Hello trainers. Recently I read the latest issue of The Smog and specifically the article about Weather Wars in Gen VI. I made a few teams based on the articles advice and I wanted to try and see if it could get rated. I've used this team several times and found it successful. Let me know what you think.
Charizard @ Charizardite Y
Ability: Blaze
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Protect
- Heat Wave
- Solar Beam
- Air Slash
Mega Charizard Y is my sun setter. His purpose is to come in and light the way. Protect is to keep him safe until he can mega evolve and do his main goal. Heat wave is to hit both targets using STAB. Solarbeam is an obvious choice as it's high powered, can hit rock, water, and ground types which could give Charizard some trouble, and it doesn't need to charge for a turn. Air slash is my last spot because it's another stab attack which uses his high special attack. EVs and nature are spread to make Charizard a special sweeper
Aerodactyl @ Leftovers
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rock Slide
- Roost
Aerodactly is pokemon number 2 on my team. Her job is to check rock types and be a physical sweeper. Her flying type makes her immune to ground type attacks, which rock types would have if they are prepared. Earthquake is to hit different types hard, including rock and steel types. Iron head is to hit Fairies, and Rock Slide is to give Aerodactly a STAB move which can flinch and hit both opponents in a double battle. Roost is my recovery move in case she's close to fainting. Leftovers is my preffered item to help her stay in the game for longer. Her EV's and nature are focused on making her a physical sweeper.
Venusaur @ Black Sludge
Ability: Chlorophyll
EVs: 4 Atk / 252 SpA / 252 Spe
Mild Nature
- Knock Off
- Sleep Powder
- Sludge Bomb
- Energy Ball
Venusaur is a no brainer, which rose to the OU teir last generation thank's to it's hidden ability Chlorophyll. While the sun setter of that generation fell, Venusaur stayed thank's to it's Kanto starter brother. Knock off is there to mess with the opponent and possibly ruin their strategy. Sleep pawde is to hurt any trick room users, as well as give anyone else some trouble. Sludge bomb is to also hit fairies hard, and act as a STAB move in case anyone resists Energyball. Energy ball is to come out in case drizzle Politoed makes an appearance. Her EV's and nature are also made so Venusaur can be a special sweeper. Black sludge is there so V can gain some health back, while making the game fun in case anybody uses trick or switcheroo.
Mamoswine @ Leftovers
Ability: Thick Fat
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Earthquake
- Ice Shard
- Rock Slide
- Icicle Crash
Mamoswine, my dragon slayer. Dragons would give M-Charizard a hard time, so someone with ice STAB could be very useful. Icicle crash is for a strong STAB ice move, while ice shard is for speed priority in case Mamoswine needs to revenge kill a Latias or Dragonite. Rockslide is another move picked for the same reason Aerodactly has it, it's strong and hits both sides. Earthquake is a strong STAB move. Thick Fat is picked to help Mamoswines longevity, and the other two option (oblivious and Snow Cloak) stink. Leftovers are there to help Mamoswine stay in the game, and EVs and nature are for attack and bulk.
Bisharp @ Leftovers
Ability: Defiant
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Sucker Punch
- Iron Head
- Knock Off
- Swords Dance
Bisharp is also a trick room stopper. It's low speed and high attack help, as well as it's typing as trick room users tend to be psychics and ghosts, both weak to dark types. Sucker punch is strong and fast, the only drawback is that it needs to be used with caution. Iron head os to hit fairies and anyone who resists dark moves. Knock off is to mess with the opponent, and Sword dance is to make Bisharp's already high attack so much higher. EVs and nature are focused on attack and HP, in hopes he can be around for a while. Leftovers are important to give Bisharp some form of recovery. Defiant is helpful for when someone wants to drop a stat like an intimidate user, sticky web, or defogger. This also scares Aegislash who is weak to dark types thanks to the gen shift.
Hitmontop (M) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Mach Punch
- Rapid Spin
- Close Combat
- Drill Run
Last but not least is my Hitmontop. Mach punch is for speed priority and STAB, Rapid spin to removes any entry hazards, Close combat for it's strength, and Drill run to hit any body else without hurting your teammate. Intimidate is to lower both opposing pokemon's attack stats. Leftovers are for some recovery, and EV's and nature for attack and some bulk.
Charizard @ Charizardite Y
Ability: Blaze
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Protect
- Heat Wave
- Solar Beam
- Air Slash
Mega Charizard Y is my sun setter. His purpose is to come in and light the way. Protect is to keep him safe until he can mega evolve and do his main goal. Heat wave is to hit both targets using STAB. Solarbeam is an obvious choice as it's high powered, can hit rock, water, and ground types which could give Charizard some trouble, and it doesn't need to charge for a turn. Air slash is my last spot because it's another stab attack which uses his high special attack. EVs and nature are spread to make Charizard a special sweeper
Aerodactyl @ Leftovers
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rock Slide
- Roost
Aerodactly is pokemon number 2 on my team. Her job is to check rock types and be a physical sweeper. Her flying type makes her immune to ground type attacks, which rock types would have if they are prepared. Earthquake is to hit different types hard, including rock and steel types. Iron head is to hit Fairies, and Rock Slide is to give Aerodactly a STAB move which can flinch and hit both opponents in a double battle. Roost is my recovery move in case she's close to fainting. Leftovers is my preffered item to help her stay in the game for longer. Her EV's and nature are focused on making her a physical sweeper.
Venusaur @ Black Sludge
Ability: Chlorophyll
EVs: 4 Atk / 252 SpA / 252 Spe
Mild Nature
- Knock Off
- Sleep Powder
- Sludge Bomb
- Energy Ball
Venusaur is a no brainer, which rose to the OU teir last generation thank's to it's hidden ability Chlorophyll. While the sun setter of that generation fell, Venusaur stayed thank's to it's Kanto starter brother. Knock off is there to mess with the opponent and possibly ruin their strategy. Sleep pawde is to hurt any trick room users, as well as give anyone else some trouble. Sludge bomb is to also hit fairies hard, and act as a STAB move in case anyone resists Energyball. Energy ball is to come out in case drizzle Politoed makes an appearance. Her EV's and nature are also made so Venusaur can be a special sweeper. Black sludge is there so V can gain some health back, while making the game fun in case anybody uses trick or switcheroo.
Mamoswine @ Leftovers
Ability: Thick Fat
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Earthquake
- Ice Shard
- Rock Slide
- Icicle Crash
Mamoswine, my dragon slayer. Dragons would give M-Charizard a hard time, so someone with ice STAB could be very useful. Icicle crash is for a strong STAB ice move, while ice shard is for speed priority in case Mamoswine needs to revenge kill a Latias or Dragonite. Rockslide is another move picked for the same reason Aerodactly has it, it's strong and hits both sides. Earthquake is a strong STAB move. Thick Fat is picked to help Mamoswines longevity, and the other two option (oblivious and Snow Cloak) stink. Leftovers are there to help Mamoswine stay in the game, and EVs and nature are for attack and bulk.
Bisharp @ Leftovers
Ability: Defiant
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Sucker Punch
- Iron Head
- Knock Off
- Swords Dance
Bisharp is also a trick room stopper. It's low speed and high attack help, as well as it's typing as trick room users tend to be psychics and ghosts, both weak to dark types. Sucker punch is strong and fast, the only drawback is that it needs to be used with caution. Iron head os to hit fairies and anyone who resists dark moves. Knock off is to mess with the opponent, and Sword dance is to make Bisharp's already high attack so much higher. EVs and nature are focused on attack and HP, in hopes he can be around for a while. Leftovers are important to give Bisharp some form of recovery. Defiant is helpful for when someone wants to drop a stat like an intimidate user, sticky web, or defogger. This also scares Aegislash who is weak to dark types thanks to the gen shift.
Hitmontop (M) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Mach Punch
- Rapid Spin
- Close Combat
- Drill Run
Last but not least is my Hitmontop. Mach punch is for speed priority and STAB, Rapid spin to removes any entry hazards, Close combat for it's strength, and Drill run to hit any body else without hurting your teammate. Intimidate is to lower both opposing pokemon's attack stats. Leftovers are for some recovery, and EV's and nature for attack and some bulk.