So I made the beginning of this team a few weeks ago and then I forgot about it. Today I remembered it was in my notes and I got Erickhill. to help me finish it and fix a few problems. So here goes nothing!
Ninetales @ Leftovers
Trait: Drought
EVs: 108 HP / 4 Def / 144 SAtk / 252 Spd
Timid Nature
- Solarbeam
- Flamethrower
- Sunny Day
- Will-O-Wisp
108 HP is for some bulk while still being able to hit with relative power, and max speed is to ensure I can out up Sunny Day and W.O.W on Politoed and Tyranitar/Hippowdon repectively. Flamethrower is main STAB, SolarBeam is for maximum power, and I can actually use it thanks to Sunny Day, which pretty much screws Politoed, which happens to be one of the most common Ninetales switch-ins in OU. Lastly, W.O.W. is mainly for Tyranitar switch-ins but can also be used to cripple a slew of opposing physical threats.
Tentacruel @ Black Sludge
Trait: Rain Dish
EVs: 252 HP / 252 SDef / 4 SAtk
Calm Nature
- Rapid Spin
- Toxic Spikes
- Giga Drain
- Ice Beam
Tentacruel serves as the rain counter for the team with Rain Dish, and it is also my spinner and special wall. Rapid Spin gets rid of Spikes and SR, which sometimes means the difference between winning or losing a battle. Toxic Spikes serves as support and is very helpful. Giga Drain and Ice Beam serve as coverage, although I have been pondering replacing Giga Drain for Knock Off.
Sawsbuck @ Life Orb
Trait: Chlorophyll
EVs: 56 HP / 252 Atk / 200 Spd
Adamant Nature
- Horn Leech
- Nature Power
- Return
- Swords Dance
Sawsbuck is my Chlorophyll abuser and even with only 200 Speed EVs it is hitting 552 Speed in the sun, and after a Swords Dance its Attack is at 656. After a Swords Dance or two if I am given the oppurtunity (And that oppurtinity is given more than one might think) I can begin sweeping. Often, I can regain almost all of my HP with just 1 hit from Horn Leech, which then allows me to use Double Edge over Return, as I can easily heal off the recoil damage. Nature Power turns into Earthquake in all battles and serves as great coverage, but I have been considering Jump Kick to hit Ferrothorn harder.
Heatran @ Choice Scarf
Trait: Flash Fire
EVs: 252 SAtk, 252 Spd, 4 HP
Timid Nature
- Fire Blast
- Earth Power
- Hidden Power [Ice]
- Fire Blast
Not only is ScarfTran (AKA DestrucTran) unpredictable but it hits like an artillery cannon. Earth Power is there mostly to hit other Heatrans, while Fire Blast is main STAB, and that sun boost it hits ridiculously hard. Hidden Power Ice is to nail common Heatran switch-ins such as Gliscor and Landorus, while Overheat is to be used if you need overwhelming power, just beware of that SAtk drop. One thing that this Heatran has over other Heatrans is that it is highly unpreditcable, since most Heatrans in today's OU metagame run defensive sets. Also, if I manage to get a Flash Fire boost, the enemy team will be left in shambles, if left at all :D
Dugtrio @ Focus Sash
Trait: Arena Trap
EVs: 252 Atk, 252 Spd, 4 HP
Adamant Nature
- Suckerpunch
- Earthquake
- Reversal
- Stealth Rock
Dugtrio can troll so hard with Arena Trap, and it is maonly used to trap and kill key enemies, specifically opposing weather inducers. Tentacruel's Rapid Spin support allows him to keep his Sash ready to and untouched by hazards most of the time, and using this he can take down other Ninetales with EQ, Reversal is the death of T-tar and Abomasnow, and Suckerpunch is amazing for revenge killing (which it is already great at) and killing Psychic and Ghost types after trapping them.
Dragonite @ Leftovers
Trait: Mutiscale
EVs: 252 Atk, 156 SDef, 100 Spd
Adamant Nature
- Dragon Dance
- Roost
- Dragon Claw
- Fire Punch
I sacrificed some speed for a bit of Special Bulk, and it really does help. Typcally once I set up 2 Dragon Dances I am ready to sweep, and 2 Dragon Dances is something he has little trouble setting up. Roost is for recovery, and works really well with Multiscale. Dragon Claw is STAB and Fire Punch takes down Steel types as well as being boosted by the Sun.