Sun
(Underrated Picks for an Underrated Playstyle)
Disclaimer:
I will only be talking about aspects of Sun that I have personally tested (and tested an extensive amount), so if I missed a particular Pokemon or set that you have used or think is great, please let me know, and I'll look into it!
Sun has absolutely, no question, been getting less attention than any of the other weather types this generation (even Hail is more talked about these days). So I'd like to show you all some of the wonderful buffs that the sun playstyle has gotten this gen, along with fantastic Sun weather abusers and Pokemon that can function well in this type of weather.
Buffs to Sun:
- Heavy-Duty Boots are an absolutely incredible item that means you no longer have to worry as much about hazards for your sun setters or Fire-type abusers. For example, Torkoal (being as slow and defensive as it is) no longer takes an instant 25% damage upon switching into Stealth Rocks, nor does it become poisoned upon switching into Toxic Spikes.
- Both sun setters have improved as individual Pokemon.
- Torkoal now has access to the incredible move Body Press, which hits like a truck coming off of its titanic base 140 Defense stat. In addition, its plodding speed is perfect for the weather wars as it means when going against another weather team, if both switch in, you will almost always get Sun up over whatever weather your opponent is using. Torkoal still has access to Lava Plume, Rapid Spin, Stealth Rock, Iron Defense (for Body Press), Will-O-Wisp, Yawn, and other support moves as well.
- Ninetales gained access to the useful Special Ground-type move Scorching Sands, meaning that Pokemon like Heatran and Toxapex (Non-Haze) can no longer switch in freely to Nasty Plot sets, which also means that Ninetales won't be blanked by certain team styles anymore. This coverage is especially nice due to Ninetales already having a wonderful movepool with coverage options like Energy Ball, Shadow Ball, and Dark Pulse. In addition to this, Ninetales still has a wonderful support movepool with options such as Memento, Encore, Toxic, Disable, Roar, along with other support moves additionally. It's still niche and worse than Torkoal for sure, but at the same time, it's now a lot easier and more feasible to run possible double sun setter teams.
- With the comparative dearth of some of Sun's biggest issues from Generation 7 (For example, no more Hidden Power / Z-Moves means an unpredictable off-kilter choice can't bork your strategies), it's a lot easier to get certain Pokemon onto the field and a lot easier to set up using Pokemon you've already gotten out.
- A wide variety of Pokemon in OU (and some niche ones from UUBL) appreciate the boost to their Fire STAB moves from Sun and the weakening of Water attacks, such as Volcarona, Blaziken, Heatran, Blacephalon, and Victini. In addition, Pokemon who commonly use Fire-type coverage moves greatly appreciate this boost, such as Pokemon like Hydreigon, Dragapult, Garchomp, Latios, Latias, and Tornadus-Therian.
- Entire team archetypes can be dismantled by the effects of Sun thanks to the way it affects certain moves and damage calculations. For example, Hurricane and Thunder both have their accuracy nerfed to horrid 50% coin flip, and Flip Turn, Scald, Hydro Pump, etc., have their power reduced by 50%. In addition to this, many powerful moves become viable, which can, in turn, make otherwise unviable Pokemon actually usable in OU, along with giving certain Pokemon some incredible additional coverage and utility.
- Solar Beam is a base 120 power Special Grass-type move that normally requires a turn of set-up to attack; under Sun, it no longer requires the setup turn. Pokemon that get access to this move that utilize their Special Attack stat in OU/UUBL are Heatran, Clefable, Dragapult, Mew, Volcarona, Blacephalon, Latios, and Latias. (There are far more in lower tiers, but we'll get to that).
- Solar Blade is a base 125 power Physical Grass-type move that functions the same way as Solar Beam, where Sun removes the setup turn requirement. Pokemon that get access to this move that utilize their Attack stat in OU/UUBL are Kartana, Rillaboom, and Mew. (There are far more in lower tiers, but we'll get to that).
- Weather Ball is normally a base 50 power Normal-type Special move, but under Sun, it becomes a base 100 Fire-type Special move. This means that certain Pokemon in the tier can get absolutely crucial Sun-boosted coverage if they have access to this move. If you want Pokemon such as Kyurem (who gains access to Weather Ball) to blast through Ferrothorn and Scizor more reliably, you'll heavily want to consider this move.
- Growth is a boosting move that normally only boosts both Attack and Special Attack by one stage, but under Sun, it gains two stages to both Attack and Special Attack. This means that Pokemon, who don't have access to tools like Swords Dance or Nasty Plot, now have a reliable move under Sun to boost their offensive stats quickly.
- Synthesis and Morning Sun gain additional healing power when used under Sun, giving some bulkier Pokemon additional longevity.
- Many Pokemon have specific abilities such as Chlorophyll, Leaf Guard, and Solar Power that are only usable under Sun.
Now that we've talked about some of the boons and advantages that Sun has let us talk about some of the potent options you have available under Sun (along with some very usable niche options).
Sun Options (Just A Few)
Kyurem
Kyurem @ Choice Specs
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Weather Ball
- Ice Beam
- Draco Meteor
- Freeze-Dry / Earth Power
Kyurem's access to Weather Ball is an absolute boon for it for a multitude of reasons. Not only does it no longer have to deal with the shaky accuracy of Focus Blast, but it deals even better damage to Ferrothorn, Scizor, Melmetal, etc., than Focus Blast does under Sun nailing OHKOs or much more secure 2HKOs where Focus Blast would fail to do so.
252+ SpA Choice Specs Kyurem Weather Ball (100 BP Fire) vs. 252 HP / 176+ SpD Ferrothorn in Sun: 744-876 (211.3 - 248.8%) --
guaranteed OHKO
252+ SpA Choice Specs Kyurem Focus Blast vs. 252 HP / 176+ SpD Ferrothorn: 296-350 (84 - 99.4%) -- guaranteed 2HKO after Leftovers recovery
252+ SpA Choice Specs Kyurem Weather Ball (100 BP Fire) vs. 248 HP / 252+ SpD Scizor in Sun: 896-1056 (261.2 - 307.8%) --
guaranteed OHKO
252+ SpA Choice Specs Kyurem Focus Blast vs. 248 HP / 252+ SpD Scizor: 179-211 (52.1 - 61.5%) -- 97.7% chance to 2HKO after Leftovers recovery
252+ SpA Choice Specs Kyurem Focus Blast vs. 128 HP / 252+ SpD Assault Vest Melmetal: 272-320 (61.3 - 72.2%) -- guaranteed 2HKO
252+ SpA Choice Specs Kyurem Weather Ball (100 BP Fire) vs. 128 HP / 252+ SpD Assault Vest Melmetal in Sun: 340-402
(76.7 - 90.7%) -- guaranteed 2HKO
This also means that common switch-ins that resist Focus Blast, such as Volcarona, are no longer safe. In addition to this, Dragapult (who could easily switch into Focus Blast due to being immune to it), outspeed Kyurem and usually OHKO it, is now cleanly 2HKO'd meaning that it's no longer a reliable switch-in due to the damage it will take. Finally, fairies such as Clefable don't appreciate taking a shot from Weather Ball either.
252+ SpA Choice Specs Kyurem Focus Blast vs. 248 HP / 0 SpD Volcarona: 103-122 (27.6 - 32.7%) -- guaranteed 4HKO
252+ SpA Choice Specs Kyurem Weather Ball (100 BP Fire) vs. 248 HP / 0 SpD Volcarona in Sun: 258-304 (69.1 - 81.5%) --
guaranteed 2HKO
252+ SpA Choice Specs Kyurem Weather Ball (100 BP Fire) vs. 0 HP / 4 SpD Dragapult in Sun: 170-200 (53.6 - 63%) -- guaranteed 2HKO
252+ SpA Choice Specs Kyurem Focus Blast vs. 252 HP / 4 SpD Clefable: 117-138 (29.6 - 35%) -- guaranteed 4HKO after Leftovers recovery
252+ SpA Choice Specs Kyurem Weather Ball (100 BP Fire) vs. 252 HP / 4 SpD Clefable in Sun: 293-345 (74.3 - 87.5%) --
guaranteed 2HKO after Leftovers recovery
The only trade-off is that Heatran and Tyranitar no longer have to be wary unless you're running Earth Power. Ice Beam and Draco Meteor are as brutal as ever; the last slot is dependent on your specific needs. Freeze Dry works wonders against Water types, while Earth Power provides great coverage against Electric, Fire, and Rock types. I personally recommend the latter, as I've found that my other teammates on sun can usually handle the Waters extremely well, but it is there as an option.
Heatran
Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Magma Storm / Fire Blast
- Solar Beam
- Earth Power
- Flash Cannon / Steel Beam
Are you absolutely tired of Pokemon like Swampert, Slowbro, Slowking, Urshifu-RS, and Tapu Fini having freedom around your Heatran? Under Sun, not only is your absolutely ludicrous Magma Storm boosted to ridiculous levels (which I recommend due to its trapping abilities, but you could always use Fire Blast), but you now have access to a base 120 power Solar Beam that acts as an absolute nuke to particular threats.
252+ SpA Heatran Solar Beam vs. 252 HP / 252+ SpD Swampert: 444-524 (109.9 - 129.7%) --
guaranteed OHKO
252+ SpA Heatran Solar Beam vs. 252 HP / 64 SpD Tapu Fini: 218-258 (63.3 - 75%) -- guaranteed 2HKO after Leftovers recovery
252+ SpA Heatran Solar Beam vs. 252 HP / 4 SpD Slowbro: 344-406 (87.3 - 103%) --
18.8% chance to OHKO
252+ SpA Heatran Solar Beam vs. 0 HP / 0 SpD Urshifu-Rapid-Strike: 434-512 (127.2 - 150.1%) --
guaranteed OHKO
In addition to this, Water-type attacks are hampered by Sunlight, effectively removing Heatran's Water-type weakness and allowing it to weather hits that it normally would not be able to handle anywhere near as well, changing many OHKOs and 2HKOS into 3HKOs or higher.
252 Atk Choice Band Urshifu-Rapid-Strike Aqua Jet vs. 0 HP / 0 Def Heatran in Sun: 92-110 (28.4 - 34%) --
0.9% chance to 3HKO
252 SpA Tapu Fini Hydro Pump vs. 0 HP / 4 SpD Heatran in Sun: 134-162 (41.4 - 50.1%) --
0.4% chance to 2HKO
0 SpA Slowbro Scald vs. 0 HP / 4 SpD Heatran in Sun: 80-96 (24.7 - 29.7%) --
99.9% chance to 4HKO
0 Atk Swampert Flip Turn vs. 0 HP / 0 Def Heatran in Sun: 66-80 (20.4 - 24.7%) --
guaranteed 5HKO
Earth Power is, of course, for opposing Heatran, Toxapex, Slowking-Galar. The last option gives you additional STAB, while Flash Cannon is more reliable; I've found lately that on Scarf sets specifically, STAB Steel Beam hits like an absolute truck. Let's look at some identical calculations to see the variable and how much it can make a difference, despite the HP Recoil.
252+ SpA Heatran Flash Cannon vs. 252 HP / 4 SpD Clefable: 314-372 (79.6 - 94.4%) -- guaranteed 2HKO
252+ SpA Heatran Steel Beam vs. 252 HP / 4 SpD Clefable: 546-644 (138.5 - 163.4%) --
guaranteed OHKO
252+ SpA Heatran Flash Cannon vs. +1 252 HP / 4 SpD Clefable: 210-248 (53.2 - 62.9%) -- guaranteed 2HKO
252+ SpA Heatran Steel Beam vs. +1 252 HP / 4 SpD Clefable: 366-432 (92.8 - 109.6%) --
56.3% chance to OHKO
This is, of course, a completely optional set variant, but definitely worthy of consideration, and I've found that the additional power even against Neutral targets has been the difference between a win and a loss for me. With a Modest nature and a Choice Scarf, Heatran reaches a respectable 379 Speed, meaning that while it does lose out on outspeeding Jolly Weavile (which won't want to switch into Scarf Heatran anyways as most Scarf Heatran variants run Timid), it crosses particular damage thresholds that Timid can't reach. I'd also like to point out that with a Flash Fire boost + Sun boost, Heatran's STAB Fire attacks will melt almost anything in the tier that isn't opposing Heatran or Flash Fire Pokemon.
252+ SpA Flash Fire Heatran Magma Storm vs. 252 HP / 4 SpD Toxapex in Sun: 148-175 (48.6 - 57.5%) -- guaranteed 2HKO after trapping damage
Blacephalon
Blacephalon @ Choice Scarf
Ability: Beast Boost
EVs: 4 Atk / 252 SpA / 252 Spe
Modest Nature
- Mind Blown
- Shadow Ball
- Fire Blast / Flamethrower
- Solar Beam
Blacephalon functions similarly to Heatran in some aspects but is vastly different in others. Blacephalon's power output is not even in the same league. Mind Blown under Sun is, without a doubt, one of the strongest moves in the game, melting absolutely anything, even resists. Blacephalon utilizes two Fire-type moves frequently, and the results are similar.
252+ SpA Blacephalon Mind Blown vs. 252 HP / 4 SpD Toxapex in Sun: 166-196 (54.6 - 64.4%) -- guaranteed 2HKO
252+ SpA Blacephalon Fire Blast vs. 252 HP / 4 SpD Toxapex in Sun: 122-144 (40.1 - 47.3%) -- guaranteed 3HKO
Blacephalon's Shadow Ball absolutely wrecks Dragapult, Tapu Lele, Mew, Slowbro, Slowking, and Slowking-Galar. It is a fantastic neutral move to use due to the potential Special defense drop and the relative lack of resists or immune Pokemon utilized in OU. Solar Beam is the same as Heatran but hits a decent amount harder. Blacephalon also has the potential to snowball with Beast Boost and is way faster. So you're probably wondering, "Blacephalon sounds better all-around in the Scarf role; why would I not just use it instead of Heatran?" The answer comes down to raw power and speed versus coverage and defensive utility. Heatran may be slower and not hit quite as hard, but it has better coverage, far better defensive typing, and higher defensive stats. So you have to ask yourself, do I want a slightly weaker and slower scarfer that can actually survive attacks like Urshifu-RS's Aqua Jet comfortably and hit a wider variety of Pokemon, or do I want an absolute nuke that can snowball with the correct prediction that, unfortunately, folds to certain types of attacks.
Leafeon
Leafeon @ Leftovers
Ability: Chlorophyll
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Leaf Blade / Solar Blade
- Knock Off
- Synthesis / Swords Dance
- Yawn / Toxic
Now you're probably thinking, "BlackMalachite, you've finally gone off your rocker; why would you ever use Leafeon when Zarude exists?" In almost any other case, you're absolutely right. However, Leafeon has access to specific tools that Zarude wishes it could get. While Zarude has access to a bevy of incredible coverage moves, better overall stats, and additional Dark STAB to deal with Ghost-types, Leafeon has access to a wide variety of unique support moves and an ability that Zarude would absolutely kill for.
Somehow, for some reason, Zarude doesn't have access to Knock Off while Leafeon does, meaning that while Leafeon doesn't get STAB on it, it has the option to potentially cripple switch-ins. Leafeon also has access to the potentially infuriating move "Yawn," allowing it to force switches, potentially getting a Swords Dance off, or allowing time for itself to heal with a Sun boosted Synthesis if you're going purely Utility. You could run Toxic instead, but I've found in my testing that the forced switches and potential Sleep that Yawn provides are more useful than Toxic. As for Leafeon's main offensive move, it has access to another incredible STAB move that Zarude does not get, Leaf Blade. Leaf Blade is a base 90 power Grass-type physical move with 100% accuracy and a heightened Critical Hit rate. Zarude has access to Power Whip, which is more powerful and has 85% accuracy and no heightened Critical Hit rate. If Zarude wants a 100% accurate move, it must use the inferior base 80 power Seed Bomb, which has no secondary effect. If Leaf Blade's power is not enough, you could always run Solar Blade, but I've found that Leaf Blade is more reliable. Leafeon also has additional options not listed on the above set, such as Heal Bell, Wish, Roar, Leech Seed, etc.
What helps Leafeon stand out even more is access to Chlorophyll (which Zarude does not have), meaning that with 252 Speed and a neutral nature, Leafeon reaches almost 578 speed under Sun. To understand just how fast this is, the only relevant Pokemon to outspeed Chlorophyll Leafeon is Scarf Dragapult with a POSITIVE Speed nature (If Leafeon runs a positive Speed nature, nothing outspeeds it, including positive Speed Scarf Dragapult). In addition to this, Leafeon's pure Grass typing and base 130 Defense means that despite having lower HP than Zarude, it actually takes U-Turns better thanks to only having a 2x weakness to Bug, instead of Zarude's 4x Weakness. In addition to this, Leafeon also doesn't have critical weaknesses to Fighting and Fairy-type attacks, meaning that Pokemon such as Clefable, Urshifu-RS, Tapu Fini, Tapu Koko, and Tapu Lele cannot nail Leafeon Super Effectively with their STAB moves as they can to Zarude. Finally, while a Leaf Guard set is possible with Leafeon, Zarude completely outclasses that as it also has access to that ability.
Final Thoughts
Sun has incredible potential in the current metagame, and as of right now, it is relatively unexplored. However, I feel as though once people start catching onto the massive amount of varied, unique options this playstyle brings, it will begin to catch on quite a bit more. I haven't even scratched the surface of the possibilities here, and maybe I'll make more posts about Sun Pokemon in the future, but I'd like to start with this for now. Then, hopefully, more people explore this format!