Pokémon Rate My Team
0 votes
567 views

Ninetales @ Leftovers
Ability: Drought
EVs: 120 SDef / 252 HP / 136 SAtk
Calm Nature
- Sunny Day
- Roar
- Flamethrower
- Will-O-Wisp

Ninetales is one of the main reasons to run sun monos. It serves as this team's sun setter, and this set allows it to pull its weight. Sunny Day Is to keep my weather when tyranitar, politoed, or hippowdon switches in. I might want to switch one of the moves with solarbeam for that purpose, so if anyone thinks I should just tell me. Roar Is to prevent setup sweeps. Especially from things such as latias. Flamethrower is STAB, and Will-O-Wisp is to cripple physical attackers, and is how I like to deal with hippowdon and t-tar.


Victini @ Choice Band
Ability: Victory Star
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- V-create
- U-turn
- Bolt Strike
- Trick

Victini is the wallbreaker to end all wallbreakers. V-Create + sunny day + choice band + STAB = death. Even resists can get KOd from the insane power of sun boosted V-Create. If I know it carries a flash fire pokemon, then i'll U-Turn out and get momentum. Bolt Strike is to deal with mono waters, and Trick Is to cripple walls.


Torkoal @ Leftovers
Ability: Shell Armor
EVs: 248 HP / 252 Def / 8 SDef
Bold Nature
- Rapid Spin
- Lava Plume
- Stealth Rock
- Yawn

Even though its only NU, Torkoal is very important to fire monos, as it is the only fire to learn rapid spin. Another fun thing to do is pretend it's SmashKoal, and get a free spin. Rapid Spin is to rid the team of rocks, the bane of its existence. Lava Plume is STAB. Stealth Rock is important on all teams to prevent switching to some extent, and deal with other fire monos. Yawn is to annoy and prevent setups.


Infernape @ Life Orb
Ability: Iron Fist
EVs: 252 Spd / 76 SAtk / 180 Atk
Naive Nature
- Close Combat
- Overheat
- Thunder Punch
- U-turn

This is my way to deal with mono-steels with heatran (yes, I have trouble with those). Close Combat is to beat heatran and mono rocks. Overheat is to suprise physical walls.Thunder Punch is for water Monos.U-turn is to get momentum


Chandelure @ Choice Scarf
Ability: Flash Fire
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
- SolarBeam
- Fire Blast
- Shadow Ball
- Trick

Chandelure is my scarfer. Fire Blast Is insane sun-boosted STAB. SolarBeam is to deal with its weaknesses. ShadowBall is STAB, and Trick is to cripple walls.


Volcarona @ Leftovers
Ability: Flame Body
EVs: 252 Spd / 252 SAtk / 4 HP
Modest Nature
- Quiver Dance
- Fiery Dance
- Bug Buzz
- Giga Drain

Another big threat of sun monos. Quiver Dance is the crux of this set, and makes it very bulky on the special side, and very fast. Fiery Dance is sun boosted STAB with a great chance for boost. Bug Buzz is STAB, and Giga Drain is recovery.


by
Sun mono is not a good idea at all. You are missing Chlorophyll with Venusaur, a must-have in sun teams.
not neccesarily. When going against other mono teams, sun is perfectly viable. And chlorophyll Venusaur would be illegal on this team, so no
Taz ripped apart my ground team with her/his (don't actually know what gender you are taz) mono team. While my battling was crappy, my team was not so I'd say it functions quite decently.
I ripped this apart with Mono Bug c:

Please log in or register to answer this question.