





Introduction
Hello everyone, I present to you my first mono-fire team. I wanted to play mono fire for a long time and I finally decided to build it. Mono-fire may be the hardest mono type to play since SR can kill your entire team, but I thought I was ready for it.
Teambuilding Process

I started with my mega to build my team around it.


Since I chose Charizard, I had to get a Rapidspinner ASAP. Torkoal was the only Mon that came to mind.



Electric-Type is another thing Charizard-Y is weak to, so I decided to take Marowak-A because of Lightning Rod.




When playing Mono-fire, you have to have something for all the Water-Types. Water Absorb was the way to go.





I wanted to have another bulky Mon that I could use for switch-ins






I felt I was missing priority, so I chose Arcanine
The Team

Charizard @ Charizardite Y | Blaze
Timid | 252 SpA / 4 SpD / 252 Spe
• Flamethrower
• Solar Beam
• Roost
• Focus Blast
Starting off I chose my Mega first. Since I only had so many Megas to choose from, I decided to go for Charizard-Y. The Drought ability helps my entire team and Solar Beam checks Water-types that are slower than Charizard-Y. The rest of the set should be pretty self explanatory.Timid | 252 SpA / 4 SpD / 252 Spe
• Flamethrower
• Solar Beam
• Roost
• Focus Blast

Torkoal @ Leftovers | Drought
Bold | 252 HP / 252 Def / 4 SpD
• Stealth Rock
• Rapid Spin
• Lava Plume
• Yawn
After I chose Zard-Y as my Mega, the next logical step was to pick a Rapid Spinner. Torkoal was excellent for it since it has Drought, is pretty bulky on the physical side and can set up it's own rocks.Bold | 252 HP / 252 Def / 4 SpD
• Stealth Rock
• Rapid Spin
• Lava Plume
• Yawn

Marowak-Alola @ Thick Club | Lightning Rod
Adamant | 252 Atk / 4 SpD / 252 Spe
• Shadow Bone
• Fire Punch
• Swords Dance
• Bonemerang
I wanted to have as many switch-ins as possible since my Mega is weak to a lot of stuff. Marowak-A had Lightning Rod and did heavy damage physically. I chose Fire Punch over Flare Blitz since I cannot afford to lose much HP from my own attacks. If rocks are up and I'm somehow not able to remove them Marowak-A would die after 1 if not 2 Flare Blitzes. I didn't feel the need to pick Knock Off, because I felt Ground-moves would be better for the Electric-types that I switch in to.Adamant | 252 Atk / 4 SpD / 252 Spe
• Shadow Bone
• Fire Punch
• Swords Dance
• Bonemerang

Volcanion @ Choice Specs | Water Absorb
Modest | 4 HP / 252 SpA / 252 Spe
• Steam Eruption
• Fire Blast
• Sludge Wave
• Earth Power
I felt Volcanion was a no brainer since it has Water Absorb. Choice Spec let this thing OHKO almost everything that doesn't resist it. I chose Fire Blast over Flamethrower to do as much damage as possible. Sludge Wave is for dealing with Fairies (especially the Tapus). Earth Power is just for coverage.Modest | 4 HP / 252 SpA / 252 Spe
• Steam Eruption
• Fire Blast
• Sludge Wave
• Earth Power

Heatran @ Grassium Z | Flash Fire
Timid | 252 SpA / 4 SpD / 252 Spe
IVs: 0 Atk
• Magma Storm
• Earth Power
• Hidden Power [Ice]
• Solar Beam
After choosing Volcanion, I wanted to have antoher Mon for switch-ins that can do a lot of damge. I wanted to use Grassium Z for Water-types and I could trap Fire-types with Magma Storm after I switched and got the Falsh Fire bonus. Earth Power is for dealing with those. Hidden Power Ice is for the Dragons since Heatran can safely switch into them.Timid | 252 SpA / 4 SpD / 252 Spe
IVs: 0 Atk
• Magma Storm
• Earth Power
• Hidden Power [Ice]
• Solar Beam

Arcanine @ Life Orb | Flash Fire
Jolly | 252 Atk / 4 Def / 252 Spe
• Flare Blitz
• Extreme Speed
• Wild Charge
• Close Combat
Looking at my team, I felt I was missing priorty. Aracnine gave me exactly that. Life Orb gives me the added damage I need to revenge-kill Mons with Extreme Speed. With Wild Charge I have another check for Water-Types, Close-Combat deals with T-Tar and Flare-Blitz let's me hit as hard as possible.Jolly | 252 Atk / 4 Def / 252 Spe
• Flare Blitz
• Extreme Speed
• Wild Charge
• Close Combat
Conclusion
Playing with the team for a few weeks I learned a lot about Mono-Fire. The golden rule probably is: "If Rocks are up, you're pretty much screwed". I'm a skilled enough player to win weather wars and predict certain moves to switch in the right Mon, but Dragon- and Psyichic-types are giving me a hard time. I had a few battles where Diancie swept me and once some Mons set up against me, it's GG. Even when I get to switch in the right Mons, I don't have anything for the Situation (e.g. I switch my Zard into a Garchomp using EQ. EQ doesn't hit me, but I can't do anything against Chomp).
Playing Mono-fire is harder than I thought, but I feel my team is missing something.
How do you guys think this team can be improved? Thanks for your tips!
Charizard @ Charizardite Y
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Solar Beam
- Roost
- Focus Blast
Torkoal @ Leftovers
Ability: Drought
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Stealth Rock
- Rapid Spin
- Lava Plume
- Yawn
Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Shadow Bone
- Fire Punch
- Swords Dance
- Bonemerang
Volcanion @ Choice Specs
Ability: Water Absorb
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Steam Eruption
- Fire Blast
- Sludge Wave
- Earth Power
Heatran @ Grassium Z
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Magma Storm
- Earth Power
- Hidden Power [Ice]
- Solar Beam
Arcanine @ Life Orb
Ability: Flash Fire
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Flare Blitz
- Extreme Speed
- Wild Charge
- Close Combat
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Solar Beam
- Roost
- Focus Blast
Torkoal @ Leftovers
Ability: Drought
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Stealth Rock
- Rapid Spin
- Lava Plume
- Yawn
Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Shadow Bone
- Fire Punch
- Swords Dance
- Bonemerang
Volcanion @ Choice Specs
Ability: Water Absorb
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Steam Eruption
- Fire Blast
- Sludge Wave
- Earth Power
Heatran @ Grassium Z
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Magma Storm
- Earth Power
- Hidden Power [Ice]
- Solar Beam
Arcanine @ Life Orb
Ability: Flash Fire
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Flare Blitz
- Extreme Speed
- Wild Charge
- Close Combat
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