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4 votes

If you have a good moveset for Moltres, post an answer below and upvote the best ones. Remember, this is for competitive movesets, not in-game. Ability, EVs etc should be included, and we encourage sets for VGC doubles as well as singles. Make sure to read all the guidelines here.

Moltres Pokedex & learnset for reference.


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edited by
I'm using same moveset:)
Moltres @ Life Orb
Trait: Flame Body
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Fire Blast
- Air Slash
- Agility
- Hidden Power [Fighting]
exactly like charizard.
i guess this moveset is best with fire/flying

8 Answers

3 votes

That's a pretty good moveset. Another option, instead of Sunny Day and Solarbeam use Toxic and Roost.

answered by
Sunny Day/Solarbeam is a perfect strengthener for fire types. Not only does Sunny Day strengthen fire type moves, it also makes Solarbeam take only one turn to use. Solarbeam can take care of all of the weaknesses of fire.
1 vote

Double/Triple battle

Moltres @ Life Orb
Trait: Pressure
EVs: 4 Def / 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk) / Timid Nature (+Spd, -Atk)
- Tailwind
- Heat Wave
- Air Slash
- Hidden Power [Fighting]

Tailwind provides team support. Heat Wave is STAB that hits multiple foes. Air Slash is STAB and can hit any foe in a Triple battles. HP Fighting is type coverage.

answered by
0 votes

Gen V

Moltres @ Leftovers

Trait: Pressure

EVs: 84 HP / 84 Def / 252 SAtk / 88 Spd

Modest Nature (+SAtk, -Atk)

  • Tailwind
  • Flamethrower
  • Air Slash
  • Roost
answered by
0 votes

I Fry faces (Moltres) @ Life Orb

Role: Scout And Sweep

Trait: Pressure

EVs: 252 SAtk / 4 SDef / 252 Spd

Naive Nature (+Spd, -SDef)

  • Overheat
  • U-turn
  • Extrasensory
  • Air Slash

Overheat is his way of saying
> " Die you retarded trainer who dares to approach me with that douche of a pokemon

Yep, sums that one up.
U-Turn lets him scout, since nothing is screwing over his physical attack.
Extrasensory is for coverage, and Air Slash is STAB.

answered by
edited by
I know two months ago, but replace Sp Def EVs with Attack EVs.
0 votes

Unexpected rain sweeper

Nature: Timid

Ability: Pressure/ Flame Body

EVs: 252 SpAtt/ 252 Spd/ 4 SpDef

Item: Life Orb

Hurricane: Highly powered STAB move, especially in the rain. The 30% chance of confusion is a neat bonus.

Fire Blast: Although used in the rain, Fire Blast still hits hard coming off a 125 base special attack and life orb.

Hidden Power Fighting/ Ice/ Ground/ Grass: Unfortunately Moltres hasn't got the biggest movepool so Hidden Power will make do. HP Fighting is for Rock types, in particularly Tyranitar and also hit Dark types fairly hard as well as normal types and some Ice types harder in the rain. Also used for hitting Heatran. Ice is for Ground and Dragon types. Ground hits Heatran harder than HP Fighting. Grass is for problematic Water types like Gastrodon.

answered by
0 votes

[email protected] Orb
Ev:252 Sp. Atk/252 Spd/4 Sp. Def

-Hurricane(STAB, high power, chance of confusion)
-Flamethrower(STAB, high power, chance of burn)
-Hidden Power Fighting(covers Rock weakness)
-Roost/Tailwind(for either healing or a nice speed boost)

answered by
0 votes

![Gen 6 Moltres][1]
Timid Nature
252 Sp. Attack, 6 Sp. Defense, 252 Speed
- Fire Blast
- Hurricane
- Roost
- Substitute

This is an offensive utility Moltres that intends to use its Typing to support a Team. The only thing it requires is for you to keep Stealth Rock off the field. This is nothing new, since you should always be prepared to do this for anything 4X weak to Rock. What I mean by using its Typing to support a Team is quite simple: Moltres has resistances to Fire, Bug, Grass, Steel, Fighting and Fairy and is very decent as a switch-in to them. Fire Blast and Hurricane are your STAB moves and have great coverage together; No matter what you do, the three moves that should never change is Fire Blast, Hurricane, and Roost. While Moltres has a good Special Attack and access to Flamethrower and Air Slash, without a Life Orb the Damage output can easily be too low to really get things done, so they're not recommended. On the other hand the value of Leftovers is that it eases Moltres's Ability to switch in to attacks and greatly improves its longevity in general; Fire Blast and Hurricane give Moltres good attacking power without punishing it with recoil. With Roost keeping it healthy, its presence of the battlefield won't end anytime soon. Substitute is a bit of a toss up, but it's cool since it can used to play a few mind games with your opponent, on top of Protect Moltres from status. With Pressure, it can be used to PP Stall moves like Hydro Pump and Stone edge or to act as a guard when it forces a Pokemon out. It can be quite entertaining to mess up you opponent when they use Volt Switch assuming you're going to switch out, and instead you use Substitute to stay in, and they're forced to switch-in a Pokemon that can't handle Moltres very well.

Well, like I said you should be prepared to have Defog or Rapid spin ready before using any Moltres, not just this one. With Stealth Rock out of the picture, don't assume that a 4X weakness to Rock explicitly equates to a bad defensive Typing, because honestly, it doesn't(It's sort of like saying Heatran has an awful defensive Typing because its 4X weak to ground, yet I cannot remember the last time I faced an offensive Heatran).

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edited by
0 votes

Gen 7 Moveset

Moltres @ Grassium Z
Ability: Pressure
Evs: 252 SpA / 252 Spe / 4 Hp

Burn Up
Air Slash
Solar Beam

Explanation: Grassium Z is the Item here because you can Use Solar Beam ---> Bloom Doom in one turn instead of two. Roost is For healing and if Moltres uses Burn Up before Roost, Moltres will become Typeless for one turn. Burn Up is Powerful STAB but Moltres will lose its Fire typing until it Switches out. Air Slash is STAB and it has a Chance to make the foe Flinch. Solar Beam is Water, Rock and Ground type Coverage and use it with Grassium Z to unleash a powerful Bloom Doom.

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