Pokémon Rate My Team
0 votes
568 views

Hello, this is my first weather (sun) team and I need a lot of help. The plan is that it will be a very offensive team, no walls and no support. Furthermore, this team is to be used in Random-matchup battles and be legitimately trained so no Dream World, Hidden Power or legendaries. Any help is wanted.

Ninetails @ ???
Trait: Drought
EVs: ???
Modest Nature
- Flamethrower
- Solarbeam
- Spite
- Will-o-wisp
Obviously a sun team needs the awesome power of Drought and I was lucky enough to get one from the GTS. However, I have no idea what to do with it after the setup. Should I use it as a sweeper, or maybe a crippler? Please help.
Sweeper/Crippler

Arcenine @ ???
Trait: Flash Fire/ Intimidate
EVs: 252 SAtk / 252 Spd / 4 HP
Modest / Timid Nature
- Flamethrower
- Solarbeam
- ExtremeSpeed
- Morning Sun
Sweeping fire of absolute destruction! I believe that this guy will be able wreck havoc amongst the enemy’s lines. Flamethrower is bestial STAB, Sun-powered destruction, Solarbeam is 120- no charge-time of doom against all of fires weaknesses and ExtremeSpeed is for revenge-killing.
Special Sweeper

Infernape @ ???
Trait: Blaze
EVs: 252 Atk / 252 Spd / 4 HP
Adamant Nature
- Mach Punch
- Close Combat
- Fire Punch
- U-turn
So this guy is already trained and ready for action. I am thinking about life orb as the item, but I have really no idea, maybe Choice it? Mach Punch is priority, Close Combat is pure power, Fire Punch is STAB and Sun-boosted and U-turn is there for shenanigans.
Physical Sweeper

Shiftry @ ???
Trait: Chlorophyll
EVs: ???
Modest Nature
- Solarbeam
- Dark Pulse
- Nasty Plot
- Fake Out
Whilst going through the team, I noticed that I had nothing to counter Psychics or Ghosts, so why not Shiftry? Chlorophyll boosts the decent 80-speed to a whooping 160, the same as Ninjask! Add STAB Solarbeam to that and you can kill pretty much anything. Dark Pulse covers Psychics and Ghosts. Nasty Plot and Fake Out is for extra annoyance. Question is, should I invest some EVs in Speed, or is it fine anyway?
Special Sweeper

Salamance @ ???
Trait: Intimidate
EVs: 252 Atk / 252 Spd / 4 HP
Adamant / Jolly Nature
- Dragon Dance
- Fire Fang
- Earthquake
- Aerial Ace
What is this, another Physical Sweeper? This guy is supposed to resist Fire types whilst killing them with E-Quake as well as countering Fighting with Aerial Ace. Fire Fang covers Ice types and gets boosted by the sun and D-Dance is support.
Physical Sweeper

Swampert @ ???
Trait: Torrent
EVs: 252 HP / 252 Atk
Hardy Nature
- Earthquake
- Ice Punch
- Rock Slide
- Endeavour
So due to my own sun, my opponents Fire-types will be boosted, as well as my own, but fear not! Swampert is here to demolish any of them Fire-types. E-quake is obvious, Rock Slide is coverage and Ice Punch covers his only weakness. Endeavour for trolling. This guy is a bit of a fail due to its nature, but it is the first one I EV trained.
Tank

So as you can see, I need a lot of help. Any suggestion/opinions are welcome!

by
edited by
Please note that all Pokemon must have EVs/Roles and natures.

1 Answer

1 vote

legitimately trained so no Dream World, Hidden Power or legendaries

I don't really understand what you mean by that; Ninetale's Drought is a DW ability?

image
Ninetails @ leftovers
Ability: Drought
EVs: 252 HP, 128 Def, 128 Speed
Modest Nature
~ Flamethrower
~ Roar/ Hypnosis
~ Solarbeam/ Substitute
~ Will-O-Wisp

I would rather do defensive with Ninetales, in the senario that you're facing another weather team. If you are, and Ninetales faints early in the game, the other weather type will prevail and since you've built your team around weather, you will be easily swept.

image
Arcanine @ Life Orb/ Leftovers
Ability: Flash Fire
EVs: 252 Atk, 252 Speed, 4 HP
~ Flare Blitz
~ Wild Charge
~ Extreme speed
~ Morning Sun/ Close Combat/ Crunch

I went with a physical set for Arcanine to abuse its slightly higher attack stat. Life Orb Arcanine would probably suit your team best, since you want a full out offensive. Morning Sun is an option to maybe prolong its time in battle, but if you wanted more coverage, go with Close Combat/ Crunch.

I would put Flash Fire over Intimidate for Arcanine, because you also need to take into account other sun teams you might face. With a full out Arcanine, you don't expect that you will stay in for long enough that the opponent will do significant damage to you, so Flash Fire over Intimidate.

image
Infernape @ Life Orb/ Choice Band
Ability: Blaze
EVs: 252 Atk / 252 Spd / 4 HP
~ Close Combat/ Mach Punch
~ Stone Edge
~ Fire Punch/ Flare Blitz
~ U-Turn

Standard set for Infernape.

image
Shiftry @ Life Orb
Ability: Chlorophyll
EVs: 252 Sp. Atk, 252 Speed, 4 HP
~ Growth
~ Giga Drain
~ Dark Pulse
~ Nature Power/ Sucker Punch

Sucker Punch > Fake Out because of STAB; Fake Out might flinch the opponent, but it's useless after your first turn in battle. I feel that Sucker Punch is best in case, idk, a Jumpluff outspeeds you in the sun. Growth will be better in Sun, since it gives you 2x Atk and Sp. Atk boost, which will also boost Sucker Punch. I know that Giga Drain doesn't seem to be a very powerful move (base 75) compared to Solarbeam, but with Growth, Life Orb and STAB, it will do enough damage to a water type to cripple it while healing you.

image
Salamence @ Life Orb
Ability: Intimidate/ Moxie
EVs: 252 Atk / 252 Spd / 4 HP
Nature: Naive
~ Draco Meteor
~ Fire Fang/ Fire Blast/ Aerial Ace
~ Earthquake
~ Outrage

Mixed Sweeper; might as well abuse Draco Meteor. You can either cover your Bug/ Grass/ Ice types with a fire move, or cover Bug/ Grass/ Fighting types with a flying move, your choice. I don't particularly feel that Aerial Ace is worthwhile on Salamence, especially with Life Orb, because of the relatively low damage that it deals. You might as well go for a STAB Dragon move instead.

image
Swampert @ Leftovers
Ability: Torrent
EVs: 252 HP, 252 Atk, 4 Def
Nature: Adamant
~ Earthquake
~ Waterfall
~ Ice Punch
~ Stealth Rock

Bulky Sweeper; Stealth Rock is a good option because it will negate opponents with Sturdy, so you can sweep w/o damage dealt.

I think you should consider a rapid spinner; 3 out of 6 of your team have a x2 weakness to rock, so consider a Pokemon that clears entry hazards (such as Starmie/ Hitmontop) while also dealing damage.

by
WOW, thank you!