105/140/55/30/55/95
Darmanitan @ Choice Scarf/Choice Band/Life Orb
Ability: Sheer Force/Sheer Force
EVs: 252 Atk / 252 Spd / 4 SDef
Adamant Nature
- Flare Blitz/Fire Punch
- Superpower/Earthquake
- Rock Slide
- U-turn
With very strong physical attack, speed and a shit Zen Mode, Darmanitan proves Buddism is a waste of time and it's better to just strap on a choice item and go berserk. Darmanitan has awful defenses so it's very important to go first and kill whatever's in your way. Unfortunately, Flare Blitz is the only physical fire attack worth using and it will cause damage as you go. Superpower will lower your attack but with choice band can do heavy damage without damage recoil and rock covers everything else that's important.
90/110/80/100/90/95
Offense
Arcanine @ Life Orb
Ability: Intimidate/Flash Fire
EVs: 252 Atk / 252 Spd / 4 SDef
Jolly Nature
- Flare Blitz
- Extreme Speed
- Close Combat
- Wild Charge/Morning Sun
Defense
Arcanine @ Leftovers
Ability: Intimidate
EVs: 16 SDef / 252 Def / 240 HP
Impish Nature
- Morning Sun
- Will-O-Wisp
- Fire Attack
- ExtremeSpeed
Arcanine is a descendant of a legendary pokemon giving him all around good stats. While he can be used for special attack, his physical attack is better and offers better coverage. With Intimidate and burns he can be used as a physical defense tank drawing health from the sun itself. Aside from that, he has a good offense pool. Flare Blitz and Wild Charge cause recoil but having both gives Arcanine a leg up on less bulky water types while keeping coverage. Arcanine can also attack faster than anything with +2 priority Extreme Speed, never get hit by Hitmontop's last effort to do damage ever again.
115/115/85/90/75/100
Entei @ Leftovers/Choice Band/Assault Vest
Ability: Pressure
EVs: 252 Atk / 252 Spd / 4 HP
Adamant(event)/Jolly Nature
- Sacred Fire/Flare Blitz(event)
- Iron Head
- Stone Edge/Bulldoze
- Bulldoze/ExtremeSpeed(event)
Arcanine may be called the legendary pokemon, but Entei taught him everything he knows. His roar makes volcanos erupt, he shares a signature attack with Ho oh, he's pals with Suicune and Raikou and jogs around Johto with them. More health, more attack, more speed, only serious problem would be his special stats are lower and doesn't have a great defensive set. A few attacks are unique to an event version so if you want Flare Blitz+Extreme Speed, it has to be adamant. However, Sacred Fire is arguably equal to Flare Blitz and with a good Bulldoze you can be the faster attacker even without Extreme Speed or a speed supportive nature.
100/100/100/100/100/100 (all 100)
Physical
Victini @ Choice Band/Choice Scarf
Ability: Victory Star
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly/Adamant Nature
- V-create
- U-turn
- Bolt Strike
- Zen Headbutt
Special
Victini @ Life Orb
Ability: Victory Star
EVs: 252 Spd / 4 SDef / 252 SAtk
Timid Nature
- Blue Flare
- Psychic
- Focus Blast
- Grass Knot
Generation 5's 600 stat pixie with the power to bring good luck. With all stats at usable levels Victini can choose between physical attack or special attack. Psychic stab is useful for both sets, U turn or Focus Blast depending on which stat is better and Victini also gets signature moves from the B&W legendary tao dragons. In the physical set, Victini gets Zekrom's Bolt Strike, 130 electric damage, and his signature V-Create, a 180 base damage fire stab that lowers Victini's speed and defense stats afterwards. In the special set, Victini gets an over blown Fire Blast from Reshiram's Blue Flare for a stab.
Pre Mega:75/90/50/110/80/95
PostMega:75/90/90/140/90/115
Base
Houndoom @ Life Orb
Ability: Flash Fire/Unnerve
EVs: 252 Spd / 4 SAtk / 252 Atk
Hasty Nature
- Sucker Punch
- Pursuit
- Fire Blast
- Crunch/HP Grass
(Nasty Plot + special attacks is also an option)
Mega
Houndoom @ Houndoominite
Ability: Flash Fire
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature
- Nasty Plot
- Fire Blast
- Dark Pulse
- Flame Charge/Destiny Bond
Houndoom on his own isn't bad. His defense is awful but it makes nature easier to choose without sacrificing either attack stats helping to dual attack. Sucker punch will always go first if the enemy attacks, Crunch cuts the trickery and straight up attacks, and Pursuit is to trap dying foes who want to switch or trap any ghosts/psychics who didn't fall from Knock Off buff. Nasty plot is also an option to extend special attack but with such low health it's risky.
When in his mega form, Houndooom acts the same but has more special attack and speed. His ability is good in sun but acts like a life orb so stalls could damage Houndoom with protect and waste his attack boost. In any case, the better stats are defiantly worth the item slot even if the evs and attacks are left the same as base Houndoom.
50/65/107/105/107/86
Rotom-Heat @ Choice Scarf/Leftovers
Ability: Levitate
Shiny: Yes
EVs: 4 SDef / 252 Spd / 252 SAtk
Timid/Modest Nature
- Overheat
- Volt Switch
- HP Grass/Thunderbolt (or Discharge)
- Trick/Pain Split
Rotom have always been an odd pokemon. It's one of the few electric types to be immune to ground weakness but it's second type always brings new weaknesses. Also, they all only learn one new attack depending on what appliance they posses. For Rotom-Heat the Easy Bake Oven, it's Overheat, a one use fire attack that cuts special attack in half. Rotom-H is well known for choice items and having Volt Turn and thunderbolt/discharge if it chooses to stay in. It can choose to trick this item onto certain pokemon with support moves. Leftovers is also an option combined with Pain Split to take advantage of it's low health and high defense.
60/55/90/145/90/80
Chandelure @ Choice Scarf/Leftovers
Ability: Flash Fire/Infiltrator
EVs: 252 SAtk / 252 Spd / 4 HP
Modest/Timid Nature
- Fire Blast
- Shadow Ball
- Energy Ball/Pain Split
- Trick/Substitute
Chandelure is a very dangerous ghost type with heavy attack power, Energy Ball for grass coverage and a tenancy to use choice scarf to fix his average speed. The real danger is when it turns out Chandelure instead has substitute and will be allowed a free attack without worry of damage.
Ability: Blaze
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Overheat
- Air Slash
- Flamethrower
- Roost
God damn OU hording Charizard just because he got 2 really good mega stones. Ban the stones, not the pokemon.
78/84/78/109/85/100
Typhlosion @ Choice Specs/Choice Scarf
Ability: Blaze
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Eruption
- Focus Blast
- Flamethrower
- Hidden Power Grass/Rock
While Typhlosion doesn't have the fancy megas Charizard got, he does have less Stealth Rock weakness w/o Flying type and the same stats. Eruption combined with a choice item can do a lot of damage especially if Typhlosion doesn't get damaged after attacking. It's a good idea to have a more reliable fire attack not based on health incase you're able to leave with 26% health. Focus Blast is helpful for rocks and others who resist fire but is still likely to miss.
90/100/90/125/85/90
Moltres @ Life Orb
Ability: Pressure
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Fire Blast/Flamethrower
- Hurricane
- Substitute
- Roost
With cousin Zapdos in OU as a defogger, Moltres can feel safer and focus on being a special attacker. Source of the Olympic torch and just as strong in sun as it is in rain, Moltres just needs someone else to clear Stealth Rocks to cover for the x4 weakness. Hurricane is a powerful flying attack with the accuracy of Focus Blast and can cause confusion. If Moltres can come in when it's raining this attack will always hit and in sun it gain resistance to water attacks and a boost to it's fire attack.
Last edited: