You are a type specialist in a hostile region. How do you best represent your chosen element?

Nothing too insane to get back into it, just an attempt at a sun team based on one of that weather's associations. In this case, the fact that Coastal Kalos also includes the fossil revival site.

:yanmega:
Aerial Titan (Yanmega) @ Heat Rock
Ability: Tinted Lens
- Sunny Day
- U-turn
- Air Slash
- Roost

A convenient setter due to having a pivot move and not needing a lot of coverage. For the name, I decided to add another mythic reference to the existing oni dragonfly/griffinfly.

:heliolisk:
Shining Crest (Heliolisk) @ Assault Vest
Ability: Solar Power
- Volt Switch
- Hyper Voice
- Focus Blast
- Parabolic Charge

Parabolic Charge is a fun move and I wanted to include it. Otherwise pretty standard Sun configuration for a multi-weather mon.

:houndoom:
Unending Flame (Houndoom) @ Focus Sash
Ability: Flash Fire
- Dark Pulse
- Flamethrower
- Destiny Bond
- Taunt

Fire-Type doing Fire-type things. There's apparently some speculation that Houndoom's pattern is based on the thylacine, so it potentially squeaks in as being based on an extinct animal as well.

:tyrantrum:
Fanged Prince (Tyrantrum) @ Lum Berry
Ability: Rock Head
- Head Smash
- Fire Fang
- Dragon Dance
- Dragon Claw

Obviously can't be the Feathered King since that's Koraidon, so it got a demotion.

:exeggutor:
Striding Jungle (Exeggutor) @ Leftovers
Ability: Chlorophyll
- Solar Beam
- Moonlight
- Psychic
- Sunny Day

While it doesn't naturally learn AnceintPower, it's had two different special encounters (one for each form) with that move already learned. Given the comments about the Alolan one being the true form, this can be the distorted Paradox one. It even has a similar name mentioned in the dex entries, though I decided to break out the thesaurus rather than repeat on "walking."

:aerodactyl-mega:
Jagged Wind (Aerodactyl-Mega) @ Aerodactylite
Ability: Unnerve
- Fire Fang
- Earthquake
- Stone Edge
- Aerial Ace

Mega gets used for when the bigger, more savage form is said to be how the mon actually lived millions of years ago.
 
:probopass: :heliolisk: :flareon: :drifblim: :exeggutor: :houndoom-mega:

Probopass @ Heat Rock
Ability: Sturdy
- Sunny Day
- Explosion
- Lock-On
- Zap Cannon

Heliolisk @ Life Orb
Ability: Solar Power
- Hyper Voice
- Thunderbolt
- Parabolic Charge
- Dragon Pulse

Flareon @ Assault Vest
Ability: Flash Fire
- Flame Charge
- Flare Blitz
- Quick Attack
- Last Resort

Drifblim @ Flame Orb
Ability: Flare Boost
- Protect
- Shadow Ball
- Will-O-Wisp
- Hex

Exeggutor @ Focus Sash
Ability: Chlorophyll
- Sunny Day
- Synthesis
- Solar Beam
- Explosion

Houndoom-Mega @ Houndoominite
Ability: Flash Fire
- Fire Blast
- Dark Pulse
- Solar Beam
- Sunny Day

Yet another simple sun. Tried to give them the janky types of sets that would be found in-game.
 
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:houndoom: Inferno, Foul Play, Sucker Punch, Thunder Fang
:drifblim: Phantom Force, Will-o-Wisp, Acrobatic, Double Team
:salamence: Dragon Claw, Flamethrower, Fly, Roar
:skuntank: Acid Spray, Flamethrower, Screech, Night Slash
:octillery: Octazooka, Flamethrower, Aurora Beam, Bullet Seed
:steelix: Smack Down, Fire Fang, Autotomize, Iron Tail

I just love Flint philosophy, just put something with mandatory Fire moves and some suboptimal moveset fitting for an in-game trainer, avoided the obligatory Flareon.
 
Yo so glad to see this thread back. I'll add more detailed descriptions when I have the time but for now here's the team for this round.

:xy/solrock: :xy/heliolisk: :xy/gigalith: :xy/exeggutor: :xy/espeon: :xy/houndoom:

So a common approach to building a Fire-type specialist is to make a sun team. I mean it makes sense yea? You have a whole weather based around powering up your main STAB and finding non-Fire-type teammates who can benefit from the sun isn't exactly hard, so building a team around such an idea can often be pretty easy. However that same teambuilding ease can lead to some teams feeling a bit samey and uninspired at times. And unfortunately for me I am an uncreative lil bitch who decided a sun team would be a good approach to the fire-type specialist challenge.

That being said I would like to think my approach has a bit more originality to it; where instead of building a sun team where the approach is mainly 'Strong Fire STAB And Friends', the team was built more as well, a sun team where team members were chosen primarily for flavour reasons. Basically, do the mons show some sort of connection towards the sun in their move pools (beyond basic Sunny Day or Fire coverage), designs, pokedex entries, and other stuff along those lines? And yea looking at the other teams submitted at the time of writing this I can't say it ended up as original as I would have hoped, I still do like the premise and think it turned out well.

Anyways the team itself

:xy/solrock:
Solrock @ Heat Rock
Ability: Levitate
- Sunny Day
- Will-O-Wisp
- Morning Sun
- Stone Edge

Do I really need to explain why Solrock is on this team? The pokemon shaped like the sun who learns moves such as Sunny Day, Morning Sun, and gets access to Fire coverage and Solar Beam, two moves not often seen on Rock-types? It's the sun, it's a sun-based team, bada-bang bada-boom.

:xy/heliolisk:
Heliolisk @ Choice Specs
Ability: Solar Power
IVs: 0 Atk / 30 SpA / 30 Spe
- Volt Switch
- Hyper Voice
- Hidden Power [Fire]
- Thunderbolt

With its Solar Power ability and dex entries mentioning how it basks in the sun in order to charge up electrical energy, Heliolisk felt like a natural inclusion on this sun-based team. Too bad it doesn't learn Weather Ball yet.

:xy/gigalith:
Gigalith @ Custap Berry
Ability: Sturdy
- Stone Edge
- Earthquake
- Curse
- Explosion

uyr.PNG

rya.PNG


Yes, Gigalith's dex entries talk about how Gigalith gains power from solar energy. No, this is not reflected in anyway shape or form in its movepool. No, I don't really get it either. Either way, the fact that Gigalith is consistently mentioned to draw power from the sun in its pokedex entries is good enough of a reason for me to put it on this team. Makes for a cool wild card option, no?

:xy/exeggutor:
Exeggutor @ Sitrus Berry
Ability: Harvest
IVs: 0 Atk
- Sunny Day
- Giga Drain
- Protect
- Psychic

This was a lazy pick tbh but eh its still fits the sun theme somewhat with it benefitting from the sun being active with its Harvest ability.

:xy/espeon:
Espeon @ Wise Glasses
Ability: Magic Bounce
IVs: 0 Atk / 30 SpA / 30 Spe
- Calm Mind
- Psychic
- Hidden Power [Fire]
- Morning Sun

Espeon has a few things going for it that make it a better inclusion on this team compared to its fiery sibling Flareon. For starters, it has access to Morning Sun in its move pool, which is something Flareon doesn't have access to and gives us a link with the sun. Another point in its favour is its evolution method. Espeon is a friendship evolution yes, but it only evolves during the daytime when the sun is out. And lastly some of Espeon's dex entries make note of how it accumulates psychic energy by basking in the sunlight.

ggv.PNG


:xy/houndoom:
Houndoom @ Charcoal
Ability: Flash Fire
IVs: 0 Atk / 30 SpA
- Nasty Plot
- Fire Blast
- Dark Pulse
- Solar Beam

Unfortunately we are just one game away from Houndoom receiving its mega evolution which has Solar Power as its ability, which would have fit well with the theme of this team. Oh well. Base Houndoom is still plenty good for this team and it fills a very basic yet effective role in battle, a Fire-type set up sweeper whose power is augmented under the sun.
 
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So glad this is back, it's always a really fun challenge.

Issues I've had already:
Could I exploit Flash Fire to make Flareon not terrible? Well, what hit-all spread moves are...just Lava Plume. Well, what learns Lava...oh, only Flareon.
Sun with Heliolisk feels obvious, but maybe it's worth it....no Special fire-type moves.
Exeggutor would be good, oops I'm a psychic-trainer now. Are any other grasses...Leafeon and Ferrothorn you say.
I think I have my team ready now, but I'll let it percolate for a bit just in case.
 
And we're back! :bloblul: Glad things have calmed down for you, QuentinQuonce; I can only imagine how stressful things might have been. With only a few of these left let's make these final hurrah a good one! :blobwizard:

Warm-Blooded On The Sand:
:xy/manectric::xy/slowking::xy/flareon::xy/granbull::xy/rhyperior::xy/houndoom-mega:
Manectric (Electric. Static. Light Clay:light_clay:. Flamethrower/Volt Switch/Thunder Wave/Light Screen)
Slowking (Water/Psychic. Regenerator. Heat Rock:heat_rock:. Sunny Day/Flamethrower/Psychic/Ice Beam)
Flareon (Fire. Guts. Toxic Orb:toxic_orb:. Flare Blitz/Facade/Rock Smash/Shadow Ball)
Granbull (Fairy. Intimidate. Expert Belt:expert_belt:. Fire Fang/Play Rough/Thunder Fang/Ice Fang)
Rhyperior (Ground/Rock. Solid Rock. Assault Vest:assault_vest:. Fire Fang/Drill Run/Rock Wrecker/Power-Up Punch)
(Mega) Houndoom (Dark/Fire. Flash Fire//Solar Power. Houndoominite:houndoominite:. Fire Blast/Dark Pulse/Sunny Day/Solar Beam)

Starting things off simply. A Sun Team is the obvious choice for Fire-types in a coastal setting that's primarily a sunny beach, especially with Mega Houndoom being the ace of the team, but with many already doing that I need a unique angle. And so, after considering my options, I decided upon a characteristic theme: All my Pokemon are terrestrial mammalians (or close enough in Slowking's case). I came to this theme after a string of other ideas with this one being the first to work out of them, and I'm pretty satisfied with how it came out. My very initial idea was a trainer who was a Fire-type version of Hoenn Elite Four member Glacia; Glacia, an Ice-type Specialist, came to the warmer climate of Hoenn to strengthen her team against their weakness. Likewise, this Fire-type trainer would be training on the Kalos Coast where they would have to adapt to the Fire-type weaknesses all around them: the sea, the sand, and the towering cliffs. I imagine them having their team taking long runs along the coast, the sand and tides serving as terrain obstacles with the cliffs keeping them contained (which is why I didn't include a bird even though they're warm-blooded).

The team strategy is simple. :manectric:Manectric out first to mainly setup a Light Screen, maybe also paralyze with a Thunder Wave. It'll than Volt Switch to :slowking:Slowking who I decided to make the Sun Setter as odd as that may sound, infact you may notice it doesn't have a Water-type Move because of this. Unless facing an opponent it has an advantage against, Slowking will be swapped for either :flareon:Flareon as the first Fire-type line of defense, :granbull:Granbull for versatility, or :rhyperior:Rhyperior for a powerhouse who may just surprise the Pokemon its weak to with how bulky it has become with its Ability and Item. Manectric and Slowking will be sent out only when a new Light Screen or Sunny Day needs to be set. Finally, if things come down to the wire, that's when :houndoom-mega:Mega Houndoom comes out to make the last stand!
 
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"Flint? Nah, that ain't me. Me and my brother Flent get confused for that guy all the time. Completely unrelated. Name's Flont, by the way, and this here is my friend Voolkner."

flont.png
voolkner.png


:flareon::drifblim::houndoom-mega::jolteon::octillery::manectric-mega:

:xy/flareon:
Flareon @ Toxic Orb
Ability: Guts
- Will-O-Wisp
- Flame Charge
- Giga Impact
- Bite

:xy/drifblim:
Drifblim @ Sitrus Berry
Ability: Unburden
- Will-O-Wisp
- Thunderbolt
- Hex
- Acrobatics

:xy/houndoom::houndoominite:
Houndoom @ Houndoominite
Ability: Flash Fire
- Will-O-Wisp
- Fire Blast
- Dark Pulse
- Thunder Fang
:xy/jolteon:
Jolteon @ Flame Orb
Ability: Quick Feet
- Thunder Wave
- Charge Beam
- Hyper Beam
- Shadow Ball

:xy/octillery:
Octillery @ Lansat Berry
Ability: Sniper
- Thunder Wave
- Flamethrower
- Waterfall
- Seed Bomb

:xy/manectric::manectite:
Manectric @ Manectite
Ability: Lightning Rod
- Thunder Wave
- Thunderbolt
- Crunch
- Fire Fang

Hope it's okay I brought an Electric-type specialist along for the ride.
 
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I was a part of this thread a while back and had a lot of fun. I eventually won a round but after that I just stopped and never returned, for a reason I don't even know myself. Maybe I was simply too busy....? But now, after all this time, this thread is once again reborn from the ashes, like a phoenix. Wait, it's a Fire type theme? Guess it's time to return, I just got a pretty good idea...
Screenshot 2025-04-28 093139.png

(this is a singles team btw) X and Y introduced Sky Battles, which were the most random inclusion ever but I enjoyed them a lot. In light of that, 4 of my team members are flying/hovering. The other two fit the team in other ways. Let's get into it.

:xy/drifblim:
Drifblim @ Sitrus Berry :sitrus berry:
Ability: Unburden
- Phantom Force
- Acrobatics
- Explosion
- Will-O-Wisp
Drifblim is the team's lead. Its inclusion was obvious (flying pokemon theme, hot air balloon, Flare Boost), but I wanted to make my Drfblim a bit different. Different how? It explodes. After spreading burns, eating its berry to get the Unburden speed boost, and hitting hard with two powerful STABs, it goes boom.
:xy/chimecho:
Chimecho @ Light Clay :light clay:
Ability: Levitate
- Reflect
- Light Screen
- Healing Wish
- Psychic
Originally I had Reuniclus here, but for some reason it isn't eligible for Sky Battles even though it hovers. So I picked a different Psychic mon. It's gameplan is pretty simple: Set screens, then either pivot out or hit opposing Fighting or Poison types with Psychic. If a teammate is damaged, restore them with Healing Wish. Overall a great teammate to have.
:xy/swellow:
Swellow @ Flame Orb :flame orb:
Ability: Guts
- Brave Bird
- Quick Attack
- U-Turn
- Agility
Swellow is another flier with the Guts ability, allowing it to utilize the FLAME Orb to boost its attack. It's quite powerful, and will go first most of the time with Agility and Quick Attack, but burn damage and Brave Bird recoil will stack up quick. This is when you can U-Turn and pivot to Chimecho who can use Healing Wish to restore Swellow.
:xy/throh:
Throh @ Flame Orb :flame orb:
Ability: Guts
- Power-Up Punch
- Storm Throw
- Earthquake
- Fling
Another Guts Flame Orb user. It's justifiable for my Fire-type team because... it's red I guess? I just really like Throh and wanted to include it. It further increases its Attack with Power-Up Punch, hits hard with Storm Throw, gets reliable coverage in Earthquake, and can Fling its Flame Orb to burn the target.
:xy/salamence:
Salamence @ Leftovers :leftovers:
Ability: Intimidate
- Draco Meteor
- Fire Blast
- Hydro Pump
- Roost
Salamence was another no-brainer for this team, with dragon commonly associated with fire, and it having the ability to fly. There's... honestly not much to say here. It spams high BP moves and heals with Leftovers and Roost.
:xy/houndoom:
Houndoom @ Life Orb :life orb:
Ability: Early Bird
- Flamethrower
- Dark Pulse
- Rest
- Sleep Talk
Originally I wasn't going to use Houndoom, due to it not tying into the flying theme. That was until I noticed that it had the Early BIRD ability. Good enough for me. Flareon has no such thing, so it was unfortunately excluded. In other news, now we've got RestTalk Houndoom. This is the goofiest thing ever lol
 
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(Ignore the screenshot, I've swapped to non-Mega Houndoom)
Just a Relaxed Day at the Beach
Kalos Fire.png

Meet the double battle team for Violet. She's a tourist or vacationer who liked the coastline of Kalos so much she stayed, and has a whole team of sunny mons to handle things during her permanent vacation. Lots of quotes about relaxing and making the most of this good weather, until she finally buckles down with Houndoom.

Marowak has a regional form that's a fire type, Sigilyph has a classic set revolving around Flame Orb, Flareon and Houndoom are the only fire-types available, Solrock is the sun, and Hariyama has 2 abilities(Guts and Thick Fat) that heavily involve the fire-type. Also they all except Sigilyph are using a fire-type move, which normally isn't my goal, but works here.
Marowak @ Thick Club
Ability: Lightning Rod
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Fire Punch
- Earthquake
- Thunder Punch
- Protect

Sigilyph @ Flame Orb
Ability: Magic Guard
EVs: 248 HP / 8 SpA / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Psycho Shift
- Energy Ball
- Dazzling Gleam

Flareon @ Choice Band
Ability: Flash Fire
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Flare Blitz
- Sleep Talk

Solrock @ Leftovers
Ability: Levitate
EVs: 248 HP / 8 Atk / 252 SpD
Sassy Nature
IVs: 0 Spe
- Trick Room
- Sunny Day
- Will-O-Wisp
- Zen Headbutt

Hariyama @ Life Orb
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Fire Punch
- Close Combat
- Fake Out
- Bullet Punch

Houndoom @ Focus Sash
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Solar Beam
- Dark Pulse
- Sludge Bomb
Doubles. I was tempted by a full sun team, but decided Trick Room was better, and works well for my theme. Marowak has 3 attacks, Lightning Rod to protect Sigilyph, and Protect to give Sigilyph 1 turn to get TR up. Sigilyph sets up TR and spreads Burns. Both of them have coverage(Electric/Ground, Grass/Fairy) to hit common fire-resists as well. As soon as one goes down, in comes choice-locked Flareon. (It's Flareon, TR+Band+Flare Blitz probably scores one kill and I'll take that). Probably pretty soon we have Solrock and Hariyama. Solrock can set up Trick Room or burn Hariyama depending on the situation(as could Sigilyph if the battle goes oddly). Hariyama has Fake Out because doubles, Bullet Punch if TR goes down, and LO Guts Close Combat to wreck face. Hopefully TR is down when Houndoom comes out, and if so, 4 attacks probably wrecks, with Sash to guarantee he gets a kill. Sunny Day specifically so Solar Beam can handle water types
 
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Glad to see this return!

Mr Burns (no relation)

1746225075249.png


I tried to resist the temptation to do a Doubles team, but unfortunately my theme required it. My submission is all about the joys of self-inflicted burns via the Flame Orb!

Pelipper @ Flame Orb
Ability: Keen Eye
- Soak
- Fling
- Scald
- Tailwind

Flareon @ Flame Orb
Ability: Guts
- Facade
- Flame Charge
- Work Up
- Baton Pass

First up are Pelipper and Flareon. As a Fire-type, Flareon usually can't make use of a Flame Orb, forcing it to use the (now strictly inferior) Toxic Orb to self-activate Guts. Pelipper's Soak helps it bypass this problem. Pelipper itself makes use of Fling to let it spread the joy of burns even further, while also setting up Tailwind for the team. Flareon also makes use of Baton Pass, both to transfer boosts and to restore its Fire typing after getting burned.

Drifblim @ Flame Orb
Ability: Flare Boost
- Shadow Ball
- Air Cutter
- Tailwind
- Trick

Drifblim uses the Flame Orb to activate Flare Boost, before Tricking it away. It is also the team's secondary Tailwind setter.

Jolteon @ Flame Orb
Ability: Quick Feet
- Thunderbolt
- Signal Beam
- Light Screen
- Yawn

Jolteon gets Quick Feet online with its burn (full disclosure, I initially had Granbull here for better overall team synergy but I forgot that a burned Quick Feet mon still has halved attack lol). Light Screen patches up the defensive stat that burns can't cover and Yawn can catch opponents in an awkward spot.

Sigilyph @ Flame Orb
Ability: Magic Guard
- Heat Wave
- Roost
- Light Screen
- Psycho Shift

Psycho Shift Sigilyph used to strike fear into the hearts of randbats players back in its heyday, and while the the old Stored Power set is less feasible in Doubles, even a weaker alternative can still be tough to deal with. Psycho Shift and Light Screen provide defensive support, while Heat Wave adds some much-needed fire to this Fire team and Roost boosts longevity.

Houndoom-Mega @ Houndoominite
Ability: Solar Power
- Heat Wave
- Dark Pulse
- Sludge Bomb
- Nasty Plot

*squints* hey that's not a Flame Orb! Well, at least it's round and fire-themed. Mega Houndoom does Mega Houndoom things, hopefully making use of the various support strats from its teammates to sweep.

Fun to get back in the swing of things! Please ignore that there are more Flying-types on my team than Fire-types
 
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Nice to see this back!

Yes, it's another Doubles team, I felt like it was the best fit since the coastal dex only has 3 Fire types, one of which is Moltres who is disqualified for being a legendary (albeit a sub legendary but still).

This is Tom, he's an Ace Trainer from the Unova Region. Initially only visiting Kalos so he could relax a bit, and maybe catch some new Pokemon to take home.

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Not only did he catch some Pokemon, he also caught the attention of a local Swimmer girl, especially after he bravely defended her from some ne'er-do-wells calling themselves Team Flare. So after that ordeal, and realizing that he didn't really have that much back home he would miss, he opted to move to Kalos permanently, staying with the Swimmer girl, and more importantly, become something of a hero for the Coastal Kalos region as he fought to protect the area from Team Flare, even helping with the efforts to save the Pokemon strapped to the Geosenge stones.

Now a days he's simply living life in Cyllage City, but make no mistake, he's a formidable opponent. Always up for a double battle to show off his sun based strategies.

Spr_5b_373.png

Salamence @ Life Orb
Ability: Intimidate
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Earthquake
- Draco Meteor
- Heat Wave
- Shadow Claw

Now normally salamanders don't sunbathe. But then again, most salamanders are not dragon type pokemon. So let's just say Salamence is built differently.

Basically a semi-standard Mix-Mence Life Orb set. EQ and Heat Wave form a formidable pair of spread moves, with Draco as a delete button for anything that can try to tank Salamence's physical attacks. Shadow Claw makes for some good neutral coverage against most foes.
Spr_5b_338.png

Solrock @ Light Clay
Ability: Levitate
EVs: 248 HP / 8 Atk / 252 Def
Relaxed Nature
- Helping Hand
- Light Screen
- Reflect
- Rock Slide

Currently the closest thing we have to a fire type in these parts that isn't a fire type. It has Light Clay and both Screens to help the team out with their longevity, with Helping Hand to boost who or whatever it's paired with. Rock Slide is for some additional spread chip damage. Maybe to snag a KO that it's partner missed out on, or soften up the opponent to put them in KO range for said partner next turn, mostly Salamence. Plus Levitate lets Mence fire off Earthquake without worry.
Spr_5b_136.png

Flareon @ Life Orb
Ability: Flash Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Hasty Nature
- Lava Plume
- Flare Blitz
- Bite
- Fake Tears

As one of the only other Fire types in Coastal Kalos. This was mandatory. What sucks however is it's lackluster kit, but it's workable at least. Life Orb provides a bit of extra kick, with Flare Blitz as your primary STAB, and Lava Plume to spread burns. Bite is the best coverage we have that doesn't debuff Flareon, and Fake Tears is good for helping to soften up foes for improving Lava Plume's damage out put, and helping your special attacking allies, including...
Spr_5b_561.png

Sigilyph @ Leftovers
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Skill Swap
- Tailwind
- Air Slash
- Heat Wave

Sigilyph's primary job is to Skill Swap with Flareon to take Flash Fire for itself, while Flareon gets Magic Guard to protect against Life Orb + Flare Blitz's recoil, while also having the benefit of getting Flash Fire on Sigilyph itself so that Heat Wave is powered up if and when Flareon uses Lava Plume. Tailwind provides speed control, while Air Slash is just a good STAB move to have, with the possibility of flinching the opponent.
Spr_5b_302.png

Sableye @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Sunny Day
- Helping Hand
- Night Shade
- Will-O-Wisp

Did you know that Dark types only became immune to Prankster from Sun and Moon onwards? I say this because abusing that little tidbit about Dark types is what this little goblin is all about! It's meant to be paired with Houndoom, using it's tools to maximize Houndoom's damage output, but it's certainly able to put the hurt on the opponent to. Helping Hand gives it's allies a boost to their power, Night Shade makes for some solid chip, and Wisp not only cripples opposing physical attackers, but it also sets off Flash Fire, like for Houndoom!
Spr_5b_229_m.png

Houndoom @ Houndoominite
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Heat Wave
- Dark Pulse
- Protect
- Nasty Plot

The "Ace" of the team, and for good reason. The idea here is to pair it with Sableye, and let the little goblin support our hell hound here as it wreaks havoc. Using Wisp Turn 1 to provide Houndoom with the Flash Fire boost, then using Sunny Day while Houndoom protects to get Solar Power going after going Mega, and then from there using Helping Hand to boost Heat Wave's power to astronomical levels, with Dark Pulse for some additional STAB and coverage against pokemon that resist Fire, and Nasty Plot to boost even further!
 
I'm late to say it, but woo! This thread is finally back! :D

Thoughts going into this round: There's only 2 Fire types, but there's Pokemon with Chlorophyll and Solar Power. As if Mega Houndoom having Solar Power wasn't a good enough reason to make a sun team. I can practically see a team building itself!

Thoughts after starting team building: Huh... Turns out I'd be happier not making a sun team...


:Flareon:
Flareon
Flash Fire
-Flare Blitz
-Double-Edge
-Rest
-Sleep Talk

After 5 Generations of not having STAB for its Base 130 Attack, Flareon is finally good! Flare Blitz gives it the power needed to... What do you mean Power creep?! Okay. Just because it's not very good doesn't mean you should underestimate it. 120 Power off of that Attack stat is devastating and its coverage can deal with stuff that resists Fire, right? *checks movepool* Uh... There's Dig, the transfer only (until ORAS came out) Tutor Moves, and Normal. I don't want too many Pokemon knowing moves that can't be taught in the games this team is for, so that rules out the somehow good looking Iron Head. We're already dealing with Recoil, so why not Double-Edge? The last two moves are Rest Talk because of healing helping deal with recoil and a shallow movepool means you're not giving up much.

TL;DR: I'm just thankful for Flare Blitz because there's nothing else.


:Manectric:
Manectric
Lightningrod
-Overheat
-Thunderbolt
-Volt Switch
-Snarl

Heliolisk looks perfect for a Fire Specialist who desperately needs other Pokemon until you realize it didn't learn Weather Ball until the TM in Gen 8! It had an ability for each of the 3 types of weather and no Weather Ball?! (If you want to say there's four types of weather, try telling that to Castform.) The worst part is Heliolisk couldn't even learn Sunny Day until Gen 8! At least it gained Fire Punch in ORAS, so it has something for Fire, right? *checks stats* Base 55 Attack... Never mind. It's insanely good for a sun team, but not for a Fire themed team IMO.

Manectric is both the Y exclusive counterpart to the X exclusive Houndoom and the only Electric type able to learn both Flamethrower and Overheat. I went with Overheat for the Fire Attack because Manectric is another Pokemon without many coverage options, so there's room on the moveset for Volt Switch. If I'm using a move with a stat dropping drawback, it's either because there's a move that can force the user to switch or I'm desperate.

Speaking of desperation, Snarl is the last move used because moves strong enough to deserve to be called coverage are either Normal or Signal Beam and I liked Snarl more than the other support moves. Thunder Wave would've been my first choice if it wasn't a Fire team because spreading Paralysis instead of Burns feels like it goes against being a Fire team. Something about Light Screen without Reflect feels wrong, but
Snarl weakens Special Attacks too, so it happens to fill the same role.

I would've used Flame Burst if this was a Doubles team because it's weird that it's an Egg move, but not having an extra effect in Singles means it's not worth using.


:Solrock:
Solrock
Levitate
-Overheat
-Stone Edge
-Zen Headbutt
-Will-O-Wisp

I'm not explaining why I put Solrock on a Fire team. I'm sure you can figure it out.

About what I said about Overheat and being desperate, Solrock doesn't learn Flare Blitz until Gen 7... I'm sure Overheat's 130 Power can make up some for using the worse Attack stat though. Lysandre's Gyrados had Move tutor moves even though they weren't possible to learn in Gen 6 without transferring until ORAS came out, so I'm okay with Solrock knowing the Tutor move of Zen Headbutt since it's either that or no Psychic STAB.

I went with Will-O-Wisp for the last move when I realized no one else had the move that spreads Fire's signature Status condition. I was tempted to use Sunny Day because weakening Water moves is useful for most of this team, but that would be a problem with the next Pokemon.


:Octillery:
Octillery
Sniper
-Fire Blast
-Scald
-Energy Ball
-Signal Beam

On one hand, it's a Water type on a Fire team. On the other hand, it's a Pokemon based on the most famous military weapon on a Fire team. :P

Fire Blast wasn't chosen for the sake of move variety. That's just a nice bonus. I prefer Flamethrower's 100 Accuracy, but Fire Blast sounds more like something a tank or cannon would use than Flamethrower. Even though Water and Grass hit most of the same types Super Effectively, the difference of being Super Effective against Water instead of Fire is kind of important when half the team is weak to Water. Once you rule out Ice Beam for being the opposite of Fire, it turns out there's not many more good coverage options. Rock Blast would've been tempting if the Trainer AI didn't see it as a 25 Power move instead of 50-125 Power. I ended up with Signal Beam because no one else had an Attack that was Super Effective against Dark.

I usually use signature moves when I can, but Scald is used over Octazooka because you have to use moves that can cause Burns on a Fire team and the signature move a 50/50 chance to lower Accuracy. In other words, it's basically a coin flip that leads to even more RNG and after playing TCG Pocket I want nothing to do with Water types flipping coins. Hatred of RNG is why I went with... *double checks* ...a 30% chance to neuter Physical Attackers...
...
If there's another Water team round, I'm making an RNG team.


:Salamence:
Salamence
Intimidate
-Flamethrower
-Dragon Claw
-Fly
-Steel Wing

Salamence's Evolution chain are the only Pokemon who learn Ember without either being a Fire type or being able to become a Fire type. (Castform becomes a Fire type in Sun and Flechling, who gained Ember in Gen 8, can become a Fire type by evolving.) I have no idea why it took until ORAS to learn Flamethrower by Level Up though. I guess making that happen was more obvious is hindsight.

Dragon Claw is STAB that happens to look pretty fiery and Aerial Ace was the only other option for Flying STAB. Fly feels more right IMO anyway because of how rare it was for Pokemon to learn HM Moves without an HM. Learning Fly when it evolves probably isn't the most iconic thing about Salamence, but something as unique as that is iconic to me.

I'm not going to claim Steel Wing is very good, but it's Super Effective against Rock and the newly introduced Fairy type.


:Houndoom-Mega::houndoominite:
Houndoom @ Houndoominite
Flash Fire -> Solar Power
-Flamethrower
-Dark Pulse
-Solar Beam
-Sunny Day

I don't think I need to explain much because it's all pretty obvious and it didn't take much thought to end up with this moveset. There's STAB, the coverage move that hits the three types that Fire is weak to, and the move that activates Mega Houndoom's Ability. Also, it's the Mega of choice because it's the only Fire Mega Evolution.

I considered Nasty Plot instead of Sunny Day because it's x2 for everything instead of Solar Power's x1.5, but the Sun boost making Flamethrower deal over double damage and one turn Solar Beam is way too good for Fire Pokemon.



:Flareon::Manectric::Solrock::Octillery::Salamence::Houndoom-Mega:

Not the first time I went with focusing on the type over having a theme that helps it stand out, not the last. Ironically, I think going with just Fire instead of Sun too makes this team stand out a little more this round. Also, I hope the notes about Manectric's and Salamence's movesets were interesting.
 
Yay, this thread's back! Barely noticed it in time before the week's deadline, haha. But fortunately I could think of a good concept to submit before then.

One might say that the fire type is associated with burning, and they wouldn't be wrong. However, given that Kalos was in a war ages ago, it could also stand to reason that 'fire' could easily represent a gun shot, cannon shot, or any other projectile being aimed at a foe.

The coastlines themselves don't seem too conducive to conducting fire due to the proximity to water and sand...but what they do have is a high fluctuation in elevation - from the beaches to the high crags of Route 8, with the Connecting and Glittering caves caves sprinkled around, there are plenty of spots one could plant a tactical ambush for guerilla warfare. As such, one could assume this hypothetical type specialist takes up the mantle of Kalos' coastguard, firing against any unwanted visitors. For any such opponent successfully able to evade the line of fire, they're faced with conventional fire instead. nobody tell this guy about the ability bulletproof!


:Octillery: @ :Expert Belt: Expert Belt
Ability: Suction Cups
- Octazooka
- Fire Blast
- Seed Bomb
- Flash Cannon
First up, Octillery.
Octillery's got an incredible movepool, a lot of which fits perfectly with the theme of this team given the artillery that inspire its name. The classic octopus-themed projectile in Octazooka with both a cannon of light and bombs of seeds lend quite the explosive punch. And of course, there's old reliable Fire Blast to round out the set.
Octillery holds the Expert Belt due to being an expert at the job, often swimming into shallows to get the perfect position needed to snipe targets from below.

:Rhyperior: @ :Passho Berry: Passho Berry
Ability: Lightning Rod
- Fire Punch
- Rock Wrecker
- Focus Blast
- Earthquake
Second up, Rhyperior.
Rhyperior's got one thing going for it - the holes on its arms launch rocks with dizzying power, exemplified by its formerly unique move, Rock Wrecker. Opposing ships probably wouldn't stand a chance against it, nor Focus Blast (the element of surprise is stronger than one might expect) to blast away foes. The LightningRod ability also helps protect the team from any opponents seeking to weaponize the sky against it.
Rhyperior holds the Passho Berry as it's often on the sandy beaches to give it broader aim, and helps protect against accidental splashes.

:Carbink: @ :Air Balloon: Air Balloon
Ability: Clear Body
- Gyro Ball
- Smack Down
- Sunny Day
- Moonblast
Third up, Carbink.
With all the caves nearby, Carbink felt like a great fit for anyone wanting to build their team in coastal Kalos. While not strictly ballistic moves, both Moonblast and Smack Down's animations come close enough, with some pretty good type coverage to boot. Gyro Ball however is the opposite, and is a bonafide bomb of a move, packing hefty power given the gem's low speed.
It holds the Air Balloon to fly up a bit higher than its vantage point in the caves, which are notably further away than any other Pokemon. This altitude also lets it summon clear skies with Sunny Day, to support the team if needed.

:Exeggutor: @ :Muscle Band: Muscle Band
Ability: Chlorophyll
- Egg Bomb
- Bullet Seed
- Energy Ball
- Barrage
Fourth up, Exeggutor
This is one of the rare occasions I can put Exeggutor's near-unique moves on showcase. Egg Bomb and Barrage are not really good moves competitively, but when faced with those kind of projectiles from a distance? Ouch. Bullet Seed and Energy Ball round out the set with further things to fire at the foe, with the held Muscle Band giving just a tiny bit more power. And if Carbink's called upon the sun, that's even more speed these bullets fly at. It often hides amongst trees for camouflage as it launches its attacks.

:Skuntank: @ :Assault Vest: Assault Vest
Ability: Aftermath
- Incinerate
- Dark Pulse
- Acid Spray
- Sludge Bomb
Fifth up, Skuntank.
Skuntank specializes in chemical warfare, spraying acid and bombing flammable sludge at the foe to enfeeble it, only to then ignite it with a sharp Incinerate. This combination offers some pretty high snowball potential, forcing targets of the combo to switch or play around it in other ways. Even after it faints, the aftermath of the explosion deals a lasting blow to the foe.
Skuntank holds the Assault Vest because the best offense is a good defense, and it always helps if the opponent launches another ballistic move back at it.

:Flareon: @ :Shell Bell: Shell Bell
Ability: Flash Fire
- Flare Blitz
- Flame Charge
- Quick Attack
- Shadow Ball
Last up, Flareon.
Flareon can use Shadow Ball to play the same 'fire' game as its teammates, but it specializes in the real deal as the last line of defense - sending a searing Flare Blitz at any intruder who evades the rest of the team. Flame Charge lets it slowly pick up speed, and Quick Attack lets it go even further beyond in a pinch.
The held Shell Bell helps offset the recoil from the move and is also a nod to something you'd find on the beach/coastline as a memento, like a shell.

:octillery: :rhyperior: :carbink: :exeggutor: :skuntank: :flareon:
 
Evening all - the new poll is up and running.

You have until May 6th, 9PM GMT to cast your vote!

We've got a nice wide selection of candidates for the poll - thanks to everyone who took part and made this thread's return such a success.

Time to crunch those numbers again. Let's get into it.

Houndoom: 12
Flareon: 9

Drifblim: 6

Solrock: 5
Octillery: 5

Salamence: 4
Exeggutor: 4

Heliolisk: 3
Sigilyph: 3
Manectric: 3

Jolteon: 2
Skuntank: 2
Rhyperior: 2

Leafeon: 1
Espeon: 1
Throh: 1
Sableye: 1
Hariyama: 1
Slowking: 1
Tyrantrum: 1
Swellow: 1
Yanmega: 1
Steelix: 1
Gigalith: 1
Granbull: 1
Aerodactyl: 1
Probopass: 1
Chimecho: 1
Marowak: 1
Carbink: 1
Pelipper: 1


Poor old Flareon. It caught up as things progressed, but it still sucks to be the least popular out of two options.

So, Fire in a coastal region. How to make this work?

Unsurprisingly, we got a lot of Sun teams. While Coastal Kalos is actually fairly light on Grass-types, there's a fair few Pokemon who're in position to take advantage of sunny weather - most obviously Heliolisk, but Rock- and Ground-types like Solrock, Gigalith, Probopass, and Marowak can certainly appreciate having the sun up and the threat of Water moves reduced. Of the Water-types we got, fittingly they're those which have no problem nonchalantly belching out Fire moves: Octillery, Slowking, and... um... Pelipper.

Coastal Kalos is also rife with Flying Pokemon, so that was reflected in the abundance of airborne species we saw included. Having a whole lot of Fire synergy, Drifblim took first place as most common wildcard. Despite its relatively unimpressive stats, it's a Pokemon with a crazy amount of versatility and a wide array of options for team support - and, of course, can use Flame Orb to grab a cheap and effective powerup with Flare Boost.

What of our two actual Fire-types? On paper, Flareon and Houndoom operate fairly differently - one slow and physically offensive, one fast and more specially oriented with the power to boost itself even further by mega evolving. But Flareon and Houndoom share the Flash Fire ability, so there's potential to lean into that and have a squad of supporters who can power them up. Alternatively, their other abilities - Quick Feet for Flareon and Early Bird for Houndoom (and Solar Power once in mega form) - provide some more out-of-the-box strategic potential.

Given that we saw inclusion for Leafeon, Espeon, and Jolteon alongside Flareon - though not all four on the same squad - part of me did wonder if someone might roll the dice on a full Eeveelution team (though who do you leave out - Vaporeon or Glaceon? Maybe both and bring Eevee instead...?)

Stuff I expected to see more (or at all)

Truthfully, not that much. Considering the sheer amount of Sun teams, I am quite surprised Leafeon only made it in once - it's a natural fit for Sun teams, and covers Flareon's weaknesses very well. Similarly, I'm surprised that Manectric, Skuntank, and Tyrantrum weren't used more as all three have historically leaned in to Fire moves slightly more than others.

We got a lot of Rock-types but comparatively less Grounds: Krookodile, Nidoqueen, and Nidoking all jump out at me as Pokemon who'd fit the bill quite well.

Quite surprised no-one used Machamp or Tauros, actually. When scanning the list of mons in the dex, one other jumped out at me - Hawlucha. It's got an interesting visual flair which suits a Sun team, and like Drifblim has access to Unburden - I'm sure someone innovative could make use of that.

Given that there are a lot of Intimidate wielders in the Coastal Kalos dex, and that Houndoom and Flareon are both rather physically frail, a vague notion I had early on was for a team of four Intimidate users to support them. There's even potential for a team with Earthquake spamming as the main tactic - Krookodile, Tauros, Salamence, and Granbull perhaps, with Flareon and Houndoom making use of Air Balloon, Detect, Protect, and Endure to shield themselves. It's a possibility.
 
So there were some very interesting things this time around. I'm shocked I was the only one to use Marowak, I was sure more people would want to reference the Alolan relative. Octillery was one I thought of, but Salamence was definitely a surprise to me, though it makes sense. Honestly, there's a lot of mons with either fire-type moves or fire-type flavor if you dig enough, which led to the wide spread of wild cards. I see a bunch of people, including those who used it, came to the same conclusions about Heliolisk as I did, that it should have been a much smoother inclusion than it actually was.

Also poor Flareon. There's a reason I just gave it one move and a Choice Band, Eeveeloution coverage is painful.
 
And we're off again - last round's winner has selected our new question.

This time, we're back on a type which I always think we'll see more often but seem not to... it's been a while since the last one, at any rate. Hopefully this round will be a good one!

You are a Ghost-type specialist in RSE Hoenn. How do you best represent your chosen type?

A reminder to please read the guidelines in the OP before commenting, especially if you're new to the thread. You have until May 16th, 9PM GMT to make your case!

RSE Hoenn dex is here if you need it: serebii.net/rubysapphire/hoennpokedex.shtml

Dusk Mage Necrozma: Shedinja, Sableye, Banette, Ninjask, Delcatty, Starmie
Ironmage: Shedinja, Banette, Dusclops, Vileplume, Claydol, Glalie
igiveuponaname: Dusclops, Medicham, Sandslash, Roselia, Jigglypuff, Spoink
Pikachu315111: Shedinja, Sableye, Banette, Dusclops, Claydol, Castform
WarriorGallade: Duskull, Wobbuffet, Ninetales, Altaria, Glalie, Absol
Magnus0: Sableye, Dusclops, Cradily, Masquerain, Seviper, Spinda
Eeveeto: Shedinja, Banette, Dusclops, Wailord, Absol, Muk
Cobalt Empoleon: Shedinja, Dusclops, Absol, Swalot, Gorebyss, Gardevoir
Hugin: Shedinja, Sableye, Banette, Dusclops, Shiftry, Glalie
CTNC: Shedinja, Sableye, Banette, Dusclops, Ninjask, Lanturn
Bog Monster: Shedinja, Banette, Dusclops, Shiftry, Wynaut, Wobbuffet
 
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Pondering upon the existence of Shedinja and Ninjask, a theme came to mind: Duality. Life and death are commonly cited as opposites, and other such juxtapositions can be found in each Pokemon's characteristics. Perhaps this trainer is a philosopher, whose Pokemon of choice illustrate their musings.

:rs/Shedinja:
Shedinja
Ability: Wonder Guard
- Fury Cutter
- Metal Claw
- Shadow Ball
- Grudge

:rs/ninjask:
Ninjask
Ability: Speed Boost
- Fury Cutter
- Metal Claw
- Shadow Ball
- Aerial Ace

The insect and its cast-off shell. Life and death. They share three moves, their fourth move illustrating the differences between them. Naturally, both carry Shadow Ball.

:rs/sableye:
Sableye
Ability: Keen Eye
- Fake Out
- Feint Attack
- Shadow Ball
- Knock Off

:rs/starmie:
Starmie
Ability: Illuminate
- Camouflage
- Confuse Ray
- Hydro Pump
- Psychic

The avaricious one and the jewel it covets. Predator and prey. Starmie is the only team member to not learn Shadow Ball; luckily, Confuse Ray is a Ghost-type move. Camouflage brings to mind Sableye's hunt for hidden gems.

:rs/banette:
Banette @ Spell Tag
Ability: Insomnia
- Spite
- Shadow Ball
- Feint Attack
- Night Shade

:rs/delcatty:
Delcatty @ Silk Scarf
Ability: Cute Charm
- Attract
- Shadow Ball
- Double Slap
- Return

The discarded toy and the beloved pet. Hate and love. Ghost and Normal themselves create a wonderful dichotomy, each immune to the other type. As such, these two are the team's aces, and their held items accentuate the contrast of their typings.
 
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The Forgotten Tomb

PP drain is a rarely-used aspect of the Ghost-type, partially because PP is often set such that a move can be used for multiple consecutive fights. One place where it is used the Battle Pyramid, alongside several other ways to slowly wear down a team which often have a Ghost helping out (it's directly between burn-users and Levitate-users). The mechanic is associated with vengefulness, triggered by moves like Spite and Grudge. As the NPC that tells the player what to expect puts it, "the tremendous pressure of unrequited anger… It is a curse…".

Though separately, I also think the mechanics work well with the concept of forgetting, as it prevents the use of later-learned techniques much more than basic Tackle. There's some parallel with discard or mill effects in card games as well, which I've seen themed as memory manipulation. The combination of these two factors leads to the concept of spirits who, angry about having been forgotten, cause their victims to remember nothing but the terror they imposed.

:glalie:
Glalie @ Never-Melt Ice
Ability: Inner Focus
- Spikes
- Ice Beam
- Taunt
- Explosion

Split evolution of a Ghost-type, with the hockey mask of a slasher villain. Snorunt is well-liked within in-universe folklore, but neither of its evolutions are so lucky. Mechanically speaking, a PP stall strategy needs a way to discourage switching, as well as a way to remove Spikes-immune Flying types.

:banette:
Banette @ Salac Berry
Ability: Insomnia
- Grudge
- Shadow Ball
- Will-O-Wisp
- Substitute

Nothing needs to be invented to have Banette as vengeful for being abandoned. The hope is for Grudge to hit the main anti-Ghost move, making it much harder to break through the rest of the team.

:claydol:
Claydol @ Leftovers
Ability: Levitate
- Rapid Spin
- Earthquake
- Cosmic Power
- Refresh

Sableye was a consideration given how its inspiration was likely shaped out of blind panic, but it doesn't have good stalling tools yet, and no access at all to the PP-draining attacks. A guardian of an ancient civilization could easily fit into the motive, and Claydol has quite a few defensive utility options.

:dusclops:
Dusclops @ Chesto Berry
Ability: Pressure
- Rest
- Sleep Talk
- Night Shade
- Will-O-Wisp

The black hole into which attacks vanish.

:vileplume:
Vileplume @ Miracle Seed
Ability: Chlorophyll
- Leech Seed
- Substitute
- Moonlight
- Giga Drain

Based on a parasitic flower that emulates rotting meat. Its pre-evolution appearing to be a mandrake gives it plenty of associations with death and witchcraft, as well. Partially here to try to use up Fire and Flying attacks.

:shedinja:
Shedinja @ Lum Berry
Ability: Wonder Guard
- Swords Dance
- Silver Wind
- Shadow Ball
- Aerial Ace

Unlike a card game, you don't automatically lose by having an empty deck. So there needs to be something else to clean up when the opponent is out of options. Thematically, it's been cast off from even its own previous self.
 
I am NOT going to do well this round

Death comes for us all eventually, and unfortunately for our trainer this week, it came for one of their Pokemon far too soon. In memory of their fallen friend, our trainer decides to hold a funeral for their departed partner on Mt. Pyre with the help of the rest of their party.
:ss/sandslash: :ss/roselia: :ss/jigglypuff: :ss/dusclops: :ss/medicham: :ss/spoink:


:sandslash:
Sandslash @ Soft Sand
Ability: Sand Veil
Happiness: 0
- Dig
- Fury Cutter
- Swords Dance
- Frustration
Sandslash helps with digging the grave that its former partner will be laid to rest in.

:roserade:
Roselia @ Miracle Seed
Ability: Natural Cure
Happiness: 0
- Petal Dance
- Grass Whistle
- Sweet Scent
- Frustration
Roselia's lays flowers on the grave once it is covered up.

:jigglypuff:
Jigglypuff @ Leftovers
Ability: Cute Charm
Happiness: 0
- Perish Song
- Wish
- Protect
- Frustration
Jigglypuff sings a song in memory of the recently departed.

:dusclops:
Dusclops @ Shell Bell
Ability: Pressure
Happiness: 0
- Will-O-Wisp
- Shadow Punch
- Destiny Bond
- Frustration
Oh shit a ghost

:medicham:
Medicham @ Lum Berry
Ability: Pure Power
Happiness: 0
- Brick Break
- Shadow Ball
- Bulk Up
- Frustration
Medicham carries the dead body of its friend and lays it down in the grave before it is covered up.

:spoink:
Spoink
Ability: Thick Fat
Happiness: 0
IVs: 0 Atk
- Rest
Our trainer's poor Spoink whose heart stopped beating when it stopped bouncing one day. Now it Rests in peace as our trainer mourns its death
 
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Animate Inanimate Hex Maniac:
Spr_RS_Hex_Maniac.png
:rs/shedinja::rs/sableye::rs/banette::rs/castform::rs/claydol::rs/dusclops:
Shedinja (Bug/Ghost. Wonder Guard. BrightPowder:bright_powder:. Shadow Ball/Confuse Ray/Mud-Slap/Aerial Ace)
Sableye (Dark/Ghost. Keen Eye. Quick Claw:quick_claw:. Shadow Ball/Knock Off/Brick Break/Ice Punch)
Banette (Ghost. Insomnia. Spell Tag:spell_tag:. Shadow Ball/Curse/Double-Edge/Thunder)
Castform (Normal. Forecast. Mystic Water:mystic_water:. Shadow Ball/Rain Dance/Weather Ball/Thunder)
Claydol (Ground/Psychic. Levitate. Shell Bell:shell_bell:. Shadow Ball/Earthquake/Psychic/Cosmic Power)
Dusclops (Ghost. Pressure. Leftovers:leftovers:. Shadow Ball/Curse/Confuse Ray/Dynamic Punch)

This Hex Maniac is obsessed with bringing objects to life. It all started with her and a friend training up a Nincada; it evolved and suddenly a Shedinja:shedinja: appeared in an extra Poke Ball the future Hex Maniac had on-hand. The mystery around it fascinated her; despite the now Ninjask still being alive & well with her friend, this possessed husk believes it too to be the same Nincada. It's as if the husk somehow stored memories, a parapsychological belief she'd later learn and start practicing called "Psychometry". With it she would begin animating other objects, some she'd discover would be replaced by a Pokemon: a jewelry box for a Sableye:sableye:, a lost child's doll for Banette:banette:, a weather charm for Castform:castform:, an antique pot for Claydol:claydol:, and a paper lantern for Dusclops:dusclops:.

All these Pokemon have connection to mythical creatures:
  • Shedinja being an animate husk could relate it to Zombies and/or Possessing Spirits. The halo-like structure, split apart back shell resembling wings, and its Ability allude to the idea of Angels, possibly Guardian Angels.

  • Sableye's design is based on the Hopkinsville Goblin alien (which was popular in Japanese pop culture during the time of Gen III), though it's lore more relates it to the mythical Carbuncle.

  • Banette, in addition to being a Haunted/Killer Doll, could also be a Tsukumogami. There's also inspiration from Voodoo Dolls (sticking pins into itself to caste curses) and Yurei (a vengeful Japanese spirit whom commonly appeared in loose-hanging clothes that Banette's hands and "hair" resemble).

  • Castform is a Teru Teru Bozu (though a weather charm and not a mythical creature, they are commonly made into the shape of stereotypical bedsheet ghosts).

  • Claydol are Shakokidogu (like with Castform they are real objects, in this case a clay figurine from Japan's Jomon period, but the mystery of their appearance and purpose blurs the lines a bit and are often depicted as alien or ancient robotic creatures in pop culture). Because of this it may also have some UFO traits.

  • Dusclops is another Tsukumogami, specifically a Chochin-obake. It also has Mummy traits.

Starting off, being a Ghost specialist with Shedinja is kind of counter-productive as anyone going up against you will be prepared with Move super effective against Ghost (Ghost & Dark), both of which Shedinja is susceptible too. So instead of being an actual threat, I instead use Shedinja as "mood setter". Having BrightPowder, Confuse Ray, and Mud-Slap; it has the potential of becoming annoying to hit if it doesn't switch out before then; though it can hit pretty decently with Shadow Ball this gen (with Aerial Ace are a surprise coverage).

From there Sableye, Banette, Castform & Claydol are interchangeable as they have their own roles as well as having strategies that lead into one another. Sableye has wide coverage & utility (and hopefully can flip turn order on its head with lucky Quick Claws), Banette hits hard but has a few other tricks up its sleeve, this Castform is focused on summoning rain (which leads to it and Banette having some 100% Accurate Thunder fun), and Claydol is a tank with some healing (and while Rain isn't ideal for it, in some way it's meant to be a lure for its teammates who have Moves to deal with Pokemon it's weak to).

Finally Dusclops is the ace final challenge, another tank with healing that can also Curse (thus Curse multiple times) and try to buy turns by causing Confusion.
 
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Another interesting topic to go around, an idea came to mind quite quickly so thought to write it down for now.

While closely linked with the Dark type's penchant for devious battle tactics, Ghosts have something more innate - inflicting fear. The imperative word here is jumpscares, where devious tactics paralyze the opponent with fear, hindering their ability to make the right choices. What could be the most fearful thing to happen to a trainer? One hit, Pokemon down. That's right, this team focuses on one hit knock outs, meant to strike fear in the hearts of any that face it, forcing them to try claim a swift victory at the risk of everything else. That being said, if one cannot hear the screams of the dead, what's there to fear?

This team will be themed around double battles!

:Ninetales: @ :Bright Powder: BrightPowder
Ability: Flash Fire
- Hypnosis
- Confuse Ray
- Grudge
- Fire Spin
First up, Ninetales.
Found on Mt. Pyre? Check. Has a storyline in PMD: Rescue Team for cursing people that touch its tails? Check. Learns a surprisng variety of Ghost type moves? You know, it's a wonder why this thing isn't a Ghost type.
Ninetales specializes in debilitating the foe, or laying as close to a curse as it can get. Hypnosis puts the foe to sleep, stalling for some time, while Confuse Ray stacks with it and can render them immobile too. Grudge acts as the final check to a KO blow, with the potential to wipe out an important move from the opponent's arsenal. Lastly, Fire Spin isn't here for its damage (why is it 15 power and 70 accuracy lol), but rather its trapping effect. In an era where Stealth Rock and Toxic Spikes do not exist, the risk to switching is notably lower than normal. But what if that choice was taken away altogether? Well, once that's active, there's a certain devious tactic that can be employed...

:Absol: @ :Spell Tag: Spell Tag
Ability: Pressure
- Perish Song
- Substitute
- Dream Eater
- Shadow Ball
Second up, Absol.
Absol's job is to utilize the free turns provided by its partner Ninetales - either to launch a Perish Song to put a timer on foes, recover some HP with Dream Eater if the foe's asleep, or deal some heavy damage with a Spell Tag-boosted Shadow Ball, as Ghost is still physical in this generation. Substitute lets it fish for more free turns and can help block some opposing status moves aimed to disrupt the combo. While not exactly Ghost-coded, Absol felt like a good fit, particularly because the other Perish Song user, Azumarill, doesn't really fit the team's aesthetic imo.


:Glalie: @ :Lum Berry: Lum Berry
Ability: Inner Focus
- Shadow Ball
- Block
- Sheer Cold
- Sing
Third up, Glalie.
Even without the Dawn Stone, there's plenty of spookiness to be found in this Pokemon. The presence of an approaching ghost can be identified by a chill felt down the observer's spine - this is best seen in Gengar's dex entries "A Gengar is close by if you feel a sudden chill. It may be trying to lay a curse on you"...but alas, Gengar is not in the Hoenn Pokedex. Sheer Cold expresses this sentiment perfectly - if you feel that chill, you're knocked out instantly. What could be more terrifying than that? Block gives Glalie Perish Song supportability, while Sing gives it more turns to land the freezing finisher, or it could act as support for Absol's Dream Eater.

:Wobbuffet: @ :Leftovers: Leftovers
Ability: Shadow Tag
- Counter
- Destiny Bond
- Encore
- Mirror Coat
Fourth up, Wobbuffet.
With an ability that tags shadows, there's definitely plenty of Ghost symbolism for this punching bag. The moveset is as standard as can be given how small Wobbuffet's movepool is - the main draw here is Shadow Tag complementing very well with the allies use of Perish Song. But given that this is doubles, there might be more ways to play around this bag than one might think.


:Duskull: @ :Sitrus Berry: Sitrus Berry
Ability: Levitate
- Curse
- Mean Look
- Destiny Bond
- Pain Split
Fifth up, Duskull.
Wait, why is this here over its evolution? Dusclops even has more bulk! Well, the simple answer to that is Levitate, granting Duskull a particularly notable Ground immunity given its partner's moveset, but the more complex answer is Pain Split. Duskull's notably lower HP will often cause it to deal hefty damage with the move, all while recovering a lot of HP. That's not to forget that the held Sitrus Berry would also heal a greater total % of HP. And what can it do with all this extra HP? Lock down the foe with Mean Look and Curse away! Like with Ninetales, Duskull's got a particularly devious tactic Destiny Bond given its low speed - the move would dissuade any attacks on Duskull in the next turn for fear of retribution...but if it survives the turn, it can launch a final Curse on an unsuspecting foe. Spooky!

:Altaria: @ :King's Rock: King's Rock
Ability: Natural Cure
- Earthquake
- Perish Song
- Rest
- Mirror Move
Last up, Altaria.
The white feathers on Altaria also could be seen as a mist or fog of sort, and ghosts typically make their home in such areas, like the higher floors of Mt. Pyre or Lavender Tower. As for the moveset, King's Rock and Earthquake can combine to fish for flinches on both opponents at the same time, which could be crucial in buying an extra turn, Perish Song with the usual theme, and particularly, Rest. Because Altaria will almost always be switching out at the end of 3 turns, it could easily use Rest on the previous turn, and Natural Cure will heal it the next time it's sent into battle! And lastly, Mirror Move is basically a homage to phantoms in the mirror, mimicking the movements of the observer. (the King Boo fight in SM64DS, for example)



:ninetales: :absol: :glalie: :wobbuffet: :duskull: :altaria:
 
This team is themed around the idea of 'creepy eyes'. Being watched by a set of eyes in the dark is a common horror trope, so I think this works well for a ghost type specialist trying to instill fear into their opponents.

Big Scary Eyes
1746801727130.png

Ability: Intimidate
Item: focus sash
- Scary Face
- Silver Wind
- Ominous Wind
- Icy Wind
The lead Pokemon Masquerain is here to intimidate challengers with the big scary eye patterns on its wings. Between intimidate and scary face, it can completely ruin physical attackers. Its main STAB is silver wind, and ominous wind is there as a ghost type version of silver wind. Icy wind is mostly there to add some flavour cohesion, rounding out the set with a third wind-like move, but it also works well to deter opponents from setting up on Masquerain.

Gem Eyes
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Ability: keen eye
Item: sitrus berry
- Leer
- Shadow Ball
- Brick Break
- Thief
Sableye is right at home in an eye-themed team. I mean, it literally has the word eye in its name. Leer is a flavour pick because it relates to eyes, but it also increases the damage of Sableyes' main offensive moves, shadow ball and brick break. Thief is mostly to be annoying, which is very in character for Sableye.

Fake Eyes

1746802461469.png

Ability: suction cups
Item: bright powder
- Confuse Ray
- Giga Drain
- Rock Slide
- Amnesia
Cradily was revived from a fossil, so it was basically dead for a long time. As such, I think it fits great on a ghost type team. I also gave it amnesia for that reason. Cradily might have some weird fake eyes, but it doesn't learn a lot of moves relating to eyes. It does get a ghost type move in confuse ray though. The other two moves are pretty standard STAB moves, so Cradily can do some damage.

Scarred Eyes
1746804838262.png
Ability: shed skin
Item: quick claw
- Glare
- Sludge Bomb
- Flamethrower
- Giga Drain
Seviper is here to glare at opponents with its scary mean eyes. It can also inflict poison with its powerful sludge bomb, or burn with its flamethrower. Giga drain is here because getting your very life essence drained is just an inherently creepy concept. It holds a quick claw, with the implication being that Seviper got it after defeating a Zangoose in combat. It didn't get that scarred eye for no reason after all.


Dizzy Eyes
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Ability: own tempo
Item: zoom lense
- Hypnosis
- Nightmare
- Dizzy Punch
- Assist
Spinda seems entirely unpredictable at all times. You never know what goes on behind those swirling eyes, so I think Spinda can be kind of creepy even though it may seem like a cute panda-rabbit thing. It has the classic hypnosis + nightmare combo for some ghost type representation. Dizzy punch is a decently powerful STAB move that can pile on another status effect. Finally, assist ensures that you can never predict what Spinda is about to do, which fits its creepy erratic movements and behaviours.

Single Eye
1746803498964.png

Ability: pressure
Item: leftovers
- Shadow Ball
- Future Sight
- Mean Look
- Will-o-Wisp
Dusclops is here because it's a cyclops. For that reason, it also learns a few moves that relate to sight, like future sight and mean look. Wisp is there for consistent residual damage and to ruin physical attackers. It's a dangerous trap together with mean look, as an unprepared challenger might quickly find themselves unable to deal any damage with no way to switch out.
 
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The ones forsaken

hexmaniac-gen3jp.png


:shedinja::banette::shiftry::raichu::gastrodon::blaziken:

:rs/shedinja:
Shedinja
Ability: Wonder Guard
Happiness: 0
- Agility
- Baton Pass
- Shadow Ball
- Frustration

:rs/banette:
Banette
Ability: Insomnia
Happiness: 0
- Shadow Ball
- Will-O-Wisp
- Destiny Bond
- Frustration

:rs/shiftry:
Shiftry
Ability: Chlorophyll
Happiness: 0
- Feint Attack
- Giga Drain
- Rock Tomb
- Frustration

:rs/raichu:
Raichu
Ability: Static
Happiness: 0
- Thunderbolt
- Thunder Wave
- Quick Attack
- Frustration

:rs/gastrodon:
Gastrodon
Ability: Sticky Hold
Happiness: 0
- Surf
- Earthquake
- Ice Beam
- Frustration

:rs/blaziken:
Blaziken
Ability: Blaze
Happiness: 0
- Blaze Kick
- Sky Uppercut
- Earthquake
- Frustration

Shedinja, Banette, and Shiftry are all fairly straightforward. Shedinja was forsaken by Ninjask, Banette was forsaken by a bored child, and Shiftry was forsaken by the gods. The other three are more meta. Raichu is overlooked in favor of Pikachu, while Gastrodon was cut from Gen 3. As for Blaziken, Torchic was my first starter Pokemon, but I forgot to save before turning off my GBA, and when I tried again I picked Mudkip because Roxanne was a really annoying fight with Torchic. Pokélove A the Mudkip went on to be the MVP of my first Pokemon adventure, while MYFIRST the Torchic was left to rot in a discarded timeline.
 
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