ShinyFlareon
bowtie coconut birb
- Joined
- Dec 24, 2007
- Messages
- 7,134
- Reaction score
- 48
Title is pretty self-explanitory. Let's get started. Changes in bold.
Ninetales@Wide Lens
Calm nature
Drought ability
EVs: 252 HP / 4 Sp. Atk / 252 Spe
- Hypnosis
- Wil-O-Whisp
- Fire Blast
- Solarbeam
Obvious sun lead is obvious. Wide Lens helps with the accuracy of it's status and STAB moves, and Solarbeam is loads better than Energy Ball with Drought in play, IMO. She's not meant to stay in for very long at the beginning of the match, but to set up the weather and come back in later on after the opponent's weather-producer is down. Nature and EVs changed to hopefully make her a bit more bulky.
Volcarona@Lum Berry
Modest nature
Flame Body ability
EVs: 4 HP / 252 Sp. Atk / 252 Spe
- Quiver Dance
- Rest
- Fire Dance
- Bug Buzz
The special sweeper of the team. The idea is to get up a few Quiver Dances, then Rest off the damage, wake up with Lum Berry, and start wrecking things. Lum Berry over Chesto Berry in case the opponent decides to try and cripple me.
Sawsbuck@Expert Belt
Jolly nature
Chlorophyll ability
EVs: 4 HP / 252 Atk / 252 Spe
- Horn Leech
- Jump Kick
- Return
- Nature Power/Megahorn
The Chlorophyll abuser of this team. Nature Power become Earthquake over WiFi, which means excellent things for this set's coverage. Megahorn is still a good option, though.
Excadrill@Air Balloon
Jolly nature
Sand Rush ability
EVs: 4 HP / 252 Atk. / 252 Spe
- Rapid Spin
- Swords Dance
- Earthquake/X-Scissor
- Rock Slide/X-Scissor
This is here to serve as a Rapid Spinner and to screw with Sandstorm teams. Being immune to Toxic Spikes and being 4x resistant to Stealth Rock makes him a boon to this otherwise very Rock-weak team. He should be able to function all right outside of the sand as well. Not much has changed here, except possibly replacing one of his damaging moves with X-Scissor to help deal with things like Reuniclus.
Darmanitan@Choice Scarf
Adamant nature
Sheer Force ability
EVs: 4 HP / 252 Atk. / 252 Spe
- Flare Blitz
- Superpower
- Stone Edge
- U-turn
This guy's still a solid choice, even without the sun, but in it, it's even more of a beast. Flare Blitz just wrecks everything, and Superpower and Stone Edge wreck everything else. U-turn is for scouting purposes.
Landorus@Choice Specs
Modest nature
Sheer Force ability
EVs: 4 HP / 252 Sp. Atk. / 252 Spe
- Earth Power
- Psychic
- Grass Knot
- Hidden Power (ice)
Sheer Force is this guy's Dream World ability, and though it may not have much in the way of a special movepool, it does have some interesting options to take advantage of this ability and it's base 115 special attack. Earth Power is the obvious STAB, and along with Psychic, is powered up by Sheer Force. Grass Knot and Hidden Power Ice are for coverage. I don't think this guy's released yet, so I might replace him with a special Nidoking or something.
Ninetales@Wide Lens
Calm nature
Drought ability
EVs: 252 HP / 4 Sp. Atk / 252 Spe
- Hypnosis
- Wil-O-Whisp
- Fire Blast
- Solarbeam
Obvious sun lead is obvious. Wide Lens helps with the accuracy of it's status and STAB moves, and Solarbeam is loads better than Energy Ball with Drought in play, IMO. She's not meant to stay in for very long at the beginning of the match, but to set up the weather and come back in later on after the opponent's weather-producer is down. Nature and EVs changed to hopefully make her a bit more bulky.
Volcarona@Lum Berry
Modest nature
Flame Body ability
EVs: 4 HP / 252 Sp. Atk / 252 Spe
- Quiver Dance
- Rest
- Fire Dance
- Bug Buzz
The special sweeper of the team. The idea is to get up a few Quiver Dances, then Rest off the damage, wake up with Lum Berry, and start wrecking things. Lum Berry over Chesto Berry in case the opponent decides to try and cripple me.
Sawsbuck@Expert Belt
Jolly nature
Chlorophyll ability
EVs: 4 HP / 252 Atk / 252 Spe
- Horn Leech
- Jump Kick
- Return
- Nature Power/Megahorn
The Chlorophyll abuser of this team. Nature Power become Earthquake over WiFi, which means excellent things for this set's coverage. Megahorn is still a good option, though.
Excadrill@Air Balloon
Jolly nature
Sand Rush ability
EVs: 4 HP / 252 Atk. / 252 Spe
- Rapid Spin
- Swords Dance
- Earthquake/X-Scissor
- Rock Slide/X-Scissor
This is here to serve as a Rapid Spinner and to screw with Sandstorm teams. Being immune to Toxic Spikes and being 4x resistant to Stealth Rock makes him a boon to this otherwise very Rock-weak team. He should be able to function all right outside of the sand as well. Not much has changed here, except possibly replacing one of his damaging moves with X-Scissor to help deal with things like Reuniclus.
Darmanitan@Choice Scarf
Adamant nature
Sheer Force ability
EVs: 4 HP / 252 Atk. / 252 Spe
- Flare Blitz
- Superpower
- Stone Edge
- U-turn
This guy's still a solid choice, even without the sun, but in it, it's even more of a beast. Flare Blitz just wrecks everything, and Superpower and Stone Edge wreck everything else. U-turn is for scouting purposes.
Landorus@Choice Specs
Modest nature
Sheer Force ability
EVs: 4 HP / 252 Sp. Atk. / 252 Spe
- Earth Power
- Psychic
- Grass Knot
- Hidden Power (ice)
Sheer Force is this guy's Dream World ability, and though it may not have much in the way of a special movepool, it does have some interesting options to take advantage of this ability and it's base 115 special attack. Earth Power is the obvious STAB, and along with Psychic, is powered up by Sheer Force. Grass Knot and Hidden Power Ice are for coverage. I don't think this guy's released yet, so I might replace him with a special Nidoking or something.
Last edited: