 Hp, 252 Sp. Atk, 252 Spe
Nature: Modest
-Sunny Day
-Energy Ball
-Hidden Power (Fire)
-Sleep Powder

Venusaur is one of the best Chlorophyll abusers making it almost always the first to move, kind of bulky and with great Sp. Atk. Sunny Day its in the case that Ninetales is defeated and there is a weather change, making Venusaur the perfect emergency sun inducer since it is a Grass type, so it can easily resist Water-Types and Ground-Rock types and then beat them. Energy Ball is a good move as STAB, it doesn't provide the power of Solarbeam but it works better if there is no sun, since solarbeam isn't really useful without sun. Hidden Power powered by sun works well for attacking other Grass Types and Bug types. Since Venusaur is almost the first one to move, Sleep Powder works very well as a first move.

Well Thank you and I expect your comments.
PLEASE COMMENT!!
 
Hey Phantom Blazer,

No one gave you a rate, so I'll try to give you one, besides I love Sun teams and your one isn't that bad.
So, to start I suggest changing Donphan to a Landorus-T since you already have a Espeon to magic bounce entry hazards and like you don't need Rapid Spin, Landorus could serve as a better physical wall and carry SR, so you can change you Infernape to a CB/LO one.
Next you could change your Venusaur to a Growth one, like you don't have a setup sweeper you would benefit from it by sweeping late game.
I think changing your Espeon to a Xatu would be benefitial since Espeon is not that good is this meta. By doing this you lose some defensive prowess on the special side so I suggest changing your Latios to a LO Latias that can perform a defensive role while being a strong attacker.
And for last, Ninetales isn't that good on the offensive side and usually you will want him to last long enough to win the weather war so changing it to a defensive one can make the difference between winning the weather war or loosing it.

Hope I helped, even if only a bit,
Good luck with your team!


Summary of changes:
Offensive tales -» Sp.def tales
EBelt Latios -» LO Latias
Lead ape -» CB/LO ape
Donphan -» Landorus-T
Espeon -» Xatu
Venusaur -» Growth venu



Ninetales @ Leftovers
Trait: Drought
EVs: 252 HP / 120 Sp.Def / 136 Spe
Timid Nature (+Spe, -Atk)
-Flametrower
-Will-o-Wisp
-Roar
-Hidden Power Rock


Latias @ Life Orb
Trait: Levitate
EVs: 72 HP / 184 SAtk / 252 Spd
Timid Nature (+Spe, -Atk)
- Hidden Power Fire
- Draco Meteor
- Psyshock
- Recover


Infernape @ Choice Band / Life Orb
Trait: Blaze
EVs: 252 Atk / 4 SAtk / 252 Spe
Jolly / Naive Nature
-Close Combat
-U-turn
-Flare Blitz / Overheat
-Stone Edge / Mach Punch / Hidden Power Ice


Landorus-T @ Leftovers
Trait: Intimidate
EVs: 200 HP / 64 Atk / 244 Def
Adamant Nature (+Atk, -SpAtk)
-Stealth Rock
-Earthquake
-U-turn
-Stone Edge


Xatu @ Leftovers / Rocky Helmet
Trait: Magic Bounce
EVs: 248 HP / 204 Def / 56 Spe
Bold Nature (+Def, -Atk)
-Toxic / Thunder Wave
-U-turn
-Roost
-Heat Wave


Venusaur @ Life Orb
Trait: Chlorophyll
EVs: 252 SAtk / 72 HP / 4 Def / 180 Spd
Timid Nature (+Spe, - Atk)
- Growth
- Giga Drain
- Hidden Power [Fire]
- Sludge Bomb
 
Garchomp over infernape would be highly effective for your team. Since Garchomp would be in the sun I would suggest this set
Garchomp@ Life orb
Trait : Rough skin
Sword dance
Outrage
Earthquake
Fire fang
Nature : Adamant Evs :252 ATK/ 252SpE/ 4 DEF


Garchomp will be a absolute monster for your team
Hope it helps.
 
Hi! I'm on a time crunch, so i'll give a quick rate.
I see a massive weakness to t-tar carrying ice beam, and i agree with Ravontheus with making Ninetales specially defensive with Will-O-Wisp to cripple any incoming physical sweepers. Next, Latios seems out of place, especially with Surf seeing as how this is a sun team, but I like Garchomp for President's suggestion of using Garchomp, but not over Infernape. Choice Scarf Garchomp over Latios will give you massive firepower under the sun while MixApe will give you great coverage, more specially against t-tar and other sand abusers. Lastly, Forretress over Donphan will reduce your ice weakness, while also gaining great synergy with your Espeon, and therefore also reducing the need for crazy prediction with the enemy setting up hazards.
Hope i helped! Good luck!
 
Sorry for answering this late...
Those seem to be great suggestions, thank you. Latios with Surf would seem out of place but it actually works when leading against T-Tar, but the Garchomp thing seems awesome, ill try replacing it with Latios or Infernape and see where it works better. Could you be more specific with Forretress? I would love to see your complete suggestion. And ninetales actually could change but by now I would rather keep it that way because by now it has been very useful against Volcanora that seems to be pretty common...
 
Hello. I have some minor suggestions:
Firstly why gyro ball on Donphan? A full power gyro ball has equal BP to a STAB earthquake. For this, I suggest ice shard over gyro ball. It has some use for revenge killing pokemon such as Dragonite.
Secondly, change energy ball > giga drain on your Venusaur. The 5 BP drop is damn worth the health restored by giga drain.
Thirdly, change psychic > psyshock on your Latios. Psyshock helps you get past special walls like Blissey with ease and hit terrakion in sand harder. It can help turn Latios into a powerfull mixed attacker too, by only using his special attack stat.
Though, you might want to consider bigger changes. Others have already given effective suggestions for this.
 
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