Sunflora @ Life Orb/Heat Rock
Solar Power
Quiet/Modest
252 HP/Def, 252 SpAtt, 4 SpDef
- Solar Beam
- Earth Power
- Sludge Bomb/Hidden Power [Ice/Rock]/Synthesis
- Synthesis/Sunny Day
Okay, there's really no getting around it: Sunflora kinda sucks. Its only really good stat is its SpAtt, and its typing is rather horrid defensively, making its average HP and SpDef and low Def quite a hindrance. Its Speed is absolutely abysmal, as well. So, it really only has two uses as far as I can see it: Sun and Trick Room. Granted he'll need Sun anyway to be useful...
Anyway. The first version of the set has him setting up Sun himself, and this version pretty much requires him to be in a Trick Room. Give him a Heat Rock to make sure the sun stays out as long as possible, or a Life Orb to beef up his damage. Solar Beam for STAB, Earth Power to take down Fire types that switch in on him. Sludge Bomb is best for dealing with opposing Grass types, while HP Ice/Rock would deal with Flying types. Rock also deals with Bug and Ice, but has less coverage overall and leaves it walled by opposing Grass types. And of course Synthesis works if you're willing to sacrifice coverage for healing, which this thing will need desperately after the life drained by Solar Power and Life Orb.
The second version of this set will work better for if you have something else set up Sun. In this case Sunflora has room to keep all three attacks, and simply replaces Sunny Day with Synthesis (or, if you're brave, the last attack you're missing). In this case, you'll definitely want Life orb to max out damage, or possible Choice Specs if you go with four attacks.
I think this set's weaknesses are pretty obvious, though. First, Sunflora is absolutely useless without either Sunny Day or Trick Room set up. Even Chlorophyll isn't enough to save its horrid Speed, and while its SpAtt is above average, it isn't anything special compared to several other pokemon that have that SpAtt focus. Fire is obviously a HUGE threat, so unless you're confident Sunflora can OHKO with Earth Power, it's a good idea to kill anything that could use a Fire move before bringing Sunflora in. And of course its longevity is questionable, since its HP is constantly being drained by Life Orb and Solar Power, so a Burn or Toxic could be a curse if you plan to keep it alive more than a handful of turns. It's best used late-game, when only things it can OHKO remain on the field and you can still Trick Room at the very least.
Vespiquen @ Leftovers/Binding Band
Pressure
Bold/Impish/Calm/Careful/Relaxed/Sassy
252 HP, 252 Att/SpAtt, 4 Def/SpDef
- Infestation
- Defend Order
- Heal Order/Roost
- Attack Order/Bug Buzz/Air Slash/Toxic
Vespiquen is another pokemon that probably would be great if it wasn't held back by its typing. It has great bulk, just a touch better than Rotom's forms, but has a plethora of weaknesses that include a double-weakness to Rock. It can hold its own if it wishes, but does a bit better in a Trick Room team, and is actually not so bad at stalling enemies out.
First of all, if you have Trick Room support, your best bet is to go with Roost over Heal Order. While Bug/Flying is a horrid type combo, pure Bug is actually not so bad, so if you can get Roost off before an opponent's attack, you could bait them into using an Electric or Ice move, which Vespiquen will be neutral to when she Roosts, and it'll also somewhat blunt the effectiveness of Rock moves. Mispredicting and ending up hit by a Ground move isn't too bad, either, since pure Bug resists Ground. If you don't have Trick Room support, however, it doesn't especially matter which healing move it goes for, since it'll regain its Flying type by the end of the turn anyway. Defend Order, the only signature move Vespiquen really puts a lot of faith in, is there to beef it up in situations where it can set up, allowing it to survive even longer. Infestation is there to trap foes that can't deal with Vespiquen well, ensuring you at least deal a considerable amount of damage as well as guaranteeing setup chances.
For its attack, it'd depend on its nature. For a -SpAtt nature, you'll more likely want Attack Order, while -Att nature would prefer either Bug Buzz or Air Slash. Toxic could go well with any nature, while any of the attack options would work with a -Speed nature.
Again, this set is preferable for a Trick Room team, as you'll then have the option of using Roost to test the opponent for moves Vespiquen's Flying type would weaken it to, as well as having that flinch chance on Attack Order and Air Slash. Because it relies on setting up and partial trapping, it's susceptible to phasing, and because it's meant to stall, it can be weakened a lot by status, particularly Toxic. And of course, due to 4x weakness to Rock, it's not going to be very happy with Rocks thrown on your side of the field, so you'll probably want a Defogger or Spinner on your side. Honestly, just making sure the opponent doesn't have any source of Rock damage on their side at all is preferable, since Vespiquen can't even drop the weakness with Roost, and it'll be even worse if you've lost your Trick Room setter.