TEAM OVERVIEW
For some reason, this team can't seem to decide whether it's good or bad. It just seems that its effectiveness fluctuates every day, even against the same opponents, and in both directions. I have too many Stealth Rock weaknesses in here, which is a problem, but I'm basically posting this so that I can get any real problems fixed up. It just seems that I hit a brick wall whenever I get close to a presentable ranking on the ladder.
All changes will be italicized.
FULL TEAM ANALYSIS
Ninetales ♀ @ Leftovers
Ability: Drought
EVs: 252 HP / 96 SpD / 160 Spe
Timid Nature (+Spe, -Att)
- Hidden Power [Fighting]
- Flamethrower
- Will-O-Wisp
- Hypnosis
Ninetales brings in the sun, which can be a blessing or a curse, depending on the opponent. Ninetales can’t switch in constantly to being out the sun when I have a free turn because of Stealth Rock limiting its amount of switch-ins. To further cause issues, this Ninetales cannot take on Politoed, Tyranitar or Hippowdon 1-on-1 unless i gets lucky with status. What it actually manages to do is bring out the sun to remove Water weaknesses from the entire team. Double status cripples switch-ins unless Hypnosis misses (which happens quite often), and happens to be the best way to eliminate other auto-weathers. Sleep cripples Politoed, Burn cripples Hippowdon and Tyranitar. Unfortunately, it's still unable to take repeated Earthquakes/Stone Edges after burning the opponent. Its main issue is that Hypnosis rarely ever hits.
Terrakion @ Balloon Ability: Justice Heart
EVs: 6 HP / 252 Att / 252 Spe
Jolly Nature (+Spe, -SpA)
- Close Combat
- Rock Polish
- Stone Edge
- Swords Dance
It's quick, powerful, and has a large amount of natural bulk. Terrakion uses the proper boosting move if it has the chance (It usually has an opening to use both once each) and hits hard, tearing holes in everything. Base 108 Speed allows it to move faster than many commonly-used Pokémon, but Rock Polish is still necessary to go faster than things holding Choice Scarves, opponents with Swift Swim, or simply opponents with naturally high Speed. Close Combat and Stone Edge put together has rather good coverage, leaving very few openings for most opponents.
Forretress ♂ @ Leftovers
Ability: Sturdy
EVs: 252 HP / 6 Att / 252 Def
Impish Nature (+Def, -SpA)
- Payback
- Rapid Spin
- Stealth Rock
- Toxic Spikes
Forretress is there to use Rapid Spin to clear hazards and then proceed to set them up itself, along with Toxic Spikes. I can usually guarantee Stealth Rock and two layers of Toxic Spikes will go up when I use this, depending on the composition of the opponent's team. After I put the hazards up and clear the ones the opponent put up, I switch this out and keep it saved in reserve until my opponent puts more up (if he/she bothers to). Payback hits Ghosts who try to block Rapid Spin. The sun doesn't hurt Forretress because it's already double weak to Fire.
Shaymin @ Miracle Seed
Ability: Natural Cure
EVs: 196 HP / 252 SpA / 60 Spe
Modest Nature (+SpA, -Att)
- Hidden Power [Fire]
- Leech Seed
- Rest
- Seed Flare
Shaymin basically tries to use its bulk to survive while it fires off powerful Seed Flares at my opponents. Its usual chances to switch in are on obvious Ground attacks. While the ideal scenario would have Shaymin use Rest when low on health and switch out to end up fully recovered, it is typically my last Pokémon or doesn’t have a chance to heal in such a way due to not having the open turn or simply because it gets KO’d too quickly, or even because the Pokémon that ends up coming in after my KO deals more than half of its max HP as damage. Leech Seed forces many things that wall it to run away, giving me the chance to bring something else in. If the opponent doesn't switch and is using a special-based Pokemon that doesn't carry status, Volcarona can come in and set up with very little risk.
Volcarona ♂ @ Leftovers
Ability: Flame Body
EVs: 248 HP / 10 SpA / 252 SpD
Modest Nature (+SpA, -Att)
- Bug Buzz
- Butterfly Dance
- Flamethrower
- Hidden Power [Rock]
Everyone seems to be using Volcarona offensively, which makes it even more of a shock when this comes in after my opponent has put their Stealth Rock up, and proceeds to wall their Water-type attacks, even in the Rain, after losing half of its health by just coming in. This Volcarona takes about 18% or so from most Water-type attackers, and some even allow me to get 6 Butterfly Dances up if the opponent isn’t smart enough. The only things killing this are Physical moves or Critical Hits, and only if the opponent is fast enough to outspeed or bulky enough to survive a hit. Other counters include Teasing Heart Encore and anything fact with Rock Slide or Stone Edge. HP is not maxed out in order to take a little less from Stealth Rock. Unfourtunately, most Pokémon that seem to be seeing major use are physical-based, and Volcarona can’t tank those hits, especially after losing half of its health from Stealth Rock. Also, getting status ailments when switching in cripples it and essentially turns it into setup fodder. Hidden Power Rock gets me neutral coverage on a variety of opponents that resist both STABs, such as Heatran.
Blaziken ♂ @ Life Orb
Ability: Speed Boost
EVs: 6 HP / 252 Att / 252 Spe
Adamant Nature (+Att, -SpA)
- Flare Blitz
- Hi Jump Kick
- Protect
- Stone Edge
Blaziken’s uses are quite obvious, so I’ll just speak about the differences on mine. I use Protect to catch up to neutral base 120s and positive-natured base 100s. However, there are many things that are faster than that, and Blaziken can’t take a hit from any of them. Furthermore, Blaziken still loses if it is unable to get rid of any given opponent before they get a hit in. Blaziken is always a little short on either speed or power, but rarely both. Furthermore, every time it is used is rather suicidal due to the less-than-perfect accuracy of High Jump Kick and Stone Edge, along with the recoil of Flare Blitz. For opponents that are too fast, Blaziken can potentially handle it if Protect isn’t used during the turn the Pokémon is switched in. Due to this, Protect must be used at the proper time to work well.
Thanks in advance for any help with the team.






For some reason, this team can't seem to decide whether it's good or bad. It just seems that its effectiveness fluctuates every day, even against the same opponents, and in both directions. I have too many Stealth Rock weaknesses in here, which is a problem, but I'm basically posting this so that I can get any real problems fixed up. It just seems that I hit a brick wall whenever I get close to a presentable ranking on the ladder.

All changes will be italicized.
FULL TEAM ANALYSIS

Ninetales ♀ @ Leftovers
Ability: Drought
EVs: 252 HP / 96 SpD / 160 Spe
Timid Nature (+Spe, -Att)
- Hidden Power [Fighting]
- Flamethrower
- Will-O-Wisp
- Hypnosis
Ninetales brings in the sun, which can be a blessing or a curse, depending on the opponent. Ninetales can’t switch in constantly to being out the sun when I have a free turn because of Stealth Rock limiting its amount of switch-ins. To further cause issues, this Ninetales cannot take on Politoed, Tyranitar or Hippowdon 1-on-1 unless i gets lucky with status. What it actually manages to do is bring out the sun to remove Water weaknesses from the entire team. Double status cripples switch-ins unless Hypnosis misses (which happens quite often), and happens to be the best way to eliminate other auto-weathers. Sleep cripples Politoed, Burn cripples Hippowdon and Tyranitar. Unfortunately, it's still unable to take repeated Earthquakes/Stone Edges after burning the opponent. Its main issue is that Hypnosis rarely ever hits.

Terrakion @ Balloon Ability: Justice Heart
EVs: 6 HP / 252 Att / 252 Spe
Jolly Nature (+Spe, -SpA)
- Close Combat
- Rock Polish
- Stone Edge
- Swords Dance
It's quick, powerful, and has a large amount of natural bulk. Terrakion uses the proper boosting move if it has the chance (It usually has an opening to use both once each) and hits hard, tearing holes in everything. Base 108 Speed allows it to move faster than many commonly-used Pokémon, but Rock Polish is still necessary to go faster than things holding Choice Scarves, opponents with Swift Swim, or simply opponents with naturally high Speed. Close Combat and Stone Edge put together has rather good coverage, leaving very few openings for most opponents.

Forretress ♂ @ Leftovers
Ability: Sturdy
EVs: 252 HP / 6 Att / 252 Def
Impish Nature (+Def, -SpA)
- Payback
- Rapid Spin
- Stealth Rock
- Toxic Spikes
Forretress is there to use Rapid Spin to clear hazards and then proceed to set them up itself, along with Toxic Spikes. I can usually guarantee Stealth Rock and two layers of Toxic Spikes will go up when I use this, depending on the composition of the opponent's team. After I put the hazards up and clear the ones the opponent put up, I switch this out and keep it saved in reserve until my opponent puts more up (if he/she bothers to). Payback hits Ghosts who try to block Rapid Spin. The sun doesn't hurt Forretress because it's already double weak to Fire.

Shaymin @ Miracle Seed
Ability: Natural Cure
EVs: 196 HP / 252 SpA / 60 Spe
Modest Nature (+SpA, -Att)
- Hidden Power [Fire]
- Leech Seed
- Rest
- Seed Flare
Shaymin basically tries to use its bulk to survive while it fires off powerful Seed Flares at my opponents. Its usual chances to switch in are on obvious Ground attacks. While the ideal scenario would have Shaymin use Rest when low on health and switch out to end up fully recovered, it is typically my last Pokémon or doesn’t have a chance to heal in such a way due to not having the open turn or simply because it gets KO’d too quickly, or even because the Pokémon that ends up coming in after my KO deals more than half of its max HP as damage. Leech Seed forces many things that wall it to run away, giving me the chance to bring something else in. If the opponent doesn't switch and is using a special-based Pokemon that doesn't carry status, Volcarona can come in and set up with very little risk.

Volcarona ♂ @ Leftovers
Ability: Flame Body
EVs: 248 HP / 10 SpA / 252 SpD
Modest Nature (+SpA, -Att)
- Bug Buzz
- Butterfly Dance
- Flamethrower
- Hidden Power [Rock]
Everyone seems to be using Volcarona offensively, which makes it even more of a shock when this comes in after my opponent has put their Stealth Rock up, and proceeds to wall their Water-type attacks, even in the Rain, after losing half of its health by just coming in. This Volcarona takes about 18% or so from most Water-type attackers, and some even allow me to get 6 Butterfly Dances up if the opponent isn’t smart enough. The only things killing this are Physical moves or Critical Hits, and only if the opponent is fast enough to outspeed or bulky enough to survive a hit. Other counters include Teasing Heart Encore and anything fact with Rock Slide or Stone Edge. HP is not maxed out in order to take a little less from Stealth Rock. Unfourtunately, most Pokémon that seem to be seeing major use are physical-based, and Volcarona can’t tank those hits, especially after losing half of its health from Stealth Rock. Also, getting status ailments when switching in cripples it and essentially turns it into setup fodder. Hidden Power Rock gets me neutral coverage on a variety of opponents that resist both STABs, such as Heatran.

Blaziken ♂ @ Life Orb
Ability: Speed Boost
EVs: 6 HP / 252 Att / 252 Spe
Adamant Nature (+Att, -SpA)
- Flare Blitz
- Hi Jump Kick
- Protect
- Stone Edge
Blaziken’s uses are quite obvious, so I’ll just speak about the differences on mine. I use Protect to catch up to neutral base 120s and positive-natured base 100s. However, there are many things that are faster than that, and Blaziken can’t take a hit from any of them. Furthermore, Blaziken still loses if it is unable to get rid of any given opponent before they get a hit in. Blaziken is always a little short on either speed or power, but rarely both. Furthermore, every time it is used is rather suicidal due to the less-than-perfect accuracy of High Jump Kick and Stone Edge, along with the recoil of Flare Blitz. For opponents that are too fast, Blaziken can potentially handle it if Protect isn’t used during the turn the Pokémon is switched in. Due to this, Protect must be used at the proper time to work well.
Thanks in advance for any help with the team.