Decided to do a RMT For fun just to see if my team is any good https://pokepast.es/e505a0f27df881f5
Ninetales @ Choice Specs
Ability: Drought
Tera Type: Fire
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Scorching Sands
- Solar Beam
- Heat Wave
- Energy Ball
Ninetales is here to be the sun setter, I chose it over Torkoal because I didn't like how I had to pair it with Trickroom to be useful, with Ninetales It's useful as is. I gave it specs to take advantage of sun for big damage. I chose to run max SpA and Spe so it's pretty fast with 326 speed to get off big damage. I gave it heatwave to hit both mons for big damage, solar beam is for se damage on types fire doesn't do very well against and makes use of the sun for one turn beams, energy ball is for if i want to use a grass move and don't want to risk running out of sun. and scorching sands is for more coverage and allows me to hit electric types.
Volcarona @ Leftovers
Ability: Flame Body
Tera Type: Bug
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
IVs: 0 Atk
- Heat Wave
- Quiver Dance
- Bug Buzz
- Protect
Volc is here to be the big pair with Ninetales. I gave it lefties to pair with its high hp and SpA spread allowing it to hit hard while tanking hits. I gave it bug buzz and heat wave for its attacking moves because they provide it with some good stab, quiver dance is to take advantage of its bulk allowing it to become a setup sweeper. Protect is here to protect it from some attacks, I gave it tera bug to boost its stab, but while writing this I decided to change it to fire to boost its heat wave damage.
Venusaur @ Life Orb
Ability: Chlorophyll
Tera Type: Grass
EVs: 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Sludge Bomb
- Solar Beam
- Energy Ball
- Protect
Venusaur is here to be a speedy hard-hitting sun mon with its chlorophyll speed boost.The life orb allows it to hit even harder boosting its damage. sludge bomb is here for some stab poison damage, solar beam and energy ball are for some stab grass and protect is for obvious reasons. I gave it grass tera to give it more damage on its grass moves.
Dragapult @ Choice Band
Ability: Clear Body
Tera Type: Ground
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Dragon Darts
- Phantom Force
- U-turn
- Tera Blast
Dragapult Is here to provide some coverage plus he's an overall good mon, I chose to run choice band and max atk and speed to take advantage of his stab dragon darts. for his moves i chose dragon darts for some big damage stab,phantom force allows him some stab as well as avoiding attacks every other turn, u-turn allows him to switch out, and tera blast tera ground allows it to have some more coverage.
Flamigo @ Focus Sash
Ability: Scrappy
Tera Type: Flying
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Dual Wingbeat
- Close Combat
- Wide Guard
- Protect
Flamingo is here to be our wide guard move effectively canceling out spread moves. I gave it focus sash so it can get off wide guard and possibly one attack before dying. i gave it max attack and speed so it can hit hard and outspeed some mons. Dual wingbeat and close combat are here for stab and protect is there for obvious choice.Flying tera allows it to hit harder with dual wingbeat. Scrappy allows it to hit ghost types and makes it immune to intim mons like incin.
Incineroar @ Assault Vest
Ability: Intimidate
Tera Type: Fire
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Flare Blitz
- Knock Off
- U-turn
- Fake Out
My final mon is Incineroar, I chose Incineroar because he is objectively the best VGC mon plus his flare blitz works well with sun. I went with a bulky attacker set so it can tank hits. I went with an adamant nature to boost its attacks. For the moves i went with Flare blitz and knock off for stab, uturn to switch out, and fake out for the first turn flinches. I went with tera fire because it allows his flare blitz's to absolutely nuke bulkier threats like other incin's and deals big damage in general in the sun.
So far i really enjoy the team but it's still not perfect so i wouldn't mind any criticism/suggestions from others.
Ninetales @ Choice Specs
Ability: Drought
Tera Type: Fire
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Scorching Sands
- Solar Beam
- Heat Wave
- Energy Ball
Ninetales is here to be the sun setter, I chose it over Torkoal because I didn't like how I had to pair it with Trickroom to be useful, with Ninetales It's useful as is. I gave it specs to take advantage of sun for big damage. I chose to run max SpA and Spe so it's pretty fast with 326 speed to get off big damage. I gave it heatwave to hit both mons for big damage, solar beam is for se damage on types fire doesn't do very well against and makes use of the sun for one turn beams, energy ball is for if i want to use a grass move and don't want to risk running out of sun. and scorching sands is for more coverage and allows me to hit electric types.
Volcarona @ Leftovers
Ability: Flame Body
Tera Type: Bug
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
IVs: 0 Atk
- Heat Wave
- Quiver Dance
- Bug Buzz
- Protect
Volc is here to be the big pair with Ninetales. I gave it lefties to pair with its high hp and SpA spread allowing it to hit hard while tanking hits. I gave it bug buzz and heat wave for its attacking moves because they provide it with some good stab, quiver dance is to take advantage of its bulk allowing it to become a setup sweeper. Protect is here to protect it from some attacks, I gave it tera bug to boost its stab, but while writing this I decided to change it to fire to boost its heat wave damage.
Venusaur @ Life Orb
Ability: Chlorophyll
Tera Type: Grass
EVs: 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Sludge Bomb
- Solar Beam
- Energy Ball
- Protect
Venusaur is here to be a speedy hard-hitting sun mon with its chlorophyll speed boost.The life orb allows it to hit even harder boosting its damage. sludge bomb is here for some stab poison damage, solar beam and energy ball are for some stab grass and protect is for obvious reasons. I gave it grass tera to give it more damage on its grass moves.
Dragapult @ Choice Band
Ability: Clear Body
Tera Type: Ground
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Dragon Darts
- Phantom Force
- U-turn
- Tera Blast
Dragapult Is here to provide some coverage plus he's an overall good mon, I chose to run choice band and max atk and speed to take advantage of his stab dragon darts. for his moves i chose dragon darts for some big damage stab,phantom force allows him some stab as well as avoiding attacks every other turn, u-turn allows him to switch out, and tera blast tera ground allows it to have some more coverage.
Flamigo @ Focus Sash
Ability: Scrappy
Tera Type: Flying
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Dual Wingbeat
- Close Combat
- Wide Guard
- Protect
Flamingo is here to be our wide guard move effectively canceling out spread moves. I gave it focus sash so it can get off wide guard and possibly one attack before dying. i gave it max attack and speed so it can hit hard and outspeed some mons. Dual wingbeat and close combat are here for stab and protect is there for obvious choice.Flying tera allows it to hit harder with dual wingbeat. Scrappy allows it to hit ghost types and makes it immune to intim mons like incin.
Incineroar @ Assault Vest
Ability: Intimidate
Tera Type: Fire
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Flare Blitz
- Knock Off
- U-turn
- Fake Out
My final mon is Incineroar, I chose Incineroar because he is objectively the best VGC mon plus his flare blitz works well with sun. I went with a bulky attacker set so it can tank hits. I went with an adamant nature to boost its attacks. For the moves i went with Flare blitz and knock off for stab, uturn to switch out, and fake out for the first turn flinches. I went with tera fire because it allows his flare blitz's to absolutely nuke bulkier threats like other incin's and deals big damage in general in the sun.
So far i really enjoy the team but it's still not perfect so i wouldn't mind any criticism/suggestions from others.