Harsh Light of Day

This the first time I've done this so forgive me for any mistakes here and there.

Anyways, despite the presence of Charizard and Sawsbuck I'm surprised there aren't a lot of RMT of Sun teams with them. So I thought I'd share my team here and hopefully gain some advice on how to improve it.

Jumpluff.jpg

Jumpluff @ Heat Rock
Chlorophyll
Jolly (+Speed, -SpA.)
248 HP / 44 Def / 216 Speed
~Sleep Powder
~Sunny Day
~U-turn
~Memento

The main set up poke for Sun, Jolly nature so U-turn isn't weakened and now you have one of the faster pokes in the tier. In battle just Sleep Powder then Sunny Day and proceed to U-turn to a suitable counter. The only move I haven't found that useful is Memento because I don't like the idea of sacking it on anything. Though it might be useful if a Magmortar is making too much of a sweep on this team.


200px-476Probopass.png

Probopass @ Air Balloon
Magnet Pull
Modest (+ SpA, - Atk)
252 HP / 4 Def / 252 Sp.A
~Stealth Rock
~Power Gem
~Earth Power
~Volt Switch

Probopass is his name and setting up stealth rocks is his game. Aside from the rocks Probopass is also there to block certain threats, namely Swellow. I chose Magnet Pull as his ability to take out the few steel types in the NU, it's not that great I suppose but guaranteeing to an opponent's Steel type is always nice. Max out his Special Attack so he can actually deal some damage and he's bulky enough for what he needs to do.


180px-Team_Wartortle_leader.png

Wartortle @ Eviolite
Torrent
Calm (+SpD, -Atk)
252 HP / 4 Def / 252 SpD
~Rapid Spin
~Scald
~Aqua Ring
~Protect

Well when you have a Charizard you have to have a Rapid Spinner and Wartortle is the only NU spinner that isn't weak to rocks. Scald is the default attack, and AR + Pro give a pseudo Leftovers recovery. He makes a decent special wall, but overall he's just meant to spin.


Charizard_Flamethrower.png

Charizard @ Choice Specs
Solar Power
Timid (+Speed, -Atk)
252 SpA / 4 SpD / 252 Speed
~Flamethrower / Heat Wave
~Air Slash
~Hidden Power Ice
~Solarbeam

The first reason I made this team and I love it, Charizard is So Powerful. I use Flamethrower instead of Fire Blast for it's accuracy and for the fact that with Solar Power, Specs, and Sun Fire Blast would only be overkill. I have thought about using Heat Wave for some extra power against some tougher Special Walls but I haven't tested that out yet. All the rest of the moves are for coverage but Flamethrower is so powerful they're hardly ever used.

586ASawsbuck.png

Sawsbuck @ Lum Berry
Chlorophyll
Adamant (+Atk, -SpA)
4 HP / 252 Atk / 252 Speed
~Swords Dance
~Frustration
~Horn Leech
~Jump Kick

The second reason for this team and another awesome powerhouse. Under the sun this poke is so fast it can out pace Scarfers easily and even outside of sun it's still has decent speed. Swords Dance to set up, Frustration/Return for a really powerful STAB, Horn Leech for STAB and recovery, and Jump Kick for coverage. Lum Berry is used to make sure he isn't Burned or Para before he can set up.

190px-103Exeggutor.png

Exeggutor @ Heat Rock
Chlorophyll
Modest (+SpA, -Atk)
4 Def / 252 SpA / 252 Speed
~Sunny Day
~Solarbeam
~Hidden Power Fire
~Psyshock

The second poke that can set up sun and really good sweeper under it. Solarbeam for STAB, HP fire for Coverage, and Psyshock for those some of those Special Walls.
 
Jumpluff was screaming out my name, so I felt I had to comment here.
Sun is a very interesting option in NU but I think it's good to not center your whole team on it. Since the main pokémon to abuse it are fire or grass, sun teams need to watch out for water and ice attacks that come together so frequently. Your team is extremely weak to that combination, even if sun cuts off waterpower, very fast pokémon such as floatzel can completely abuse your team if used as a lead (he's not a dedicated lead usually but your strategy is predicable). Fighting rock coverage is also very threatening on everything but exeggutor.

I'll start with the smaller changes you should really consider and then go for the bigger ones that change the team.

First off, one must be very cautious when using wartortle as he is one of the easiest things to set up on. Get rid of aqua ring protect you're barely healing anything, don't have toxic to stall and aren't dealing any damage with it. One of the moveslots you gain by doing this should be used on yawn so nothing will dare set up especially on a team that can abuse sleep turns to set up sun and sweep. Yawn will also cripple spin blockers.

You said you didn't like memento too much, I suggest you put encore. With it, Jumpluff can come in on all sorts of dangerous moves (Nasty plot, swords dance, sub or earthquake (but 4 pokes resist it so good players probably won't use it)) and encore them thanks to it's great speed. you can then put them to sleep or set up the sun mid game.

Sawsbuck has good coverage with it's three moves but I'd still replace swords dance by nature power (earthquake) because it bypasses sucker punch especially from absol who will OHKO your three sweepers if wartortle has failed to spin off SR. You could then add life orb to compensate for swords dance loss (which would also save you a precious sun turn at the cost of less damage).

Now as I already said, your team might be too centered on sun and if you've noticed barely anybody runs 2 grass pokémon in a team, because they have so much weaknesses, your team has 3!

If you really want to abuse sun with so much pokémon, I'd consider moonlight or morning sun on a non-grass pokémon. This being said, I would still suggest something else. Many pokémon could be swapped to make the team more balanced; Eggy is in my opinion the best choice. This being said I've never played with a weather team and I'm probably not the best to suggest weather inducers (and this post is getting long :P). So I'll leave you on this and let your creativity find a better sun inducer.

I didn't give any postivie comments yet but don't worry your team is very cool for everything but wartortle can sweep or bring momentum to a sweeper with voltturn and that's very dangerous.

I'll assume your pretty new here, as this is your first post (I am too). I suggest you use this site to help you build more balanced teams in terms of weaknesses: http://pokemon.marriland.com/black_white/team_builder

Don't forget it's far from being the only factor that make's a team good so use it wisely.
 
Everything Jesus mentioned makes sense, but I have a couple of things to add: First thing is that you only have 2 Pokemon that set up Sunny Day, which isn't enough to make it successful. Second thing is that you have no back-up plan for when Sun fades and your set-up Pokes are gone (very easy to make happen).

Flying-types are a major threat to your team, especially Braviary (Scarf or Band). You have absolutely no safe switch-ins since Superpower KOes Probopass. My first suggestion would be to replace Probopass with Regirock, who is more reliable in handling Flying-types and setting up Sunny Day and Stealth Rocks. Your entire team can deal with Steel-types, so why bother with Magnet Pull?

Wartortle is a liability for such a fast-paced team. Cryogonal would be better, especially it's offensive Rapid Spin set. It has Recover to handle any lost HP as well.

Finally, Sawsbuck can actually be replaced so that you don't end up with 3 Grass-types. It can be replaced by a ground-type Pokemon to help with your Rock weakness. A Fighting-type would also be very good, but it adds to your Flying weakness. If you don't mind that, a Banded or even Scarfed Emboar would be a vicious threat in or out of the Sun. Marowak would also be useful, especially against Golem leads to prevent Stealth Rocks.

Anyways, good luck on your team!
 
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