SV OU Sun team help

Honestly havent done competitive battling for a while but thought Id try dip my feet back into it a bit here. Since I havent been battling for a while, I thought Id try to rebuild a familiar team that I used earlier in the generation. Im aware its probably not the strongest teamstyle right now but I can figure out other strategies later.

Pokepaste: https://pokepast.es/37f2e5b3dae2e5a9


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Torkoal @ Heat Rock
Ability: Drought
Tera Type: Flying
EVs: 248 HP / 248 Def / 12 SpD
Bold Nature
- Lava Plume
- Rapid Spin
- Stealth Rock
- Will-O-Wisp

Torkoal is pretty mandatory (Ninetales didnt really fit in the team) for Sun and the set itself is pretty standard I think. Torkoal is here to set up sun and to provide support for the team. Torkoal is the glue that holds the team together and most members of the team need the sun to facilitate their strategies. Rapid Spin keeps Hazards off (especially rocks and sticky web). Wil-o-wisp can cripple physical mons and just provide passive chip damage which can help the other members of the team. Stealth Rock like wil-o-wisp also deals chip damage which helps even more with securing KOs. Lava Plume is just all around good STAB along with a relatively high burn chance.

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Great Tusk @ Rocky Helmet
Ability: Protosynthesis
Tera Type: Steel
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Headlong Rush
- Ice Spinner
- Rapid Spin
- Knock Off

Great Tusk is the teams main form of hazard removal. While Torkoal can clear hazards off the field, this is still Great Tusks main job. Rocky Helmet punishes physical mons that Tusk will most of the time switch into. Rapid Spin is obvious. Headlong Rush may seem a bit counterintuitive to taking hits since it lowers Def and SpD, but the extra power is sometimes necessary to secure KOs. Knock Off is great all around utility and is generally a safe move to spam since Great Tusk can force a lot of switches. Ice Spinner is to hit ground types like Gliscor and Landorus-T, Dragon types like Dragonite, and flying types like Zapdos; all of which give this team a headache.

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Roaring Moon @ Choice Band
Ability: Protosynthesis
Tera Type: Dark
EVs: 32 HP / 220 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Outrage
- U-turn
- Earthquake

Banded Roaring Moon is honestly really strong and is the main breaker on this team. EVs are set up to give a Speed boost in sun, which pairs really well with bands attack boost. Knock Off is a really spammable STAB move and is the main support of this set. Outrage is really strong but does give fairy types a free switch, but honestly not much takes banded Outrage safely. U-Turn allows Roaring Moon to pivot as necessary and is generally a pretty safe move to click. Earthquake is here to hit Steel types who kind of wall the other 3 moves pretty well.

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Walking Wake @ Choice Specs
Ability: Protosynthesis
Tera Type: Water
EVs: 12 HP / 244 SpA / 252 Spe
Timid Nature
- Hydro Steam
- Draco Meteor
- Flamethrower
- Dragon Pulse

Specs Walking Wake is also a really strong wallbreaker for a sun team. Walking Wake and Roaring Moon form a strong dual wallbreaking core which can really blow holes in an opponents team. Like Roaring Moon, the EV spread is meant to boost Speed in Sun. Hydro Steam is overall good STAB that gets a boost in sun and is in general a reliable water type move. Draco Meteor can destroy a lot of Pokemon and is probably the primary STAB move on this entire set. Flamethrower is overall good coverage since steel types like Corviknight can wall Walking Wake's STABs and gets a boost while in sun. Dragon Pulse is an alternative STAB to Draco Meteor that doesnt drop SpA although I'm thinking of changing this slot for something else.

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Venusaur @ Life Orb
Ability: Chlorophyll
Tera Type: Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Growth
- Giga Drain
- Weather Ball
- Sludge Bomb

Venusaur is another Special Attacker who has a lot of good synergy with Walking Wake. Walking Wake can have issues with other water types but Venusaur has good matchups in general against those. Growth is to patch Venusaur's good but not excellent base 100 SpA. Giga Drain is the most reliable STAB that Venusaur has and gives it some much needed survivability and helps somewhat offsets the Life Orb recoil. Weather Ball is a surprisingly good tech especially if you Terastallize Venusaur. Sludge Bomb is just to hit Fairy types.
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Heatran @ Air Balloon
Ability: Flash Fire
Tera Type: Ghost
EVs: 224 HP / 40 SpA / 244 Spe
Modest Nature
IVs: 0 Atk
- Magma Storm
- Earth Power
- Solar Beam
- Taunt

Air Balloon Heatran is here as kind of my stallbreaker (The set is the same as Srn in his sun team). There isnt a lot of power within this set but that main purpose is to position you better against more bulky opponents. Even without a lot of SpA or defensive investment, its still Heatran, possessing its generally good SpA and bulk along with its type combo. Also as an added benefit, Heatran forms a decent Fire-Watrer-Grass core with Walking Wake and Venusaur. Taunt has the potential to shut down Pokemon like Alolamola or Blissey from healing or providing cruicial support to their teammates. Magma Storm does decent damage in sun and also traps and provides chip damage which can help secure other KO's. Solar Beam is a surprise tech that can catch a lot of potential water or ground type switch ins off guard since Heatran is kind of a free switch in for those types of Pokemon. Earth Power is generally great coverage which hits other opposing steels and Raging Bolt.
 

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Last edited:
Hi very cool team but I wanted to add a couple suggestions.

1. Your torkoal should be able to pressure :Slowking-galar: so it just doesn’t come in for free and change the weather

Torkoal (Torkoal) (F) @ Heat Rock
Ability: Drought
Tera Type: Fairy
EVs: 104 HP / 236 SpA / 168 SpD
Quiet Nature
- Overheat
- Rapid Spin
- Stealth Rock
- Earthquake

Taking a page out of Srn’s book I. Highly suggest you run this set Overheat+ Earthquake does a minimum 82.4-97.3% to it.

2. It is a offensive team I highly suggest making :Great Tusk: to give it an opportunity to setup and pressure teams with :Kingambit: getting opportunities to set up along with the speed boost you get in sun already. Tera steel can also be used to resist Acrobatics from oppposing :Roaring moon:

Great Tusk @ Leftovers
Ability: Protosynthesis
EVs: 252 HP / 4 Atk / 252 Spe
Tera Type: Poison
Jolly Nature
- Bulk Up
- Headlong Rush
- Ice Spinner
- Rapid Spin

3. You should be running flip turn > Dragon pulse on :walking wake:. Yes consistent damage outside of Draco is nice but I really think a team like this benefits from the momentum that flip gives.

Those are the few changes if suggest have fun!
 
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