Divine Retribution
Conquistador de pan
So, with Genesect being banned pretty much ruining my MonoSteel, I need a new primary MonoType team. Naturally, I looked to my second favourite type, and the only other type I had any success with at all, Fire.
Fire is an interesting type. If it wasn't for DroughtTales being banned from PO Monotype, I am insistent it would be the dominant type by far, but unfortunately, he is.
As we all know, Fire is terrible defensively. There's very little to do about it's Rock, Ground, and Water weaknesses, so I figured I'd throw defense to the wind and go all-out offensively. Of course, exposure to every type of hazards poses a problem...
Instead of boring you with a teambuilding process, I'll just get right to the team for now.
Darmanitan @ Choice Scarf
Nature: Adamant
Trait: Sheer Force
EVs: 252 Speed, 252 Attack, 4 HP
-U-Turn
-Flare Blitz
-Superpower
-Earthquake
Darmanitan opens my team as an anti-lead sweeper by putting pressure on opposing leads and hazard setters by threatening powerful Sheer Force boosted Flare Blitzes. Ferrothorn is OHKO'd, Hippowdown is 2HKO'd, Skamory is 2HKOd (unfortunately 3HKO'd if it carries Leftovers), and nearly all other hazard setters are one or two hit KO'd, with only Tentacruel being a threat. Tentacruel eats Earthquake. Superpower hits leads like Tyranitar hard, and U-Turn is mandatory on a Choice user, but I might look into other options.
Chandelure @ Choice Scarf
Nature: Timid
Trait: Flash Fire (unless Shadow Tag isn't banned on PO Monotype)
EVs: 252 Speed, 252 Sp. Atk, 4 HP
-Fire Blast
-Shadow Ball
-Hidden Power (Ice)
-Energy Ball
While Darmanitan hits from the physical side, Chandelure launches massively powerful Special attacks. My favourite set is the Choice Scarf set, launching incredibly powerful Fire Blasts and Shadow Balls. Hidden Power (Ice) hits Gliscor and Landorus, while Energy Ball is reserved only for Swampert, Gastrodon, and the Rock/Water Shell Smashers like Omastar and Carracosta.
Heatran @ Air Balloon
Nature: Timid
Trait: Flash Fire
EVs: 252 Speed, 252 Sp. Atk, 4 HP
-Fire Blast
-Earth Power
-Dragon Pulse
-Flame Charge
An old friend I just couldn't help but use, Flame Charge Heatran poses an offensive threat to any team, as well as packing 4 double-resistances and two immunities. Fire Blast is a powerful STAB that hits everything neutral to it for hard damage, while Earth Power hits opposing Fire types hard. Dragon Pulse smacks Lati@s, Kingdra, and the like hard, while Flame Charge is solely for boosting Speed on switches.
Torkoal @ Leftovers
Nature: Bold
Trait: White Smoke
EVs: 252 HP, 252 Defence, 4 Sp. Def
-Rapid Spin
-Stealth Rock
-Will O' Wisp
-Lava Plume
Meet Fire's only spinner (unfortunately), Torkoal. While Torkoal has decent defensive stats, he's crippled by a terrible typing and no recovery. I gave him Stealth Rocks for lack of a better option, and Will O' Wisp to shut down physical attackers and walls. Lava Plume stops him from being total Taunt bait.
Infernape @ Expert Belt
Nature: Hasty
Trait: Iron Fist
EVs: 252 Speed, 252 Attack, 4 Sp. Atk
-Overheat
-Close Combat
-Mach Punch
-U-Turn
MixApe with Thunderpunch, not much to say. Overheat roasts physical walls, especially Skarmory, while STAB Close Combat massacres that which does not resist it. Mach Punch picks off weakened threats that might outspeed him. U-Turn lets him bluff a Scarf set.
Victini @ Choice Scarf
Nature: Adamant
Trait: Victory Star
EVs: 252 Speed, 252 Attack, 4 HP
-V-Create
-Bolt Strike
-Zen Headbutt
-U-Turn
Victini is quite probably my MVP, and carrys a lot of weight on my team, including being my biggest threat to Water teams. V-Create roasts anything and everything that doesn't resist it, but unfortunately Water teams do resist it, so that's where Bolt Strike comes in. Zen Headbutt is mostly for Fighting teams, and U-Turn is for hopping to Chandelure if necessary.
So that's it, really. As a Fire team, it naturally faces a lot of problems, most notably Water teams. There's literally nothing I could do about that, however. I considered Rotom-H over Victini, and still am somewhat considering it, but I don't think he quite has the power to KO most threats, while a Fusion Bolt from Victini leaves anything hurting. Stealth Rocks is a problem, since I'm using the world's worst spinner, bar Delibird. Really, anything I can't simply overpower and sweep poses a problem, but there's not a lot that can eat my STAB Fire attacks and threaten me in return. I am also aware that I'm using 3 Choice users, but all 3 are notoriously hard to wall, and worse comes to worse, I'll sacrifice Torkoal.
Fire is an interesting type. If it wasn't for DroughtTales being banned from PO Monotype, I am insistent it would be the dominant type by far, but unfortunately, he is.
As we all know, Fire is terrible defensively. There's very little to do about it's Rock, Ground, and Water weaknesses, so I figured I'd throw defense to the wind and go all-out offensively. Of course, exposure to every type of hazards poses a problem...
Instead of boring you with a teambuilding process, I'll just get right to the team for now.
Darmanitan @ Choice Scarf
Nature: Adamant
Trait: Sheer Force
EVs: 252 Speed, 252 Attack, 4 HP
-U-Turn
-Flare Blitz
-Superpower
-Earthquake
Darmanitan opens my team as an anti-lead sweeper by putting pressure on opposing leads and hazard setters by threatening powerful Sheer Force boosted Flare Blitzes. Ferrothorn is OHKO'd, Hippowdown is 2HKO'd, Skamory is 2HKOd (unfortunately 3HKO'd if it carries Leftovers), and nearly all other hazard setters are one or two hit KO'd, with only Tentacruel being a threat. Tentacruel eats Earthquake. Superpower hits leads like Tyranitar hard, and U-Turn is mandatory on a Choice user, but I might look into other options.
Chandelure @ Choice Scarf
Nature: Timid
Trait: Flash Fire (unless Shadow Tag isn't banned on PO Monotype)
EVs: 252 Speed, 252 Sp. Atk, 4 HP
-Fire Blast
-Shadow Ball
-Hidden Power (Ice)
-Energy Ball
While Darmanitan hits from the physical side, Chandelure launches massively powerful Special attacks. My favourite set is the Choice Scarf set, launching incredibly powerful Fire Blasts and Shadow Balls. Hidden Power (Ice) hits Gliscor and Landorus, while Energy Ball is reserved only for Swampert, Gastrodon, and the Rock/Water Shell Smashers like Omastar and Carracosta.
Heatran @ Air Balloon
Nature: Timid
Trait: Flash Fire
EVs: 252 Speed, 252 Sp. Atk, 4 HP
-Fire Blast
-Earth Power
-Dragon Pulse
-Flame Charge
An old friend I just couldn't help but use, Flame Charge Heatran poses an offensive threat to any team, as well as packing 4 double-resistances and two immunities. Fire Blast is a powerful STAB that hits everything neutral to it for hard damage, while Earth Power hits opposing Fire types hard. Dragon Pulse smacks Lati@s, Kingdra, and the like hard, while Flame Charge is solely for boosting Speed on switches.
Torkoal @ Leftovers
Nature: Bold
Trait: White Smoke
EVs: 252 HP, 252 Defence, 4 Sp. Def
-Rapid Spin
-Stealth Rock
-Will O' Wisp
-Lava Plume
Meet Fire's only spinner (unfortunately), Torkoal. While Torkoal has decent defensive stats, he's crippled by a terrible typing and no recovery. I gave him Stealth Rocks for lack of a better option, and Will O' Wisp to shut down physical attackers and walls. Lava Plume stops him from being total Taunt bait.
Infernape @ Expert Belt
Nature: Hasty
Trait: Iron Fist
EVs: 252 Speed, 252 Attack, 4 Sp. Atk
-Overheat
-Close Combat
-Mach Punch
-U-Turn
MixApe with Thunderpunch, not much to say. Overheat roasts physical walls, especially Skarmory, while STAB Close Combat massacres that which does not resist it. Mach Punch picks off weakened threats that might outspeed him. U-Turn lets him bluff a Scarf set.
Victini @ Choice Scarf
Nature: Adamant
Trait: Victory Star
EVs: 252 Speed, 252 Attack, 4 HP
-V-Create
-Bolt Strike
-Zen Headbutt
-U-Turn
Victini is quite probably my MVP, and carrys a lot of weight on my team, including being my biggest threat to Water teams. V-Create roasts anything and everything that doesn't resist it, but unfortunately Water teams do resist it, so that's where Bolt Strike comes in. Zen Headbutt is mostly for Fighting teams, and U-Turn is for hopping to Chandelure if necessary.
So that's it, really. As a Fire team, it naturally faces a lot of problems, most notably Water teams. There's literally nothing I could do about that, however. I considered Rotom-H over Victini, and still am somewhat considering it, but I don't think he quite has the power to KO most threats, while a Fusion Bolt from Victini leaves anything hurting. Stealth Rocks is a problem, since I'm using the world's worst spinner, bar Delibird. Really, anything I can't simply overpower and sweep poses a problem, but there's not a lot that can eat my STAB Fire attacks and threaten me in return. I am also aware that I'm using 3 Choice users, but all 3 are notoriously hard to wall, and worse comes to worse, I'll sacrifice Torkoal.