Hello, and welcome to Vanilla Venison, a sun Rate My Team. I have played BW since near the beginning, and this is my favourite team. It may not be my best, but I love this team, despite only recently making it. It is a style I don't play often - offense. At least I believe it to be. As the name suggests, it is plain, like vanilla, but unusual, like venison. Weather being the vanilla, the complimentary back-ups are the venison.
I knew I wanted to do a team based around Sawsbuck. Deer also makes Venison, so that's part of the reason to my name. Now, Sawsbuck always functions best in Sun, so I added Ninetales as well, to cover that. It seemed a nice base, and although at that point I had little enthusiasm.
If Sawsbuck was to be part of a core, it was going to be an offensive, set-up core. So, I added the most threatening sun sweeper in OU. What else could it be?
I had a biggish rock weakness at that point, and I needed a final member to the core. I added Venusaur, and it allows me to put things to sleep - even for itself, or for other members of the team. However, often I find I cannot sweep with it and it is just a support pokemon, so I am looking for a replacement to it.
A suicide Jirachi would let me get my sweepers set up to go, and it helps to revenge or stop opposing sweeper. It is part of a support that is designed to cripple the opponent, and it does it job extremely well.
Finally, I had a weakness to Flying and Fire, and Heatran helps cover these. It also lets me Will-o-Wisp opponents and stall them to death, or just commit suicide for my sweepers. The team was ready to go.
Ninetales @ Leftovers
Trait: Drought
EVs: 128 HP / 252 SAtk / 20 SDef / 108 Spd
Modest Nature (+SAtk, -Atk)
- Sunny Day
- SolarBeam
- Fire Blast
- Will-O-Wisp
The Sunny Day Ninetales. This ingenious creation helps me win weather wars, as well as cripple physical leads, such as Donphan who can't do anything once they are Will-O-Wisp'd. I use Ninetales as my lead most of the time, unless Jirachi is more suited to the situation, such as against Aerodactyl, Meinshao, or to Trick something to prevent them from doing their job. Sunny Day lets me punch holes in an opposing weather team when they can't keep in their weather starter. Solar Beam is what lets me hit Tyranitar, Politoed and Hippowdon hard, as well as being useful to KO certain pokemon in their team, if I can correctly predict switch ins. Will-O-Wisp lets me burn any physical sweepers, basically crippling them.
Sawsbuck @ Leftovers
Trait: Chlorophyll
EVs: 136 HP / 252 Atk / 4 SDef / 116 Spd
Adamant Nature (+Atk, -SAtk)
- Swords Dance
- Horn Leech
- Return
- Nature Power
Once sun is up, and I have Swords Danced, Sawsbuck can tear through teams as quick as light - if any Scizor or Conkeldurr are out of the way. And even if they aren't they need a free switch in so that's atleast one KO. A Scizor's Bullet Punch does 70% anyway, so if I've got that to give, then I'm fine. The EV spread is given to get the biggest attacking power, while also meaning it can pull of Swords Dance. Horn Leech is it's recovery move, possible allowing it to restore enough HP it needs to take a hit, making it a very useful move. Return is the primary STAB, reaching 153 base power with STAB included. Nature Power is an extremely useful coverage move, in simulators and wifi it basically means it can use Earthquake, which allows it to hit the likes of Steels and Chandelure hard.
Volcarona @ Leftovers
Trait: Flame Body
EVs: 240 HP / 216 Def / 52 Spd
Bold Nature (+Def, -Atk)
- Quiver Dance
- Bug Buzz
- Fiery Dance
- Morning Sun
Bulky Volcarona. Something that I had not previously tried, prefering ChestoRest over it. Once I have gone round burning everything or Tricking them, Volcarona can get an easy set up, meaning that nothing can get in it's way. The EV spread focuses on bulk which lets me set-up, while also allowing me to outspeed base 120s at +1. This set might seem like it doesn't have the raw power to sweep, but it does, because it can get more Quiver Dances. 2 or 3 Quiver Dances with bulky investment are better than 1 with offensive investment. Quiver Dance lets me boost my Special Attack, Speed and my Special Defense. The latter two can also mean that i get more Quiver Dances. Bug Buzz lets me hit water types hard, while Fiery Dance is the STAB of choice for most other pokemon. Morning Sun is extremely useful, as it can allow me to get to +6 every so often, and if the opponent isn't playing correctly.
You may have noticed at the beggining that I haven't got a Rapid Spinner. That is because this set takes Stealth Rock better than most Volcarona. Say, if I can switch in on say, a burned Dragonite they can't do anything about me, because an Earthquake doesn't do 50% damage, and rarely ever do they manage to gets spikes up as well, as the primary spikers are O/2HKOed by most of my team, and they get set-up on by Jirachi or Sawsbuck. Another reason why I have no Rapid Spin support is that there are generally no hazards on the field. Ninetales and Jirachi can often prevent Stealth Rock from getting up, and if not they can give a free switch-in so that it can use Morning Sun.
Venusaur @ Life Orb
Trait: Chlorophyll
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Growth
- Sleep Powder
- SolarBeam
- Hidden Power [Fire]
My second Chlorophyll sweeper. It can also be a brilliant support pokemon, as it carries Sleep Powder. I'm finding that I can't say much about it really, as it's quite a simple pokemon. Set-up and sweep, or just Sleep Powder things so that it can sweep, or so that Volcarona or Sawsbuck can sweep, depending on the team. Growth lets me boost my Special Attack to a brilliant +2, meaning that not much can stop it. Sleep Powder is it's main asset, it can use it to get it's counters out of the way, or to just set up, or to get a counter to the team out of the way. Solar Beam is it's STAB, while Hidden Power [Fire] gives coverage on steels. Dragons that would normally be it's counters, are at this point normally scarfed and/or burned, which make them pretty pathetic counters.
Jirachi @ Choice Scarf
Trait: Serene Grace
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Trick
- Ice Punch
- Iron Head
- ThunderPunch
Ah, Scarfrachi. This pokemon is probably my favourite pokemon in the current metagame, and I have played with it since I began. This star can Trick to allow my team to set up, or try and Freeze or Paralyse with the Elemental Punches. It can also be a hard counter to many leads, such as Aerodactyl, Meinshao, Mamoswine as well as others. Trick is the sets main thing, messing up the opponents strategy. Ice Punch hits hard on Salamence, Dragonite and hits Gliscor hard if it tries to switch in, although not getting a KO. Iron Head can be used to hit leads hard as my STAB, or can be abused to flinch things into oblivion, especially if they're burned. Thunder Punch is mainly there for rain teams, and it can also paralyse. I am considering replacing one of the punches with Fire Punch, not for the sun boost, but for the burn chance.
Heatran @ Leftovers
Trait: Flash Fire
EVs: 248 HP / 160 SDef / 100 Spd
Calm Nature (+SDef, -Atk)
- Lava Plume
- Stealth Rock
- Protect
- Will-O-Wisp
Heatran is another way to burn the opponent. It is also my Stealth Rocker, however I often find I am not using it. I find this pokemon also counters sand teams well, as often they switch in their counters to Heatran immediately, not suspecting a Will-O-Wisp. I can then switch and easily set up on them, or switch and sacrifice, say, Venusaur to get another sand sweeper down. At that point there is normally not much they can do, and it's simply a matter of wearing them down. Lava Plume is my attack, it allows me to hurt opposing pokemon fairly hard if sun is up. Stealth Rock can be used to mean that that I can sweep easier, or just wear the opponent down so they can't switch much. Protect is used to stall a burn, or to get Leftovers recovery.
You may notice that Heatran is a more stally pokemon on an offensive team. This team has the ability to easily switch from offense to stall, using Heatran and Jirachi to wear things down, and the offensive core to push past any counters. The ability to do this means that the team is harder to counter.
This team is about crippling the opponent, then abusing sweepers to rip through everything, because their counters will hopefully be burned, asleep, or scarfed. As previously said, I love this team, and I hope you like it too. I don't actually know how good this team is, because I've not really had the time to test it much, but I hope it is good, and if it's not, hopefully it will be made so by this RMT.
I knew I wanted to do a team based around Sawsbuck. Deer also makes Venison, so that's part of the reason to my name. Now, Sawsbuck always functions best in Sun, so I added Ninetales as well, to cover that. It seemed a nice base, and although at that point I had little enthusiasm.
If Sawsbuck was to be part of a core, it was going to be an offensive, set-up core. So, I added the most threatening sun sweeper in OU. What else could it be?
I had a biggish rock weakness at that point, and I needed a final member to the core. I added Venusaur, and it allows me to put things to sleep - even for itself, or for other members of the team. However, often I find I cannot sweep with it and it is just a support pokemon, so I am looking for a replacement to it.
A suicide Jirachi would let me get my sweepers set up to go, and it helps to revenge or stop opposing sweeper. It is part of a support that is designed to cripple the opponent, and it does it job extremely well.
Finally, I had a weakness to Flying and Fire, and Heatran helps cover these. It also lets me Will-o-Wisp opponents and stall them to death, or just commit suicide for my sweepers. The team was ready to go.
Ninetales @ Leftovers
Trait: Drought
EVs: 128 HP / 252 SAtk / 20 SDef / 108 Spd
Modest Nature (+SAtk, -Atk)
- Sunny Day
- SolarBeam
- Fire Blast
- Will-O-Wisp
The Sunny Day Ninetales. This ingenious creation helps me win weather wars, as well as cripple physical leads, such as Donphan who can't do anything once they are Will-O-Wisp'd. I use Ninetales as my lead most of the time, unless Jirachi is more suited to the situation, such as against Aerodactyl, Meinshao, or to Trick something to prevent them from doing their job. Sunny Day lets me punch holes in an opposing weather team when they can't keep in their weather starter. Solar Beam is what lets me hit Tyranitar, Politoed and Hippowdon hard, as well as being useful to KO certain pokemon in their team, if I can correctly predict switch ins. Will-O-Wisp lets me burn any physical sweepers, basically crippling them.
Sawsbuck @ Leftovers
Trait: Chlorophyll
EVs: 136 HP / 252 Atk / 4 SDef / 116 Spd
Adamant Nature (+Atk, -SAtk)
- Swords Dance
- Horn Leech
- Return
- Nature Power
Once sun is up, and I have Swords Danced, Sawsbuck can tear through teams as quick as light - if any Scizor or Conkeldurr are out of the way. And even if they aren't they need a free switch in so that's atleast one KO. A Scizor's Bullet Punch does 70% anyway, so if I've got that to give, then I'm fine. The EV spread is given to get the biggest attacking power, while also meaning it can pull of Swords Dance. Horn Leech is it's recovery move, possible allowing it to restore enough HP it needs to take a hit, making it a very useful move. Return is the primary STAB, reaching 153 base power with STAB included. Nature Power is an extremely useful coverage move, in simulators and wifi it basically means it can use Earthquake, which allows it to hit the likes of Steels and Chandelure hard.
Volcarona @ Leftovers
Trait: Flame Body
EVs: 240 HP / 216 Def / 52 Spd
Bold Nature (+Def, -Atk)
- Quiver Dance
- Bug Buzz
- Fiery Dance
- Morning Sun
Bulky Volcarona. Something that I had not previously tried, prefering ChestoRest over it. Once I have gone round burning everything or Tricking them, Volcarona can get an easy set up, meaning that nothing can get in it's way. The EV spread focuses on bulk which lets me set-up, while also allowing me to outspeed base 120s at +1. This set might seem like it doesn't have the raw power to sweep, but it does, because it can get more Quiver Dances. 2 or 3 Quiver Dances with bulky investment are better than 1 with offensive investment. Quiver Dance lets me boost my Special Attack, Speed and my Special Defense. The latter two can also mean that i get more Quiver Dances. Bug Buzz lets me hit water types hard, while Fiery Dance is the STAB of choice for most other pokemon. Morning Sun is extremely useful, as it can allow me to get to +6 every so often, and if the opponent isn't playing correctly.
You may have noticed at the beggining that I haven't got a Rapid Spinner. That is because this set takes Stealth Rock better than most Volcarona. Say, if I can switch in on say, a burned Dragonite they can't do anything about me, because an Earthquake doesn't do 50% damage, and rarely ever do they manage to gets spikes up as well, as the primary spikers are O/2HKOed by most of my team, and they get set-up on by Jirachi or Sawsbuck. Another reason why I have no Rapid Spin support is that there are generally no hazards on the field. Ninetales and Jirachi can often prevent Stealth Rock from getting up, and if not they can give a free switch-in so that it can use Morning Sun.
Venusaur @ Life Orb
Trait: Chlorophyll
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Growth
- Sleep Powder
- SolarBeam
- Hidden Power [Fire]
My second Chlorophyll sweeper. It can also be a brilliant support pokemon, as it carries Sleep Powder. I'm finding that I can't say much about it really, as it's quite a simple pokemon. Set-up and sweep, or just Sleep Powder things so that it can sweep, or so that Volcarona or Sawsbuck can sweep, depending on the team. Growth lets me boost my Special Attack to a brilliant +2, meaning that not much can stop it. Sleep Powder is it's main asset, it can use it to get it's counters out of the way, or to just set up, or to get a counter to the team out of the way. Solar Beam is it's STAB, while Hidden Power [Fire] gives coverage on steels. Dragons that would normally be it's counters, are at this point normally scarfed and/or burned, which make them pretty pathetic counters.
Jirachi @ Choice Scarf
Trait: Serene Grace
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Trick
- Ice Punch
- Iron Head
- ThunderPunch
Ah, Scarfrachi. This pokemon is probably my favourite pokemon in the current metagame, and I have played with it since I began. This star can Trick to allow my team to set up, or try and Freeze or Paralyse with the Elemental Punches. It can also be a hard counter to many leads, such as Aerodactyl, Meinshao, Mamoswine as well as others. Trick is the sets main thing, messing up the opponents strategy. Ice Punch hits hard on Salamence, Dragonite and hits Gliscor hard if it tries to switch in, although not getting a KO. Iron Head can be used to hit leads hard as my STAB, or can be abused to flinch things into oblivion, especially if they're burned. Thunder Punch is mainly there for rain teams, and it can also paralyse. I am considering replacing one of the punches with Fire Punch, not for the sun boost, but for the burn chance.
Heatran @ Leftovers
Trait: Flash Fire
EVs: 248 HP / 160 SDef / 100 Spd
Calm Nature (+SDef, -Atk)
- Lava Plume
- Stealth Rock
- Protect
- Will-O-Wisp
Heatran is another way to burn the opponent. It is also my Stealth Rocker, however I often find I am not using it. I find this pokemon also counters sand teams well, as often they switch in their counters to Heatran immediately, not suspecting a Will-O-Wisp. I can then switch and easily set up on them, or switch and sacrifice, say, Venusaur to get another sand sweeper down. At that point there is normally not much they can do, and it's simply a matter of wearing them down. Lava Plume is my attack, it allows me to hurt opposing pokemon fairly hard if sun is up. Stealth Rock can be used to mean that that I can sweep easier, or just wear the opponent down so they can't switch much. Protect is used to stall a burn, or to get Leftovers recovery.
You may notice that Heatran is a more stally pokemon on an offensive team. This team has the ability to easily switch from offense to stall, using Heatran and Jirachi to wear things down, and the offensive core to push past any counters. The ability to do this means that the team is harder to counter.
This team is about crippling the opponent, then abusing sweepers to rip through everything, because their counters will hopefully be burned, asleep, or scarfed. As previously said, I love this team, and I hope you like it too. I don't actually know how good this team is, because I've not really had the time to test it much, but I hope it is good, and if it's not, hopefully it will be made so by this RMT.
Code:
Apollo (Ninetales) (M) @ Leftovers
Trait: Drought
EVs: 128 HP / 252 SAtk / 20 SDef / 108 Spd
Modest Nature (+SAtk, -Atk)
- Sunny Day
- SolarBeam
- Fire Blast
- Will-O-Wisp
Athena (Sawsbuck-Winter) (F) @ Leftovers
Trait: Chlorophyll
EVs: 136 HP / 252 Atk / 4 SDef / 116 Spd
Adamant Nature (+Atk, -SAtk)
- Swords Dance
- Horn Leech
- Return
- Nature Power
Zeus (Heatran) (M) @ Leftovers
Trait: Flash Fire
EVs: 248 HP / 160 SDef / 100 Spd
Calm Nature (+SDef, -Atk)
- Lava Plume
- Stealth Rock
- Protect
- Will-O-Wisp
Mars (Volcarona) (M) @ Leftovers
Trait: Flame Body
EVs: 240 HP / 216 Def / 52 Spd
Bold Nature (+Def, -Atk)
- Quiver Dance
- Bug Buzz
- Fiery Dance
- Morning Sun
Artemis (Venusaur) (F) @ Life Orb
Trait: Chlorophyll
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Growth
- Sleep Powder
- SolarBeam
- Hidden Power [Fire]
Gaia (Jirachi) @ Choice Scarf
Trait: Serene Grace
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Trick
- Ice Punch
- Iron Head
- ThunderPunch
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