Suns Out Guns Out

S U N S O U T G U N S O U T


Hi everyone, Thanks for coming to check out my RMT! As you all know, Generation 6 is around the corner and Generation 5 is coming to a close.
This has been one roller coaster of a generation for sure, seeing previous Uber threats come back to OU like Latios/Garchomp on top of new threats emerging from this generations new crop of Pokemon, and who could forget what OU is all about now a days? Weather wars.

I myself have changed a lot as a player and battler this generation, for the better really. I started out playing a more conservative style in semi stall, and sometimes full blown stall. But for anybody that knows me, my luck is... anyways. So I got tired of that game, and decided to up my offensive game. Since then I haven't looked back. I chose Sun as it was an underrated form of weather and constantly being over shadowed by Sand and Rain respectively. I figured on any weather based team the goal aside from obviously winning the match was to win the weather war in order to speed up the victory. Rain seemed too passive for me, its offensive but its nothing like like offensive sun. Sand was also extremely offensive but I felt like Sand offense isn't as refined or defined as Sun Offense. And like I said Sun was highly underrated.

When thinking sun offense one major Pokemon comes to mind, Venusaur. I can't count the times I have been mercilessly swept by the beast, and this is what inspired me to choose this sort of offensive team. So enough of me blabbering on about why I chose this team, lets see the very end result, because believe me there have been many versions leading up to this point.​

Note: This team was made during the entirety of the Landorus I meta. This team requires prediction and a structured game plan during team preview to play properly. Also note I'm retiring this team fully, and it will look quite similar to a previous sun team I had posted in the past, however due to many changes I decided to re post for others to use, and enjoy as well. With that being said, please don't feel discouraged to write a detailed rate, and enjoy the team.



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Clouds (Ninetales) (F) @ Leftovers
Trait: Drought
EVs: 200 HP / 196 SDef / 112 Spd
Calm Nature (+SDef, -Atk)
- Flamethrower
- Will-O-Wisp
- Roar
- Sunny Day


Impact + Explanation

Being a Sun team, Ninetales is obviously going to be on this team. Just about everyone has something bad to say about Ninetales, saying its garbage or it doesn't do anything. I totally disagree, Ninetales has valuable typing for a Sun team believe it or not, being able to sponge any Fire-type attack used vs. Venusaur or Will-O-Wisp for Dragonite is so important. Also, its bulk is underrated, and perfect for what its meant to do. It's able to spread burns really well and of course can phaze fairly reliably, which can be the difference between being swept or not.

EV's/Moveset Explanation:

The EV spread is really just to optimize the bulk of Ninetales, while still being able to hit a good Speed tier. This spread allows for its speed to hit 264, effectively allowing me to burn CBnite before it attacks or Focus Sash Breloom on the first turn. It's mainly for those reasons, but of course it can burn anything that isnt a Fire-type on the switch, things like Terrakion, Garchomp, and of course those pesky Politoeds and Tyranitars that change the weather. Those are the most important targets. The rest of the EV's are to hit a solid HP number in 337 and maximize my special bulk to make the most of Ninetales' life span. The moveset is also standard, Flamethrower because it doesn't miss, and after adding in STAB and the 1.5x boost that Sun gives to it, it's not a hit anything likes to take neutral. Will-O-Wisp for burns, crippling physical attackers that dominate OU. Roar for phazing things like DDnite, SubDD Gyarados and SubTrans. Finally Sunny Day, to ease the time against rain teams. However it should be noted from time to time I run Hidden Power Fighting on Ninetales to break trans balloon and at least dent it slightly. Tran having no balloon is important for this team to function properly.




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Chubs (Dragonite) (M) @ Choice Band
Trait: Multiscale
EVs: 252 Atk / 4 SDef / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Outrage
- Fire Punch
- ExtremeSpeed
- Superpower


Impact + Explanation:

Dragonite has been an absolute monster and a damn pleasure to use. Choice Band Dragonite helps this team more than I can explain, but I'll give it a shot. Dragonite comes with a wonderful Ground-type immunity, and Water-type resist, and Multiscale. Making him a force against Rain teams as Rain generally employ Steel-types that lose to CBnite. It's also to put a tremendous amount of pressure on Hippowdon, Tyranitar, and Politoed, three of my team's biggest enemies. Not much to explain, he's just an overall solid Pokemon, and my usual lead against rain teams.

EV's/Moveset + Explanation:

First off the EV's are simply to maximize his power and make the most out that Choice Band. Superpower KO's Tyranitar and any variant of Heatran. Which is great as balloon trans often try to switch into Dragonite fearing the Dragon Dance and they just get obliterated. Fire Punch really is the least useful move on the set but it has its uses for sure. It roasts Steel-type Pokemon that somehow escape the rest of the team's fiery outbursts. Outrage is that move you just click and watch everything die, with this being a Sun team, theres no Steel-type not named Heatran that is safe from destruction. In fact, I'd love for Heatran to switch into my Outrage, as it does a respectable amount of damage and of course if I havent already broke its balloon, then Dragonite will. ExtremeSpeed is the move I tend to favour the most, of course only when needed. It helps a ton when dealing with set up sweepers like Gyarados or Salamence. Of course its a great tool to deal with scarfers and Latios aswell, as weakening Latios is always a major plus to my team.





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Super (Jirachi) @ Expert Belt
Trait: Serene Grace
EVs: 158 Atk / 232 SAtk / 120 Spd
Hasty Nature (+Spd, -Def)
- Iron Head
-Icy Wind
- Hidden Power [Ground]
- Thunderbolt


Impact + Explanation:

Jirachi was the last member added but he definitely pulls his weight on this team. Jirachi is my go lead for CustapSkarm teams, as he is able to flinch Skarm on the first turn, and then KO with Thunderbolt the next turn, effectively preventing hazards on my side of the field more often than not. He also works wonders in removing walls like Landorus-T, Heatran and the previously mentioned Skarmory from play, making Dragonite's Outrage even more threatening to teams without secondary checks. Jirachi also helps a lot with playing stall teams as he is able to break a fair amount of Pokemon with surprise. Jirachi is also a great Pokemon to lure and damage Politoed quite a bit, as bulky variants like to switch in on Iron Head only to eat a Thunderbolt and take a solid chunk of damage. Of course he is great for leading against Tyranitar, since Tyranitar cannot get rocks up against Jirachi and risks dying early-game. Another underrated and some what forgotten threat to sun teams is Reuniclus, which Jirachi deals with pretty nicely, thanks to its natural bulk and ability to flinch it down.


EV's/Moveset Explanation:
With the given shift in the meta I decided a better spread was needed for this unique ebelt Jirachi. The EV's are to maximize his power and take advantage of his good coverage. With the given EV's he reaches 292 speed allowing him to handle most variants of Kyurem-B with his iron head, and still outpacing jolly Mamoswine and Dragonite so he can Iron head both and then Icy wind the latter. Icy Wind is used to slow the pace down on switch ins and give me options, it also destroys Landorus-T and other 4x weak mons, such as Dragonite and Garchomp. Speaking of Garchomp, Jirachi makes a fantastic Garchomp lure and effectively 2hko's it with Icy Wind so long as Chomp isn't scarfed. Tbolt is for the coverage and the odd Gyarados running around, and as i mentioned it helps lure in Toeds and its used to break Skarmory and prevent hazards. Iron head is Iron head we all know why that's used. The gem here is Hidden power Ground, huge shout-out to my boy CTC for this suggesting this to me,I had toyed with the idea of using this old lure set but was never really sure if it was worth it, and it works amazingly. Jirachi lures in Heatran like no tomorrow. Offensive tran is 2hko'd easily meaning it cannot safely switch into Jirachi, that's crazy to say out loud. Specially defensive heatran is hardly an issue for this team however Jirachi can still do a number on them as well, especially if they switch in on Jirachi.

Here are some calcs of HP Ground Vs Heatran;
232 SpA Expert Belt Jirachi Hidden Power Ground vs. 0 HP / 4 SpD Heatran: 288-341 (89.16 - 105.57%) -- 31.25% chance to OHKO

(288, 293, 293, 298, 302, 302, 307, 312, 317, 317, 322, 326, 326, 331, 336, 341)

And Sdef Tran;


232 SpA Expert Belt Jirachi Hidden Power Ground vs. 248 HP / 252+ SpD Heatran: 211-250 (54.8 - 64.93%) -- guaranteed 2HKO

(211, 211, 216, 216, 221, 221, 226, 226, 230, 230, 235, 235, 240, 240, 245, 250)


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PotRoast (Volcarona) (F) @ Leftovers
Trait: Flame Body
EVs: 232 HP /252 Def /24 Spd
Timid Nature (+Spd, -Atk)
- Fiery Dance
- Bug Buzz
- Roost
- Quiver Dance


Impact + Explanation:

Volcarona is an absolute monster.When you want an easy late game sweep look no further than this monster of a moth. Another Sun abuser and dangerous Pokemon all-around. Volcarona is a massive threat to any team at all times. Despite needing a lot of support to do its job to the best of it's capabilities it also supports the team in having a solid answer to Scizor and Breloom without having to weaken my team from U-turn and priority moves. I sometimes use Volcarona to simply nab burns on resisted hits and roost off the damage allowing Volcarona to either set up, or making the chances of a Venusaur sweep greater. Volcarona also makes the Lati twins pay a price for using Draco Meteor on anything, allowing me to get a safe Quiver Dance off, potentially allowing me to sweep the opponent's team clean.

EV's/Moveset Explanation:

The EV's are to maximize its decent bulk and allows it to hit 266 Speed, allowing me to outpace any form of Terrakions or Lati@s after two Quiver Dances. Not that outpacing Terrakion is going to do anything unless it's been weakened. Bug Buzz for STAB, and to kill Lati@s, and seriously dent Ttar, although it outright kills Choiced Tyranitars. Fiery Dance for for the chance to boost, and solid consistent damage without the miss factor. I decided to go for this set after thinking it over as I wanted this team to have a dedicated sweeper more than the previous Passho Volcarona, and because while Donphan is a great poke on his own, he simply won't always be able to spin. Roost is what sold me as it allows me to shrug off rocks damage in some cases, and the bulk of this set allows it to set up on Gengar so long as I don't come in on Shadow Ball.



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Dingo (Venusaur) (M) @ Life Orb
Trait: Chlorophyll
EVs: 72 HP / 4 Atk / 248 SAtk / 184 Spd
Hasty Nature (+Spd, -Def)
- Giga Drain
- Earthquake
- Hidden Power [Ice]
- Growth


Impact + Explanation:

Venusaur was the reason I chose to play Sun in the first place, unfortunately I tend to rely on it much less than I had thought I would ever since I switched to a moveset that suits this team a lot better. Venusaur is the team's safety blanket, it can effectively revenge kills Dragon-types and many other things. Decided to use Mixed-Venusaur over the standard Growth Venusaur, because it's able to kill Heatran a lot easier. And since Venusaur is such a fast threat, it often forces Heatran in to die. Of course this happens after I've scouted for the Air Balloon and popped it already. The beauty about Mix Venusaur and CBnite is that no variant of Heatran can safely hurt the team too much. The standard SpDef Heatran dies to Dnite every time. And after some prior damage, it dies to an unboosted Venusaur Earthquake as well. Offensive variants of heatran die to EQ much easier and take very little prior damage to ensure that. After a Growth, no version of Heatran is safe without its balloon. But with Dragonite, Jirachi, and Ninetales popping Air Balloons all day long, no Heatran is going to stop this monster.

EV's/Moveset Explanation:

Hidden Power Ice was chosen over Hidden Power Fire because I have enough Fire-type moves on this team to safely play Hidden Power Ice and let me kill things like Garchomp, Landorus, and loads of other Dragon-types. Not to mention +2 Hidden Power Ice OHKO's opposing Dragonite through Multiscale, grabbing me a ton of unexpected momentum. Venusaur might not always sweep, but it's certainly a great win condition and a great answer to rain teams while being able to put pressure on Sand Stall teams that run both Heatran and Hippowdon. The EV's are standard, hitting 266 Speed allowing me to outpace Choice Scarf Latios under Sun. Rest goes into Special Attack for the most power I can get, and the HP EV's come out to 319 for a solid Life Orb number.




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Skully (Donphan) (M) @ Leftovers
Trait: Sturdy
EVs: 192 HP / 88 Atk / 228 Def
IVs: 24 Speed
Impish Nature (+Def, -SAtk)
- Earthquake
- Ice Shard
- Stealth Rock
- Rapid Spin


Impact + Explanation:

Donphan is likely the unsung hero and MVP of this team, as it would in no way function without him. He's a valuable Terrakion and Garchomp check, and my teams Stealth Rock setter and remover. Of course you cannot reliably spin against Jellicent or Gengar, but that's the only drawback of using Donphan. But like I mentioned earlier in the RMT, this team handles those threats well enough to the point where with smart play and proper planning, you can prevent hazards or simply kill the opposing Ghost-types with another Pokemon before Donphan can get his spin off.

EV's/Moveset + Explanation

Earthquake is a powerful STAB move, which hits Tyranitar and Terrakion hard enough to kill them, giving me advantage there as well. Ice Shard works wonders against DragMag teams alongside Venusaur, Dragonite, and Jirachi. Stealth Rock and Rapid Spin were explained before, obviously getting down Stealth Rocks means that the opponent will take damage every switch, and Rapid Spin ensures that I won't take any damage when I switch in. His EV's are to give it respectable bulk, and still give him enough Attack power to deal with some of the team's threats. When using Donphan, make sure to make his Speed IV's into 24, allowing him to be slower than neutral Hippowdon by 1, this way when he sets Stealth Rock up, you can spin afterwards giving you the edge on preventing hazards for a portion of the battle.




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Shout outs!
CasedVictory: for being ßased as fuck

Hugo: For giving me tips and advice on every team I ever make and for putting up with my constant PM's and nonsense :]

CTC: For bein a bro when ever I need some help, also fak you.

Sadfthadsf: y u creyn dolan?

Key: Always got my back, and listen to me bitch about hax all day. :]

Shards: I'm waiting you.

Finchinator: Awesome guy, helps me out whenever I ask and puts up with my lazy ass.

Hannah: Mencepower/Volcarona is boss/ Mienshao sucks.

DICE: Always battling me, helping me out with solid creative ideas. And because you're a good friend

IDM crew !

Oh and lastly PK... :]

For all of you who want to try out my team!
Clouds (Ninetales) (F) @ Leftovers
Trait: Drought
EVs: 200 HP / 196 SDef / 112 Spd
Calm Nature (+SDef, -Atk)
- Flamethrower
- Will-O-Wisp
- Roar
- Sunny Day

Dingo (Venusaur) (M) @ Life Orb
Trait: Chlorophyll
EVs: 72 HP / 4 Atk / 248 SAtk / 184 Spd
Hasty Nature (+Spd, -Def)
- Giga Drain
- Earthquake
- Hidden Power [Ice]
- Growth

Chubs (Dragonite) (M) @ Choice Band
Trait: Multiscale
EVs: 252 Atk / 4 SDef / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Outrage
- Fire Punch
- ExtremeSpeed
- Superpower

PotRoast (Volcarona) (F) @ Leftovers
Trait: Flame Body
EVs: 232 HP / 252 Def / 24 Spd
Timid Nature (+Spd, -Atk)
- Fiery Dance
- Bug Buzz
- Roost
- Quiver Dance

Super (Jirachi) @ Expert Belt
Trait: Serene Grace
EVs: 152 Atk / 196 SAtk / 160 Spd
Hasty Nature (+Spd, -Def)
- Iron Head
- Icy Wind
- Hidden Power [Ground]
- Thunderbolt

Skully (Donphan) (M) @ Leftovers
Trait: Sturdy
EVs: 192 HP / 88 Atk / 228 Def
Impish Nature (+Def, -SAtk)
- Earthquake
- Ice Shard
- Stealth Rock
- Rapid Spin
 
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Very solid team Cap ma nigga
wev played quite a few times so i know how this shit works. belt rachi is very unique on a sun team, but it is a good lure for bulky grounds and waters and shit for ur weather/volc, and its also ur lati sponge. lurevenu + volc is a deadly combo and can fuck shit up pretty easily. the only problem i see is switching into shit like heatran or hp fire latis, cuz even tho nite, venu, and phan can kill tran, 2 are outsped and 1 of those is choiced, while the other 3 are hard walled. I was thinking maybe u can replace idk fire punch/ihead/tbolt with hp ground on rachi, then u have 4 mons that can kill it and 2 outspeed it. I dont think ihead is doing too much anyways, and a good player wont leave his steel in on rachi if rachi is on a sun team. tbolt is situational but at least it nails rain waters thinking rachi is scrfd. other than that the team is very well made and deals with most playstyles, grats!
 
Hey bro nice RMT. I can't really say much to change this team since everything is there for a reason, however i do believe that on Volcarona Fiery Dance > Fire blast is doable as its accuracy is better and has a chance of increasing its SpA. For the Dragonite MAYBE Earthquake > Superpower as you hit almost everything you need without the -1 Atk -1 Def and the rest of the moves hit whatever Superpower hits anyways. You could also change that Jirachi speed seeing as PO has a high chance of banning Landorus and Smogon already has. Anyways awesome team something different from all the Rain and Sand Offensive teams. :]
 
Very solid team Cap ma nigga
wev played quite a few times so i know how this shit works. belt rachi is very unique on a sun team, but it is a good lure for bulky grounds and waters and shit for ur weather/volc, and its also ur lati sponge. lurevenu + volc is a deadly combo and can fuck shit up pretty easily. the only problem i see is switching into shit like heatran or hp fire latis, cuz even tho nite, venu, and phan can kill tran, 2 are outsped and 1 of those is choiced, while the other 3 are hard walled. I was thinking maybe u can replace idk fire punch/ihead/tbolt with hp ground on rachi, then u have 4 mons that can kill it and 2 outspeed it. I dont think ihead is doing too much anyways, and a good player wont leave his steel in on rachi if rachi is on a sun team. tbolt is situational but at least it nails rain waters thinking rachi is scrfd. other than that the team is very well made and deals with most playstyles, grats!

Hey CTC! Thanks for rating the team bro, I like the idea of using HPground on rachi to ease my time vs tran. Tough decision on what to remove each move does something, I will definitely try to make a new sort of set though that would make more sense. Thanks again


Hey bro nice RMT. I can't really say much to change this team since everything is there for a reason, however i do believe that on Volcarona Fiery Dance > Fire blast is doable as its accuracy is better and has a chance of increasing its SpA. For the Dragonite MAYBE Earthquake > Superpower as you hit almost everything you need without the -1 Atk -1 Def and the rest of the moves hit whatever Superpower hits anyways. You could also change that Jirachi speed seeing as PO has a high chance of banning Landorus and Smogon already has. Anyways awesome team something different from all the Rain and Sand Offensive teams. :]

Thanks for the kind words about the team, glad to see you like it.
The issue with Fiery dance V fireblast is a small one but its a preference I like to have the power outside of sun.
Fireblast ensures KO's on things like Lando T out of sun for example, not that hes the reason, the real reason is against rain teams I like to just let Volca plow through things like Jirachi with less time for them to para me since I don't run Lum Berry on this set. It helps outside of sun.

As for rachi's evs I would probably make a drop down to 292 speed, and shove the extra into spatk. More likely than not.
 
Hey Oh Captain, nice sun team. I spent awhile trying to figure out something to change, but I failed :[ Your team is just so balanced for an Offensive Team and you seem to have all your threats covered, however I still see a problem, mainly Fire Types. Heatran, Victini, Infernape (lol) and to a lesser extent Volcarona (Cause Dnite) but mainly Heatran, as it can wall a lot of members on your team and even Venusaur's EQ isn't an OHKO. Another threat is Garchomp because even though you have Donphan to take a hit or two, Choice Banded Outrage has a chance to 2HKO you even with leftovers. (252 Atk Choice Band Garchomp Outrage vs. 192 HP / 228+ Def Donphan: 190-225 (51.49 - 60.97%) -- 94.14% chance to 2HKO) And since Donphan is your Rapid Spinner he will most likely be the one switching into Stealth Rock so I guess you could factor in that as well. You do have Venusaur to revenge kill it but you gotta face the fact that you won't always win the weather war, especially vs Sand Stall as they can use Stealth Rock then switch into a spin blocker. Anyways As for the change you can maybe add more bulk into Donphan to take on Dragon's Outrages better, but I guess the attack is kinda neccesary. Overall it's one of those teams where changing one thing can ruin the whole team, so you should be pretty proud of that. My rate wasn't really a rate, just things to watch out for I guess, but congrats on such a well built team!
Liked
 
Hey Oh Captain, nice sun team. I spent awhile trying to figure out something to change, but I failed :[ Your team is just so balanced for an Offensive Team and you seem to have all your threats covered, however I still see a problem, mainly Fire Types. Heatran, Victini, Infernape (lol) and to a lesser extent Volcarona (Cause Dnite) but mainly Heatran, as it can wall a lot of members on your team and even Venusaur's EQ isn't an OHKO. Another threat is Garchomp because even though you have Donphan to take a hit or two, Choice Banded Outrage has a chance to 2HKO you even with leftovers. (252 Atk Choice Band Garchomp Outrage vs. 192 HP / 228+ Def Donphan: 190-225 (51.49 - 60.97%) -- 94.14% chance to 2HKO) And since Donphan is your Rapid Spinner he will most likely be the one switching into Stealth Rock so I guess you could factor in that as well. You do have Venusaur to revenge kill it but you gotta face the fact that you won't always win the weather war, especially vs Sand Stall as they can use Stealth Rock then switch into a spin blocker. Anyways As for the change you can maybe add more bulk into Donphan to take on Dragon's Outrages better, but I guess the attack is kinda neccesary. Overall it's one of those teams where changing one thing can ruin the whole team, so you should be pretty proud of that. My rate wasn't really a rate, just things to watch out for I guess, but congrats on such a well built team!
Liked

Hey there, well seeing as you said it yourself you were unable to rate the team I'll take that as a good thing.
Thanks for comments though, I appreciate the time you took to at least read through and comment. As for fire types, any sun team without a Heatran is going to face that issue sadly. Donphans atk evs serve a few purposes, it allows me to hit those 4x ice types for better damage like dragonite/garchomp and the like, at the time this team was made it was also to hit a respectable amount on landorus I had it been able to get an RP up, however the meta hasn't changed all to much in terms of what Donphans job is, so I may look into making a more efficient spread for donphan. So thanks for that.
 
Love the team.
My only thought is jiravhi is a bit outclassed by weather ball raikou.
Who I believe hits harder and is faster. Also can give you some voltvturn action. You get auraspehre hp ice weather ball and a thunder mive of choice.
Sorry fo the bad typing . My cell type is very poor.
Raikou checks scizor and heatran doesnt aopreciate aurasphre ttar also doesnt. So I feel ge actually does a better job for this team.
 
Love the team.
My only thought is jiravhi is a bit outclassed by weather ball raikou.
Who I believe hits harder and is faster. Also can give you some voltvturn action. You get auraspehre hp ice weather ball and a thunder mive of choice.
Sorry fo the bad typing . My cell type is very poor.
Raikou checks scizor and heatran doesnt aopreciate aurasphre ttar also doesnt. So I feel ge actually does a better job for this team.

Raikou would be neat, however jirachi is a steel type and ANY dragon resist you can pack on a sun team is better than none at all, as crazy as it sounds.
At the same time, Raikou doesnt wall break like Jirachi does, and Jirachi can effectively prevent hazards against those common Custap Skarmory leads, where as Raikou would only knock it into custap range and allow it 2 layers.

Thanks for rating, also I'm glad you love the team.
 
Hey Dude , Very Solid Team you Have here .
I see that Heatran are a pretty threat for your Team it usually comes on Jirachi and volcarona and you can also enjoy weather. Like CTC suggest you ,you can run Hp ground On jirachi , Or why not put Hp Ground Over Giga Drain on Volcarona . I I also see that Terrakion Can trouble your team, I would see a landorus-T somewhere in your team but I do not see a place for that because each of your poke is an accurate and effective role.
Anyways awesome team something different from all the Rain and Sand teams . Ahah GG bro'
 
For me it's a good use of jirachi , it's gimmick and i love it .

For volcarona why not. You are really weak to the SR, the even if you has donphan it's is enough not, jellicent can SpinBlocked him and you has nothing to trap moyade . in few word you are really dependent of donphan and the heatran like this kindof team. why not put jirachi with hp ground and effectively put Roost has volacarona has the place of giga drain to stay alive longer

#Sorry for my bad english ^^ 'i(m french)
 
Phenomenal team. Absolutely stunning!

You should give Donphan 4 less EVs in HP and put them in HP. You want your defensive stats to be as close as possible to take those types of hits better. In this case HP is 368 and defense is 367. You take 2 less damage guaranteed from Dragonite's CB outrage as a result! Additionally, 368 is a lefties number.
 
Very solid team buddy, great for laddering I would just change jirachi to heatran magma storm set just to help win the weather war :]
 
Its a great team, captain. With the nice lure Venusaur(such a perfect set) youre pretty much insured against physical dragon sweepers and Heatran.
Just as you wondered, i believe bulky Volcarona will be an improvement over your current set. Ttar won't be relevant for long against this team as it'll get either statused or killed quite easily, meaning Keldeo wont be free to spam damaging attacks if you have sun up - you can roost on any move. Overall this is the strongest sun team ive ever seen, and even finding this little room for improvement took me a good half hour.
 
Its a great team, captain. With the nice lure Venusaur(such a perfect set) youre pretty much insured against physical dragon sweepers and Heatran.
Just as you wondered, i believe bulky Volcarona will be an improvement over your current set. Ttar won't be relevant for long against this team as it'll get either statused or killed quite easily, meaning Keldeo wont be free to spam damaging attacks if you have sun up - you can roost on any move. Overall this is the strongest sun team ive ever seen, and even finding this little room for improvement took me a good half hour.

Man thanks so much Ripa, means a lot that you took the time to help out.
"Overall this is the strongest sun team ive ever seen" I'm honored man, thanks again.

Also, I made that change to bulky Volcarona because after I tested it, I just loved its staying ability and that it really added that dedicated sweeper I sometimes felt I was lacking.



Very solid team buddy, great for laddering I would just change jirachi to heatran magma storm set just to help win the weather war :]
Ahah Thanks PK :] !
I Enjoyed the logs you sent me with that heatran, looked powerful. I will definitely try it out as it does help alot vs Hippo/toeds/Ttars. And ofcourse deals with Latios better. only concern is its not able to prevent hazards like jirachi can. Hmmm I guess I'd have to weigh out if Winning the weather war faster would be worth preventing hazards early/mid game without having to rely on Donphan as often. Thanks for rating though~
 
This team is solid and changing anything would probably open more weaknesses; however, I think you should try out Metronome as your item on Jirachi (it boosts moves used repetitively by 10%) so that you don't get decimated by opposing SubCM Latias. HP Fire Latias is still annoying, but you can play around it unlike SubCM which basically wrecks your current build after Ninetales is too weak to Roar it.

Good luck.
 
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