I'm sick while writing this so it's far from a masterful RMT; sorry about the quality.
With the introduction of Keldeo and Thundurus/Tornadus-Therian, Politoed has begun his plans of global saturation. Thankfully, the primary abuser of Rain is a fantastic Pokemon even in Sunlight meaning that any team, rain or shine, can abuse Tornadus-T as a sweeper that only becomes more deadly in Rain which leaves rain teams with a potential weather disadvantage no matter who wins the weather war and that is what this team is out to prove. Yes, Rain is a treasure and as wolves of the sea, we intend to claim it for ourselves. However it's not all Tornadus that accomplishes that goal. To fully keep rain teams down, this team is armed to the teeth with Pokemon that shut down Tornadus' counters as well as other rain threats like Keldeo, Starmie, and other Tornadus. Specs Tornadus in sun; let's make this happen.
With the introduction of Keldeo and Thundurus/Tornadus-Therian, Politoed has begun his plans of global saturation. Thankfully, the primary abuser of Rain is a fantastic Pokemon even in Sunlight meaning that any team, rain or shine, can abuse Tornadus-T as a sweeper that only becomes more deadly in Rain which leaves rain teams with a potential weather disadvantage no matter who wins the weather war and that is what this team is out to prove. Yes, Rain is a treasure and as wolves of the sea, we intend to claim it for ourselves. However it's not all Tornadus that accomplishes that goal. To fully keep rain teams down, this team is armed to the teeth with Pokemon that shut down Tornadus' counters as well as other rain threats like Keldeo, Starmie, and other Tornadus. Specs Tornadus in sun; let's make this happen.
Team Building
Sun with Tornadus. Easy enough.
I've had issues with Venusaur in the past. I found its offensive sets to be a bit lack-luster due to being open to Heatran without EQ, Ferrothorn without HP Fire, and Dragons without HP Ice. I decided to take a different approach and run a SubSeed set as it can stall-out all those Pokemon and hit Grass with HP Fire.
Being a Sun team, I felt it would be a crime to use Venusaur without Heatran on board. However, I decided that instead of a Balloon, Sunny Day, or Defensive set, I'd give Choice Scarf a whirl.
With 3 Sun abusers in the team, I thought it high time that Tornadus got some love, so in comes Lanturn to check pretty much anything and everything Rain teams run that gives Tornadus a hard time minus Jirachi but Ninetales has that covered.
At this point, I already see a massive problem: EdgeQuake. Tornadus being my only answer to Ground-types so far and having no resistance to Stone Edge around, I felt that something need to be changed in the core before I even think about another Pokemon.
Tangrowth is a perfect fit due to Chlorophyll but for a Defensive Tangrowth I'd miss a lot of recovery without Regenerator. So I mulled it over and decided a SubSeed set would work wonders for Tangrowth so out goes Venusaur and in comes Monjonbo.
Ah do I ever suck at fitting SR on a team. It's always the last Pokemon that I end up slapping SR on but in this case it actually works. Balloon Terrakion makes a fantastic Stealth Rocker and provides my team with the Fighting-typing it desperately needed for covering it's Rock weakness as well as a powerful Physical Attacker.
Team Breakdown
Captain's Executioner (Tornadus-T) (M) @ Choice Specs
Trait: Regenerator
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Hurricane
- Air Slash
- U-Turn
- Focus Blast
Specs Tornadus seems extremely out of place on a Sun team, but anyone that has played against this team will agree that the bird is indeed the word. I usually lead with Tornadus against Rain teams just to get a Specs Hurricane off turn 1 for some instant momentum. Should my opponent switch to a Tornadus counter, I have enough options to abuse them as well. I can go to Lanturn for support or momentum, Ninetales for Sunlight, or Heatran should they switch to Jirachi. Lanturn walls all common Electric-types and Tornadus and can use Heal Bell with Ninetales providing emergency Sun to cut Thunder & Hurricane’s accuracy to 50. Because of its teammates and Regenerator, Tornadus is usually around until the very end of a battle and will long out-last any Jirachi or Thundurus-T that would stand in its way.
Rain won't always be up so Air Slash provides a nice back-up STAB to use with a good flinch rate to boot, but that's not to say that Hurricane's not a decent emergency option in sandstorm or hail. Focus Blast is mainly here for Heatran but Tyranitar is a very legitimate threat to this team too and while Focus Blast's accuracy is shaky, Superpower just doesn't cut it without Life Orb. U-Turn is primarily for scouting but can work will with Lanturn in some instances to effectively VoltTurn for momentum.
Sea's Cruelty (Ninetales) (F) @ Leftovers
Trait: Drought
EVs: 252 HP / 120 SDef / 136 Spd
Calm Nature (+SDef, -Atk)
- Flamethrower
- Will-O-Wisp
- Substitute
- Roar
The queen of sunlight herself. While Ninetales is obviously here for Drought, she also protects her team from Volcarona and Latias using Roar while spreading a little passive damage around. Sub makes her a lot harder to take down and allows her to to get a safe Will-O-Wisp off on Tyranitar and friends. Heatran is an issue but I have my own Heatran and Balloon Terrakion to deal with it. There's not much left to say about Ninetales, she does what I needed to and I'm, for the most part, happy with her.
Insanity of Atlantis (Heatran) (M) @ Choice Scarf
Trait: Flash Fire
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Fire Blast [Place Holder]
- Flamethrower
- Earth Power
- Hidden Power [Ice]
Heatran provide a few vital roles this team needed. It's the obligatory Steel-type, Sun-Boosted Fire-move absorber, and my Choice Scarf holder. Pretty much the bog standard Scarf Heatran with Flamethrower for reliable STAB then Earth Power & Hidden Power. My little twist on it is Eruption over what would normally be Overheat. Sun Eruption does just stupid damage to things that resist it so I like to use Heatran early game after I get SR up to use Eruption as much as I can before it loses too much HP.
Heatran is my answer to Dragonite but it actually checks a lot of things for me being a secondary Tornadus check, Gengar check, Heatran check, and really just anything it can hit for a great chunk of damage that doesn't resist it's moves.
Poseidon's Killer (Tangrowth) (M) @ Leftovers
Trait: Chlorophyll
EVs: 4 HP / 252 Def / 252 Spd
Bold Nature (+Def, -Atk)
- Leech Seed
- Substitute
- Sleep Powder
- Hidden Power [Fire]
This guy can take entire teams down as long a Sun is up; okay well maybe not entire teams but he's a hell of a SubSeeder. The set may look familiar as it is a modified version of Venusaur’s SubSeed set; same moves just different EVs to cater to Tangrowth. This SubSeed set makes Tangrowth an absolute nightmare in sunlight; max defense keeps weaklings from breaking his Subs without SE damage so he can SubSeed to his heart’s content. Sleep Powder is very useful for neutralizing Magic Guard holders and the few U-Turners than can actually break his Sub. Hidden Power Fire provides a way to eliminate Grass-types and it respectably powerful in Sunlight for an uninvested attack due to Tangrowth's naturally high Special Attack.
Neptune (Lanturn) (F) @ Leftovers
Trait: Volt Absorb
EVs: 252 HP / 4 Def / 252 SDef
Calm Nature (+SDef, -Atk)
- Ice Beam
- Volt Switch
- Heal Bell
- Toxic
The very glue that holds my Tornadus plan together. She stops Tornadus-T, Thundurus-T, and Rotom-W cold while acting as both a cleric and a pivot to get Tornadus and friends back in the game. She has BoltBeam coverage since Scald does little for me in the sunlight and the burn chance isn't worth the gamble. Toxic provides a way to deal with Latias and a few other things that just don't die without a little "persuasion."
Porthos the Pirate (Terrakion) @ Air Balloon
Trait: Justified
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Close Combat
- Stone Edge
- Swords Dance
- Stealth Rock
And finally a physical attacker appeared! Yeah only having one physical attacker is kind of a big issue because if he goes down I'm forced to rely on Tornadus-T's Focus Blast to KO the blobs which is really really bad. However, the infamous Porthos the pirate and legendary musketeer can be quite the task to take down due to the Air Balloon.
Terrakion is the team's Rock resistance, Stealth Rocker, and Physical Sweeper but to be fair Tangrowth really doesn't mind taking a Rock attack anyway. The moveset just about explains itself; support its team with Stealth Rock then attempt to sweep with Swords Dance. Its typing really can mess with Sand teams much in the same way Lanturn does with Rain so Terrakion is quite an important member of the team even past SR & Physical Attacking.
Captain's Executioner (Tornadus-T) (M) @ Choice Specs
Trait: Regenerator
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Hurricane
- Air Slash
- U-Turn
- Focus Blast
Specs Tornadus seems extremely out of place on a Sun team, but anyone that has played against this team will agree that the bird is indeed the word. I usually lead with Tornadus against Rain teams just to get a Specs Hurricane off turn 1 for some instant momentum. Should my opponent switch to a Tornadus counter, I have enough options to abuse them as well. I can go to Lanturn for support or momentum, Ninetales for Sunlight, or Heatran should they switch to Jirachi. Lanturn walls all common Electric-types and Tornadus and can use Heal Bell with Ninetales providing emergency Sun to cut Thunder & Hurricane’s accuracy to 50. Because of its teammates and Regenerator, Tornadus is usually around until the very end of a battle and will long out-last any Jirachi or Thundurus-T that would stand in its way.
Rain won't always be up so Air Slash provides a nice back-up STAB to use with a good flinch rate to boot, but that's not to say that Hurricane's not a decent emergency option in sandstorm or hail. Focus Blast is mainly here for Heatran but Tyranitar is a very legitimate threat to this team too and while Focus Blast's accuracy is shaky, Superpower just doesn't cut it without Life Orb. U-Turn is primarily for scouting but can work will with Lanturn in some instances to effectively VoltTurn for momentum.
Sea's Cruelty (Ninetales) (F) @ Leftovers
Trait: Drought
EVs: 252 HP / 120 SDef / 136 Spd
Calm Nature (+SDef, -Atk)
- Flamethrower
- Will-O-Wisp
- Substitute
- Roar
The queen of sunlight herself. While Ninetales is obviously here for Drought, she also protects her team from Volcarona and Latias using Roar while spreading a little passive damage around. Sub makes her a lot harder to take down and allows her to to get a safe Will-O-Wisp off on Tyranitar and friends. Heatran is an issue but I have my own Heatran and Balloon Terrakion to deal with it. There's not much left to say about Ninetales, she does what I needed to and I'm, for the most part, happy with her.
Insanity of Atlantis (Heatran) (M) @ Choice Scarf
Trait: Flash Fire
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Fire Blast [Place Holder]
- Flamethrower
- Earth Power
- Hidden Power [Ice]
Heatran provide a few vital roles this team needed. It's the obligatory Steel-type, Sun-Boosted Fire-move absorber, and my Choice Scarf holder. Pretty much the bog standard Scarf Heatran with Flamethrower for reliable STAB then Earth Power & Hidden Power. My little twist on it is Eruption over what would normally be Overheat. Sun Eruption does just stupid damage to things that resist it so I like to use Heatran early game after I get SR up to use Eruption as much as I can before it loses too much HP.
Heatran is my answer to Dragonite but it actually checks a lot of things for me being a secondary Tornadus check, Gengar check, Heatran check, and really just anything it can hit for a great chunk of damage that doesn't resist it's moves.
Poseidon's Killer (Tangrowth) (M) @ Leftovers
Trait: Chlorophyll
EVs: 4 HP / 252 Def / 252 Spd
Bold Nature (+Def, -Atk)
- Leech Seed
- Substitute
- Sleep Powder
- Hidden Power [Fire]
This guy can take entire teams down as long a Sun is up; okay well maybe not entire teams but he's a hell of a SubSeeder. The set may look familiar as it is a modified version of Venusaur’s SubSeed set; same moves just different EVs to cater to Tangrowth. This SubSeed set makes Tangrowth an absolute nightmare in sunlight; max defense keeps weaklings from breaking his Subs without SE damage so he can SubSeed to his heart’s content. Sleep Powder is very useful for neutralizing Magic Guard holders and the few U-Turners than can actually break his Sub. Hidden Power Fire provides a way to eliminate Grass-types and it respectably powerful in Sunlight for an uninvested attack due to Tangrowth's naturally high Special Attack.
Neptune (Lanturn) (F) @ Leftovers
Trait: Volt Absorb
EVs: 252 HP / 4 Def / 252 SDef
Calm Nature (+SDef, -Atk)
- Ice Beam
- Volt Switch
- Heal Bell
- Toxic
The very glue that holds my Tornadus plan together. She stops Tornadus-T, Thundurus-T, and Rotom-W cold while acting as both a cleric and a pivot to get Tornadus and friends back in the game. She has BoltBeam coverage since Scald does little for me in the sunlight and the burn chance isn't worth the gamble. Toxic provides a way to deal with Latias and a few other things that just don't die without a little "persuasion."
Porthos the Pirate (Terrakion) @ Air Balloon
Trait: Justified
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Close Combat
- Stone Edge
- Swords Dance
- Stealth Rock
And finally a physical attacker appeared! Yeah only having one physical attacker is kind of a big issue because if he goes down I'm forced to rely on Tornadus-T's Focus Blast to KO the blobs which is really really bad. However, the infamous Porthos the pirate and legendary musketeer can be quite the task to take down due to the Air Balloon.
Terrakion is the team's Rock resistance, Stealth Rocker, and Physical Sweeper but to be fair Tangrowth really doesn't mind taking a Rock attack anyway. The moveset just about explains itself; support its team with Stealth Rock then attempt to sweep with Swords Dance. Its typing really can mess with Sand teams much in the same way Lanturn does with Rain so Terrakion is quite an important member of the team even past SR & Physical Attacking.
Core Strategies
Along with the standard definition of a core, I consider Pokemon that can form an effective strategy together to be a core as, much like team cores, a strategic core requires all its members to work at its best.
Along with the standard definition of a core, I consider Pokemon that can form an effective strategy together to be a core as, much like team cores, a strategic core requires all its members to work at its best.
Hurricane Core:
This is all about smashing Rain teams with Specs Hurricane. Lanturn not only laughs at Rain Pokemon, but it lures in Grass-types so I can Volt Switch to Ninetales. Why would I want Ninetales out if I want to spam Hurricane? Bait. I want to force out the Ferrothorn or w/e that switched into Lanturn to bait Politoed to come in and summon rain as I double switch to Tornadus. From there...you can figure out the rest.
Drought Abuse Core:
Of course if there's no other weather to contend with, I can abuse my sunlight to my heart's content, which is just as nice as a Tornadus sweep. Scarf Heatran is extremely dangerous in Sun, especially if it nabs a Flash Fire boost and can nuke something with Overheat. Tangrowth covers Heatran very well since Focus Blast is the only Fighting-type move that does mortal damage and just lol Ground-types. Ninetales, aside from the Sun, keeps trouble like Volcarona from messing with the team even though Tangrowth can Sub and Sleep and Heatran is Heatran but every advantage helps.
FWG "Defensive" Core:
The main core. These are the Pokemon that will be soaking up the most damage and constantly pivoting between each other. Technically Ninetales is part of this as well but Heatran it generally more useful as a core element. Having the option to use either is very welcomed of course.
Offensive Core:
Sometimes I just feel like tearing something apart that's not Rain and that's where this core comes in. Tornadus, Heatran, and Terrakion have surprisingly good synergy together especially with Heatran being Scarfed. Water-type attacks are the only SE attacks that aren't resisted but Sun can change that and Lanturn is always happy lend a hand if need be and won't even slow the core down due to Volt Switch letting one of them come right back in. If I need to apply constant pressure, I can gamble and use and switch between these three.
Threats
Rather than have an overly long list of threats and how I beat them, I'll just list off the major ones that the team struggles with or are worth mentioning.
Ninetales (F) @ Leftovers
Trait: Drought
EVs: 252 HP / 56 SDef / 200 Spd
Gentle Nature (+SDef, -Def)
- Flamethrower
- Will-O-Wisp
- Substitute
- Roar
Heatran (M) @ Choice Scarf
Trait: Flash Fire
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Eruption
- Flamethrower
- Earth Power
- Hidden Power [Ice]
Tangrowth (M) @ Leftovers
Trait: Chlorophyll
EVs: 4 HP / 252 Def / 252 Spd
Bold Nature (+Def, -Atk)
- Leech Seed
- Substitute
- Sleep Powder
- Hidden Power [Fire]
Lanturn (F) @ Leftovers
Trait: Volt Absorb
EVs: 252 HP / 4 Def / 252 SDef
Calm Nature (+SDef, -Atk)
- Ice Beam
- Volt Switch
- Toxic
- Heal Bell
Terrakion @ Air Balloon
Trait: Justified
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Close Combat
- Stone Edge
- Swords Dance
- Stealth Rock
Tornadus-T (M) @ Choice Specs
Trait: Regenerator
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Air Slash
- Hurricane
- U-turn
- Focus Blast
Trait: Drought
EVs: 252 HP / 56 SDef / 200 Spd
Gentle Nature (+SDef, -Def)
- Flamethrower
- Will-O-Wisp
- Substitute
- Roar
Heatran (M) @ Choice Scarf
Trait: Flash Fire
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Eruption
- Flamethrower
- Earth Power
- Hidden Power [Ice]
Tangrowth (M) @ Leftovers
Trait: Chlorophyll
EVs: 4 HP / 252 Def / 252 Spd
Bold Nature (+Def, -Atk)
- Leech Seed
- Substitute
- Sleep Powder
- Hidden Power [Fire]
Lanturn (F) @ Leftovers
Trait: Volt Absorb
EVs: 252 HP / 4 Def / 252 SDef
Calm Nature (+SDef, -Atk)
- Ice Beam
- Volt Switch
- Toxic
- Heal Bell
Terrakion @ Air Balloon
Trait: Justified
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Close Combat
- Stone Edge
- Swords Dance
- Stealth Rock
Tornadus-T (M) @ Choice Specs
Trait: Regenerator
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Air Slash
- Hurricane
- U-turn
- Focus Blast
Please, please, please leave suggestions and constructive criticism. If you see something about this team that could be better, I'd love to know about it.