SV OU Sun Team Hybrid

With the introduction of Pokémon home we got many powerful threats entering the scene. I would like to throw in the contender of Lilligant-Hisuian. Now I know she hasn't been much of a threat thus far but I think its because people have been building her wrong. So let me show you what I have done to unlock her potential

1. The star of the show
2. The team that backs her up
3. Advantages of running this team
4. Major threats

5. possible substitutes
6. Conclusion

The Star of the Show:

Pokemon-Scarlet-and-Violet-Hisuian-Lilligant.png

liligant stats2.PNG

Grass Type.PNG
Fighting type.PNG

Ability: Chlorophyll/Hustle/Leaf Guard
Pros: Victory dance. This one move is absolutely busted gives you +1 to attack, Defense, and Speed which can take your already absurd speed and attack to the next level. She can learn Sleep powder and defog which is always good. 105 speed puts her into a tier of speed which out speeds most of the meta on its own without having to go jolly. there is only 20 pokemon in OU that have a speed over 105, with only 6 of those pokemon being faster even with jolly. 12 pokemon need to have jolly/timid in order to out speed lilligant with adamant. 1/2x weakness to ground and electric is always good.

Cons: 4x weakness to flying, along with the 5 other weakness makes it fragile with its poor defense stats if you make the wrong predictions it can go down easily. move diversity is not the best which comes to bite it a little bit. gets walled by many of the meta choices

so how do we fix this? Tera type:
Ground Type.PNG
. giving it tera blast and tera type ground allows you to maneuver around all of your problems. ground gives you effectiveness against electric, fire, poison, rock and steel while only giving you weakness against grass, ice and water. So what can we do with this? a lot actually. in calculation and in testing I've been able to shut down gholdengo, great tusk, kingambit, skeledirge, corviknight, cloudsire, sneasler and galarian-slowking. I haven't run into baxcalibur or any other ice types but you would also break through them without a victory dance plus you have the speed advantage over these pokemon. now with a +1 victory dance I've been able to bust through garganacl and I haven't faced a ting-lu but calculations tell me that with a +1 victory dance you can break right through it.

Now she's not invincible, there are still threats for her: mainly Dragonite, Dragpult, Dondozo, and pelipper. mainly flying types and dragon types for the most part wall her there are exceptions, but you can get around this by instead of running sleep powder running ice spinner which gives you an option against them. After that there is Fringe Cases of fairy types that also wall you in which case you can run Poison Jab. if you are going to sub out for a different move I would suggest Ice spinner because then you have neutral coverage against everything in the meta. Poison Jab is just for if there is something particularly nasty you cant deal with.

So let me show you How I've been running her:

Lilligant-Hisui @ Life Orb /Heavy-Duty Boots
Ability: Chlorophyll
Tera Type: Ground
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Close Combat
- Victory Dance
- Tera Blast
- Sleep Powder/Ice Spinner/Poison Jab

The Team that Backs Her Up:
So Right now I have a Well balanced hybrid team that has a loose tie in with the sun:
Torkoal.png

Fire Type.PNG

Torkoal (F) @ Heat Rock /Eject Button
Ability: Drought
Tera Type: Water
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Clear Smog/Lava Plume
- Rapid Spin
- Stealth Rock
- Body Press
my basic sun setter he might be changed out for someone else since torkoal's just too slow for this team. the advantage of using torkoal is setting up stealth rocks and being a rapid spin user which is highly valuable. Overall, Torkoal is just defense and utility right now. Water Tera is because of waters amazing defense being only weak to grass and electric which changes up your gameplan against torkoal.
Pokemon-Scarlet-and-Violet-Therian-Landorus.png

Flying Type.PNG
Ground Type.PNG

Landorus-Therian @ Choice Scarf
Ability: Intimidate
Tera Type: Ghost
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Earthquake
- U-turn
- Grass Knot
- Stone Edge
Solid, forms a sort of core to the team helps answer specific threats and can pivot into what I need. right now he is tera type ghost so that way in niche situations he can gain the defense necessary to take out certain threats. having two immunities can help plus it gets rid of the 4x weakness to ice which is always a bad thing on landorus.
Skeledirge.png

Fire Type.PNG
Ghost Type.PNG

Skeledirge (F) @ Heavy-Duty Boots
Ability: Unaware
Tera Type: Fairy
EVs: 252 HP / 40 Def / 188 SpD / 28 Spe
Bold Nature
IVs: 0 Atk
- Slack Off
- Substitute
- Torch Song
- Shadow Ball
Another Threat that needs to be answered has bailed me out of a couple of situations. skeledirge acts as a bulky sweeper on my team. tera type fairy is for when im facing a heavy ground type team or a heavy water type team and my other threats to counter it are not cutting it switching over to fairy gives me the neutral coverage to go off. This along with the substitute package makes it an annoying thing to have to answer in general.
walking-wake.png

Water Type.PNG
Dragon Type.PNG

Walking Wake @ Choice Specs
Ability: Protosynthesis
Tera Type: Dragon
EVs: 12 HP / 244 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Steam
- Dragon Pulse
- Flamethrower
- Draco Meteor
Answers my Dragon Threats and is overall just a good wall breaker. Also falls into the category of not enough coverage options. Hydro Steam is slept on I swear. Dragon Tera Type is to further break through any bad threats, Ive also considered Fire, and Water tera typing but honestly Walking wake is my only real answer to dragons right now.
Wash Rotom.png

Electric Type.PNG
Water Type.PNG

Rotom-Wash @ Leftovers
Ability: Levitate
Tera Type: Steel
EVs: 252 HP / 244 SpD / 12 Spe
Calm Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Thunder Wave/Discharge
- Protect
This bulky piece of machinery allows me to stall against very annoying comps and just acts as a good wall since most people don't have answers. Rotom-W allows me to scout through the opponents team for the most part so I can get a better Idea of how to counter it, plus it has the added benefit of paralyzing certain fast threats to make sure my team always gets the leg up. Steel is because of its amazing resistances plus it resists grass so its a nice little trick against teams who think they have the one up against Rotom-W.

Advantages of Using this Team:
Since you are a Hybrid Sun Team you don't have to always lead with your sun setter to get going, your pokemon are all fast and strong enough to be threats on their own, the Sun just helps elevate your game plan. Walking Wake is a strong enough pokemon to wall break pokemon without the sun, and Lilligant is fast enough that it out speeds most of the meta without chlorophyll. The sun helps when you are against weather teams the advantage of using torkoal is since it is slower its move will activate last. Also being a Hybrid team means you aren't reliant on the sun so if torkoal goes down your team still functions just fine.

Major Threats:
Currently, I have no answers to iron valiant. fighting types and fairy types fell through in my coverage, out of the two Fairy types pose more of a threat to me than fighting types. out of the fairy types I care about: Grimsnarl, Hatterene, scream tail, Enamorus I have little answers for. I just have to hit them and hope they cant hit back as hard right now which is a major weakness. also Dondozo still just walls this team, my game plan for that though is to just try to pivot in landorous or rotom to do tons of damage and hopefully it switches out but its not the best game plan. Also having the sun makes taking that water damage manageable.

Possible Substitutes:
Right now, I'm considering taking out torkoal and moving in a scream tail with sunny day as it is faster
scream-tail.png


Fairy Type.PNG
Psychic Type.PNG

Scream Tail @ Light Clay/Heat Rock
Ability: Protosynthesis
Tera Type: Water
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Reflect
- Light Screen
- Sunny Day
- Ice Beam/Dazzling Gleam
advantage of using scream tail is screens and faster. the con is that it wastes a turn setting up the sun which always bad
gholdengo.png

Steel Type.PNG
Ghost Type.PNG

Gholdengo @ Air Balloon
Ability: Good as Gold
Tera Type: Fighting
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Make It Rain
- Recover
- Shadow Ball
- Nasty Plot
replace skeledirge with gholdengo this would give me the much needed fairy coverage. but I would be losing out on the bulk of skeledirge
Other than that I'm not sure right now what to do.

Conclusion:
I hope I have sparked a little more conversation into Lilligant-Hisuian. Also I feel the hybrid style of sun teams might be the way for sun teams to go in the future. I appreciate you taking the time to read this, This is my first time posting about my team/theory and I would love to hear about how I can make this better. So Far I've played 15 games and I've gone 12-3 as of writing this so I can see the strength of this team, Its more I need to get better at the game as I realize I made a mistake not so much I didn't have a specific answer to something. although there was the time yesterday where someone sent out a quaquaval used aqua step and rapid spin so I thought it would be safe to throw in landorous just for them to use ice spinner. Again I would love feedback on this team and suggestions on how to improve this as I think this can work.
 

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HDB on a resist? Is that good? I mean there's other hazards than SR, esp. now. Just curious.

Small thing, on Torkoal without Fire STAB, maybe put 8 EVs in SpD or even Spe for the mirror, Clear Smog alone shouldn't require even trivial SpA EVs. Er I hope that helps some, I have seen 4, or 8 in this case, EVs do quite a bit before.

Landog looks inetersting, what is tera ghost for? That kinda thing should be explained, to meet the 3 line min. description requirement per mon.
 
HDB on a resist? Is that good? I mean there's other hazards than SR, esp. now. Just curious.

Small thing, on Torkoal without Fire STAB, maybe put 8 EVs in SpD or even Spe for the mirror, Clear Smog alone shouldn't require even trivial SpA EVs. Er I hope that helps some, I have seen 4, or 8 in this case, EVs do quite a bit before.

Landog looks inetersting, what is tera ghost for? That kinda thing should be explained, to meet the 3 line min. description requirement per mon.
yea so HDB is for Tspikes and sticky webs their niche i know but those two things can harm your plans if your don't maneuver it carefully. right now I mostly use LO to get the extra damage necessary. Some other niche items you can run is protective pads for static zapdos, effect spore amoonguss but I wouldnt really worry about that.

Also I fixed up my section on Teras, Hopefully it gives you a better understanding If you need more I would be happy to give you more. And if you have suggestions on what I should do for teras that would also help as the only ones locked in right now are Walking wake, Lilligant-H
 
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A bit of an update... So ive played for a couple more hours now and I have some new things to share. First thing Ive ditched Skeledirge (long may she live) and replaced her with Gholdengo air baloon same as in the post above. while it is technically weaker in terms of bulk it is faster and gives me the much needed answer to fairy types. Second Ive gone ahead and adjusted some of the Ivs of Rotom-W, Walking Wake, And Torkoal. for Rotom-W I noticed it was just close enough to KOing great tusk on its own so i looked into a lot of builds for Great Tusk and pushed its Sp. Atk just slightly above to where its hydro pump will ohko great tusk if its not specially invested. next, I noticed that Walking Wake was extremely bulky and I wanted to compare it to other things around it. Turns out, If I just bump its Sp. Atk I can use draco meteor as a way to deal with some of my threats like Dondozo and it can just about one shot a Dragonite while going first which is more than comfortable for me to cement it as a wall breaker. It can also deal with threats like dragapult because in the sun it outspeeds so its staying on the team Lastly, I added some Sp. Def. to Torkoal and my reason behind this was to get past those cheeky one shot earth power. So I will post an update to the Team. I tried looking into changing both gholdengo and Lilligant-H stats but I think they need to stay HO.

Torkoal (F) @ Heat Rock
Ability: Drought
Shiny: Yes
Tera Type: Water
EVs: 224 HP / 252 Def / 32 SpD
Bold Nature
- Clear Smog
- Rapid Spin
- Stealth Rock
- Body Press

Lilligant-Hisui @ Life Orb
Ability: Chlorophyll
Shiny: Yes
Tera Type: Ground
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Close Combat
- Victory Dance
- Sleep Powder
- Tera Blast

Landorus-Therian @ Choice Scarf
Ability: Intimidate
Tera Type: Ghost
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Earthquake
- U-turn
- Grass Knot
- Stone Edge

Gholdengo @ Air Balloon
Ability: Good as Gold
Tera Type: Fighting
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Make It Rain
- Recover
- Shadow Ball
- Nasty Plot

Walking Wake @ Choice Specs
Ability: Protosynthesis
Tera Type: Dragon
EVs: 12 HP / 200 Def / 44 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Steam
- Dragon Pulse
- Flamethrower
- Draco Meteor

Rotom-Wash @ Leftovers
Ability: Levitate
Shiny: Yes
Tera Type: Steel
EVs: 252 HP / 64 SpA / 180 SpD / 12 Spe
Calm Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Discharge
- Protect
 
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The only thing I would say is Defensive investment on Wake is garbage. When your already going to out speed and can live almost all attacks, it makes no sense to run the extra defense. I would recommend this set instead:
Walking Wake @ Choice Specs
Ability: Protosynthesis
Tera Type: Fairy
EVs: 12 Def / 244 SpA / 252 Spe
Timid Nature
- Hydro Steam
- Flamethrower
- Draco Meteor
- Dragon Pulse
This turns Wake into an offensive menace that increases the likelihood of OHKOs and 2HKOs.
 
Is there a reason that you're using body press over lava plume and sleep powder over (any) grass move?

Same with discharge over thuderwave/ wisp?

I am also postulating these to suggest you make the change.
 
The only thing I would say is Defensive investment on Wake is garbage. When your already going to out speed and can live almost all attacks, it makes no sense to run the extra defense. I would recommend this set instead:
Walking Wake @ Choice Specs
Ability: Protosynthesis
Tera Type: Fairy
EVs: 12 Def / 244 SpA / 252 Spe
Timid Nature
- Hydro Steam
- Flamethrower
- Draco Meteor
- Dragon Pulse
This turns Wake into an offensive menace that increases the likelihood of OHKOs and 2HKOs.

noted. I will look into possibly do this


Is there a reason that you're using body press over lava plume and sleep powder over (any) grass move?

Same with discharge over thuderwave/ wisp?

I am also postulating these to suggest you make the change.

the reason why i use body press over lava plume is because i already have fire coverage and there isnt anything that I would particularly need to be double into fire coverage whereas the fighting move allows me to take out those bulky steel types as well as do damage to dondozo if needed overall it gives me more stuff to do plus it almost two hit some of my threats, it also can one shot meowscarada without meowscarada being able to hit me back. fighting allows me to hit 5 types, whereas fire only lets me hit 4 and in the meta game currently I care more about the types Fighting can hit not so much about the types fire can hit. I have thunderwave as a current option to sub into as for wisp the half attack is nice but thats about it? I thought about it but Rotom-W has turned into kind of a bulky special attacker who left uncheck can just win me games on his own thats the reason i run discharge, also having the electric move is very nice when im up against rain teams who use pelipper 4x weakness to electric and all that.

As for not running any grass moves on lilligant is because grass has little coverage. here is a comparison all of the pictures im gong to show you is every single pokemon currently available in the paldean dex including with home
ground+fighting.PNG

this is just normal ground and fighting
ground+fighting+grass.PNG

here is ground fighting and grass
ground+fighting+ice.PNG

here is ground fighting and ice
ground+fighting+poison.PNG

here is ground fighting and poison
when you have a HO pokemon you want it to hit super effective or neutral against as much as possible. so you want to pick the most moves possible to give them the best possible advantage. I already conceded some pokemon will not be able to be hit by this pokemon like for example a drifbloom will just destroy this. however adding in grass only increases its effectiveness by about 1% whereas adding in a poison or ice coverage sends you to practically full coverage. where the only pokemon you cant hit with ice is sunskirt and the only pokemon you can hit with poison effectively are drifblim, oricorio-sensu and landorous. So when considering these options its better to just sleep the pokemon you cant deal with the best and you get at most a free victory dance.
https://replay.pokemonshowdown.com/gen9ou-1885690158
this game was the worst scenario for my team in terms of practicality but my opponent slipped up once allowed my lilligant to come in and get a free victory dance or two off and it was game over. But i put the first half to me being bad at playing pokemon not so much the team not performing.I have others saved but this was the best game to show off i guess lilligants clean sweep potential
 
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