Fire. On earth, it is quite possibly the most destructive substance that can be created and controlled (I'm excepting weapons grade plutonium), and yet in the end it is uncontrollable when it becomes to powerful. It's been a tool of creation throughout human history, and also a tool of destruction.
It's also been a starter type since Gen1, and by far the most criminally underrepresented of the three. With the SR weakness it brings, as well as three desperate weaknesses, despite the power the type possesses, it sees powerful threats relegated to lower tiers. In the late days of Gen4, in NU it was a common teambuild to have four fire types, to break down the opponents resistances and win. This is a hearkening to those days.
Knuckles (Typhlosion) (F) @ Choice Scarf
Trait: Blaze
Shiny: Yes
EVs: 252 SAtk / 252 Spd / 4 SDef
Timid Nature
- Eruption
- Fire Blast
- Focus Blast
- Hidden Power [Rock]
To those of you who remember those old days of firey dominance in Gen4 NU, this should be a blast from the past. Typhlosion leads, used to fire Eruptions around and blast holes in teams. The moves are both standard and obvious, as they're pretty much all a Typhlosion can have. I WANT to add Thunderpunch or Earthquake somewhere to handle "surprise" Lanturns and Slowkings, but these moves do enough for me.
Magnum PI (Magmortar) (M) @ Expert Belt
Trait: Vital Spirit
Shiny: Yes
EVs: 24 HP / 232 Spd / 252 SAtk
Timid Nature
- Flamethrower
- Thunderbolt
- Focus Blast
- Hidden Power [Grass]
Magmortar should also be a familiar sight. Blessed with an amazing power and movepool, Expert Belt Magmortar is what the name suggests - a cannon, massive and poised at the opponent's team. Flamethrower instead of Fire Blast is a pointed choice, as unlike the rest of my team, when Magmortar is down to using his fire move, it's usually a job where accuracy is required - Fire Blast doesn't endear me every time with that 85% accuracy, and a team full of it is crazy.
SingleMalt (Moltres) @ Choice Specs
Trait: Pressure
Shiny: Yes
EVs: 252 SAtk / 252 Spd / 4 Def
Timid Nature
- Fire Blast
- Hurricane
- U-turn
- Hidden Power [Grass]
Moltres, the third bird of the first trio of legendaries, and the second bird of the three in terms of power. Oddly enough, his goal when he comes out boils down to one of two things - destroying opposing Slowkings and Lanturns with HP Grass or Hurricane, and then taking down as much as it can with Hurricane (or occasionally Fire Blast) before dying a death diginified for a phoenix. Since it hits with the force of an atomic weapon, he can be forgiven for not needing much tact. Or defense.
Entietam (Entei) @ Flame Plate
Trait: Pressure
Shiny: Yes
EVs: 252 Spd / 252 Atk / 4 SAtk
Adamant Nature
- Flare Blitz
- ExtremeSpeed
- Stone Edge
- Hidden Power [Grass]
Entei, on the other hand, very much likes his defense, as it means he gets more time to blast holes through the physical walls in their teams. How a nearly perfect EVd Entei could have come from the event, I'm not sure, but Pokémon Showdown allows it, so... HP Grass is strictly there for Kabutops, Omastar, Rhydon, and other such scum that play massive resistances and physical defense, as it can nearly OHKO most of those. Standard, really.
High Druid (Druddigon) (M) @ Leftovers
Trait: Rough Skin
Shiny: Yes
EVs: 252 Atk / 236 HP / 20 Spd
Adamant Nature
- Earthquake
- Outrage
- Stealth Rock
- Sucker Punch
The only new addition to my team as of yet, Druddigon was suggested because it adds the offensive presence to beat multiple threats like Slowking and Lanturn. Only time will tell if this dragon's place on this team is warrented. (and if I will get a picture for it)
HitManJackie (Hitmonchan) (M) @ Leftovers
Trait: Iron Fist
EVs: 252 HP / 252 Spd / 4 Atk
Careful Nature
- Rapid Spin
- Foresight
- Drain Punch
- ThunderPunch
Everyone's favorite haymaker hits the field, and while the move choice may be a questionable one, it's also my easiest to explain. A fire team NEEDS a Rapid Spinner, and needs a reliable one - defensively, Hitmonchan can do that, and Foresight provides reliability in getting the spin off. (I've also used it to hit Spiritomb super effectively, but that's a different matter). As for Thunderpunch, I need SOMETHING to take out Slowking, and even if it's only getting it in range for Moltres, Hitmonchan can do that with Thunderpunch. Unless they have CM and Psyshock. Then I'm screwed anyway.
So, that's the team.
THREATS:
SLOWKING: Oh ye Arceuss Slowking. That thing can rip through my team, and depending on the moveset it can do it with me not even having much of a chance of fighting back. If it has something like Calm Mind/Psyshock/Surf/Slack Off... not that I've seen one like that, but they could exist... normally, I sac Hitmonchan on them, and then finish them with Moltres, but they're so annoyingly COMMON that it's hard to do even that!
LANTURN: Even worse occasionally than Slowking. Fortunately, they can be slowed in single combat by Steelix and Hitmonchan, and if push comes to shove I can hit them neutrally or super effectively with all of my fire types (and they don't take hits as well as Slowbro). Still a high level threat.
MUNCHLAX: Can be VERY ANNOYING, because most of my team hates it. Hitmonchan and Steelix make it more of a nonissue, but it remains annoying.
NIDOQUEEN: Any opponent that uses paralysis support with this is a threat. Not seen anyone yet, but considering this thing can easily and commonly run an SE move for every member of my team barring the one that can't touch it... yeah.
It's also been a starter type since Gen1, and by far the most criminally underrepresented of the three. With the SR weakness it brings, as well as three desperate weaknesses, despite the power the type possesses, it sees powerful threats relegated to lower tiers. In the late days of Gen4, in NU it was a common teambuild to have four fire types, to break down the opponents resistances and win. This is a hearkening to those days.
Knuckles (Typhlosion) (F) @ Choice Scarf
Trait: Blaze
Shiny: Yes
EVs: 252 SAtk / 252 Spd / 4 SDef
Timid Nature
- Eruption
- Fire Blast
- Focus Blast
- Hidden Power [Rock]
To those of you who remember those old days of firey dominance in Gen4 NU, this should be a blast from the past. Typhlosion leads, used to fire Eruptions around and blast holes in teams. The moves are both standard and obvious, as they're pretty much all a Typhlosion can have. I WANT to add Thunderpunch or Earthquake somewhere to handle "surprise" Lanturns and Slowkings, but these moves do enough for me.
Magnum PI (Magmortar) (M) @ Expert Belt
Trait: Vital Spirit
Shiny: Yes
EVs: 24 HP / 232 Spd / 252 SAtk
Timid Nature
- Flamethrower
- Thunderbolt
- Focus Blast
- Hidden Power [Grass]
Magmortar should also be a familiar sight. Blessed with an amazing power and movepool, Expert Belt Magmortar is what the name suggests - a cannon, massive and poised at the opponent's team. Flamethrower instead of Fire Blast is a pointed choice, as unlike the rest of my team, when Magmortar is down to using his fire move, it's usually a job where accuracy is required - Fire Blast doesn't endear me every time with that 85% accuracy, and a team full of it is crazy.
SingleMalt (Moltres) @ Choice Specs
Trait: Pressure
Shiny: Yes
EVs: 252 SAtk / 252 Spd / 4 Def
Timid Nature
- Fire Blast
- Hurricane
- U-turn
- Hidden Power [Grass]
Moltres, the third bird of the first trio of legendaries, and the second bird of the three in terms of power. Oddly enough, his goal when he comes out boils down to one of two things - destroying opposing Slowkings and Lanturns with HP Grass or Hurricane, and then taking down as much as it can with Hurricane (or occasionally Fire Blast) before dying a death diginified for a phoenix. Since it hits with the force of an atomic weapon, he can be forgiven for not needing much tact. Or defense.
Entietam (Entei) @ Flame Plate
Trait: Pressure
Shiny: Yes
EVs: 252 Spd / 252 Atk / 4 SAtk
Adamant Nature
- Flare Blitz
- ExtremeSpeed
- Stone Edge
- Hidden Power [Grass]
Entei, on the other hand, very much likes his defense, as it means he gets more time to blast holes through the physical walls in their teams. How a nearly perfect EVd Entei could have come from the event, I'm not sure, but Pokémon Showdown allows it, so... HP Grass is strictly there for Kabutops, Omastar, Rhydon, and other such scum that play massive resistances and physical defense, as it can nearly OHKO most of those. Standard, really.
High Druid (Druddigon) (M) @ Leftovers
Trait: Rough Skin
Shiny: Yes
EVs: 252 Atk / 236 HP / 20 Spd
Adamant Nature
- Earthquake
- Outrage
- Stealth Rock
- Sucker Punch
The only new addition to my team as of yet, Druddigon was suggested because it adds the offensive presence to beat multiple threats like Slowking and Lanturn. Only time will tell if this dragon's place on this team is warrented. (and if I will get a picture for it)
HitManJackie (Hitmonchan) (M) @ Leftovers
Trait: Iron Fist
EVs: 252 HP / 252 Spd / 4 Atk
Careful Nature
- Rapid Spin
- Foresight
- Drain Punch
- ThunderPunch
Everyone's favorite haymaker hits the field, and while the move choice may be a questionable one, it's also my easiest to explain. A fire team NEEDS a Rapid Spinner, and needs a reliable one - defensively, Hitmonchan can do that, and Foresight provides reliability in getting the spin off. (I've also used it to hit Spiritomb super effectively, but that's a different matter). As for Thunderpunch, I need SOMETHING to take out Slowking, and even if it's only getting it in range for Moltres, Hitmonchan can do that with Thunderpunch. Unless they have CM and Psyshock. Then I'm screwed anyway.
So, that's the team.
THREATS:
SLOWKING: Oh ye Arceuss Slowking. That thing can rip through my team, and depending on the moveset it can do it with me not even having much of a chance of fighting back. If it has something like Calm Mind/Psyshock/Surf/Slack Off... not that I've seen one like that, but they could exist... normally, I sac Hitmonchan on them, and then finish them with Moltres, but they're so annoyingly COMMON that it's hard to do even that!
LANTURN: Even worse occasionally than Slowking. Fortunately, they can be slowed in single combat by Steelix and Hitmonchan, and if push comes to shove I can hit them neutrally or super effectively with all of my fire types (and they don't take hits as well as Slowbro). Still a high level threat.
MUNCHLAX: Can be VERY ANNOYING, because most of my team hates it. Hitmonchan and Steelix make it more of a nonissue, but it remains annoying.
NIDOQUEEN: Any opponent that uses paralysis support with this is a threat. Not seen anyone yet, but considering this thing can easily and commonly run an SE move for every member of my team barring the one that can't touch it... yeah.