This is my first time using a sun team. After a few adjustments and testing, I've reached a rating of 1543 on the ladder.
https://pokepast.es/c1ed1b31a41f84d2
Venusaur @ Life Orb
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Giga Drain
- Sludge Bomb
- Weather Ball
- Growth
Venusaur is the main abuser of sun. Growth in the sun gives it +2 special attack, and chlorophyll doubles it speed. With a life orb, it turns into a fearsome breaker/sweeper, punching huge holes in the opposing team even on resisted hits. Giga Drain helps offset its LO recoil, with sludge bomb being its strongest move STAB move. Weather Ball is a fantastic replacement for hidden power fire, and destroys any steel types that try to come in on venu, such as magearna, ferrothorn, and corviknight. However, because of the LO recoil and lack of investment in bulk, it can be easily worn down, so I'm considering replacing LO with black sludge for better longevity.
Torkoal @ Heat Rock
Ability: Drought
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk
- Stealth Rock
- Rapid Spin
- Yawn
- Lava Plume
Torkoal is my lead sun setter. Yawn can provide opportunities to set up stealth rocks by forcing the opponent to either switch out or let a mon fall asleep. Torkoal is also perfectly happy not getting rocks up if it means putting a mon to sleep, getting damage (and potentially a burn) with lava plume to put a mon into KO range, or switching out after setting the sun up. Lastly, I have Rapid spin to clear out hazards should the chance present itself.
Ninetales @ Heat Rock
Ability: Drought
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Solar Beam
- Dark Pulse
- Scorching Sands
I have debated if having two sun setters is worth it or not, but it has worked out splendidly so far. Ninetails is my 2nd drought mon, and while its special attack isnt terribly impressive, it still has enough fire power behind it to put a few dents into a team. Fire Blast is used for its sheer power, as ninetails needs all the damage it can get. Solar Beam was chosen over nasty plot as ninetails usually doesnt get the chance to really make use of it before taking too much damage or being forced out. Solar beam lets it hit water/groud types that may otherwise wall it. Dark pulse for general coverage (and hitting psychics and ghosts), and lastly a new move from the isle of armor DLC, scorching sands. A much appreciated ground type special move that can burn. Poison, rock and opposing fire types can now be hit super effectively.
Weezing-Galar @ Black Sludge
Ability: Neutralizing Gas
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Strange Steam
- Sludge Bomb
- Will-O-Wisp
- Defog / Flamethrower
The rise of fighting types and wider availability of close combat in gen8, as well as the introduction of urshifu, means that fighting and dark resists are highly valued. Galarian Weezing provides just that with its fantastic defensive typing and neutralizing gas to cancel out many crucial abilities (like huge power on azumarill!) Strange steam and sludge bomb are very useful STAB moves in this meta, not to mention the odd confusion or poison chance. Will-o-wisp lets it cripple physical attackers and defog lets it support its team by removing hazards and screens. I have, however, considered swapping it for flamethrower, as being unable to do anything to steel types (especially with sun boosting it) makes it a very appealing option, and defoging my own rocks away isnt very handy.
Chandelure @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Shadow Ball
- Trick
- Energy Ball
Chandelure acts as a revenge killer/late game cleaner. Scarf lets it outspeed and remove mons like alakazam and dragapult that would otherwise prove very troublesome. With the sun up, it's fire blasts become incredibly powerful, especially after its teammates have softened up the opposing team and layed down rocks. Shadow ball is a general purpose STAB move it can spam, energy ball for the odd water/ground/rock type, and trick for those pesky chanseys/ferrothorns, and other fat, stall mons. Lastly, flash fire is chosen over infiltrator in order to avoid opposing fire types taking advantage of the sun. Pokemon like cinderace, volcarona and rotom-heat will not be able to spam their sun boosted fire moves as freely as they think.
Snorlax @ Assault Vest
Ability: Thick Fat
EVs: 252 Atk / 252 Def / 4 SpD
Adamant Nature
- Body Slam
- Darkest Lariat
- Rock Slide
- Heat Crash
Now for this team's tech. Assault vest snorlax with thick fat. Seems like a strange pick on paper, but let me explain my reasoning. As I said before, the extremely common volcarona can take advantage of this team's sun, and its just a deadly pokemon in general. High powered special attackers like magearna and specs dragapult are also very threatening. I struggled to find an answer to such strong pokemon, and snorlax, so far, has proven to be very useful. It's naturally high HP and SPDEF means that I can invest in its ATK and DEF for both added bulk and firepower.
The assault vest+thick fat lets it laugh in volcarona's face, as even a +2 sun-boosted fire blast does anywhere from 37 - 43.8% on the offensive volc set, whereas rock slide will always 1HKO the bulky sets, unless they run max HP and map DEF, in which case it is still an 88.7 - 104.8% roll.
Body slam is a nice STAB move with the chance to paralyze. Darkest lariat lets it smash ghost and psychic types, as well as ignore defensive boosts. Heat crash gives it a powerful fire move (boosted by the sun, lets not forget!) to put the fear of god into any steel type foolish enough to stay in on it. In the sun, it will 1HKO shift gear magearna every time, and is a roll of 75 - 89% out of sun. PhysDef Corviknight eats 45 - 53% outside of sun and gets 2HKO'd with sun.
Obviously, lax doesnt like fighting types. Thats why weezing makes for such a good partner! Chandelure can also switch into fighting type moves, albeit much riskier with the prevalence of dark type moves like knock off. Likewise, lax can also switch into the special moves that rest of the team doesnt want to, like dragapult's shadow ball. Burns spread from its teammates can also mitigate its weaker DEF, naturally.
And I think that about covers it.
https://pokepast.es/c1ed1b31a41f84d2
Venusaur @ Life Orb
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Giga Drain
- Sludge Bomb
- Weather Ball
- Growth
Venusaur is the main abuser of sun. Growth in the sun gives it +2 special attack, and chlorophyll doubles it speed. With a life orb, it turns into a fearsome breaker/sweeper, punching huge holes in the opposing team even on resisted hits. Giga Drain helps offset its LO recoil, with sludge bomb being its strongest move STAB move. Weather Ball is a fantastic replacement for hidden power fire, and destroys any steel types that try to come in on venu, such as magearna, ferrothorn, and corviknight. However, because of the LO recoil and lack of investment in bulk, it can be easily worn down, so I'm considering replacing LO with black sludge for better longevity.
Torkoal @ Heat Rock
Ability: Drought
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk
- Stealth Rock
- Rapid Spin
- Yawn
- Lava Plume
Torkoal is my lead sun setter. Yawn can provide opportunities to set up stealth rocks by forcing the opponent to either switch out or let a mon fall asleep. Torkoal is also perfectly happy not getting rocks up if it means putting a mon to sleep, getting damage (and potentially a burn) with lava plume to put a mon into KO range, or switching out after setting the sun up. Lastly, I have Rapid spin to clear out hazards should the chance present itself.
Ninetales @ Heat Rock
Ability: Drought
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Solar Beam
- Dark Pulse
- Scorching Sands
I have debated if having two sun setters is worth it or not, but it has worked out splendidly so far. Ninetails is my 2nd drought mon, and while its special attack isnt terribly impressive, it still has enough fire power behind it to put a few dents into a team. Fire Blast is used for its sheer power, as ninetails needs all the damage it can get. Solar Beam was chosen over nasty plot as ninetails usually doesnt get the chance to really make use of it before taking too much damage or being forced out. Solar beam lets it hit water/groud types that may otherwise wall it. Dark pulse for general coverage (and hitting psychics and ghosts), and lastly a new move from the isle of armor DLC, scorching sands. A much appreciated ground type special move that can burn. Poison, rock and opposing fire types can now be hit super effectively.
Weezing-Galar @ Black Sludge
Ability: Neutralizing Gas
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Strange Steam
- Sludge Bomb
- Will-O-Wisp
- Defog / Flamethrower
The rise of fighting types and wider availability of close combat in gen8, as well as the introduction of urshifu, means that fighting and dark resists are highly valued. Galarian Weezing provides just that with its fantastic defensive typing and neutralizing gas to cancel out many crucial abilities (like huge power on azumarill!) Strange steam and sludge bomb are very useful STAB moves in this meta, not to mention the odd confusion or poison chance. Will-o-wisp lets it cripple physical attackers and defog lets it support its team by removing hazards and screens. I have, however, considered swapping it for flamethrower, as being unable to do anything to steel types (especially with sun boosting it) makes it a very appealing option, and defoging my own rocks away isnt very handy.
Chandelure @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Shadow Ball
- Trick
- Energy Ball
Chandelure acts as a revenge killer/late game cleaner. Scarf lets it outspeed and remove mons like alakazam and dragapult that would otherwise prove very troublesome. With the sun up, it's fire blasts become incredibly powerful, especially after its teammates have softened up the opposing team and layed down rocks. Shadow ball is a general purpose STAB move it can spam, energy ball for the odd water/ground/rock type, and trick for those pesky chanseys/ferrothorns, and other fat, stall mons. Lastly, flash fire is chosen over infiltrator in order to avoid opposing fire types taking advantage of the sun. Pokemon like cinderace, volcarona and rotom-heat will not be able to spam their sun boosted fire moves as freely as they think.
Snorlax @ Assault Vest
Ability: Thick Fat
EVs: 252 Atk / 252 Def / 4 SpD
Adamant Nature
- Body Slam
- Darkest Lariat
- Rock Slide
- Heat Crash
Now for this team's tech. Assault vest snorlax with thick fat. Seems like a strange pick on paper, but let me explain my reasoning. As I said before, the extremely common volcarona can take advantage of this team's sun, and its just a deadly pokemon in general. High powered special attackers like magearna and specs dragapult are also very threatening. I struggled to find an answer to such strong pokemon, and snorlax, so far, has proven to be very useful. It's naturally high HP and SPDEF means that I can invest in its ATK and DEF for both added bulk and firepower.
The assault vest+thick fat lets it laugh in volcarona's face, as even a +2 sun-boosted fire blast does anywhere from 37 - 43.8% on the offensive volc set, whereas rock slide will always 1HKO the bulky sets, unless they run max HP and map DEF, in which case it is still an 88.7 - 104.8% roll.
Body slam is a nice STAB move with the chance to paralyze. Darkest lariat lets it smash ghost and psychic types, as well as ignore defensive boosts. Heat crash gives it a powerful fire move (boosted by the sun, lets not forget!) to put the fear of god into any steel type foolish enough to stay in on it. In the sun, it will 1HKO shift gear magearna every time, and is a roll of 75 - 89% out of sun. PhysDef Corviknight eats 45 - 53% outside of sun and gets 2HKO'd with sun.
Obviously, lax doesnt like fighting types. Thats why weezing makes for such a good partner! Chandelure can also switch into fighting type moves, albeit much riskier with the prevalence of dark type moves like knock off. Likewise, lax can also switch into the special moves that rest of the team doesnt want to, like dragapult's shadow ball. Burns spread from its teammates can also mitigate its weaker DEF, naturally.
And I think that about covers it.
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