MOLTI SOLI
"Many Suns" - An RMT by Pokemazter and PDC
"Many Suns" - An RMT by Pokemazter and PDC
Introduction
Sun is one of the hardest weathers to sustain in this current metagame. Rain teams carry a plethora of threats, such as Keldeo, Tornadus-Therian, or Gyarados. Sand brings residual damage that quickly and effectively wears out a Sun team, all while packing threats such as Landorus, Reuniclus, or Terrakion. However, despite being the hardest of the main weathers to maintain, Sun teams pack the hardest punch, and this team is no exception. "Molti Soli" carries sweepers that if given the chance to, will decimate an entire team rather quickly. The team relies on two bringers of Sun, Ninetales and Rotom-W, to give Volcarona and Sawsbuck room to set up and rampage against opponents.
This team was built during my time being tutored by PDC, during Round 64, and incorporates many of the tricks he taught me, such as using lure sets and Pokemon not commonly seen in the Overused tier to win weather wars and break through top-tier threats such as Dragonite and Terrakion. "Molti Soli" takes a different approach to Sun teams, not relying on common threats such as Venusaur, Lilligant, or Dragonite to provide offense, and by bringing more overall bulk to the table than that of other Sun teams.
This team was built during my time being tutored by PDC, during Round 64, and incorporates many of the tricks he taught me, such as using lure sets and Pokemon not commonly seen in the Overused tier to win weather wars and break through top-tier threats such as Dragonite and Terrakion. "Molti Soli" takes a different approach to Sun teams, not relying on common threats such as Venusaur, Lilligant, or Dragonite to provide offense, and by bringing more overall bulk to the table than that of other Sun teams.
Teambuilding Process
1.
As mentioned, this variant of the team had been more than relatively successful, and hadn't required any major changes. It took an original concept, ran with it, and did what it did best. The two Pokemon that made this version stand out were a Sunny Day Trapper Heatran and Claydol, Pokemon not commonly seen in the Rain-plagued Overused tier. However, that super-uniqueness would come to an end, because after 26 hours of being up in the RMT section, changes were made, seeing the likes of Heatran and Claydol replaced for Rotom-W, which I didn't know could learn Sunny Day, and Donphan, a more reliable spinner that can still handle Terrakion.
2.
As mentioned, Donphan and Rotom-W had been put onto the team in place of Heatran and Claydol. This is the current version, having had great success on my testing alt of Pokemazter_Test. The paralysis support brought to the table by Rotom-W and Donphan's ability to beat spinblockers is exceptionally useful, which definitely set this variant of my team apart from the former version. With these changes, I feel this team is more capable of handling the suspect ladder and Sand Veil Garchomp than before. Thanks Smogon!
In-Depth
Ninetales @ Leftovers
Drought
252 HP / 120 SpD / 136 Spe
Calm Nature
- Roar
- Will-O-Wisp
- Flamethrower
- Hidden Power Fighting
Drought
252 HP / 120 SpD / 136 Spe
Calm Nature
- Roar
- Will-O-Wisp
- Flamethrower
- Hidden Power Fighting
The crux of a Sun team, Ninetales' job is typically limited to getting sun up and burning slow, physically-offensive threats (provided Will-O-Wisp doesn't miss). Once that job is done, Ninetales heads back to the bench to allow for Sawsbuck, Heatran, or Volcarona to begin a sweep. Unlike most Sun teams, I very rarely lead with Ninetales, which is part of the team's strategy. Deoxys-D typically takes on Tyranitar leads, and Heatran challenges Politoed leads. Ninetales only leads if the opponent lacks a weather setter, or is using a Hail team. Ninetales is obviously irreplaceable, as this team wouldn't be a Sun team without it.
Roar, replacing Substitute and suggested by DestinyUnkown and gr8stard, has proven its usefulness by abusing the multiple layers of hazards set by Deoxys-D. With the passive damage from the hazards and Will-O-Wisp, many bulky Pokemon become extensively weakened or KO'd before I need to attack them. Will-O-wisp, as mentioned, burns many of the physical threats found in the OU tier, giving my sweepers more room to breathe, not fearing being revenge killed or shat on mid-setup. Flamethrower allows Ninetales to provide some offence to the team, crisping the likes of Ferrothorn, Scizor, Breloom, or Magnezone. Hidden Power Fighting is yet to see any actual use, as Ninetales is rarely going one-on-one with Tyranitar.
Synergy:
Deoxys-D @ Fighting Gem
Pressure
160 HP / 4 Def / 92 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Spikes
- Taunt
- Superpower
Pressure
160 HP / 4 Def / 92 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Spikes
- Taunt
- Superpower
Probably the most anti-meta Pokemon on the team, Deoxys-D practically guarantees that my team will win the weather war against a Tyranitar-based Sand team. Most of those teams see Deoxys-D, and leave their Tyranitar out because Crunch 2HKOs and will prevent me from stacking more than a layer of hazards. What they don't know, is that with that investment and a Fighting Gem, that all non-Chople Berry Tyranitar are OHKOd once I press the Superpower button. Nifty, hey? I get to set hazards, and I win a weather war. Overall, a solid day at the office.
Stealth Rock and Spikes serve their obvious purpose on Deoxys-D. They turn many unboosted 2HKOs from Sawsbuck and Volcarona into OHKOs. They also break any stray Focus Sashes and Sturdy abilities that would otherwise prevent a direct OHKO. The residual damage also quickly brings the opponent to the ground, as many a game have been won by having my opponent switch into full hazards when it only has 30% of its HP remaining. Taunt is also rather self-explanatory. This variant of Deoxys typically outspeeds most of the common hazards layers and a wide variety of set up sweepers. This gives me more room to lay hazards and possibly bring in a different Pokemon. Superpower is what makes this set anti-meta, as mentioned above. It takes an opposing Tyranitar lead, shits on it, and practically wins me the match. Big shout-out to PDC, my tutor, as he gave me this set, and it hasn't failed me yet.
Synergy:
Donpan @ Lum Berry
Sturdy
128 HP / 252 Atk / 128 Spe
Adamant Nature
- Earthquake
- Assurance
- Rapid Spin
- Stone Edge
Sturdy
128 HP / 252 Atk / 128 Spe
Adamant Nature
- Earthquake
- Assurance
- Rapid Spin
- Stone Edge
Donphan replaces Claydol, as suggested by Pocket, as it does the job as a spinner better, being capable of beating spinblockers while still maintaining the ability to somewhat handle Terrakion and Dragonite. I was initially against using Donphan over Claydol, as mentioned when Claydol was still on the team, but now, I'm loving having the added offensive pressure brought by Donphan. So far, Donphan has been exceptionally worthwhile to have on the team, and is currently my favourite spinner.
Earthquake is a great move, powered by STAB and Donphan's base 120 Attack stat. It does a lot of damage to things that decide to switch in on Donphan, and absolutely crushes those that hold a weakness to Ground-type attacks. Assurance adds to the team's "uniqueness", beating all the common spinblockers if they decide to switch in on a predicted Rapid Spin. Spaking of which, Rapid Spin keeps the field clear of all forms of entry hazards - Stealth Rock, Spikes, and Toxic Spikes. Unlike Claydol however, Donphan is not immune to Toxic Spikes, which is one of a few downfalls to using Donphan. Stone Edge is providing extra coverage alongside Earthquake and Assurance, allowing Donphan to hit Dragonite and other Flying-types for super effective damage.
Synergy:
Rotom-W @ Leftovers
Levitate
252 HP / 100 SpA / 28 SpD / 128 Spe
Modest Nature
- Volt Switch
- Hydro Pump
- Sunny Day
- Thunder Wave
Levitate
252 HP / 100 SpA / 28 SpD / 128 Spe
Modest Nature
- Volt Switch
- Hydro Pump
- Sunny Day
- Thunder Wave
The "second sun" of the team, suggested by Asterat, Pocket, and gr8stard. To be honest, I had no idea Rotom-W was capable of learning Sunny Day. That discovery gives a whole new meaning to Rotom-W's ability to provide momentum for the team. This variant of haunted washing machine takes on a bulkier role, slowing Scarfed and naturally fast threats so that the rest of my team may outspeed them whilst unboosted while bringing some offense to the table. Rotom-W also patches up my glaring weakness to powerful Water-type attacks, meaning I no longer have to rely on Sawsbuck to take them.
Volt Switch is one of the momentum-providing moves on Rotom-W, as it deals strong damage thanks to STAB, while giving me the opportunity to switch to an ally to give myself a desirable matchup. Hydro Pump rounds off Rotom-W's STAB, and gives me a very solid hit outside of the effects of Sun. Sunny Day is Rotom'W's second momentum-providing move, as it really plays with opposing Politoed and other weather setters, as nobody expects it. Thunder Wave rounds off Rotom-W's supporting capabilities, slowing the likes of Choice Scarf Terrakion or other fast Pokemon commonly found in the tier so that my sweepers, Sawsbuck and Volcarona can outspeed them, regardless of any boosts the two may have previously required. I'm still relatively bewildered that this thing actually gets Sunny Day.
Synergy:
Sawsbuck @ Life Orb
Chlorophyll
112 HP / 248 Atk / 148 Spe
Adamant Nature
- Swords Dance
- Double-Edge
- Horn Leech
- Jump Kick
Chlorophyll
112 HP / 248 Atk / 148 Spe
Adamant Nature
- Swords Dance
- Double-Edge
- Horn Leech
- Jump Kick
The only Pokemon on the team that stands between my team and being walled by the Pink Blobs, Sawsbuck was the weather-abuser of choice. I'm relatively surprised by this thing, as it hits like a truck once boosted by Swords Dance. With Chlorophyll, it gets really fast too, being outsped by only gimmicky things like Choice Scarf Jolteon or Pokemon that have gathered enough Speed boosts. Not many teams are relatively prepared for Sawsbuck, which gives this team all the more of a surprise factor.
Swords Dance is Sawsbuck's main claim to fame. Most people switch to a Steel-type such as Ferrothorn or Heatran when I bring Sawsbuck out, only to eat a +2 Jump Kick and deal with me laughing my ass off at them. Double-Edge was chosen over Return as one of Sawsbuck's STAB moves of choice as it does more in the long run that Return ever would. Hell, it has a way to restore its HP, so why not? Speaking of which, Horn Leech also provides STAB for Sawsbuck, draining most of the opponent's HP after a Swords Dance, keeping the deer healthy. Jump Kick, as mentioned, allows Sawsbuck to bypass Steel-types that would attempt to block a sweep. Sawsbuck needs to be on more Sun teams, as it can do so much to the opposing team in a short span of time.
Synergy:
Volcarona @ Charcoal
Flame Body
252 SpA / 4 SpD / 252 Spe
Timid Nature
- Quiver Dance
- Fire Blast
- Bug Buzz
- Hidden Power Ground
Flame Body
252 SpA / 4 SpD / 252 Spe
Timid Nature
- Quiver Dance
- Fire Blast
- Bug Buzz
- Hidden Power Ground
The cleaner of the team, Volcarona typically doesn't see much use until the late-game where it can effortlessly set up and effectively beat an opponent. PDC had to work with me a lot on how to use Volcarona, as I was always wanting to get it out earlier in the game, which was one of my flaws as a battler - wasting my sweepers. Volcarona tends to live up to its name "Volcabroken", as it causes a lot of hell in and out of Sun after two or three Quiver Dances. It gets really fast, really bulky, and deadly powerful very quickly, and has been the sole reason as to why I've won a considerable number of games.
Quiver Dance is Volcarona's crux, as without it, I might as well just be using Charizard. It allows for Volcarona to quickly boost its two special stats and its Speed, turning it into a rather violent sweeper and cleaner. Once backed by two or three Quiver Dances, Fire Blast and Bug Buzz tend to get spammed a lot, as both STAB moves tend to blast through whatever they touch. Hidden Power Ground is handy in case I run into an opposing Heatran that is okay with stomaching a +3 or +4 Bug Buzz. Getting that surprise KO against Heatran swings a lot of momentum for the team, as it's then free to spam Fire-type attacks without worrying about something absorbing them.
Synergy:
Conclusion
Thanks to PDC's tutoring, I've noticed that I'm a much better battler today than when I had signed up for Round 64, as I know hold the knowledge needed to succeed in this ever-changing metagame. This team has had a lot of success (by my standards), reaching 1833 and beyond on the Pokemon Showdown! ladder three times, peaking at 1867. "Molti Solii" is a very high-risk, high-reward team that has been very fun to play with. My next challenge with this team is to take on the suspect ladder and see how it fares against Garchomp teams. Thanks for the read and rate!