
An OU Sun Offense team created by ShellShocker







Hey there, everyone! Tonight I'll be bringing you one of my most successful teams that I've been using a lot lately. I don't really ladder too much but right now I'm up to a rating of 1740 on of one my alts. Given, this isn't high or anything, I still think it is a pretty good achievement for now. This team started around a base of Eject Button Ninetales along with a trapper (which ended up being Wobbuffet). I've put a lot of effort building and working on this team and received advice from many other players. I started playing on Pokemon Showdown! late last year and using a Sun team was the first I made. Admittedly, when I first joined I was one of those guys that tried to run Charizard in OU along with a limited knowledge of the game. I like to think that over the course of my playing my skill has improved dramatically with an expansion of my competitive knowledge. Without further ado, please enjoy my team.

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As aforementioned, this team began around two unique sets that I created which are meant to be able to work together to keep weather up. The basic premise was to keep the team fast paced and leave little room for my opponent to gain an advantage. Thus, Eject Button Ninetales and Custap Wobbuffet were born and stand out to be the two most important Pokemon in my team, playing extremely important roles. I also wrote up this on the use of Eject Button Ninetales + Custap Berry Wobbuffet if you were interested.
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At this point I knew that I'd need something to keep hazards away. Ninetales hates stealth rocks as they take away 1/4 of its health on a switch and Wobbuffet enjoys to be able to enter the field without the annoying Toxic Spikes. While I looked at many other Pokemon, I ended up choosing Forretress due to its great typing to deter Dragons and its outstanding access to both Stealth Rock and Spikes, two things which would help a lot in hurting other weather inducers as they try to switch in and claim the weather for themselves.
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Chandelure, the next candidate, spawned from the idea of using a Flash Fire Pokemon in conjunction with Forretress to be able to not only absorb fire attacks but reply with ridiculously powerful fire-type attacks of its own. Chandelure is a Pokemon I've always wanted to use and it fit perfectly with the team. Furthermore, its Ghost-typing is a huge asset which will be explained later on.
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I added my next two Pokemon, Dragonite and Venusaur, in together. Dragonite jumped board because I wanted to be able to have a Pokemon that could clean up after a Chlorophyll user had struck havoc and Venusaur was the candidate for a strong chlorophyll abuser. Both ended up fitting nicely into the team with both enjoying the support that both Ninetales and Forretress could provide. Dragonite worked very well with its ability to set up a dragon dance behind multiscale and then unleash its power upon broken down enemy teams whereas Venusaur could become an fierce, unstoppable monster after a single Growth boost.

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Ninetales (F) @ Eject Button
Trait: Drought
EVs: 240 HP / 168 SDef / 100 Spd
Calm Nature
IVs: 0 Atk
- Flamethrower
- Sunny Day
- Will-O-Wisp
- Roar
Wobbuffet (M) @ Custap Berry
Trait: Shadow Tag
EVs: 252 HP / 4 Def / 252 SDef
Calm Nature
IVs: 0 Atk
- Destiny Bond
- Counter
- Mirror Coat
- Encore
Forretress (M) @ Leftovers
Trait: Sturdy
EVs: 252 HP / 252 Def / 4 SAtk
Bold Nature
IVs: 0 Spd
- Stealth Rock
- Spikes
- Rapid Spin
- Volt Switch
Chandelure (M) @ Choice Scarf
Trait: Flash Fire
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature
IVs: 30 Def / 30 SAtk / 30 SDef / 30 Spd / 3 Atk
- Fire Blast
- SolarBeam
- Shadow Ball
- Hidden Power [Fighting]
Dragonite (M) @ Lum Berry
Trait: Multiscale
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature
- Dragon Claw
- Fire Punch
- ExtremeSpeed
- Dragon Dance
Venusaur (M) @ Life Orb
Trait: Chlorophyll
EVs: 76 Atk / 252 SAtk / 176 Spd
Naive Nature
IVs: 30 Atk / 30 Def
- Giga Drain
- Hidden Power [Ice]
- Earthquake
- Growth










Ninetales brings something to the table that nobody expects: an eject button. This obscure, oftentimes neglected item, plays a pivotal role in Ninetales’ main role which is to set up sun and keep it there. Ninetales acts fully as a utility, support Pokemon, only coming in to claim the weather and seldom actually fights due to its subpar offensive stats. The reason I use an Eject Button is to be able to switch out, set up sun and then switch back out all in one turn which works in tandem with Wobbuffet’s trapping ability to ensure the stability of harsh sunlight. Being able to survive a Politoed’s attack, trap and then murder it is a vital part of why I use the Eject Button. The EV spread was given to me by The Unlucky One. It out speeds most of the things it needs to burn while maximizing its special bulk which is the reason I use a Calm nature. I use 0 Atk IVs just to minimize Foul Play and confusion damage as I don’t need any attack.
Flamethrower is there to make sure Ninetales isn’t complete taunt baunt and is always not expected to be able to dish out much damage. But with a STAB and sun boost, Flamethrower can help whittle down opposing Pokemon’s health. Sunny Day is fairly standard and for good reason. I use it when an other weather inducer pops in or to be able to set up sun in an already out Politoed’s face, take the hit and then switch to the appropriate Pokemon. Will-o-Wisp acts as a great tool to not only hinder Tyranitar but to neuter the majority of physical attackers (usually on a suspected switch). Roar is an amazing move that works in conjunction with Wobbuffet’s encore to phaze away things that try to set up on either of them.


The fact that this behemoth of a Pokemon was banned and locked into the realm known simply to us as 'Ubers' is just a testament to how absolutely amazing it really is. You thought it was good? You're wrong: it's ridiculously spectacular. When armed with a Custap Berry, Wobbuffet takes a role as a surprise revenge killer who can sometimes, when I play it correctly, chain a combo of three kills in a row of people who can't handle it. If you don't know how a Custap Berry works, it essentially boosts your attack to the top of the priority for a single turn when you're under 25% health. This works excellent with Wobbuffet as he can damage himself getting a revenge kill and then surprise another fast Pokemon with a speedy Destiny Bond to essentially grab an extra kill.
While all of this is fine and dandy, Wobbuffet's actual role is to trap threatening Pokemon and weather inducers to make Ninetales' life easier. Its amazing ability, Telepat-just kidding- Shadow Tag, lets it do this to the fullest and surprise opponents with its sheer killing power. It does this by coming in off Ninetales' activated Eject Button and destroying anything foolish enough to attack it. Heck, if a Politoed begins attacking after it uses Toxic I can surprise it with a Destiny Bond when I'm low on HP after Encoring it. If not, Venusaur or Forretress can jump in off an encored toxic and set up as they please. Finally, it can even use Encore to make set up sweepers get locked into moves such as Dragon Dance for Ninetales or any other team mates to blow them away or set up alongside and then kill.
I know I will face a lot of contention with the EV spread, but I stick by maximizing HP until the very end. The reasons why I believe max HP is obligatory on a set like this falls under the reason that the more damage Wobbuffet takes in hitpoints, the more it will retaliate back with. For every 4 EVs invested into its health, it will retaliate an extra two points of damage at an opponent. Furthermore, HP helps it increase its overall bulk and be harder to take down. If that's not enough reasoning for you, then I'd like to add that more HP also expands the 25% portion of HP that Wobbuffet can work with.
Maximizing its special bulk also helps me deal with otherwise troublesome threats such as Landorus-Incarnate and Keldeo. The latter will either face the wrath of Mirror Coat or get jammed into Rock Polish while the latter will have difficulty taking down Wobbuffet with a commonly used four-attack move set. Long story short: don't underestimate Wobbuffet.


Look at him spin! Yep, that's Forretress's main role. Taking on the same set that I used in my first RMT, Forretress never ceases to amaze me. Its amazing access to two forms of entry hazards, a defensive momentum move and an amazing support in the form of Rapid Spin are all reasons that encompass why Forretress is an asset to this team. As said, his main role is put down hazards and get rid of them, but that's not his only use. Forretress also helps fend off against physical defensive dragons and is used a death fodder a lot of the time in the mid-late game to make sure my offensive Pokemon don't die. Forretress works amazingly at setting up hazards because of his great defensive stats and his sweet Steel-typing.
I use a spread of 252 HP / 252 Def as I believe it's a waste to invest in Forretress' low special defense and prefer to make it as physically bulky as possible. The Bold nature is there for the same reason. I run Volt Switch to gain defensive momentum and Spikes over Toxic Spikes due to preference and that I believe they work better on this team. Forretress is generally my lead a lot of the time due to its ability to scout, protect me from physical attackers and be able to lay down stealth rocks as soon as possible. He is an extremely important supportive Pokemon in this team due to the fact that I don't have a Pokemon with Magic Bounce and Rapid Spin is vital for a team with three Stealth Rock weaknesses.


While lurking down under, low in the BW2 OU viability thread, Chandelure is a hidden gem. When you look at its stats, the first you notice is the absolutely ridiculous 145 base special attack which meets the likes of many legendaries, almost reaching Kyogre's. One of the biggest hold backs of Chandelure is its Fire-typing which causes it to take a lot of damage from stealth rock. On top of this, it is weak to pursuit so a lot of the times can not run away after a quick blow. Despite all this, Chandelure is amazing. I chose a scarf set due to the fact that I wanted to add extra speed to my team and to patch up Chandelure's sub-par Speed as it already has spectacular Special Attack.
A big part of Chandelure's use is its sweet ability in Flash Fire and, as mentioned multiple times, its Ghost-typing. So, Shelly, why is a Ghost-typing so 'sweet', as you put it? One word (or two... I don't know?): Spin blocking. What? A Pokemon as frail and offensive as Chandelure as a spinblocker? You've got to be kidding me! Nope, not at all. Let's take a look at some of OU's spinners, shall we? Starmie, Forretress, Cloyster, Tentacruel and Donphan.
252+ SpA Chandelure SolarBeam vs. 0 HP / 4 SpD Starmie: 354-418 (135.63 - 160.15%) -- guaranteed OHKO
252+ SpA Chandelure Fire Blast vs. 252 HP / 0 SpD Donphan in sun: 528-622 (137.5 - 161.97%) -- guaranteed OHKO
252+ SpA Chandelure Fire Blast vs. 0 HP / 0- SpD Cloyster in sun: 730-859 (302.9 - 356.43%) -- guaranteed OHKO
252+ SpA Chandelure Fire Blast vs. 252 HP / 4 SpD Forretress in sun: 2104-2484 (594.35 - 701.69%) -- guaranteed OHKO (My favourite calc)
That's 4/5 of OU's spinners - all OHKO'd by Chandelure. Heck, there's even a chance to 2HKO Tentacruel after Stealth Rocks. Chandelure makes a great offensive spin blocker due to its ability to murder all spinners and make sure the team is using hazards to the fullest. If this wasn't reason enough why Chandelure is a great partner of Forretress - it can also switch into Forretress' x6 fire weakness in sun without a cost and proceed to have an even more powerful Fire Blast that nothing enjoys jumping into.
I run Fire Blast over Flamethrower or Overheat due to the constant, incredibly massive power. Fire Blast does ridiculous amount of damage even to those that resist it, making it a premier choice. Sometimes I like to roll Energy Ball but SolarBeam has a lot more power and is no real problem to use after the Sunlight. Let's not pretend as if the only teams I run into are Sand, Hail and Rain teams. Actually, scratch the last one. But seriously, to continue, I run Shadow Ball as a strong stab option to kill Psychics and other Ghosts. I once ran HP Ground in the final slot to kill Heatran but, with the help of The Unlucky One, the Venusaur and Dragonite sets were edited which meant that Chandelure had enough room to fit in HP Fighting - something that could kill Tyranitar and still hurt Heatran for super-effective damage. Finally, it is worth mentioning the value of Trick over Hidden Power Ground, which supports Wobbuffet and can help deal with stall better.


Sporting the satchel from the first movie, Dragonite makes a comeback as a top sun sweeper in my team. Dragonite acts as a late game sweeper who is capable of destroying any remains left over after Venusaur, Wobbuffet and Chandelure all nuke the opposing team. I believe that Dragons can have a great role as late game sweepers on Drought/Sun teams due to the fact that most steel types are generally cleared out through the battle. Another important role of Dragonite is to finish off weakened pokemon with its enormously powerful 252+ Atk ExtremeSpeed, which takes a lot of pressure off other Pokemon to help revenge kill.
Being a Dragon-type, Dragonite sports key resistances to Fire, Water and Grass, while also being immune to Ground-type moves such as Earthquake which can otherwise pose to be serious problems for my team to handle. His ridiculous base stats and great bulk for a dragon help Dragonite crush through my opponents' Pokemon and win the battle. Even if it only takes out two Pokemon in a mini Dragon Dance sweep, it has probably done enough damage to help the rest of the team sweep.
The EVs are fairly obvious and standard, used to push his Attack and Speed stats as high as possible with 4 simply put into HP as filler. I originally ran a similar set consisting of Outrage, ExtremeSpeed, Fire Punch and Dragon Dance. This was changed to have Dragon Claw and Earthquake (to hit Heatran) and then finally into Dragon Claw, ExtremeSpeed, Fire Punch and Dragon Dance. Dragon Claw is used over Outrage for a generic stab move, but I dislike the fact that Outrage often got me locked into a move I didn't want to use. ExtremeSpeed is the team's only priority and helps take out opponents such as Keldeo when they're on low HP. Fire Punch is not only boosted by the sun, but helps give Dragonite a near-perfect coverage in conjunction with Dragon Claw.
I use a Lum Berry to stop enemies from burning, paralysing or putting Dragonite to sleep which can be very important near the end of the game in helping me achieve a clean-up sweep. I've considered using other items, such as gems or Leftovers, but a Lum Berry has proven itself to be the most valuable.


Alright, no, he's not using Razor Leaf. But it was the best picture I could find. Regardless, Venusaur is definitely a force to be reckoned with. This first gen starter, placing as early as third in the Pokedex, has jumped into its deserving spot as one of, if not the best Chlorophyll sweepers in the game. Venusaur's role on the team is to hit hard and hit fast, as well as lead potential offensive rushes into the enemy team. Its ridiculous speed stat is supported by the Sun-boosted Growth, which in turn doubles three stats within a single turn. If that doesn't excite you, I don't really know what does.
I originally ran a set consisting of Giga Drain, HP Fire, Sludge Bomb and Growth. While this worked very well, I found that the surprise value of this new set worked quite well. The Unlucky One also helped me with this latest version of the set, which alleviates pressure from the team in killing Pokemon such as Dragonite with Hidden Power Ice. The EVs are fairly simple, 252 is put into its Special Attack to maximize it, 176 is put into the speed stat, in tandem with a Naive nature to outspeed common threats such as Scarf Terrakion (which Venusaur KOs back with Giga Drain). The rest of the EVs are placed into the attack stat, to strengthen up Earthquake. Venusaur acts as an extremely good Heatran and Volcarona lure, neither of which enjoy taking a +2 Earthquake from the likes of this dinosaur.
Chlorophyll is obviously there to abuse sun, while a Life Orb boosts Venusaur's attacks to 130% of their original power and works very well with Giga Drain to heal back any damage taken from the Life Orb and continue sweeping. Venusaur also sports a great resistance to Fighting-type moves, which lets it take Mach Punches and the like a lot better. Overall, Venusaur is a very valuable member of my team and I hope you see that too.







Well, I guess that's the end of it. Before I wrap up this RMT, I'd like to say thanks to a few people. The first and largest thanks definitely goes to The Unlucky One, who not only gave me advice on improving the team but was very nice and supportive through the process. Thanks a bunch, man! Really, this team was improved a lot by him and I can't thank him enough. Secondly, a shout-out to Tom who helped me test this team a lot and offered me his opinion on sets. Next up, Aurora deserves a shoutout just because I said so. Problem? Too bad. It's also worth mentioning all the other Showdown players who helped me fix holes in my team through battling them and picking up on common threats. I don't claim this team to be perfect, but I hope it shows you a good example of where sun offense can go. Thank you for reading.