Hello there this is my Sunny Day team that I have been testing to some success and I quite enjoy the play style of it, but i feel as though it could be improved upon and would like some outsiders to evaluate it. Please give me any feedback on it and point anything out to me.
Loki (Whimsicott) (F) @ Heat Rock
Ability: Prankster
Shiny: Yes
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Sunny Day
- Taunt
- Memento
- U-turn
So this little fur ball is one of my sun setters and most common lead. Basically prankster allows me to ensure Sun gets up. Taunt allows me to bypass stall and utility mons and set up a Sunny Day, like on a Fortress for example. Memento allows me to cripple offensive mons and gain momentum, and set up with my sweeper under the sun, by crippling the offensive mon and forcing a switch and allowing me to get up a SD or NP. U-turn fulfills the same roll to get my sweepers in safely and provide momentum but doesn't waste Whimscott.
Floor Jizz (Florges) (F) @ Heat Rock
Ability: Flower Veil
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
IVs: 0 Atk
- Sunny Day
- Wish
- Protect
- Moonblast
Basic SDefensive Florges with Sunny Day instead of Aromatherapy. Wish is great to pass to my sun sweepers if they don't succeed on a first attempt. Florges also gets many opportunities to set up Sun on many special attackers because its massive special defense just allows it to soak up hits. Moonblast is just great stab to help wear down opponents mons.
Cambria (Houndoom) (F) @ Houndoominite
Ability: Flash Fire
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Dark Pulse
- Fire Blast
- Hidden Power [Grass]/Solar Beam
Main reason to use Sun. With its massive Special Atk and Solar Power, Sun boosted Fire Blast not to mention the ability to easily set up a Nasty Plot with Whimscott nothing in the tier is gonna live that Fire Blast. Here are some calcs
+2 252 SpA Solar Power Mega Houndoom Fire Blast vs. 252 HP / 252+ SpD Florges in Sun: 451-532 (125.2 - 147.7%) -- guaranteed OHKO
+2 252 SpA Solar Power Mega Houndoom Fire Blast vs. 252 HP / 252+ SpD Umbreon in Sun: 511-603 (129.6 - 153%) -- guaranteed OHKO
+2 252 SpA Solar Power Mega Houndoom Fire Blast vs. 252 HP / 4 SpD Mega Blastoise in Sun: 377-444 (104.1 - 122.6%) -- guaranteed OHKO
+2 252 SpA Solar Power Mega Houndoom Fire Blast vs. 252 HP / 0 SpD Suicune in Sun: 378-445 (93.5 - 110.1%) -- 62.5% chance to OHKO
That is the 2 most common special walls in the tier and 2 most common and bulkiest water types taken down by a fire type move.(sorry I'll stop gushing now)
Santa's Hitman (Sawsbuck) @ Life Orb
Ability: Chlorophyll
EVs: 236 Spd / 252 Atk / 20 HP
Adamant Nature
- Horn Leech
- Double-Edge
- Jump Kick
- Swords Dance/Megahorn
My favorite Chlorophyll sweeper. Synergizes well with Houndoom giving me a sweeper on the physical side and hits most things Houndoom can't. Spd EV's are to out speed timid base 80's. biggest problem is I can't decide if i want to keep SD or replace with Megahorn. SD gives me a move to set up on mons protecting to try and stall out Sun. SD ensure an OHKO's but on the other hand I get walled by a majority of Ghost-types in UU such as Gourgiest, Trevenant, and Chandelure but Houndoom can usually switch in on those and handle them.
Rick Roll (Donphan) (M) Leftovers
Ability: Sturdy
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Ice Shard
- Stealth Rock
- Earthquake
- Rapid Spin
Best sun rapid spinner to keep hazards off the my side for Houndoom. Ice Shard gives me some good priority to deal with scarfed and weakened mons. Powerful EQ that can threaten many mons especially when guaranteed to hit thanks to sturdy Also help set up Stealth Rocks to break sash's and secure OHKO's. Has the Poison resist for my 2 fairies as well.
Darmanitan @ Choice Scarf
Ability: Sheer Force
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- Flare Blitz
- Rock Slide
- Earthquake
- U-turn
A Great mon that works well outside of the sun as well as inside. Inside the sun Sun boosted Flare Blitz's maim some mons while being scarfed helps deal with fast threats that I need to deal with when I can't get the sun out. U-turn allows for scouting and EdgeQuake coverage to help deal with opposing fire type pokemon who try to abuse my sun.
Conclusion
If feel this is a very solid team because of all my defensive mons still are able to put a dent into my opponents team to help me get to a point where I can set up Sun and have either Sawsbuck or Houndoom finish it from there.

Loki (Whimsicott) (F) @ Heat Rock
Ability: Prankster
Shiny: Yes
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Sunny Day
- Taunt
- Memento
- U-turn
So this little fur ball is one of my sun setters and most common lead. Basically prankster allows me to ensure Sun gets up. Taunt allows me to bypass stall and utility mons and set up a Sunny Day, like on a Fortress for example. Memento allows me to cripple offensive mons and gain momentum, and set up with my sweeper under the sun, by crippling the offensive mon and forcing a switch and allowing me to get up a SD or NP. U-turn fulfills the same roll to get my sweepers in safely and provide momentum but doesn't waste Whimscott.

Floor Jizz (Florges) (F) @ Heat Rock
Ability: Flower Veil
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
IVs: 0 Atk
- Sunny Day
- Wish
- Protect
- Moonblast
Basic SDefensive Florges with Sunny Day instead of Aromatherapy. Wish is great to pass to my sun sweepers if they don't succeed on a first attempt. Florges also gets many opportunities to set up Sun on many special attackers because its massive special defense just allows it to soak up hits. Moonblast is just great stab to help wear down opponents mons.

Cambria (Houndoom) (F) @ Houndoominite
Ability: Flash Fire
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Dark Pulse
- Fire Blast
- Hidden Power [Grass]/Solar Beam
Main reason to use Sun. With its massive Special Atk and Solar Power, Sun boosted Fire Blast not to mention the ability to easily set up a Nasty Plot with Whimscott nothing in the tier is gonna live that Fire Blast. Here are some calcs
+2 252 SpA Solar Power Mega Houndoom Fire Blast vs. 252 HP / 252+ SpD Florges in Sun: 451-532 (125.2 - 147.7%) -- guaranteed OHKO
+2 252 SpA Solar Power Mega Houndoom Fire Blast vs. 252 HP / 252+ SpD Umbreon in Sun: 511-603 (129.6 - 153%) -- guaranteed OHKO
+2 252 SpA Solar Power Mega Houndoom Fire Blast vs. 252 HP / 4 SpD Mega Blastoise in Sun: 377-444 (104.1 - 122.6%) -- guaranteed OHKO
+2 252 SpA Solar Power Mega Houndoom Fire Blast vs. 252 HP / 0 SpD Suicune in Sun: 378-445 (93.5 - 110.1%) -- 62.5% chance to OHKO
That is the 2 most common special walls in the tier and 2 most common and bulkiest water types taken down by a fire type move.(sorry I'll stop gushing now)

Santa's Hitman (Sawsbuck) @ Life Orb
Ability: Chlorophyll
EVs: 236 Spd / 252 Atk / 20 HP
Adamant Nature
- Horn Leech
- Double-Edge
- Jump Kick
- Swords Dance/Megahorn
My favorite Chlorophyll sweeper. Synergizes well with Houndoom giving me a sweeper on the physical side and hits most things Houndoom can't. Spd EV's are to out speed timid base 80's. biggest problem is I can't decide if i want to keep SD or replace with Megahorn. SD gives me a move to set up on mons protecting to try and stall out Sun. SD ensure an OHKO's but on the other hand I get walled by a majority of Ghost-types in UU such as Gourgiest, Trevenant, and Chandelure but Houndoom can usually switch in on those and handle them.

Rick Roll (Donphan) (M) Leftovers
Ability: Sturdy
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Ice Shard
- Stealth Rock
- Earthquake
- Rapid Spin
Best sun rapid spinner to keep hazards off the my side for Houndoom. Ice Shard gives me some good priority to deal with scarfed and weakened mons. Powerful EQ that can threaten many mons especially when guaranteed to hit thanks to sturdy Also help set up Stealth Rocks to break sash's and secure OHKO's. Has the Poison resist for my 2 fairies as well.

Darmanitan @ Choice Scarf
Ability: Sheer Force
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- Flare Blitz
- Rock Slide
- Earthquake
- U-turn
A Great mon that works well outside of the sun as well as inside. Inside the sun Sun boosted Flare Blitz's maim some mons while being scarfed helps deal with fast threats that I need to deal with when I can't get the sun out. U-turn allows for scouting and EdgeQuake coverage to help deal with opposing fire type pokemon who try to abuse my sun.
Conclusion
If feel this is a very solid team because of all my defensive mons still are able to put a dent into my opponents team to help me get to a point where I can set up Sun and have either Sawsbuck or Houndoom finish it from there.
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