Ninetales @ Choice Specs
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature (+Spd, -Atk)
- Energy Ball
- Hidden Power Fighting
Ninetales pretty much always end up being "the most useless **** on my team" after I've won the weather war, so I'm trying out Choice Specs to do more damage.
Overheat works well with Specs, and it will be hitting and running anyway.
Also does respectable damage with the sun up.
Energy Ball target Politoed, Gastrodon, and the likes.
Politoed is an especially imprtant target since it will be switching in to try to maintain its rain, annoying the team.
Hidden Power Fighting hiths Tyranitar for x4 damage to try and wear it down a bit, and does some damage to Heatran.
I've used Hidden Power Ground before, but I'm not sure now.
Flamethrower is for when I want to hit twice or more, or stay in, or not risk missing with Overheat.
Venusaur @ Life Orb
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely Nature (+Atk, -Def)
- Seed Bomb
- Hidden Power Fire
Venusaur benefits from the sun in Clorophyll, doubling its speed, Growth raising both of its offenses 2 stages instead of one, and Hidden Power Fire gets a boost in power.¨
Growth is used to make Venusaur more powerful, and can be used late game as well for the extra pawnch.
Seed Bomb is STAB, and hits Water types hard.
Return gets some neutral good coverage, one of them being Dragon types who resist Seed Bomb and HP Fire.
Hidden Power Fire gets super effective coverage on Steel types, and gets good coverage along with Seed Bomb.
Volcarona @ Leftovers
Trait: Flame Body
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature (+Spe, -Atk)
- Fire Blast
- Bug Buzz
- Quiver Dance
Substitute blocks status, and is a nasty surprise for opponents trying to status Volcarona with for example paralyze.
Fire Blast hits very hard in the sun, and is STAB to top it off.
Bug Buzz is helps round out the coverage, and hits standard Ttar or the frog quite hard after boost or even unboosted.
Quiver Dance is an excellent boosting move, and substitute help in setting up.
Leftovers is here because Volcarona carries substitute and sub+lifeorb=usually not a good idea.
Claydol @ Leftovers
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature (+Def, -Atk)
- Rapid Spin
- Stealth Rock
- Earth Power
- Ice Beam
Helps the team with Rapid Spin, Rocks, and does well against Terrakion+Landorus.
Rapid Spin helps clear away dem pesky rocks who is annoying for the fire types.
Stealth Rock just helps get a little bit of damage on the opponent, perhaps helping to get a KO.
Earth Power is STAB, and helps against Terrakion if it would want to stay in.
Ice Beam helps against Gliscor and Landorus+dragons and gets good coverage along Earth Power.
Physical defensive to take Landorus and Terrakions hits better, and physical is good in general.
Terrakion @ Choice Scarf
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature (+Spd, -SpA)
- Close Combat
- Stone Edge
Scarfer is needed, and Terrakion does it well.
Close Combat is reliable STAB.
Stone Edge compliments CC nicely, hitting Flying types and other things hard.
X-scissor hits Psychic types hard and reliably.
Earthquake is for Jirachi and the likes.
Chandelure @ Choice Specs
Trait: Flash Fire
EVs: 16 HP / 252 SAtk / 240 Spe
Modest Nature (+SpA, -Atk)
- Shadow Ball
- Energy Ball
- Hidden Power Fighting
Overheat is extremely powerful because it's STAB, Sun boosted, Modest Choice Specs and might get a Flash Fire boost as well.
Shadow Ball compliments Overheat nicely, and is powerful as well and hits Dragon types and other stuff.
Energy Ball hits Water types pretty much.
Hidden Power Fighting is for predicted Ttar switch ins.
Please feel free to share any ideas, or just simple questions about the team thanks