Ninetales @ Choice scarf
Ability: Drought
Modest Nature
EVs: 252 SpAtk/ 252 Speed/ 4 SpDef
-Overheat
-Dark Pulse
-Solarbeam
-Psyshock
She has a very simple statagy: Set up sunlight via Drought, kill everything that doesn't resist fire with overheat, and then get out. If I think I can kill it with solar beam, then I do so and avoid the SpAtk drop so she can stay in a few more turns.
Jolteon @ air balloon
Ability: Volt Absorb
Calm Nature
EVs: 164 HP/ 28 SpAtk/ 64 SpDef/ 252 Speed
-Volt Switch
-Fake Tears
-Heal Bell
-Thunder Wave
Jolteon is only really on my team because I like Eeveelutions and he's the fastest one of those. I stuck an air balloon on him because I realized that my team is kind of vulnerable to ground attacks, what with two fires and one thunder. The EVs are designed to let him take a hit on the switch in, and maybe one afterward.
The idea is that Jolteon switches into ground or electric attacks, paralyzes my opponent, and then Volt Switches away. He also serves as cleric, healing my team of status before the enemy KOs him thanks to his Superior speed.
Arcanine @ Life Orb
Ability: Flash Fire
Adamant Nature
EVs: 252 Atk/252 Spd/4 HP
-ExtremeSpeed
-Flare Blitz
-Morning Sun
-Close Combat
Arcanine is awesome. After a flame charge he's faster then most, and since people send water and rock/ground types after him he can blast them away with solarbeam, even if bright sunlight isn't in effect. If sunlight is in effect he can take out kingdra with dragon pulse and heal off surfs. He's sturdy enough to be able to stall using morning sun.
Starmie @ Life Orb
Ability: Natural Cure
Timid Nature
EVs: 252 SpAtk/ 252 Speed/ 4 HP
-Psychic
-HP Ground
-Rapid Spin
-Signal Beam
On my team because I needed rapid spin support who could soak up sunny day fire attacks. Other then that I use her to take out fighting types and dark types that are sent after her.
Leafeon @ Leftovers
Abilty: Chlorophyll
Impish Nature
EVs: 128 HP/ 128 Atk/ 84 Def/ 168 Spd
-Leaf Blade
-Sword Dance
-X-Scissor
-Synthesis
After the speed boost from Chlorophyll, Leafeon's 268 speed becomes 536 (i think), making him faster the just about everything. After a sword dance he becomes a great physical sweeper.
Venusaur@ Leftovers
Ability: Chlorophyll
Timid
252HP/252Speed/4SpD
- Sleep Powder
- Sunny Day
- Hidden Power Fire
- Solarbeam
With this you have the bulk to take any non super effective hit, toss up sunny day, take another hit or all a switch to set up solar beam, cripple counter with sleep powder, or predict with hidden power fire.
Ability: Drought
Modest Nature
EVs: 252 SpAtk/ 252 Speed/ 4 SpDef
-Overheat
-Dark Pulse
-Solarbeam
-Psyshock
She has a very simple statagy: Set up sunlight via Drought, kill everything that doesn't resist fire with overheat, and then get out. If I think I can kill it with solar beam, then I do so and avoid the SpAtk drop so she can stay in a few more turns.
Jolteon @ air balloon
Ability: Volt Absorb
Calm Nature
EVs: 164 HP/ 28 SpAtk/ 64 SpDef/ 252 Speed
-Volt Switch
-Fake Tears
-Heal Bell
-Thunder Wave
Jolteon is only really on my team because I like Eeveelutions and he's the fastest one of those. I stuck an air balloon on him because I realized that my team is kind of vulnerable to ground attacks, what with two fires and one thunder. The EVs are designed to let him take a hit on the switch in, and maybe one afterward.
The idea is that Jolteon switches into ground or electric attacks, paralyzes my opponent, and then Volt Switches away. He also serves as cleric, healing my team of status before the enemy KOs him thanks to his Superior speed.
Arcanine @ Life Orb
Ability: Flash Fire
Adamant Nature
EVs: 252 Atk/252 Spd/4 HP
-ExtremeSpeed
-Flare Blitz
-Morning Sun
-Close Combat
Arcanine is awesome. After a flame charge he's faster then most, and since people send water and rock/ground types after him he can blast them away with solarbeam, even if bright sunlight isn't in effect. If sunlight is in effect he can take out kingdra with dragon pulse and heal off surfs. He's sturdy enough to be able to stall using morning sun.
Starmie @ Life Orb
Ability: Natural Cure
Timid Nature
EVs: 252 SpAtk/ 252 Speed/ 4 HP
-Psychic
-HP Ground
-Rapid Spin
-Signal Beam
On my team because I needed rapid spin support who could soak up sunny day fire attacks. Other then that I use her to take out fighting types and dark types that are sent after her.
Leafeon @ Leftovers
Abilty: Chlorophyll
Impish Nature
EVs: 128 HP/ 128 Atk/ 84 Def/ 168 Spd
-Leaf Blade
-Sword Dance
-X-Scissor
-Synthesis
After the speed boost from Chlorophyll, Leafeon's 268 speed becomes 536 (i think), making him faster the just about everything. After a sword dance he becomes a great physical sweeper.
Venusaur@ Leftovers
Ability: Chlorophyll
Timid
252HP/252Speed/4SpD
- Sleep Powder
- Sunny Day
- Hidden Power Fire
- Solarbeam
With this you have the bulk to take any non super effective hit, toss up sunny day, take another hit or all a switch to set up solar beam, cripple counter with sleep powder, or predict with hidden power fire.