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Hello everybody, this is my second RMT and my first OU one. I am a very fond user of sun, I honestly have no idea why but I have always found it more fun than any other playstle, certainly more so than any of the other weathers. You should also know that I am a decidedly mediocre player, often losing to teams I should beat and just generally making pretty awful predictions. However, this team got me to about 1320-ish on the PS ladder, and while that is considered pretty crap by nearly everybody else ever, it is my all-time peak (sad, I know).
This team won’t be winning anything anytime soon, but I really enjoy using it, the idea behind the team was to have a solid offensive core while maintaining some defensive power.
A quick look
To start with I needed a Ninetales… so it joined the team. The next step of my team building journey was also remarkably simple, I thought to myself “what you need is a chlorophyll sweeper, a scarfer and a pokemon to put huge holes in the enemies team”, thus Venusaur, Gensect and Volcarona were added. Now I had two spaces left, and no hazards or a spinner, this led me to a very tricky situation, should I add a Forretress and sacrifice my teams’ momentum, or should I have a Deoxys-d and a spinner, but sacrifice a team slot. I decided to go down the latter route, because Forretress has never really done it for me. However, now came the tricky part of selecting a spinner, as I’ve mentioned forry was out, this also ruled Donphan out as it was too slow and not as bulky as I’d expected. Tentacruel was out, poor physical defence and a weakened STAB move really don’t appeal to me. So now I was left with two choices, Starmie, who has a weakened STAB and a shared pursuit weakness with my hazard setter. Or Hitmontop, who is generally known to be crap. After a while I decided on Hitmontop. But I’d be more than willing to try out a Starmie.
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Ninetales@ leftovers.
Evs: 248HP/ 8DEF/ 252 SpD Nature: calm
Ability: Drought
-substitute
-roar
-will-o-wisp
-flame thrower
Ninetales is of course 100% neccersary for any OU sun team, but I wish it wasn’t because it is pretty much awful, but the powers that be at game freak gave the much sought after drought to ninetales, so what choice do we have. My move set is fairly unorthodox, but I will try to explain as best I can. Subsititute is used to scout attacks and switches while also prtecting me from damage for a while, there reallly isn’t much more to say about it. Roar is what I use to rack up hazard damage, it may seem odd but bear in mind I almost never lead with ninetales but with deoxys so I normally have hazards up, I also use roar to break up volt-turn teams and the odd baton pass team. One reason I’m particly fond of roar is that it can force out CM lati@s and DD dragonite, both huge problems for sun, if I have my sub up. Will-o-wisp, again has good move synergy with substitute, especially as a lot of teams answer to ninetales is terrrakion, who is made utterly useless after a burn, it also helps to wear down hipowdown, who, while rare is a huge annoyance for this team. My final move is flamethrower, because I might as well do some damage, and with sun plus STAB it hits decently hard. My EV’s are to maximise specail bulk and hp, I don’t really need defense EVs because of will-o-wisp.
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Deoxys-d @ leftovers
Evs: 252HP/ 252SPE / 4DEF nature: Timid
Ability: Pressure
-stealth rock
-spikes
-night shade
-taunt
Deoxys-d, we all know what it does and how it does it, set up hazards at annoy stall. This move set should explain it’s self, stealth rock and spikes are used to help volcarona and venusaur turn 2HKOs into OHKO’s and to punish volt-turn and genrally be awesome. Taunt is, again, seen on nearly every deo-d, because of the huge bulk of the thing it is very hard for an unboosted attacker to knock it out, taunt’s job it to keep it that way, the oppenent unboosted and strugling to leave a dent while I set up layer after layer of hazards; taunt is also useful to stop any attempts to stall me or set up a baton pass chain. Night shade is my only way of dealing damge, obviously, I chosse night shade of ice beam because I felt deo simply wasn’t strong enough to dish out any pain at all with it, I also have gensect for that. My EV’s, like the rest of the pokemon, are simple. Max Hp for more abilty to take punishment, Max speed for more hazards and 4 Def because I didn’t know where elso to put them.
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Hitmontop@ leftovers
Evs: 244HP/ 48ATK/ 208DEF/ 8SpD Nature: careful
Ability: Technician
-rapid spin
-mach punch
-sucker punch
-fake out
Hitmontop sucks.
But seriously it’s really not very good. I only have it on my team because I couldn’t think of a sutible spinner. But anyway, I carry rapid spin for obvious reasons, to allow volc to switchin much easier and to switching and scouting less painful for gensect. The rest of my moves are mostly filler, however they do give something the rest of my team lacks, priority. Mach punch is also my main way of dealing with terraakion should venusaur be down. Sucker punch is decent enough for killing spin blockers, as long as their not called jellicent; Chandy and a lot of gengar ore OHKO’d by sucker punch wich is nice, but beating gengar requires allot of prediction because they nearly all have substitiute or disable/pain split.Fake out is pretty useful actually it gives hitmontop a degree of protection from dugtrio, alakazam and any other focus sash users. My Evs are all over the place, I’m really not sure what they acomplish at all. I basically wanted some attacking power while reataning bulk. This the team member I’m least sure on and this is where I would really appreciate help
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Volcarona@ life orb
Evs: 252SPA/ 252SPE/ 4DEF nature: Timid
Ability: flame body
-quiver dance
-firey dance
-bug buzz
-giga drain/ hp ground
This thing has sooooo much power it’s unreal, at +1 under the sun nearly everything not called blissey or chansey is OHKO’d, the premise behind volc is simple, come in on something unthreataning, like ferrothorn set up a quiver dance on the switch and then proceed to split the oppenent in half. But. My issue with volcarona is that it is very inconsistent, often not dealing quite enough damage then dying due to it’s rather poor defence. Back to the point in hand, Quiver dance is one of the best boosting moves in the game, IMO, as all of the boosts are useful without having a drawback. Firey dance and bug buzz are my STABs of choice and they are stupidly strong often koing frailer resists in one, I am considering switching to fire bast however to give me more power and to improve volcs game to game performance. Giga drain is currently my fourth move, I like it because it gives me a weapon to use against rain without relying on bug buzz, but for reasons I will go into later I’m considering changing it to HP ground to get past heatran. The Evs are simple, full speed and special attack for maximum killing power, with the 4 defence evs being there to add a bit of protection from priority attacks.
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Gensect@ choice scarf
EVS: 252SPA/ 252SPE/ 4ATK Nature: Rash
Ability: Download
-bug buzz
-flamethrower
-ice beam
-u-turn
There really is no reason not to use scarf genesect on a sun team these days, it’s incredibly effective at what it does and it’s just generally a monster. Gensect is possibly the most valuable member of my team as it’s unpredictablity often forces my oppenent into a tight situation, this is compounded by Gensects montrous special attack after a download boost. The moves are mostly standard for Sect, but the more eagle eyed amongst you may of noticed I’m not carrying thunderbolt, the reason for this is, I’m more worried about dragons having their way with my team that rain teams. Bug buzz is my obvious STAB and as I’ve said already it’s stupidly strong I can’t think of any none resists that aren’t blobs who live 2 hits. Flamethrower is very strong under the sun, like really strong; I know I’m repeating myself here but genesect is just sooo strong. Ice beam is my key dragon killing strategy thing, because dragons are famous for stopping teams like this I decided to put allot of effort into making sure that doesn’t happen, also Ice beam kills gliscor, which is always nice. U-turn is the single most important move on this team because it nearly always gets either volcarona or venusaur in safely to let them wreak hovoc. Yet again my evs are very simple, max attacking power and some physicall attack evs to beef up u-turn.
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Venusaur@ life orb
Evs: 252SPA/ 252SPE/ 4ATK Nature: Hasty
Ability: Chlorophyll
-growth
-giga drain
-sludge bomb
-earthquake
Venusaur, the second part of my sweeping duo and one of favorite pokemon to use in BW2. Basically I send out venusaur when the opponents team is weak and broken from repeated assalts from volcarona and genesect and then rip it to shreds, well that’s the plan anyway. Growth is obvious really, no venusaur is complete without it, the ability to double both attacking stats at once is invaluable, without it venusaur would probably be floundering in RU/NU with the rest of the Chlorophyll sweepers. Giga drainb is so useful, it gives my team a decent way of killing the blobs without relying on hitmontops mach punch too much, also the healing is fantastic for negating life orb damage. Sludge bomb is a pretty useful auxillay STAB it’s got some pretty decent power and, guess what, it helps me to kill dragons, bet you’ve never heard me say that before. Now, do you remember when I was talking about volcarona I mentioned I might switch to hp ground for reasons I would go into later? Well, this is the later. As you can see I currently have earthquake on venusaur to beat down heatran, well venusaur isn’t really that well equipped to beat ‘tran anyway, so I’m considering putting HP fire in earthquakes slot. EV’s are, yet again, remarkably simple (god, I really need to be more creative), full ttacking stats to wreak maximum carnage and mayhem.
Ninetales@ leftovers.
Evs: 248HP/ 8DEF/ 252 SpD Nature: calm
Ability: Drought
-substitute
-roar
-will-o-wisp
-flame thrower
Ninetales is of course 100% neccersary for any OU sun team, but I wish it wasn’t because it is pretty much awful, but the powers that be at game freak gave the much sought after drought to ninetales, so what choice do we have. My move set is fairly unorthodox, but I will try to explain as best I can. Subsititute is used to scout attacks and switches while also prtecting me from damage for a while, there reallly isn’t much more to say about it. Roar is what I use to rack up hazard damage, it may seem odd but bear in mind I almost never lead with ninetales but with deoxys so I normally have hazards up, I also use roar to break up volt-turn teams and the odd baton pass team. One reason I’m particly fond of roar is that it can force out CM lati@s and DD dragonite, both huge problems for sun, if I have my sub up. Will-o-wisp, again has good move synergy with substitute, especially as a lot of teams answer to ninetales is terrrakion, who is made utterly useless after a burn, it also helps to wear down hipowdown, who, while rare is a huge annoyance for this team. My final move is flamethrower, because I might as well do some damage, and with sun plus STAB it hits decently hard. My EV’s are to maximise specail bulk and hp, I don’t really need defense EVs because of will-o-wisp.
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Deoxys-d @ leftovers
Evs: 252HP/ 252SPE / 4DEF nature: Timid
Ability: Pressure
-stealth rock
-spikes
-night shade
-taunt
Deoxys-d, we all know what it does and how it does it, set up hazards at annoy stall. This move set should explain it’s self, stealth rock and spikes are used to help volcarona and venusaur turn 2HKOs into OHKO’s and to punish volt-turn and genrally be awesome. Taunt is, again, seen on nearly every deo-d, because of the huge bulk of the thing it is very hard for an unboosted attacker to knock it out, taunt’s job it to keep it that way, the oppenent unboosted and strugling to leave a dent while I set up layer after layer of hazards; taunt is also useful to stop any attempts to stall me or set up a baton pass chain. Night shade is my only way of dealing damge, obviously, I chosse night shade of ice beam because I felt deo simply wasn’t strong enough to dish out any pain at all with it, I also have gensect for that. My EV’s, like the rest of the pokemon, are simple. Max Hp for more abilty to take punishment, Max speed for more hazards and 4 Def because I didn’t know where elso to put them.
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Hitmontop@ leftovers
Evs: 244HP/ 48ATK/ 208DEF/ 8SpD Nature: careful
Ability: Technician
-rapid spin
-mach punch
-sucker punch
-fake out
Hitmontop sucks.
But seriously it’s really not very good. I only have it on my team because I couldn’t think of a sutible spinner. But anyway, I carry rapid spin for obvious reasons, to allow volc to switchin much easier and to switching and scouting less painful for gensect. The rest of my moves are mostly filler, however they do give something the rest of my team lacks, priority. Mach punch is also my main way of dealing with terraakion should venusaur be down. Sucker punch is decent enough for killing spin blockers, as long as their not called jellicent; Chandy and a lot of gengar ore OHKO’d by sucker punch wich is nice, but beating gengar requires allot of prediction because they nearly all have substitiute or disable/pain split.Fake out is pretty useful actually it gives hitmontop a degree of protection from dugtrio, alakazam and any other focus sash users. My Evs are all over the place, I’m really not sure what they acomplish at all. I basically wanted some attacking power while reataning bulk. This the team member I’m least sure on and this is where I would really appreciate help
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Volcarona@ life orb
Evs: 252SPA/ 252SPE/ 4DEF nature: Timid
Ability: flame body
-quiver dance
-firey dance
-bug buzz
-giga drain/ hp ground
This thing has sooooo much power it’s unreal, at +1 under the sun nearly everything not called blissey or chansey is OHKO’d, the premise behind volc is simple, come in on something unthreataning, like ferrothorn set up a quiver dance on the switch and then proceed to split the oppenent in half. But. My issue with volcarona is that it is very inconsistent, often not dealing quite enough damage then dying due to it’s rather poor defence. Back to the point in hand, Quiver dance is one of the best boosting moves in the game, IMO, as all of the boosts are useful without having a drawback. Firey dance and bug buzz are my STABs of choice and they are stupidly strong often koing frailer resists in one, I am considering switching to fire bast however to give me more power and to improve volcs game to game performance. Giga drain is currently my fourth move, I like it because it gives me a weapon to use against rain without relying on bug buzz, but for reasons I will go into later I’m considering changing it to HP ground to get past heatran. The Evs are simple, full speed and special attack for maximum killing power, with the 4 defence evs being there to add a bit of protection from priority attacks.
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Gensect@ choice scarf
EVS: 252SPA/ 252SPE/ 4ATK Nature: Rash
Ability: Download
-bug buzz
-flamethrower
-ice beam
-u-turn
There really is no reason not to use scarf genesect on a sun team these days, it’s incredibly effective at what it does and it’s just generally a monster. Gensect is possibly the most valuable member of my team as it’s unpredictablity often forces my oppenent into a tight situation, this is compounded by Gensects montrous special attack after a download boost. The moves are mostly standard for Sect, but the more eagle eyed amongst you may of noticed I’m not carrying thunderbolt, the reason for this is, I’m more worried about dragons having their way with my team that rain teams. Bug buzz is my obvious STAB and as I’ve said already it’s stupidly strong I can’t think of any none resists that aren’t blobs who live 2 hits. Flamethrower is very strong under the sun, like really strong; I know I’m repeating myself here but genesect is just sooo strong. Ice beam is my key dragon killing strategy thing, because dragons are famous for stopping teams like this I decided to put allot of effort into making sure that doesn’t happen, also Ice beam kills gliscor, which is always nice. U-turn is the single most important move on this team because it nearly always gets either volcarona or venusaur in safely to let them wreak hovoc. Yet again my evs are very simple, max attacking power and some physicall attack evs to beef up u-turn.
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Venusaur@ life orb
Evs: 252SPA/ 252SPE/ 4ATK Nature: Hasty
Ability: Chlorophyll
-growth
-giga drain
-sludge bomb
-earthquake
Venusaur, the second part of my sweeping duo and one of favorite pokemon to use in BW2. Basically I send out venusaur when the opponents team is weak and broken from repeated assalts from volcarona and genesect and then rip it to shreds, well that’s the plan anyway. Growth is obvious really, no venusaur is complete without it, the ability to double both attacking stats at once is invaluable, without it venusaur would probably be floundering in RU/NU with the rest of the Chlorophyll sweepers. Giga drainb is so useful, it gives my team a decent way of killing the blobs without relying on hitmontops mach punch too much, also the healing is fantastic for negating life orb damage. Sludge bomb is a pretty useful auxillay STAB it’s got some pretty decent power and, guess what, it helps me to kill dragons, bet you’ve never heard me say that before. Now, do you remember when I was talking about volcarona I mentioned I might switch to hp ground for reasons I would go into later? Well, this is the later. As you can see I currently have earthquake on venusaur to beat down heatran, well venusaur isn’t really that well equipped to beat ‘tran anyway, so I’m considering putting HP fire in earthquakes slot. EV’s are, yet again, remarkably simple (god, I really need to be more creative), full ttacking stats to wreak maximum carnage and mayhem.
Thank you for taking the time to read this, it’s greatly appreciated. I’m also sorry for any grammar mistakes in their, I’m a tiny bit dyslexic. Any help would be very nice. So rate, hate, steal (Yeah right) or whatever.