Thanks for your pointers on my mistakes. Now I will give an updated RMT post as you have suggested.
Hello, I'm pretty much new to Pokemon battling, specifically online battling. I've always had a knack for weather team, and have played(casually) with a Rain Dance team. And now, I'm trying to experiment with a Sun Team for battle spot-competitive play, and I think it's still lacking here and there. I would be glad to receive any suggestions from you all. Without further ado, here it is(This is a double battle team btw):
Charizard (F) @ Charizardite Y
Ability: Blaze -> Drought
Timid Nature(Spd+, Atk-)
140 HP/ 4 Def/ 164 Sp. Atk/ 4 Sp. Def/ 196 Speed
- Heat Wave
- Solar Beam
- Protect
- Ancientpower
The main starter of the team to bring out the sun. I use Mega Charizard Y due to the high Sp.Atk and Spd and maybe a little personal favourite(compared to ninetales). Pretty much a common set with straight forward EV spread. Heat Wave to make a dent in enemy's HP lowering it to 1/4 or most likely 1/2 or even OHKO a super effective target. Solar Beam for coverage to pesky rock, ground, water types. For the third move, a well-timed Protect can render the opponent to waste a turn. Ancientpower for coverage against flying types and especially TALONFLAME(while also playing with RNG to +1 all stats)
Venusaur (F) @ Black Sludge
Ability: Chlorophyll
Modest Nature(Sp.Atk+, Atk-)
252 Sp.Atk/ 104 Spd/ 152 HP
- Giga Drain
- Sludge Bomb
- Sleep Powder
- Leech Seed
The main sun abuser for the team with the chlorophyll ability. Venusaur over other physical pokemons like Sawsbuck, or Leavanny because I think Venusaur is much more bulky against Special Attacks compared to the other Chlorophyll users. Tangrowth is an alternative for chlorophyll but he's physical and much more slow compared to Venusaur, so, Venusaur it is. Semi-bulky set with 152 HP to be able to take 2- hit against some targets. 104 Spd for an ensured outspeed against targets like a bulky Politoed(in the rain), removing threats against the weather itself. Black Sludge for recovery purposes and helps mitigate a little damage. Giga Drain for recovery and STAB move, Sludge Bomb for STAB move and coverage against other Grass types and mainly for fairy-types like Gardevoir, Togekiss which is quite a threat to the team. Sleep Powder is used to annoy people, and Protect is for the same reason as I explained for Charizard Y, a well-timed Protect can make an opponent waste a turn. Weather Ball is something that I read from another forum, which turned out quite good for Venusaur allowing it to also abuse the sun in an offensive way.
Darmanitan (M) @ Life Orb
Ability: Sheer Force
Jolly Nature(Spd+, Sp.Atk-)
252 Atk/ 252 Spd/ 4 HP
- Flare Blitz
- Superpower
- U-Turn
- Rock Slide
Wallbreaker for the team, scout for the team, and a Flare Blitz + Sheer Force + Life Orb + Sun = mostly a 1HKO even against some not very effective targets(with lower damage than Choice Band but offers a lot more diversity in move choice). Jolly nature over Adamant to let me outspeed opponents like Roserade, Entei(which both gave me trouble in the past). EV Spread is to maximize his wallbreaking capabilities. Flare Blitz for STAB 1HKO move, Superpower over Hammer Arm since I came to realize that Darmanitan's speed CANNOT be lowered than it already is. U-Turn for scouting purposes, and Rock Slide for Spread move and crush an opposing Talonflame or Zard Y(or both probably). 1 thing I realize though, with the exception of Flare Blitz, every single move Darmanitan uses doesn't inflict damage to himself even with Life Orb, is this true since it was by effect of Sheer Force? Or is it because of something else? Can anyone elaborate?
Salamence (F) @ Salamencite
Ability: Intimidate-> Aerilate
Naive Nature
44 Atk / 212 Sp. Atk / 252 Spd
- Hyper Voice
- Dragon Claw
- Flamethrower
- Earthquake
So, I'm always under the impression that Salamence is a physical attacker and thus never tried a Special Mence or even a Mixed-mence. And seeing the suggestion made me wanna try him. Results were... Quite satisfying. Since Salamence is also holding a mega stone, I usually use him in case Charizard Y is not a very profitable pick in the matchup. 44 Attack to allow him hit meaningfully with D. Claw and EQ. while 212 Sp. Atk to increase his Special Sweeping Abilities and 252 Spd to let him outspeed other Pokemon. Naive Nature to speed him up while not sacrificing any of the offensive stats. Hyper Voice is the painful STAB Spread move. Dragon Claw for physical STAB. Flamethrower so that Salamence benefits from the Sun in some way. And EQ for coverage spread move.
Landorus(M) @ Choice Scarf
Ability: Intimidate
Adamant Nature
4 HP/ 252 Atk/ 252 Spd
- Knock Off
- Earthquake
- U-Turn
- Rock Slide
At first, I was reluctant to add him to the team, but hey, I have no reason to NOT put him in the team, so yeah I added him and I have never regretted it ever since. Choice Scarf over Choice Band is because this team lacks a speedy physical sweeper, so I use him if I see an annoying speedy pokemon in the opposing team. Max Atk/ Max Spd is to maximize his sweeping potential. Knock Off to deal with targets that generally rely on items to function well(Life Orb, Leftovers, Black Sludge, etc). EQ is self-explainatory STAB Spread move. U-Turn helps me put Landorus in the first/second slot and swap into Terrakion, Venusaur, or Darmanitan for scouting purposes. Rock Slide for coverage and Spread move and an extra flinch RNG.
Terrakion(M) @ Lum Berry
Ability: Justified
Jolly Nature
4 HP/ 252 Atk/ 252 Spd
- Close Combat
- Taunt
- Rock Slide
- Protect
So the next suggested pokemon by Omastar68 and cant say is this... this... whatever this thing is, and he's working nicely in this team. Jolly to outspeed most annoying pokemon(not prankster setters though). Held item is Lum Berry so I can make an opponent waste a turn using a debuff on this creature. Max Atk and Max spd to maximize his sweeping potential. Moveset is straightforward. Close Combat for picking off leftover targets for an STAB. Taunt to stop any opposing setters, although this won't work against Prankster setters. Rock Slide for STAB Spread Move, and some extra RNG for flinch. And Protect, a well-timed one can make an opponent waste a turn.
Well, that's it for my team. Any kind of suggestions is welcome(constructive suggestions) since I am very new(a noob) to competitive battling. Thanks beforehand!
[Update] Hi, I'm sorry I haven't updated this RMT since I got so many things to do. I've replaced Espeon and Ferrothorn with Landorus-T and Terrakion, and found out that one of the weakness this team has is a bulky tailwind setter(faced sooooo many of those). So I was thinking, I need to taunt it before it sets up tailwind. Is there anything that has Prankster and will fit in this sun team, currently I am looking at Klefki currently to replace Terrakion, since klefki has Prankster and has access to taunt. Stalling is another option, but this set up can't stall really well(except for shifting protect(terrakion Zard Y). Or do any of you guys have any ideas to counter Tailwind setters? Thanks Beforehand!
Hello, I'm pretty much new to Pokemon battling, specifically online battling. I've always had a knack for weather team, and have played(casually) with a Rain Dance team. And now, I'm trying to experiment with a Sun Team for battle spot-competitive play, and I think it's still lacking here and there. I would be glad to receive any suggestions from you all. Without further ado, here it is(This is a double battle team btw):
Charizard (F) @ Charizardite Y

Ability: Blaze -> Drought
Timid Nature(Spd+, Atk-)
140 HP/ 4 Def/ 164 Sp. Atk/ 4 Sp. Def/ 196 Speed
- Heat Wave
- Solar Beam
- Protect
- Ancientpower
The main starter of the team to bring out the sun. I use Mega Charizard Y due to the high Sp.Atk and Spd and maybe a little personal favourite(compared to ninetales). Pretty much a common set with straight forward EV spread. Heat Wave to make a dent in enemy's HP lowering it to 1/4 or most likely 1/2 or even OHKO a super effective target. Solar Beam for coverage to pesky rock, ground, water types. For the third move, a well-timed Protect can render the opponent to waste a turn. Ancientpower for coverage against flying types and especially TALONFLAME(while also playing with RNG to +1 all stats)
Venusaur (F) @ Black Sludge

Ability: Chlorophyll
Modest Nature(Sp.Atk+, Atk-)
252 Sp.Atk/ 104 Spd/ 152 HP
- Giga Drain
- Sludge Bomb
- Sleep Powder
- Leech Seed
The main sun abuser for the team with the chlorophyll ability. Venusaur over other physical pokemons like Sawsbuck, or Leavanny because I think Venusaur is much more bulky against Special Attacks compared to the other Chlorophyll users. Tangrowth is an alternative for chlorophyll but he's physical and much more slow compared to Venusaur, so, Venusaur it is. Semi-bulky set with 152 HP to be able to take 2- hit against some targets. 104 Spd for an ensured outspeed against targets like a bulky Politoed(in the rain), removing threats against the weather itself. Black Sludge for recovery purposes and helps mitigate a little damage. Giga Drain for recovery and STAB move, Sludge Bomb for STAB move and coverage against other Grass types and mainly for fairy-types like Gardevoir, Togekiss which is quite a threat to the team. Sleep Powder is used to annoy people, and Protect is for the same reason as I explained for Charizard Y, a well-timed Protect can make an opponent waste a turn. Weather Ball is something that I read from another forum, which turned out quite good for Venusaur allowing it to also abuse the sun in an offensive way.
Darmanitan (M) @ Life Orb

Ability: Sheer Force
Jolly Nature(Spd+, Sp.Atk-)
252 Atk/ 252 Spd/ 4 HP
- Flare Blitz
- Superpower
- U-Turn
- Rock Slide
Wallbreaker for the team, scout for the team, and a Flare Blitz + Sheer Force + Life Orb + Sun = mostly a 1HKO even against some not very effective targets(with lower damage than Choice Band but offers a lot more diversity in move choice). Jolly nature over Adamant to let me outspeed opponents like Roserade, Entei(which both gave me trouble in the past). EV Spread is to maximize his wallbreaking capabilities. Flare Blitz for STAB 1HKO move, Superpower over Hammer Arm since I came to realize that Darmanitan's speed CANNOT be lowered than it already is. U-Turn for scouting purposes, and Rock Slide for Spread move and crush an opposing Talonflame or Zard Y(or both probably). 1 thing I realize though, with the exception of Flare Blitz, every single move Darmanitan uses doesn't inflict damage to himself even with Life Orb, is this true since it was by effect of Sheer Force? Or is it because of something else? Can anyone elaborate?
Salamence (F) @ Salamencite

Ability: Intimidate-> Aerilate
Naive Nature
44 Atk / 212 Sp. Atk / 252 Spd
- Hyper Voice
- Dragon Claw
- Flamethrower
- Earthquake
So, I'm always under the impression that Salamence is a physical attacker and thus never tried a Special Mence or even a Mixed-mence. And seeing the suggestion made me wanna try him. Results were... Quite satisfying. Since Salamence is also holding a mega stone, I usually use him in case Charizard Y is not a very profitable pick in the matchup. 44 Attack to allow him hit meaningfully with D. Claw and EQ. while 212 Sp. Atk to increase his Special Sweeping Abilities and 252 Spd to let him outspeed other Pokemon. Naive Nature to speed him up while not sacrificing any of the offensive stats. Hyper Voice is the painful STAB Spread move. Dragon Claw for physical STAB. Flamethrower so that Salamence benefits from the Sun in some way. And EQ for coverage spread move.
Landorus(M) @ Choice Scarf

Ability: Intimidate
Adamant Nature
4 HP/ 252 Atk/ 252 Spd
- Knock Off
- Earthquake
- U-Turn
- Rock Slide
At first, I was reluctant to add him to the team, but hey, I have no reason to NOT put him in the team, so yeah I added him and I have never regretted it ever since. Choice Scarf over Choice Band is because this team lacks a speedy physical sweeper, so I use him if I see an annoying speedy pokemon in the opposing team. Max Atk/ Max Spd is to maximize his sweeping potential. Knock Off to deal with targets that generally rely on items to function well(Life Orb, Leftovers, Black Sludge, etc). EQ is self-explainatory STAB Spread move. U-Turn helps me put Landorus in the first/second slot and swap into Terrakion, Venusaur, or Darmanitan for scouting purposes. Rock Slide for coverage and Spread move and an extra flinch RNG.
Terrakion(M) @ Lum Berry

Ability: Justified
Jolly Nature
4 HP/ 252 Atk/ 252 Spd
- Close Combat
- Taunt
- Rock Slide
- Protect
So the next suggested pokemon by Omastar68 and cant say is this... this... whatever this thing is, and he's working nicely in this team. Jolly to outspeed most annoying pokemon(not prankster setters though). Held item is Lum Berry so I can make an opponent waste a turn using a debuff on this creature. Max Atk and Max spd to maximize his sweeping potential. Moveset is straightforward. Close Combat for picking off leftover targets for an STAB. Taunt to stop any opposing setters, although this won't work against Prankster setters. Rock Slide for STAB Spread Move, and some extra RNG for flinch. And Protect, a well-timed one can make an opponent waste a turn.
Well, that's it for my team. Any kind of suggestions is welcome(constructive suggestions) since I am very new(a noob) to competitive battling. Thanks beforehand!
[Update] Hi, I'm sorry I haven't updated this RMT since I got so many things to do. I've replaced Espeon and Ferrothorn with Landorus-T and Terrakion, and found out that one of the weakness this team has is a bulky tailwind setter(faced sooooo many of those). So I was thinking, I need to taunt it before it sets up tailwind. Is there anything that has Prankster and will fit in this sun team, currently I am looking at Klefki currently to replace Terrakion, since klefki has Prankster and has access to taunt. Stalling is another option, but this set up can't stall really well(except for shifting protect(terrakion Zard Y). Or do any of you guys have any ideas to counter Tailwind setters? Thanks Beforehand!
Last edited: