Sunny Day
By End Fashion, October 2009
This team was the product of rigorous testing on the Smogon Shoddy ladder. As such, it is highly moulded around the metagame of October, before the changes to BL saw Raikou and co. drop back to UU. The team has scored a number of pleasing wins against some of the top ranked players on the Smogon server, beating top 50 and even some top 15 teams. The team aims to correct the mistakes of a lot of Sunny Day teams which I have seen and personally built in the past. For starters, this team does not make the mistake of being hyper offensive and having a team loaded with Chlorophyll Pokemon. It is about having the sweepers, but also having their necessary supports. The second common mistake tends to occur on the defensive, where a lot of players often use general or common walls to patch their defenses, rather than looking at specific threats and holes in the team itself. To amend this, I started with my offensive Pokemon, saw what threatened them, and worked from there. In today's metagame, it is not about just setting up the sun and blasting away. It is more about scouting teams and being able to clear a safe path for your sweepers to do their work. Speed is pivotal, as is defensive capability.
Jumpluff (M) @ Heat Rock
Ability: Chlorophyll
EVs: 232 HP/24 Def/252 Spd
Jolly nature (+Spd, -SAtk)
- Sleep Powder
- U-turn
- Sunny Day
- Encore / Aromatherapy
a. Why Jumpluff?
Jumpluff is a tricky little lead with Sleep Powder, and is lightning fast in the Sun. Whilst Jumpluff is not the most aggressive lead, it can play a good supportive role with Encore. A lot of the metagame at the moment is seeing the likes of Feraligatr and Mismagius using stat boosting moves. Locking these Pokemon into a move forces switches and allows me to get a free switch myself. Jumpluff is also a beacon of Sunny Day. Honestly, I was against Jumpluff in the beginning because it tends to give away your team's strategy. That said, so do Abomasnow and Hippowdon in OU, and these teams are successful due to exquisite build quality.
b. Leading competition
Regirock (M) @ Heat Rock
Ability: Clear Body
EVs: 252 HP/36 Def/220 SDef
Careful nature (+SDef, -SAtk)
- Sunny Day
- Stealth Rock
- Stone Edge
- Explosion
a. Why Regirock?
Regirock is supposed to be a defensive pivot for the team. In the sun, the water weakness is cut by 50%, while his solid defenses allow him to take even some ground and fighting attacks and still stand - that said, he does have typing support in these areas. In the early stages of this team, Scarf Moltress could really rip this team to shreads if it wanted to. That said, flying types in general are an issue with this team, and hence, Regirock can switch in and make life hard for them.
b. The moves.
i. Sunny Day
No need to explain.
ii. Stealth Rock
Some of the biggest threats to the team, namely bug-, fire-, flying- and ice-types are hit hard with Stealth Rock, making repeated switches painful for them and gives the sweepers a good head start on their prey.
iii. Stone Edge
I was originally using Counter here to catch greedy attackers off-guard. This strategy worked surprisingly well, since Regirock's immense bulk let me take even super effective physical hits and survive to effectively KO opponents. However, Counter and Explosion alone left me as set-up fodder for Ghosts, and if they got a sub up I was in trouble. Stone Edge gives me some offensive capabilities, although it is stressed that Regirock's main duty is still to come in, set up rocks, and explode to get a sweeper in.
iv. Explosion
As above, I don't see much need in using an attacking move. Explosion lets me take something like Milotic out, or at least to the verge, and lets me get Exeggutor or Tangrowth in for free, with one less hurdle to tackle and hopefully maximum time in the sun.
Spiritomb (M) @ Heat Rock
Ability: Pressure
EVs: 252 HP/140 Atk/116 SDef
Careful nature (+SDef, -SAtk)
- Sunny Day
- Pursuit
- Sucker Punch
- Will-o-wisp
a. Why Spiritomb?
Spiritomb is a good defensive unit who usually takes a couple of hits to KO. This is fortunate as it allows him to be a Sunny Day setter whilst filling some defensive gaps. Spiritomb works well in tandem with Jumpluff as a leading pair, with Ambipom being so popular. It turns the tide on the little monkey as his role is usually to chip off damage, but instead, he gets landed with Pursuits taking some nice chunks out of him. Will-O-Wisp helps the team on the defensive front, and whittles down foes. Importantly, Spiritomb is a good spin blocker. Stealth Rocks are vital to this team, allowing Exeggutor's Psychic to handle fire-types, and making Tangrowth's Rock Slide a OHKO on more things like Altaria.
The original Pokemon in this position was Hitmonlee, who was more agressive and addressed a number of issues related to the metagame, namely Registeel and Chansey who lead with Thunder Wave. However, Registeel appears to have taken a small dive in popularity midway through the month, perhaps after people started building teams to cater for it. I felt that the team lacked supports and synergy, so I've gone for something more defensive, whilst moving Arcanine and Tangrowth into more offensive roles.
b. The moves.
i. Sunny Day
Support.
ii. Pursuit
Used for trapping and stopping stuff like Mismagius from getting keeping subs up.
iii. Sucker Punch
Reasonably powerful priority attack. A combo of Pursuit and Sucker Punch can really mess with an opponent if managed correctly. This allows Spiritomb to take some health off attackers before going down.
iv. Will-o-Wisp
Will-o-Wisp is such a great support move, and allows me to have the 140 Atk EVs whilst covering defense.
Arcanine (M) @ Leftovers
Ability: Intimidate
EVs: 192 HP/252 Atk/64 Spd
Adamant nature (+Atk, -SAtk)
- Flare Blitz
- Extremespeed
- Toxic
- Morning Sun
a. Why Arcanine?
Arcanine is a sturdy Pokemon on any team, and hence it is not hard to fit him onto a team that he should thrive in. Arcanine's Intimidate is an amazing tool to use against physical attackers. ExtremeSpeed is also a handy weapon to take out weakened foes. Couple this with a powerful STAB boosted by the weather, and excellent recovery in the weather, and you have a very handy and reliable Pokemon indeed.
b. Role and EVs.
Arcanine has seen a number of roles in this team. He was originally very offensive with a Howl set. However Howl just doesn't give him the masses of power I feel needed to sweep, and I was feeling the need for a sturdy Pokemon. From there, Arcanine went to a Sleep Taking shuffler who could come in on a number of threats and use Roar to not only stack up the Stealth Rock damage, but also scout teams and counters. After another switch where Spiritomb handles a lot of defensive duties, I have made Arcanine more offensive, albeit durable and supportive with Toxic.
c. A note on Intimidate and Flash Fire.
I see a lot of Sunny Day teams who run Flash Fire over Intimidate saying that they can lure fire attacks with the Chlorophyll Pokemon and catch them out with Arcanine, powering up his Flare Blitz. This is a viable tactic, however, rarely is Arcanine in a position to sweep an entire team with this boost. Flash Fire also becomes useless to Arcanine once all fire-types are eliminated. What's more, Arcanine doesn't really have the tools to take on another fire-type one-on-one, with no secondary STAB or neat movepool. That said, Intimidate allows Arcanine to have repeated switches and to do what he does best - take large swipes out of teams and pester them as they switch again and again.
d. The moves.
i. Flare Blitz
Obligatory STAB. 120 base power + weather enhancement = pain for non-resists.
ii. ExtremeSpeed
Powerful priority move that can help late game with cleaning up the opposition.
iii. Toxic
Toxic is one of the best options for taking out counters in the sun, namely bulky waters like Slowbro and Milotic. In the sun their Surfs are neutered, and Morning Sun has maximum recovery allowing to effectively Toxic stall.
iv. Morning Sun
This was a great addition to Arcanine's movepool, and in the sun it allows him to Toxic stall against a number of Pokemon, including bulky waters. Morning Sun gives Arcanine some endurance even in the face of Stealth Rock also.
Tangrowth (F) @ Life Orb
Ability: Chlorophyll
EVs: 252 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- Earthquake
- Power Whip
- Rock Slide
- Swords Dance
a. Why Tangrowth?
First, Chlorophyll. Second, coverage. With Earthquake at her disposal, Tangrowth can take on fire types who think they can scare me out. Same can be said for flying and bug types with Rock Slide. Aside from that, Tangrowth has the best physical STAB grass attack in the game. Finally, access to Swords Dance makes Tangrowth a powerful and often underestimated sweeper, particularly with Stealth Rock support.
b. Nature: Jolly vs Adamant.
It is a toss up as to whether I run Adamant or Jolly. In the sun, Adamant seems sufficient to outpace most threats. However, I think the recommendation on Smogon is to run Jolly, and hence, Tangrowth will lose to opposing Tangrowth running a mixed set. I don’t see too many of them though, so this will do for now I suppose.
c. The moves.
i. Earthquake
Ground beats fire, the #1 counter to this guy. Also lets me take chunks out of Registeel.
ii. Power Whip
Power Whip has 120 base power, and is STAB. Accuracy is a bit iffy, and has honestly cost me matches from missing in the past. Still, I can always claim "hax" ( :P ) and rage quit haha. Anyway, this is Tangrowth's primary neutral attack tool.
iii. Swords Dance
How to make a Sweeper in one easy step.
iv. Rock Slide
Again for coverage. This will do masses of damage to the likes of Moltress, Yanmega and Scyther. Bug and flying attacks are super effective, and Rock Slide can stop these threats.
Exeggutor (M) @ Life Orb
Ability: Chlorophyll
EVs: 4 Def/252 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Solarbeam
- Psychic
- Hidden Power [Fire]
- Substitute
a. Why Exeggutor?
Like Tangrowth, Exeggutor becomes extremely fast in the sun. Secondly, Exeggutor has a huge special attack stat to work off, and with the sun up he gets access to the best special grass attack (barring Seed Flare) in the game. Some may argue that Leaf Storm is better, but seriously, use that once and you have to switch out.
b. The moves.
i. Solarbeam
STAB 120 base power off a massive special attack stat. Obvious choice.
ii. Psychic
Basically the only other usable special attack outside of a Hidden Power. It hits most things for neutral although I rarely rely on it.
iii. Hidden Power [Fire]
HP Fire takes out other grass-types, steel-types, and ice-types who otherwise wall the set. It is not the most powerful move and is best used when the opponent has been weakened. For example, Registeel can survive a HP Fire with relative ease and treaten with Thunder Wave, basically ending my sweep.
iv. Substitute
Substitute protects from status, ie. Registeel as mentioned above. It also protects against Sucker Punch, which is used a lot in UU by the likes of Hitmontop who wants you to use Psychic.
c. Major threats to Exeggutor.
Sucker Punch. Namely, Honchkrow and Absol. Honchkrow can come in and threaten me big time. Rarely (if ever) have I been hit with Pursuit, since they pretty much force me out with Sucker Punch. If it hits, I'm gone. Two guys can come in and make life difficult for Honch. First is Regirock, who generally comes in on an attempted Sucker Punch and threatens with Stone Edge. He can also survive a Superpower if Honchkrow tries to be a hero. Guys like Toxicroak can also rattle me for the same reasons. Cacturne is another who could come in and pose a lot of problems, since it can threaten with Sucker Punch and force a switch, but set up a sub on the switch and go to town on my counter with Focus Punch. Arcanine is best suited to come in thanks to Intimidate.
Standard Venusaur can take a Psychic and survive, whilst likely taking me out with Sludge Bomb when considering Life Orb damage. In general Venusaur is one of the biggest threats to disassembling the team, and I think I need to focus on finding a solution for him. Aggron is likely to survive a Solarbeam, whilst the other Rock/Steels definitely will. Registeel, despite being weak to HP Fire, is barely 2HKO'd and spoils me with Thunder Wave. Obviously Chansey is the best swtich-in, forcing me out immediately. Bulky steels and Chansey are generally forced out by Hitmonlee, who is immune to Thunder Wave.
By End Fashion, October 2009
I. Introduction
One day, I decided to make a weather team. It was a Rain Dance team, and it worked well. Along my way, I encountered two other excellent teams that employed hail and sand. This was very interesting to me, but I preferred my offensively based rain team. Then, somehow, I stumbled across another weather move called Sunny Day. This move intrigued me as I had not seen it in battle, and I knew that for every weather move, there was a set of Pokemon who functioned most efficiently when it was in play. Immediately, I became curious about the sunshine. I was soon to realise, however, that the sunshine Pokemon did not function in the same way as the rain Pokemon, who appeared much more powerful in their drizzly conditions. At this point, I did not know what direction I needed to take to make the team better. Did I need to rely on sweepers or draw from some stall principles first? Am I relying on power or status? Not knowing the sunshine's niche made me sad, but I endeavored to assemble a team that would at least be mildly competitive. Finally, after much deliberation, I formed a team that sometimes allowed me to control the pace of games much like I had with my rain team. This made me very happy. So happy, in fact, that I would like to share it with you so you may tell me very bad things about it in the hopes of making it better.This team was the product of rigorous testing on the Smogon Shoddy ladder. As such, it is highly moulded around the metagame of October, before the changes to BL saw Raikou and co. drop back to UU. The team has scored a number of pleasing wins against some of the top ranked players on the Smogon server, beating top 50 and even some top 15 teams. The team aims to correct the mistakes of a lot of Sunny Day teams which I have seen and personally built in the past. For starters, this team does not make the mistake of being hyper offensive and having a team loaded with Chlorophyll Pokemon. It is about having the sweepers, but also having their necessary supports. The second common mistake tends to occur on the defensive, where a lot of players often use general or common walls to patch their defenses, rather than looking at specific threats and holes in the team itself. To amend this, I started with my offensive Pokemon, saw what threatened them, and worked from there. In today's metagame, it is not about just setting up the sun and blasting away. It is more about scouting teams and being able to clear a safe path for your sweepers to do their work. Speed is pivotal, as is defensive capability.
II. Overview
III. Analysis
Jumpluff (M) @ Heat Rock
Ability: Chlorophyll
EVs: 232 HP/24 Def/252 Spd
Jolly nature (+Spd, -SAtk)
- Sleep Powder
- U-turn
- Sunny Day
- Encore / Aromatherapy
a. Why Jumpluff?
Jumpluff is a tricky little lead with Sleep Powder, and is lightning fast in the Sun. Whilst Jumpluff is not the most aggressive lead, it can play a good supportive role with Encore. A lot of the metagame at the moment is seeing the likes of Feraligatr and Mismagius using stat boosting moves. Locking these Pokemon into a move forces switches and allows me to get a free switch myself. Jumpluff is also a beacon of Sunny Day. Honestly, I was against Jumpluff in the beginning because it tends to give away your team's strategy. That said, so do Abomasnow and Hippowdon in OU, and these teams are successful due to exquisite build quality.
b. Leading competition
- Ambipom: Ambipom will not be able to resist a Fake Out. Switch to Spiritomb and keep hitting with Pursuit.
- Uxie: Sleep Powder, Sunny Day, U-Turn.
- Yanmega: Is Yanmega still UU? Um, either way I'll just set up Sunny Day. If they protect, I win since I will be faster even after a speed boost and force Yanmega out with Encore. If they attack, at least I get the sun up.
- Electrode: It will probably try to Rain Dance or Taunt. Electrode is a pain and it is annoying that Rain Dance teams have the fastest lead in the tier but not Sunny Day. Try to sleep it and hope it hits on a Rain Dance. Then Sunny Day.
- Hippopotas: Sleep Powder to counter Stealth Rock, then Sunny Day. Hippo is likely to come in again and again, so I will hold off on bringing out Exeggutor until it goes down since I get no SolarBeam access.
- Honchkrow: Straight to Regirock. It will probably switch out allowing for Stealth Rock. If it stays in it will likely use Superpower, which I survive. Go to Spiritomb next for Sunny Day setting and Will-O-Wisp.
- Lopunny: Sleep it, and proceed to sun-set and U-Turn.
- Arcanine: Straight to Regirock.
Regirock (M) @ Heat Rock
Ability: Clear Body
EVs: 252 HP/36 Def/220 SDef
Careful nature (+SDef, -SAtk)
- Sunny Day
- Stealth Rock
- Stone Edge
- Explosion
a. Why Regirock?
Regirock is supposed to be a defensive pivot for the team. In the sun, the water weakness is cut by 50%, while his solid defenses allow him to take even some ground and fighting attacks and still stand - that said, he does have typing support in these areas. In the early stages of this team, Scarf Moltress could really rip this team to shreads if it wanted to. That said, flying types in general are an issue with this team, and hence, Regirock can switch in and make life hard for them.
b. The moves.
i. Sunny Day
No need to explain.
ii. Stealth Rock
Some of the biggest threats to the team, namely bug-, fire-, flying- and ice-types are hit hard with Stealth Rock, making repeated switches painful for them and gives the sweepers a good head start on their prey.
iii. Stone Edge
I was originally using Counter here to catch greedy attackers off-guard. This strategy worked surprisingly well, since Regirock's immense bulk let me take even super effective physical hits and survive to effectively KO opponents. However, Counter and Explosion alone left me as set-up fodder for Ghosts, and if they got a sub up I was in trouble. Stone Edge gives me some offensive capabilities, although it is stressed that Regirock's main duty is still to come in, set up rocks, and explode to get a sweeper in.
iv. Explosion
As above, I don't see much need in using an attacking move. Explosion lets me take something like Milotic out, or at least to the verge, and lets me get Exeggutor or Tangrowth in for free, with one less hurdle to tackle and hopefully maximum time in the sun.
Spiritomb (M) @ Heat Rock
Ability: Pressure
EVs: 252 HP/140 Atk/116 SDef
Careful nature (+SDef, -SAtk)
- Sunny Day
- Pursuit
- Sucker Punch
- Will-o-wisp
a. Why Spiritomb?
Spiritomb is a good defensive unit who usually takes a couple of hits to KO. This is fortunate as it allows him to be a Sunny Day setter whilst filling some defensive gaps. Spiritomb works well in tandem with Jumpluff as a leading pair, with Ambipom being so popular. It turns the tide on the little monkey as his role is usually to chip off damage, but instead, he gets landed with Pursuits taking some nice chunks out of him. Will-O-Wisp helps the team on the defensive front, and whittles down foes. Importantly, Spiritomb is a good spin blocker. Stealth Rocks are vital to this team, allowing Exeggutor's Psychic to handle fire-types, and making Tangrowth's Rock Slide a OHKO on more things like Altaria.
The original Pokemon in this position was Hitmonlee, who was more agressive and addressed a number of issues related to the metagame, namely Registeel and Chansey who lead with Thunder Wave. However, Registeel appears to have taken a small dive in popularity midway through the month, perhaps after people started building teams to cater for it. I felt that the team lacked supports and synergy, so I've gone for something more defensive, whilst moving Arcanine and Tangrowth into more offensive roles.
b. The moves.
i. Sunny Day
Support.
ii. Pursuit
Used for trapping and stopping stuff like Mismagius from getting keeping subs up.
iii. Sucker Punch
Reasonably powerful priority attack. A combo of Pursuit and Sucker Punch can really mess with an opponent if managed correctly. This allows Spiritomb to take some health off attackers before going down.
iv. Will-o-Wisp
Will-o-Wisp is such a great support move, and allows me to have the 140 Atk EVs whilst covering defense.
Arcanine (M) @ Leftovers
Ability: Intimidate
EVs: 192 HP/252 Atk/64 Spd
Adamant nature (+Atk, -SAtk)
- Flare Blitz
- Extremespeed
- Toxic
- Morning Sun
a. Why Arcanine?
Arcanine is a sturdy Pokemon on any team, and hence it is not hard to fit him onto a team that he should thrive in. Arcanine's Intimidate is an amazing tool to use against physical attackers. ExtremeSpeed is also a handy weapon to take out weakened foes. Couple this with a powerful STAB boosted by the weather, and excellent recovery in the weather, and you have a very handy and reliable Pokemon indeed.
b. Role and EVs.
Arcanine has seen a number of roles in this team. He was originally very offensive with a Howl set. However Howl just doesn't give him the masses of power I feel needed to sweep, and I was feeling the need for a sturdy Pokemon. From there, Arcanine went to a Sleep Taking shuffler who could come in on a number of threats and use Roar to not only stack up the Stealth Rock damage, but also scout teams and counters. After another switch where Spiritomb handles a lot of defensive duties, I have made Arcanine more offensive, albeit durable and supportive with Toxic.
c. A note on Intimidate and Flash Fire.
I see a lot of Sunny Day teams who run Flash Fire over Intimidate saying that they can lure fire attacks with the Chlorophyll Pokemon and catch them out with Arcanine, powering up his Flare Blitz. This is a viable tactic, however, rarely is Arcanine in a position to sweep an entire team with this boost. Flash Fire also becomes useless to Arcanine once all fire-types are eliminated. What's more, Arcanine doesn't really have the tools to take on another fire-type one-on-one, with no secondary STAB or neat movepool. That said, Intimidate allows Arcanine to have repeated switches and to do what he does best - take large swipes out of teams and pester them as they switch again and again.
d. The moves.
i. Flare Blitz
Obligatory STAB. 120 base power + weather enhancement = pain for non-resists.
ii. ExtremeSpeed
Powerful priority move that can help late game with cleaning up the opposition.
iii. Toxic
Toxic is one of the best options for taking out counters in the sun, namely bulky waters like Slowbro and Milotic. In the sun their Surfs are neutered, and Morning Sun has maximum recovery allowing to effectively Toxic stall.
iv. Morning Sun
This was a great addition to Arcanine's movepool, and in the sun it allows him to Toxic stall against a number of Pokemon, including bulky waters. Morning Sun gives Arcanine some endurance even in the face of Stealth Rock also.
Tangrowth (F) @ Life Orb
Ability: Chlorophyll
EVs: 252 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- Earthquake
- Power Whip
- Rock Slide
- Swords Dance
a. Why Tangrowth?
First, Chlorophyll. Second, coverage. With Earthquake at her disposal, Tangrowth can take on fire types who think they can scare me out. Same can be said for flying and bug types with Rock Slide. Aside from that, Tangrowth has the best physical STAB grass attack in the game. Finally, access to Swords Dance makes Tangrowth a powerful and often underestimated sweeper, particularly with Stealth Rock support.
b. Nature: Jolly vs Adamant.
It is a toss up as to whether I run Adamant or Jolly. In the sun, Adamant seems sufficient to outpace most threats. However, I think the recommendation on Smogon is to run Jolly, and hence, Tangrowth will lose to opposing Tangrowth running a mixed set. I don’t see too many of them though, so this will do for now I suppose.
c. The moves.
i. Earthquake
Ground beats fire, the #1 counter to this guy. Also lets me take chunks out of Registeel.
ii. Power Whip
Power Whip has 120 base power, and is STAB. Accuracy is a bit iffy, and has honestly cost me matches from missing in the past. Still, I can always claim "hax" ( :P ) and rage quit haha. Anyway, this is Tangrowth's primary neutral attack tool.
iii. Swords Dance
How to make a Sweeper in one easy step.
iv. Rock Slide
Again for coverage. This will do masses of damage to the likes of Moltress, Yanmega and Scyther. Bug and flying attacks are super effective, and Rock Slide can stop these threats.
Exeggutor (M) @ Life Orb
Ability: Chlorophyll
EVs: 4 Def/252 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Solarbeam
- Psychic
- Hidden Power [Fire]
- Substitute
a. Why Exeggutor?
Like Tangrowth, Exeggutor becomes extremely fast in the sun. Secondly, Exeggutor has a huge special attack stat to work off, and with the sun up he gets access to the best special grass attack (barring Seed Flare) in the game. Some may argue that Leaf Storm is better, but seriously, use that once and you have to switch out.
b. The moves.
i. Solarbeam
STAB 120 base power off a massive special attack stat. Obvious choice.
ii. Psychic
Basically the only other usable special attack outside of a Hidden Power. It hits most things for neutral although I rarely rely on it.
iii. Hidden Power [Fire]
HP Fire takes out other grass-types, steel-types, and ice-types who otherwise wall the set. It is not the most powerful move and is best used when the opponent has been weakened. For example, Registeel can survive a HP Fire with relative ease and treaten with Thunder Wave, basically ending my sweep.
iv. Substitute
Substitute protects from status, ie. Registeel as mentioned above. It also protects against Sucker Punch, which is used a lot in UU by the likes of Hitmontop who wants you to use Psychic.
c. Major threats to Exeggutor.
Sucker Punch. Namely, Honchkrow and Absol. Honchkrow can come in and threaten me big time. Rarely (if ever) have I been hit with Pursuit, since they pretty much force me out with Sucker Punch. If it hits, I'm gone. Two guys can come in and make life difficult for Honch. First is Regirock, who generally comes in on an attempted Sucker Punch and threatens with Stone Edge. He can also survive a Superpower if Honchkrow tries to be a hero. Guys like Toxicroak can also rattle me for the same reasons. Cacturne is another who could come in and pose a lot of problems, since it can threaten with Sucker Punch and force a switch, but set up a sub on the switch and go to town on my counter with Focus Punch. Arcanine is best suited to come in thanks to Intimidate.
Standard Venusaur can take a Psychic and survive, whilst likely taking me out with Sludge Bomb when considering Life Orb damage. In general Venusaur is one of the biggest threats to disassembling the team, and I think I need to focus on finding a solution for him. Aggron is likely to survive a Solarbeam, whilst the other Rock/Steels definitely will. Registeel, despite being weak to HP Fire, is barely 2HKO'd and spoils me with Thunder Wave. Obviously Chansey is the best swtich-in, forcing me out immediately. Bulky steels and Chansey are generally forced out by Hitmonlee, who is immune to Thunder Wave.
IV. Threat List
- Absol: Depends on when he switches in. If it comes in on Exeggutor, I risk being Pursuited or Sucker Punched. Substitute lets me win if they Sucker Punch. If they use Pursuit then the sub is broken and they will probably win. Arcanine can switch in and Intimidate.
- Aggron: Tangrowth generally puts Aggron down with Earthquake.
- Alakazam: Spiritomb can generally force beat it and Pursuit to death. In the sun Tangrowth belts it. Exeggutor can probably take it out with SolarBeam too.
- Altaria: Altaria is the reason I miss an ice attack on the team. HP Ice on Exeggutor would work, but not all the time.
- Ambipom: Almost exclusively leads. Switch to Spiritomb and pester it with Pursuit. It will usually try to Taunt me when I come in, giving me a free attack.
- Arcanine: Regirock comes in with ease, needing only be worried about Iron Head / Tail (which I have never seen). This gives me a turn to set up Stealth Rock, taking that vital 25% of damage off per switch in that Exeggutor needs to OHKO with Psychic. Arcanine can also work as a secondary check. Tangrowth needs to be careful if Arcanine switched in, cutting his attack.
- Azumaril: Tangrowth need only fear Ice Punch, but generally comes in on a water move anyway. Exeggutor wins in the sun. He can't switch into a grass-type, and switching into almost any of the others (Arcanine, Regirock and Spiritomb) is likely to provoke a water-type attack to get a grasser in safely. Will-O-Wisp from Spiritomb will shut it down also.
- Blastoise: Tangrowth's Power Whip and Exeggutor's SolarBeam.
- Blaziken: Under the sun Blaziken isn't really a threat. Psychic from Exeggutor takes him down, as does Earthquake from Tangrowth. Arcanine can Intimidate and Toxic stall.
- Chansey: Chansey coming in on Exeggutor can be a real pain. Without Explosion, I am forced to switch. Switching means I risk taking status. Arcanine is probably the best suited to take it out with his STAB boosted attack. Or if I fear status, I could opt for Regirock and Explode.
- Claydol: SolarBeam and Power Whip. Enough said. Spiritomb doesn't mind coming in and Pursuiting. Many Claydol lead though, and Jumpluff can handle them with Sleep Powder or Encore.
- Clefable: Everyone knows how much of a pain this is. Without Hitmonlee on the team anymore, I have no surefire way of dealing with it. Arcanine and SD Tangrowth probably fare the best, or an Explosion from Regirock. Jumpluff may be able to sleep it or lock it into something useless like Protect. Endeavour Clefable and its pre-evo pals have been hunting around, making Spiritomb a big asset to the team.
- Donphan: Tangrowth can take it on one-on-one. Regirock can beat it with Counter. No chance against Exeggutor if the sun is up.
- Drapion: Arcanine can Intimidate it, Regirock can Explode on it, Spiritomb can WoW it, and Tangrowth can Earthquake it. It is more worrying as a lead, where it can set up Toxic Spikes if I miss with Sleep Powder which my team is weak to without a spinner.
- Dugtrio: Depends on what he comes in on. Without the sun he can be a bastard, outspeeding the entire team. If he comes in on Arcanine I am screwed and just ExtremeSpeed before I die, taking a good chunk of health on the way out (70%). Regirock will survive a hit to take it out/finish its support duties. Other than that, Tangrowth can hold its own, and Exeggutor can in the sun, fearing only Sucker Punch.
- Electrode: Faster weather setter with a nasty habit to Taunt me. Not much I can do except maybe U-Turn to Arcanine and weather the storm.
- Espeon: Taken out by all my offensive Pokemon. Spiritomb can Pursuit too.
- Feraligatr: Feraligatr is outclassed by Tangrowth, particularly the SD versions. DD types can be a bit more challenging if for some reason I allow them to get set up. Jumpluff loves to Encore Feraligatr, and Spiritomb can WoW. If the sun is up he loses.
- Galladade: Tangrowth takes it on fairly easily in the sun. Arcanine can Intimidate it and take it out. Spiritomb will cripple with WoW.
- Gardevoir: Trace makes this a dangerous switch-in to the entire team. Spiritomb is the best option to harass with Pursuit.
- Hariyama: Exeggutor takes it down with Psychic. Tangrowth can beat it rather quickly, whereas Arcanine can hit with Toxic and whittle it down.
- Hitmonlee: Spiritomb comes in on STAB Close Combat, and Arcanine can Intimidate. Hitmonlee threatens Exeggutor with Sucker Punch, so if it switches in use Substitute and enjoy the protection.
- Hitmontop: Arcanine can come in and Intimidate. Again if Hitmontop comes in on Exeggutor, he is going to Fake Out and Sucker Punch most of the time. It may be better to go straight to Arcanine or Spiritomb to avoid the Fake Out.
- Honchkrow: Big threat to Exegguotor, much like Absol. Arcanine Intimidates and Spiritomb WoWs. Tangrowth beats it with Rock Slide, and can take a Sucker Punch.
- Houndoom: Thankfully Houndoom has seen a bit of a useage drop. That said, if he comes in on a fire attack he can cause some serious damage. He can be easily beaten by Tangrowth if the sun is up, and Regirock can Explode as a last resort. With weak defense, Arcanine's ExtremeSpeed can really hurt it if it is scarfed.
- Kabutops: With no weather in play Kabutops is handled by Tangrowth. With the sun, Exeggutor beats it too. In the rain, I could be in trouble. Tangrowth is the best defensive option, and Jumpluff may come in on a Swords Dance and use Sunny Day. Spiritomb goes for WoW.
- Lanturn: Tangrowth or Spiritomb. In the sun it can be taken care of easily.
- Ludicolo: I have no super effective moves against Ludicolo, and I really need the sun to be up. In the sun Arcanine can play around with it with Toxic and stall it out, or Spiritomb can WoW and allow me to whittle it out with physical attacks.
- Magneton: Arcanine and HP fire on Exeggutor send it to Hell. Tangrowth's Earthquake tops it too.
- Mesprit: See Uxie.
- Milotic: Switching in on Milotic can be troublesome, however if the sun is up Arcanine can take a Surf and ruin it with Toxic. Spiritomb can pester with WoW to negate Leftovers. Jumpluff can put it to sleep, and the sweepers can take care of it. It is just difficult to switch in to since I risk taking status or a predicted Ice beam to my grass sweepers.
- Miltank: Spiritomb can WoW and pester it, taking status with Rest. Pressure runs down Heal Bell quickly. Miltank is 2HKOd by Exeggutor, but must watch out for status that will hinder the sweep. Arcanine can Toxic. Jumpluff often Encores a Curse or Earthquake.
- Mismagius: Mismagius was a big threat when I didn't know how to deal with it properly. Now I know the best thing to do is say in and keep hitting it. Tangrowth and Arcanine do well through sheer pestering. Missy can't switch in on either sweeper while the sun is up, and fails to OHKO Tangrowth at full health, putting her in a bad position as Power Whip topples her. If she tries to substitute, she is whittled down. If she attacks, she dies. Spiritomb plays mind games with Sucker Punch and Pursuit.
- Moltres: Moltress leads are the reason for Regirock being on the team. He can come in and begin to set up Stealth Rock and Sunny Day. Moltress leads generally travel with a spinner, who is blocked by Spiritomb and met with WoW. Scarfers are brutal though, which is why Regirock abd Stealth Rock are so important.
- Nidoking: WoW on Spiritomb nullifies it physically. With the sun up, he falls to Exeggutor and Tangrowth, and to a lesser extent Arcanine.
- Omastar: Omastar is just a fish (thing) out of water without the rain. As a lead I sleep it to prevent Spikes, and set up the sun. Conversely, if the rain is out it can sweep me.
- Raikou: Raikou destroys the team without the sun in play. When the sun is up he can be Encored, or dealt with by Tangrowth mainly. Behind a substitute he dominates. Spiritomb and Arcanine's priorities can go a long way to dealing with Raikou too.
- Regirock: Both sweepers take him out, particularly Exeggutor. Tangrowth might OHKO even before a Swords Dance.
- Registeel: Switching in to Registeel is the problem, as it loves to hit you with Thunder Wave. Spiritomb usually takes the status, and then go to Arcanine as they attack or set up rocks. Substitute protects Exeggutor from status.
- Rhyperior: Weak to both sweepers, and is often set up fodder for Tangrowth. Rhyperior is usually pretty predictible.
- Rotom: Handled by STAB moves across the board. Can be a pain to switch in to, with Trick being really annoying.
- Spectile: If I don't have the sun up I can have a lot of trouble. He is so fast and can have such a varied movepool. The Leech Seeder can be pestered by Jumpluff. If the sun is out Exeggutor takes it down.
- Scyther: Arcanine Intimidates, and under the sun Rock Slide or HP Fire takes care of it from the sweepers. Stealth Rock makes life hard for Scyther.
- Slowbro: Solarbeam is a OHKO, and Power Whip without a boost may be too. Under the sun Arcanine can even Toxic stall with Morning Sun and weakened Surfs, while Spiritomb can WoW to negate Leftovers and Pressure Slack Offs if I am desperate.
- Spritomb: Arcanine switches in for a WoW, and can deal with it one-on-one.
- Steelix: Steelix can be handled with STAB boosted Flare Blitz, HP Fire, or simply crippled with WoW.
- Swellow: Regirock walls it, and makes life hell with Stealth Rock.
- Tangrowth: Tangrowth walls my Tangrowth, and usually forces a switch in case it is mixed. Spiritomb is a safe switch or response if Tangrowth takes me out, threatening with WoW. Arcanine Intimidates when coming in also, usually surviving a
- Torterra: Arcanine can come in on a setup move, or Jumpluff can lock it in to something and make bringing in the appropriate swich easier. Exeggutor and Arcanine are the only ones who can take it out really. Spiritomb wrecks it with WoW.
- Toxicroak: Sucker Punch threatens Exeggutor so I gotta Substitute against them. Tangrowth and Arcanine do fine.
- Typhlosion: Scarfers are a real problem since my sweepers don't outspeed it even with the sun up. He forces a switch, so hopefully I have Regirock still there to absorb the predicted Flamethrower. If they have seen Regirock and predict with Focus Blast, I can lock him in and switch to Spiritomb. Stealth Rock needs to be up to weaken it with repeated switch-ins.
- Umbreon: WoW hurts the Curser, as does Encore.
- Uxie: Uxie annoys me since I can't OHKO it. I want to put it to sleep so it can't ruin me with Thunder Waves.
- Venusaur: Sleep Powder is a nuicence, so I usually sacrifice Spiritomb. From there I can switch in Arcanine the safest. If Exeggutor is out there already, Psychic takes it down with SR damage factored in.
- Weezing: Exeggutor's Psychic nails it. Arcanine switches in fairly easily and hurts it with Flare Blitz. In the sun it is a 2HKO.