Sun.

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Ninetales (M) @ Leftovers
Trait: Drought
EVs: 252 HP / 16 Def / 132 SAtk / 108 Spd
Modest Nature (+SAtk, -Atk)

- Substitute
- Sunny Day
- Fire Blast
- SolarBeam​

Ninetales set is obscure but aims to stand a chance against other weather leads. Substitute allows for easier set up of Sunny Day, something which helps both physically (no special defense boost for Tyranitar) and defensively (weaker water moves from Politoed). Fire Blast is simply just for hitting hard when given the opportunity. Solarbeam was chosen for Politoed and Tyranitar. It is a clean 3HKO on both. Whilst it may not always fool the opponent, its nice when they're forced to play Tyranitar defensively. The EV's all have a purpose as well. Modest + 132 EV's is a clean 3HKO on Tyranitar and Politoed as previously stated. The speed is just enough to outpace max speed Politoed and the rest is dumped into defenses.

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Rotom-W @ Choice Scarf
Trait: Levitate
EVs: 120 HP / 252 SAtk / 136 Spd
Modest Nature (+SAtk, -Atk)

- Volt Switch
- Hydro Pump
- Hidden Power [Ice]
- Trick​

Rotom-W forms the Volt Switch/U-Turn combo of the team, which allows for easy switch-ins and set up opportunities. Rotom-W also has the major task of constantly pressuring Rain teams, not giving them any chances to retaliate. I usually just spam Volt Switch until there is an opening for Blaziken or Venusaur to wreak havoc. Hydro Pump is simply to demolish Rain teams who think that if they control weather they won the fight. Hidden Power Ice checks Dragons, predominantly MS Dragonite, a major threat. Trick has its uses, crippling anything from a wall such as Ferrothorn to a sweeper such as Reuniclus.

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Scizor (M) @ Choice Band
Trait: Technician
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature (+Atk, -SAtk)

- Bullet Punch
- U-turn
- Pursuit
- Superpower​

Scizor is part deux of the Volt Switch/U-Turn combo. He offers a great switch-in Tyranitar, being by far one of the most solid switch-ins. Bullet Punch and U-Turn are almost obligatory on the Choice Band set, both receiving STAB and the former a Technician boost. Once again I usually spam U-Turn just to scout the opponents team till something budges. Pursuit sees very little use and I am considering running Quick Attack or even Bug Bite for the occasional rare pseudo heal. Superpower handles Ferrothorn, Blissey and other Scizor. EV's are dumped into HP and Attack for max power and taking a couple of hits.

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Venusaur (M) @ Life Orb
Trait: Chlorophyll
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)

- Growth
- SolarBeam
- Sludge Bomb
- Hidden Power [Fire]​

The first part of the sweeper core. This guy usually comes in earlier than Blaziken, due to the fact he is granted with much better coverage than Blaziken, meaning he doesn't necessarily have to set up. The only real counter to this set that I have seen is Heatran, which is easily dispatched of by Blaziken with a swift Hi Jump Kick. Growth is there to boost his attack when given the chance to obscene levels. Solar Beam and Sludge Bomb are STAB moves and Hidden Power Fire allows me to hit those steels apart from Heatran for SE damage. Modest Nature was chosen simply because there isn't much to contest with Venusaur at Timid under Sun so max power would be useful.

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Blaziken (M) @ Leftovers
Trait: Speed Boost
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)

- Protect
- Swords Dance
- Flare Blitz
- Hi Jump Kick​

Late game this guy wrecks teams. Having only two precarious moves, he often finds himself muscling through the occasional Jellicent or Tentacruel under the Sun, meaning that he lacks a solid counter. Besides Jellicent the only other counters I have come across are Flash Fire Chandelure (lol, although it completely walls the set), Tentacruel and Slowbro, the latter two of which are annihilated by Venusaur. It's pretty easy to see why I chose these two in tandem, they handle what the other one can't. Protect allows for free Speed Boosts and Leftover recovery, which can come in really useful with all the Flare Blitz recoil. Protect is also really useful for checking if they plan on doing a Tyranitar > Jellicent switch, which is very common might I add. Swords Dance is the same idea with Growth on Venusaur, set up when given the chance. Flare Blitz and Hi Jump Kick are two 120 BP moves coming off 120 Attack stat, so its pretty scary.

252 +2 Atk Blaziken Flare Blitz vs 248 HP/216 Def Jellicent: 70.47% - 82.88% 2HKO
252 +2 Atk Blaziken Flare Blitz vs 252 HP/240 Def Tentacruel: 79.4% - 93.68% 2HKO
252 +2 Atk Blaziken Flare Blitz vs 252 HP/252 Def Tentacruel: 78.3% - 92.31% 2HKO
That just goes to show you that neither of the hardest counters is a safe switch in.

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Espeon (M) @ Leftovers
Trait: Magic Bounce
EVs: 252 HP / 4 Def / 252 Spd
Timid Nature (+Spd, -Atk)

- Calm Mind
- Stored Power
- Morning Sun
- Baton Pass
Espeon is the glue of the team. With hazards and status really taking a toll on the team, Espeon's ability Magic Bounce is a godsend. Switching into Ferrothorn, Skarmory, Blissey and even the occasional Tyranitar to not only prevent status, Stealth Rock's or Spikes, but reflect them onto the opponents side is a great help for Blaziken. Calm Mind benefits the entire team, whether its offensively to Venusaur or Rotom-W or defensively to Blaziken, offering him an easier time against Bulky Waters. Morning Sun under Sun is a 75% recovery move, which is a no brainer when trying to get to +6. Baton Pass passes boosts, checks for switch-ins and escapes Tyranitar. +1 on Ninetales turns SolarBeam into a clean 2HKO under Sun, which is nifty.

Ninetales (M) @ Leftovers
Trait: Drought
EVs: 252 HP / 16 Def / 132 SAtk / 108 Spd
Modest Nature (+SAtk, -Atk)
- Substitute
- Sunny Day
- Fire Blast
- SolarBeam

Rotom-W @ Choice Scarf
Trait: Levitate
EVs: 120 HP / 252 SAtk / 136 Spd
Modest Nature (+SAtk, -Atk)
- Volt Switch
- Hydro Pump
- Hidden Power [Ice]
- Trick

Scizor (M) @ Choice Band
Trait: Technician
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature (+Atk, -SAtk)
- Bullet Punch
- U-turn
- Pursuit
- Superpower

Venusaur (M) @ Life Orb
Trait: Chlorophyll
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Growth
- SolarBeam
- Sludge Bomb
- Hidden Power [Fire]

Blaziken (M) @ Leftovers
Trait: Speed Boost
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Protect
- Swords Dance
- Flare Blitz
- Hi Jump Kick

Espeon (M) @ Leftovers
Trait: Magic Bounce
EVs: 252 HP / 4 Def / 252 Spd
Timid Nature (+Spd, -Atk)
- Calm Mind
- Stored Power
- Morning Sun
- Baton Pass
 
Half your team is weak to fighting moves and Dragonite is your only resist. You really need something like a Gliscor. It will also help you wall Excadrill which your team can't really deal with too well. An Impish Gliscor with max/max defense will help you a lot. The main problem though is that Chansey's Heal Bell will get rid of your poison heal, which is a problem. As such, you might want to resort to the good 'ol Sand Veil version instead with Roost.
 
You could stick with Gliscor and run Facade over Acrofling.

Gliscor @ Toxic Orb
Nature: Impish
Ability: Poison Heal
E.V's: 56 HP / 196 Atk / 252 Spd
~ Taunt
~ Facade
~ Earthquake
~ Toxic / Protect

That way Heal Bell is less of a risk. Good luck. Sorry there was no rate.
 
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