Well, the Title says everything. Basically this is my first competiive Team that doesn't get oblitterated by everything that it has to face. I just wanted to see, how I'd do in a competitive battle and created a Team losely using the HO Tread as a basis. I somehow ended up with a Monotype so I thoght "Hell why not?" and tried it. Next came some fiddling and twiddling and piddling and this is what it currently looks like. I am not entirely satisfied, so I hope for some suggestions.
Mega Flare:
The Idea:
Well, Basically, what does every Fire type like the most? Right, when It's nice and warm. So Drought Ninetails will make the sun shine while offering some supporting moves from its diversive movepool
Now to the main force. Quiver Dance Volcarona and Mega Charizard-Y both have a disastrous Special Attack while offering a nice variety of moves. Also Mega Charizard-Y too has the Ability Drought to keep the sun from setting when the battle lasts a little longer (He's like the Snickers of my Team)
So, A pretty solid Special Attacking force, but Oh No! What if I run into a special wall? Well, That's what Arcanine is for. Access to a nice Variety of Physical Moves and a solid Speed make him not only a good physical attacker, but also a great revenge killer. Extreme Speed helps a lot with the latter.
Now with the offense taken care of it's time to think about the defense. Because of the Team being all fire types, Stealth Rock is a pretty dangerous thing to have on your side of the field. So we need a defogger or rapid spinner. Because It is crucial for me to always have Stealth rocks on the other side of the field however, I have to go for Rapid spin. And there is no other Fire type than Torkoal, that can learn it.
Now to the last Pokemon and the one I feel the most unsatisfied with so far. Camerupt is pretty bulky and has a good Sp Attack. It also learns the Move Stealth Rock, Earth Power and Flash cannon, covering a good amount of weaknesses, while at the same time being pretty resistant to the common counters for fire types.
Analysis: This is going to be bad
Sheila (Torkoal) (F) @ Leftovers
Ability: Shell Armor
EVs: 248 HP / 8 SpA / 252 SpD
Sassy Nature
IVs: 0 Spe
- Stealth Rock
- Lava Plume
- Sunny Day
- Rapid Spin
Usually being the Lead, setting up Stealth Rock and (if taken damage is low enough) Sunny day, before Rapid Spinning away the opponents Hazards. with a still not to underestimate special attack she is able to do some massive damage to some spin blockers while tanking theirs, forcing them to switch out and then spinning anyway.
Vixi (Ninetales) (F) @ Heat Rock
Ability: Drought
EVs: 252 HP / 252 Def
Calm Nature
IVs: 0 Atk
- Flamethrower
- Will-O-Wisp
- Solar Beam
- Hypnosis
secondary lead and support she goes in first against Teams that are too dangerous to let them set up. With Drought setting up most of what I need and Will-O-Wisp to cripple physical attackers and Hypnosis to sleep the target her main objective is to give Volcarona time to set up one or two quiver dances. Also perfect lead for setting up against water type monotypes, because of the Sunny Day, Solar Beam combo.
Dorn (Charizard-Mega-Y) (M) @ Charizardite Y
Ability: Solar Power
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Air Slash
- Fire Blast
- Solar Beam
- Dragon Pulse
The Mega of the Team. Fast Special sweeper with Fire Blast and Air Slash as STAB moves and Solar Beam and Dragon Pulse as coverage. probably the most straight forward in the whole team.
Mothra (Volcarona) (F) @ Life Orb
Ability: Flame Body
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Fiery Dance
- Giga Drain
- Quiver Dance
- Hidden Power [ice]
There is not much to say about Volcarona:
Con: She needs one turn to set up with quiver dance
Pro: after that she just burns through enemy teams like a Flamethrower through paper.
With Fiery Dance as a strong STAB move that further boosts her Special Attack and Giga Drain to restore the HP lost through the Life orb it is difficult to get around her once she got the tempo up. HP Ice is a nice coverage ove to deal with nasty dragon types and Flamebody hopefully cripples any Revenge killer that managed to hit her.
Rexy (Arcanine) (M) @ Choice Scarf
Ability: Flash Fire
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Extreme Speed
- Close Combat
- Wild Charge
- Flare Blitz
Choice scarfed Physical sweeper/revenge killer. Extreme speed guarantees that he'll outspeed even the fastest opponent.
Urmel (Camerupt) (F) @ Passho Berry
Ability: Solid Rock
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
IVs: 0 Atk
- Earth Power
- Lava Plume
- Stone Edge
- Flash Cannon
Camerupt. Nice bulk and a good coverage with stone edge and flash cannon. the Passho Berry along with Solid Rock pretty much guarantees her to survive switching into a strong water type move.
Export:
Treads:
Sashed Dragon Dancers, amplyfied by the ability Moxxie.
Azumarril with sap sipper,
Aqua Jet.
probably some more, that I am not too well aware of, because of my inexperience.
Well, I'd really like to hear, what you think and how you would improve this Team. I still don't know how serious I want to get into competitive play, but I had fun so far. Also, like I said, this is my first competitive Team, so please go easy on my noobish ass.