Ninetales @ Leftovers
Trait: Drought
EVs: 252 HP / 126 Def / 126 Spd
Timid Nature
- Flamethrower
- Will-O-Wisp
- Sunny Day
- Roar
Ninetales is likely to lead, to use Sunny Day and put up Drought's effect. Flamethrower is the standard attack, as, likely shown by it's EV distribution, it's primarily defensive, so it relies on a decent attacking move, but also a reliable one. Will-O-Wisp and Roar, are not only to shake up opponent's pokes, but also to provide residual damage to opponent's pokes from other status afflictions and entry hazards.
Charizard @ Choice Specs
Trait: Solar Power
EVs: 252 SAtk / 252 Spd / 4 Def
Timid Nature
- Fire Blast
- Air Slash
- SolarBeam
- Hidden Power [Ice]
Now, Charziard may seem like an incredibly odd choice in an OU team, however, all the massive boosts (Solar Power + Sun + STAB + AND the Choice Specs boost) it is getting in this set (and environment) make it on par to some of the top threats in the OU tier. Fire Blast is the primary move of the set, capable of tearing apart nearly every hapless Pokemon that gets in its way. Air Slash and SolarBeam are used for coverage moves, and, thanks to the sun, Solarbeam requires no charge turn, thus providing an potentially easy (and reliable) way to rid Charizard of water-types that would otherwise be a threat. HP Ice is an ace-in-the-hole against relatively common OU dragon types, particularly since a dedicated counter to such threats will not only overally hinder the team, but also use up a space that can be much more valuable for other needs.
Venusaur @ Life Orb
Trait: Chlorophyll
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature
- Growth
- Giga Drain
- Hidden Power [Fire]
- Sleep Powder
Venusaur is also one of the cruxes of the set, primarily thanks to having access to Chlorophyll, which increase it's speed to nearly unmatchable levels (those capable of outspeeding most Scarfed users). Growth is here, because, again, thanks to the sun, Venusaur gets a MASSIVE boosts to it's already decent attacking potential. Giga Drain is for a decent STAB attack, and for recovery. HP Fire, is, similar to Charizard's Solarbeam, to rid Venusaur of other pesky grass types that could potentially become threats. Sleep powder is simply used in reserve, to take out on of Venusaur's common counters out of commision, or as an ace-in-the-hole.
Ferrothorn @ Leftovers
Trait: Iron Barbs
EVs: 252 HP / 88 Def / 168 SDef
Relaxed Nature
IVs: 0 Spd
- Spikes
- Leech Seed
- Gyro Ball
- Power Whip
Spikes is one of the aformented entry hazards, that will allow damage in combination with Roar (which a few in the team have). Leech seed is primarily for recovery, and also as a means of wearing the opposition down. Gyro Ball (due to it's dreadful speed) and Power Whip are really Ferrothorn's only viable means of attack, and thus their merit in the set.
Donphan @ Leftovers
Trait: Sturdy
EVs: 248 HP / 252 Def / 4 Atk
Impish Nature
- Rapid Spin
- Stealth Rock
- Earthquake
- Roar
At first, on Ferrothorn's set, I was going to use Stealth Rock instead of Leech seed. However, such a thought was before I set eyes on the awesomeness that is Donphan. Not only can he learn two of the premier moves releated to entry hazards (Rapid Spin and SR), but he can learn Roar, as well, which works fantasically with not only the hazards he can lay down but also Ferrothorn's spikes. Also, this set combined with Ferrothorn's has potentially awesome chemistry, both focusing on individual aspects of defense (Donphan, physical, Ferrothorn, special). Earthquake, is also a relatively good attack move (no wonder it's used so often) that allows Donphan to pack a punch even with so little investment in his attack stat, due to it already being relatively good.
Infernape @ Life Orb
Trait: Blaze
EVs: 252 Spd / 126 Atk / 126 SAtk
Naive Nature
- Overheat
- Close Combat
- Grass Knot
- Stone Edge
And finally, Infernape. As you can see it serves as a mixed attacker. His slot in the team, was primarily because I believed that it needed a decent physical attacker (all those primarily to attack seem to be special, so this choose was to mitigate special walls). Overheat is the primary, as not only does it get STAB (and potentially Blaze, if it's HP gets low enough), but also the Sun massively helps it's damage output. Close Combat is also one of the main moves of the set, as, although it doesn't get the advantages Overheat does, it still does rather well. Grass Knot (similar to Charizard, to have an out of sorts to Water type threats) and Stone Edge are coverage moves.
Trait: Drought
EVs: 252 HP / 126 Def / 126 Spd
Timid Nature
- Flamethrower
- Will-O-Wisp
- Sunny Day
- Roar
Ninetales is likely to lead, to use Sunny Day and put up Drought's effect. Flamethrower is the standard attack, as, likely shown by it's EV distribution, it's primarily defensive, so it relies on a decent attacking move, but also a reliable one. Will-O-Wisp and Roar, are not only to shake up opponent's pokes, but also to provide residual damage to opponent's pokes from other status afflictions and entry hazards.
Charizard @ Choice Specs
Trait: Solar Power
EVs: 252 SAtk / 252 Spd / 4 Def
Timid Nature
- Fire Blast
- Air Slash
- SolarBeam
- Hidden Power [Ice]
Now, Charziard may seem like an incredibly odd choice in an OU team, however, all the massive boosts (Solar Power + Sun + STAB + AND the Choice Specs boost) it is getting in this set (and environment) make it on par to some of the top threats in the OU tier. Fire Blast is the primary move of the set, capable of tearing apart nearly every hapless Pokemon that gets in its way. Air Slash and SolarBeam are used for coverage moves, and, thanks to the sun, Solarbeam requires no charge turn, thus providing an potentially easy (and reliable) way to rid Charizard of water-types that would otherwise be a threat. HP Ice is an ace-in-the-hole against relatively common OU dragon types, particularly since a dedicated counter to such threats will not only overally hinder the team, but also use up a space that can be much more valuable for other needs.
Venusaur @ Life Orb
Trait: Chlorophyll
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature
- Growth
- Giga Drain
- Hidden Power [Fire]
- Sleep Powder
Venusaur is also one of the cruxes of the set, primarily thanks to having access to Chlorophyll, which increase it's speed to nearly unmatchable levels (those capable of outspeeding most Scarfed users). Growth is here, because, again, thanks to the sun, Venusaur gets a MASSIVE boosts to it's already decent attacking potential. Giga Drain is for a decent STAB attack, and for recovery. HP Fire, is, similar to Charizard's Solarbeam, to rid Venusaur of other pesky grass types that could potentially become threats. Sleep powder is simply used in reserve, to take out on of Venusaur's common counters out of commision, or as an ace-in-the-hole.
Ferrothorn @ Leftovers
Trait: Iron Barbs
EVs: 252 HP / 88 Def / 168 SDef
Relaxed Nature
IVs: 0 Spd
- Spikes
- Leech Seed
- Gyro Ball
- Power Whip
Spikes is one of the aformented entry hazards, that will allow damage in combination with Roar (which a few in the team have). Leech seed is primarily for recovery, and also as a means of wearing the opposition down. Gyro Ball (due to it's dreadful speed) and Power Whip are really Ferrothorn's only viable means of attack, and thus their merit in the set.
Donphan @ Leftovers
Trait: Sturdy
EVs: 248 HP / 252 Def / 4 Atk
Impish Nature
- Rapid Spin
- Stealth Rock
- Earthquake
- Roar
At first, on Ferrothorn's set, I was going to use Stealth Rock instead of Leech seed. However, such a thought was before I set eyes on the awesomeness that is Donphan. Not only can he learn two of the premier moves releated to entry hazards (Rapid Spin and SR), but he can learn Roar, as well, which works fantasically with not only the hazards he can lay down but also Ferrothorn's spikes. Also, this set combined with Ferrothorn's has potentially awesome chemistry, both focusing on individual aspects of defense (Donphan, physical, Ferrothorn, special). Earthquake, is also a relatively good attack move (no wonder it's used so often) that allows Donphan to pack a punch even with so little investment in his attack stat, due to it already being relatively good.
Infernape @ Life Orb
Trait: Blaze
EVs: 252 Spd / 126 Atk / 126 SAtk
Naive Nature
- Overheat
- Close Combat
- Grass Knot
- Stone Edge
And finally, Infernape. As you can see it serves as a mixed attacker. His slot in the team, was primarily because I believed that it needed a decent physical attacker (all those primarily to attack seem to be special, so this choose was to mitigate special walls). Overheat is the primary, as not only does it get STAB (and potentially Blaze, if it's HP gets low enough), but also the Sun massively helps it's damage output. Close Combat is also one of the main moves of the set, as, although it doesn't get the advantages Overheat does, it still does rather well. Grass Knot (similar to Charizard, to have an out of sorts to Water type threats) and Stone Edge are coverage moves.
