So to start this off, I'm kinda new to competitive Pokemon. I posted a Sun team a few days ago and got some nice tips and wanted to see if you guys thought this looked better.
Ninetales @ Leftovers
Ability: Drought
EVs: 176 SpD, 252 HP, 80 Def
Nature: Modest
- move: Sunny Day
- move: Hidden Power Ice
- move: Fireblast
- move: Will-o-wisp
So I decided to start a Sunny Day team because fire's always been my favorite type. Charizard So naturally I have to start with Drought. Suggested that a bulkier set was used, has actually helped quite a bit in keeping him alive.
Venusaur @ Life Orb
Ability: Chlorophyll
EVs: 172 Atk, 140 SpA, 196 Spe
Nature: Rash
- move: Growth
- move: Solarbeam
- move: Earthquake
- move: Sleep Powder
When first deciding on this team I realized water pokemon wouldn't be fun, and hearing about Chlorophyll on Venusaur I wanted to give him a shot. Growth thrown in to make some pretty STAB Solarbeams Earthquake and Sleep Powder to help get a free turn to set up.
Volcarona @ Leftovers
Ability: Flame Body
EVs: 240 HP, 216 Def, 52 Speed
Nature: Bold
- move: Quiver Dance
- move: Fiery Dance
- move: Bug Buzz
- move: Roost
Next choice was Volcarona. Seemed like a very interesting choice, added more coverage with the added Bug type, and chose to go a little bulky and use morning sun to set up with Quiver Dance. Roost replaced Morning Sun due to morning sun not being as effective without the sun.
Infernape @ Life Orb
Ability: Blaze
EVs: 4 SpA, 252 Atk, 252 Speed
Nature: Naive
- move: Overheat
- move: Close Combat
- move: U-turn
- move: Stone Edge
Infernape is a Semi-mixed sweeper more focusing on physical though. Close Combat to help with pesky Special walls (the cursed Blisseys and Chanseys) with Stone Edge to help with flying mostly.
Vaporeon @ Leftovers
Ability: Water Absorb
EVs: 252 Def, 248 HP, 8 SpD
Nature: Bold
- move: Wish
- move: Protect
- move: Scald
- move: Toxic
Latias fulfilled the roll of wish giver but was replaced with Vaporeon. Vaporeon has much higher health and therefore much bigger wishes. Also was used to help hopefully fill some weakness(rock/ground outside of venusaur) and runs a defensive set with toxic and scald for poison and burn effects to help wear down other walls and hopefully prevent some pokes from setting up. Protect was used to gain some health from Leftovers and help with scouting. Scald was also used for the nice STAB, especially when facing rain teams.
Forretress @ Leftovers
Ability: Sturdy
EVs: 176 Def, 252 HP, 80 Speed
Nature: Relaxed
- move: Stealth Rock
- move: Spikes
- move: Rapid Spin
- move: Volt Switch
Finally a little bit of Defense. Thought some form of physical wall was needed because the rest of the team can't take too many hits. Loved Forretress for the fact that it can spike and spin and has pretty good defensive stats. Pretty sure everyone here knows the reasoning on the bottom three moves :P But for Explosion, didn't know if that or toxic spikes is better, thoughts? Stealth Rock replaced explosion. Never got much use out of explosion and Stealth Rock helps with a bunch of teams. Making them think about switching and putting off some good damage. Completely shuts down some other fire teams, especially if I can keep their spinner off the field, or even better kill it.
So hopefully this looks better and I look forward to hearing your feedback. Thanks again for all the help so far. Together we can work to rid the world of Pokenoobs, one step at a time!



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I have claimed the deadly snake Seviper, as of December 2 2011































HAVE CLAIMED SHROOMISH! 

