

The mighty land shark returns to OU, and it looks to be able to fit into a team revolving around any weather. It can still function on sand teams even minus its original ability. Pokémon that can be found on rain teams seem to cover its weaknesses well. Hell, I can see it fitting in on hail teams too. But it seems that it's doing most well on sun teams, which makes my stomach happy. Sun has honestly been the weather I most enjoy using, though it does have its fair share of problems. It doesn't help that two of the other three weather effects have inducers that can hit the staple Ninetales for super-effective damage, but there are always ways around that.
So it seems that sun teams have yet another new toy in the infamous shark, with its only recent addition being in the form of the constantly varying sets of Genesect. This is good news. Maybe now there's finally a way that sun teams can gain similar usage as the rain teams that torment them - the usage they deserve. It's no surprise that people are going to be using the newly freed Garchomp, and this team's not going to be an exception.
Now, it's clear that the most used form of sun team focus on the more offensive side of playstyles, though that's not to say that sun stall teams are useless (Electrolyte's sun stall core being an amazingly effective example). Still, they are the most effective, being able to outspeed a huge chunk of the metagame with various Chlorophyll Pokémon and take out chunks of other teams with boosted Fire-type moves. An incredibly obvious, but nonetheless effective, strategy and way to play.
Of course, as is the trend this generation, you must be able to win the weather war to have a chance of winning a battle. This problem bought with it the rise in usage of Dugtrio, being able to do this job almost without fail. However, there are other options than having to resort to this mole with the defences of glass, and that is something that I wanted to focus on with this team. The newly released Shadow Tag Gothitelle always struck me as a good Pokémon, and I do think it should be used more, something that I wanted to show with this team.
But anyway, enough with my near pointless rambling. Here it is, Son of Hyperion, the most successful sun team I've made.



As mentioned, this was a kind of team that I wanted to try out. Offensive, sun, Garchomp. It looks like a great combination of aspects, as well as a seemingly solid one. On top of that, Garchomp seems to have good synergy with other Pokémon commonly found on teams that utilise this weather effect, meaning that it (hopefully) wouldn't be too tough to make a team around.



A leftover Pokémon from the last offensive team I tested, dual screens Latios, managed to make its way into the roster. I thought it would be a good idea, an unexpected set that can help bulk up the entire team with its supportive moves. It was guaranteed to give Garchomp an easier time in setting up too, so that was an idea that was gladly received.




Two Dragon-types meant that I obviously needed some kind of Steel-type Pokémon, and Heatran is an obvious choice for pretty much any sun team, resisting the boosted Fire-type moves, resisting Dragon-type moves, and generally having good synergy with other used Pokémon in general. Instead of using the generic and obvious SpDef set, I decided to instead go with a more offensive set, a choice that I almost doubted would work at first.





This is where I wanted to make the team a little different. Keldeo is a Pokémon that I've never actually used on any team - rain or otherwise - but I tried it out here in an attempt to make the team more unique. It's a weird choice, but it actually did work out for a while. Of course, there were the obvious flaws with this plan.






Finally, the team was obviously lacking in speed, so a Scarf Pokémon was added to help with this problem. I decided to look over Chlorophyll Pokémon at this stage (for some reason), and one of the most obvious Scarfed Pokémon in the game seemed like the right way to be going at this point.
So, that was the team. There were obviously problems, however. For one, the team wasn't the fastest thing ever made, even with the Choice Scarf. I was also losing the weather war more often than not, and Keldeo was becoming more dead weight than anything useful. I asked around a few people I knew for a couple of pointers, and got some great feedback from them.






First, a great suggestion from Trinitrotoluene. He advised getting rid of Keldeo for either a Dugtrio or Gothitelle, making it clear that he would prefer the team using the latter. It was a Pokémon that I'd loved using in teams before, but hadn't for a while - the last time I did was some weird sand stall team. This is definitely a great chance to show how good it is, and I love Trinitrotoluene for suggesting it for this team.






Since Gothitelle manages to pretty much single-handedly screw over stall teams, I didn't feel like I needed as much power to try to barrel my way through it, so I switched Terrakion out for a mixed Venusaur set. The team still needed some kind of way to deal with opposing Heatran, and with Venusaur being one of a sun team's best Heatran lures, it was a prime candidate for getting rid the iron beast.






Finally, it was obvious the team needed some kind of Rapid Spinner. There's nothing here that suffers terribly from Stealth Rocks minus Ninetales, but the Pokémon is of course needed to be able to keep the weather on my side. The Forretress set that I decided to go with was one I saw in a thread semi-recently, in a post by Scarfwynaut. It seemed like a weird set at first, but it's one of the best I've used.








Code:
Ninetales (F) @ Shed Shell
Trait: Drought
EVs: 160 HP / 136 SDef / 212 Spd
Calm Nature (+SDef, -Atk)
- Roar
- Will-O-Wisp
- Hidden Power [Rock]
- Flamethrower
Forretress (F) @ Leftovers
Trait: Sturdy
EVs: 248 HP / 204 Def / 56 SAtk
Relaxed Nature (+Def, -Spd)
- Pain Split
- Stealth Rock
- Rapid Spin
- Hidden Power [Ice]
Garchomp (F) @ Yache Berry
Trait: Rough Skin
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Swords Dance
- Earthquake
- Outrage
- Fire Fang
Heatran (F) @ Air Balloon
Trait: Flash Fire
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Sunny Day
- Magma Storm
- SolarBeam
- Earth Power
Venusaur (F) @ Life Orb
Trait: Chlorophyll
EVs: 156 Atk / 172 SAtk / 180 Spd
Naive Nature (+Spd, -SDef)
- Giga Drain
- Earthquake
- Hidden Power [Ice]
- Growth
Gothitelle (F) @ Choice Specs
Trait: Shadow Tag
EVs: 216 HP / 252 SAtk / 40 Spd
Modest Nature (+SAtk, -Atk)
- Psyshock
- Thunderbolt
- Hidden Power [Fighting]
- Trick
Code:
Ninetales (F) @ Shed Shell
Trait: Drought
Shiny: Yes
EVs: 160 HP / 136 SDef / 212 Spd
Calm Nature
IVs: 30 Def / 30 SDef / 30 Spd / 2 Atk
- Roar
- Will-O-Wisp
- Hidden Power [Rock]
- Flamethrower
Forretress (F) @ Leftovers
Trait: Sturdy
Shiny: Yes
EVs: 248 HP / 204 Def / 56 SAtk
Relaxed Nature
IVs: 30 Spd
- Pain Split
- Stealth Rock
- Rapid Spin
- Hidden Power [Ice]
Garchomp (F) @ Yache Berry
Trait: Rough Skin
Shiny: Yes
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
IVs: 11 Def
- Swords Dance
- Earthquake
- Outrage
- Fire Fang
Heatran (F) @ Air Balloon
Trait: Flash Fire
Shiny: Yes
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
IVs: 0 Atk
- Sunny Day
- Magma Storm
- SolarBeam
- Earth Power
Venusaur (F) @ Life Orb
Trait: Chlorophyll
Shiny: Yes
EVs: 156 Atk / 172 SAtk / 180 Spd
Naive Nature
IVs: 30 Spd
- Giga Drain
- Earthquake
- Hidden Power [Ice]
- Growth
Gothitelle (F) @ Choice Specs
Trait: Shadow Tag
Shiny: Yes
EVs: 216 HP / 252 SAtk / 40 Spd
Modest Nature
IVs: 30 Def / 30 SAtk / 30 SDef / 30 Spd / 2 Atk
- Psyshock
- Thunderbolt
- Hidden Power [Fighting]
- Trick


Ninetales @ Shed Shell | Drought
Calm | 160 HP / 136 SDef / 212 Spe | 2 Atk / 30 Def / 30 SDef / 30 Spe
Roar | Will-o-Wisp | Hidden Power [Rock] | Flamethrower
[box]Of course, Ninetales is going to be a staple in any realistic team that wishes to use the effects of the sun. Obviously, the most important member of the team, being able to bring great support to team-members - namely Heatran and Venusaur - in the form of its weather effect. Even with the team's offensive nature, I decided to take a more defensive route with Ninetales, though it's still not going to be winning any awards for taking hits any time soon anyway - it still wouldn't be able to pack as hard of a punch as Politoed or Tyranitar either, choosing between sets for Ninetales is pretty much a case of choosing the best worst layout presented. As is the case with a good number of teams, there is a moderately heavy focus on gaining control of the weather and hopefully simply being able to clean up the match afterwards, and with Sunny Day being included in the set, Ninetales can do its part in working towards the goal itself. Some of you may notice that it is indeed the set used by Trinitrotoluene in his RMT Girl in the Fire, and for a good reason - I myself believe that it is potentially the best set for helping accomplish the goal of winning the weather war, the bulk and potential to cripple opposing physical attackers such as Dragonite with Will-o-Wisp also going a long way in helping the rest of the team out and essentially removing a threat from the battle altogether.
The team obviously has a problem with Dragon-type Pokémon, especially Latios and Latias, and Roar at least gives me some time to work around said threats by phasing them out and hopefully keeping them at bay for a few turns. It's also invaluable against sweepers expecting a free turn to set up whatever boosts they may wish, allowing them to simply steamroll through the team. The obligatory Fire-type Flamethrower, gives Ninetales at least some option against anything that may end up taunting it while also being a solid move that can be used to finish off a good number of Pokémon that she may come up against, while Hidden Power [Rock] can be used to finish off any opposing Dragonite that it's succeeded in bringing to its knees with a burn. While Sunny Day may be a better choice in place of the Hidden Power move chosen, the role of secondary weather control can easily be taken up by Heatran, which has the same move on its own set.
The special, and albeit possibly strange, change to the set is the usage of Shed Shell as the chosen item. Since controlling the weather is a main factor this generation, there are of course Pokémon used to make sure that this turns out well for yourself, with Dugtrio being the main Pokémon used for this purpose. Shed Shell, of course, allows Ninetales to freely switch out of anything that may otherwise cause her to be trapped in play - Arena Trap being the main offender, but also the Shadow Tag ability and various damaging moves. With the duo of Genesect and Dugtrio being as popular, and powerful, as it is, as well as the usage of Dugtrio in general for this purpose, it extends Ninetales' life considerably against teams that may utlise that kind of strategy, and lightens the burden of having to use her so carefully considerably. The EVs are designed to maximise special bulk, while still being able to outspeed certain Pokémon that may be a threat (Adamant Dragonite comes to mind here), while the slightly strange IVs allow for Ninetales' chosen Hidden Power while minimising her Attack stat, reducing damage from confusion and Foul Play - a habit.[/box]

Forretress @ Leftovers | Sturdy
Relaxed | 248 HP / 204 Def / 56 SAtk | 30 Spe
Pain Split | Stealth Rock | Rapid Spin | Hidden Power [Ice]
[box]With the main typing behind sun teams being weak to Stealth Rock and Rock-type attacks, a Pokémon being able to use the move Rapid Spin is almost a necessity, and can prove indispensable in almost every battle, with the aforementioned entry hazard being clearly the most popular used. The Bagworm Pokémon is the one chosen for this team, resisting the Dragon-type attacks that give pretty much everything else used a hard time, while the Fire-type weakness is reduced to a non-factor - it was hardly going to live a Fire-type attack anyway, who cares about boosting it. I must admit, I had lost interest in Forretress almost completely until recently - it just seemed to be outclassed by something else on every team of mine that it had a chance of fitting in on. However, I stumbled across this set posted by Scarfwynaut, and fell in love with this weird thing once again. I'd never thought of using Pain Split on this Pokémon, preferring to instead pass the occasional Wish its way, but having a semi-reliable recovery move on the set is actually surprisingly helpful, giving it the ability to at least get some HP back against a Pokémon that it might usually have nothing else to do against - Blissey, for example.
So the first three moveslots in the set were effectively sealed with that - the obligatory Rapid Spin for obvious reasons, Stealth Rock muscling its way into the set over Spikes as the sole entry hazard, and Pain Split for the semi-reliable recovery previously mentioned. Usually for the final move, I would choose Gyro Ball for the surprising-at-times damage output or Volt Switch for keeping up any momentum that might have built up, but opted for the suggested Hidden Power [Ice], a choice that may have also been influenced by the team's minor weakness to standard Gliscor sets - a combination of Earthquake and Ice Fang hitting more than half the team for super-effective damage (Heatran does have Air Balloon, but still). The EVs give Forretress all the physical bulk that it needs, and is generally a much better option over any specially defensive sets that you may see, especially in this metagame with the rising power of common special attackers. When compared to other Rapid Spin users in OU, it was obviously the right one for the job, being the only one to be able to take Dragon-type attacks, set up Stealth Rocks and get rid of opposing entry hazards - the ideal supporting Pokémon for this team.
As far as purpose in battles goes, it finds itself used often against stall teams, being needed to come in almost constantly until the opponent has no way of laying entry hazards on my side of the field - Pain Split aids well in being able to keep it going with this. Against offensive teams, it's going to be used more as a pivot and wall than for using Rapid Spin, forcing switches against anything locked into a move that it can take well, opening up the field for good prediction calls for perhaps a couple of turns. I'm sure that no other Rapid Spinner could do this job as well as Forretress is, with all of them having some kind of flaw that makes them a bad choice in supporting the rest of the team.[/box]

Garchomp @ Yache Berry | Rough Skin
Jolly | 252 Atk / 4 SDef / 252 Spe | 11 Def
Swords Dance | Earthquake | Outrage | Fire Fang
[box]My first chance to use the great "sand shark" in a real team, never paying it much mind in its short stint in OU at the start of BW, and never having anything to do with Ubers last generation. With great stats, movepool and synergy with sun teams in general, it seems like one of the best Pokémon to be used in a team like this, especially with its ability to punch holes in the opponent being appreciated by its team-mates as much as it is. The Yache Berry set gives it much wider usability against more Pokémon, even being able to take a Genesect's Ice Beam when it has to and then KO back with a move of its own, which still takes a good number of people by surprise, even though I'm sure this is going to become the most used Garchomp set with its return. While the team does indeed lack real speed, I felt that a Choice Scarf set just didn't fit the needs of the team that well, with it being forced out by a surprising number of opponents, ending in wasted turns and opporunities. Similarly, while a Choice Band set bought simply amazing amounts of raw power, its inability to switch moves once again punished me - on a team that's not seemingly fond of taking any real attacks, being forced to switch is not a good thing in any way. The YacheChomp set gives it a chance to boost its Attack to levels unreachable by the Choice Band set, while retaining the ability to switch moves, and do it directly in front of something that may threaten it with an Ice-type move.
Swords Dance is the boosting move of choice here, deciding that, while the team was desparate for more speed, Garchomp already bought it with the stat maxed out. With that set, the other three moveslots were a simple case of providing good coverage and retaining usefulness in general. The two great STABs that Garchomp has in Ground-type and Dragon-type moves were the most obvious to play on, and with Earthquake and Outrage bought in, the final slot requires a good look around in its decent movepool. I didn't really think that I'd be using Fire Fang on a serious set any time soon, but boosted by the sun and a Swords Dance or two, it decimates even the bulkiest Skarmory with no problems at all if Stealth Rocks are active to break the opponent's Sturdy. Not a conventional wallbreaker, but still just managed to make its way through with raw power. Of course, this relies on keeping the weather on my side, as mentioned, a large task.
The EVs are plain, maximising Speed and Attack, with the extra four thrown into Special Defence which, along with the reduced Defence IVs, enable it to survive an Ice Beam from Genesect by forcing it to gain a boost to its Attack (with the Yache Berry, the main point of the set, weakening that Ice-type move even further).
Garchomp was the Pokémon that I wanted to build the entire team around, along with Ninetales, never having a chance to use it in anger before, and it has not disappointed in any way. The power that it brings is great, the speed at which it does it is decent, and the number of things that it can set up on and then lead into breaking is simply horrendous. As with Forretress, I'm positive that nothing can be suggested that could do this job any better than this reborn sun shark.[/box]

Heatran @ Air Balloon | Flash Fire
Timid | 252 SAtk / 4 SDef / 252 Spe | 0 Atk
Sunny Day | Magma Storm | Solarbeam | Earth Power
[box]The first of two trappers in the team, and one way to win the weather war, comes in the form of Heatran. While it may not pack as much of a punch as Gothitelle (debatable if sun is the prevailing weather), it still has almost no problem doing its job. I rarely end up using a Heatran set outside of the standard specially defensive set, which seemed too slow for the team, with the role that set fills being spread across a couple of Pokémon in the team as it stands now. Choice Scarf sets can be used well, but generally still fall to the same obstacle of priority moves as all other sets - the team also already had Venusaur and Garchomp for raw speed if that would become a huge issue. There was a set that I saw mentioned that included the use of Eruption and Choice Specs, which I thought looked hilarious, but suffered the exact same problem as the defensive set in the lack of speed (made worse by the need for a Quiet nature to keep it 100% legit). Other sets such as TormenTran just wouldn't fit in with the offensive nature of the rest of the team, being too similar bulk-wise to Forretress, and would simply end up getting in the way at the best of times, and being death fodder at the worst. A set used to trap other weather starters and being able to control the weather itself would be vital to the team succeeding, and so the set was decided. Being able to stop three opposing weather inducers dead at the best, trapper Heatran was implemented.
It's hard to pick out which of the moves on this set stand out as the "most important", as they all see a good deal of use in almost every battle. Sunny Day allows Heatran to switch around the weather itself, lightening the load placed on Ninetales, and allowing its full range of the set's attacks to be used to their full advantage. Magma Storm, an underrated move at best (possibly due to the not exactly perfect accuracy), is what makes the set, being a powerful move made only more impressive in the sunny weather, negating the opponent's Leftovers recovery and, more importantly, trapping them in for a few turns. The number of turns that the opponent is stationary for often doesn't matter, as Heatran will have changed the weather by then and struck back with either a one-turn Solarbeam, or an Earth power - the former OHKOing offensive sets from Politoed or the sandstorm inducers, and 2HKOing more defensive variants, while fearing almost nothing due to either the weather weakening the Water-type moves carried by the toad of battle, or the Air Balloon protecting it from any Earthquakes.
While its main use is to help aid in controlling the sun, it still has a great use against teams that choose to employ no weather at all in their tactics, being able to throw around its powerful moves without having to fear a sudden change in the weather at all, turning it into a fearsome wallbreaker. It also has a good use in being able to help out the team versus opposing Heatran, with sun teams more often than not being walled completely by the Pokémon (this team doesn't seem to be, but it can still help on occasion), being able to switch into them without any fear and then OHKO back with Earth Power. The EVs for this set would be obvious, wanting to keep Heatran as fast and as powerful as possible - therefore, a common and simple 252/4/252 spread is easily enough to make sure that it does its job as best as it can. Coupled with Gothitelle, the weather war can be won with relative ease, the two being able to take on every other weather inducer that the team may face while not fearing much in return.[/box]

Venusaur @ Life Orb | Chlorophyll
Naive | 156 Atk / 172 SAtk / 180 Spe | 30 Spe
Giga Drain | Earthquake | Hidden Power [Ice] | Growth
[box]Of course a team built in the sun is going to end up using something that benefits directly from it, and this is no exception. The aim was to make a sun team that could win the weather war and not be faced with all the same problems as most others. High up on the list of problems was, of course, opposing Heatran, that manage to wall the majority of other sun teams. Mixed Venusaur is a great way of ensuring that does not happen, with it being one of the most obvious, and greatest Heatran lure that a team could ask for. Most people still switch Heatran into Venusaur, expecting to wall the common set of Sludge Bomb, Hidden Power [Fire] and Solarbeam, a lot of the time not even caring if they end up breaking their Air Balloon in the process of having pathetic portions of their HP taken away while switching, which is where this set puts itself. As soon as they do that, they're hit with an Earthquake, easily OHKOing. As well as that, the team looked like it would have some problems with Blissey and Chansey, not actually having a Fighting-type move strong enough to break through them and, if Garchomp wasn't around for some reason, actually no physical moves at all, which is also where Venusaur can make itself known. In a one-on-one situation, given that the opposing Blissey or Chansey lack Thunder Wave, Venusaur can win easily by boosting up and taking away their HP with a still reasonably strong Earthquake, while still having a way to recover HP lost due to Life Orb and Seismic Toss.
With the main appeal of this set being the fact that it can take Heatran by surprise, Earthquake was an obvious choice, as well as Growth for the impressive +2 boost that it gives both offensive stats under the sun. Giga Drain now being legal with Chlorophyll in BW2 made Venusaur's life a lot easier, with the recoil from its Life Orb now being a lot less of a problem, and gives Venusaur a great chance against Pokémon such as the aforementioned pink blobs that used to be able to easily wall it. The final slot was, of course, a toss-up between Hidden Power [Fire] and Hidden Power [Ice], with the latter being chosen in the end to help with the team's weakness to Dragon-types. While the boosted Hidden Power is missed, Venusaur can still push through whatever it took care of with a boost or two - Ferrothorn, for example. Getting the EVs right for a mixed set on any Pokémon can be tricky, but thankfully this turned out to be pretty easy. 180 Speed EVs give Venusaur enough Speed to outrun +2 Jolly Cloyster under the sun, which can take the majority of the team apart otherwise, as well as Jolly Choice Scarf Garchomp and other +1 Dragon-types.
As mentioned, as well as being able to take on opposing Heatran that wall other sets completely, this Venusaur can also muscle its way through opposing special walls, giving it a special place on the team and working extremely well with Garchomp in that respect, both being fast and powerful Pokémon that can dispose of the opponent semi-easily. While Sleep Powder can be used well, I intended for this Venusaur to be more of a full-on sweeper than a Pokémon that occasionally comes in, puts something to sleep, punches a small hole somewhere then run away. Being able to get the surprise revenge kill, or even just a straight up kill on an unsuspecting Heatran, can often end up turning the tide and tone of the battle entirely in the team's favour, as well as being able to provide almost constant protection against any high-powered Terrakion or Landorus, as well as the Dragon-types that give the team hell.[/box]

Gothitelle @ Choice Specs | Shadow Tag
Modest | 208 HP / 252 SAtk / 48 Spe | 2 Atk / 30 Def / 30 SAtk / 30 SDef / 30 Spe
Psyshock | Thunderbolt | Hidden Power [Fighting] | Trick
[box]Deciding which Pokémon is the star of this team is a difficult choice between Garchomp and Gothitelle. One can punch huge holes in most things and then go on to wreak havoc from there, and one can turn rainy skies into an immediate advantage for the team, as well as almost single-handedly defeat stall teams. Gothitelle works amazingly well with Garchomp, I'd say possibly even better than any other trapper used at the moment, and it is such a shame that it's not used more. It's not the fastest thing in the game, nor is it the bulkiest or most powerful, but who cares? It's fast enough, it's bulky enough and it's powerful enough. It does its job incredibly well, and I couldn't ask for anything else from a Pokémon that does this kind of thing. The team sorely needed a dedicted trapper to work alongside Heatran, one that could open up a hole even easier to allow Venusaur or Garchomp to clean up the opponent's team, and the choices are few and far between. There's the now common Dugtrio that can't take any hit at all, and that fears entry hazards making its item useless. There's Wobbuffet that can take almost anything that's thrown at it, but can't dish anything out itself, and then there's Gothitelle, an acceptable mix of the two. It can pack a solid punch, especially with Choice Specs, and can take a hit even when uninvested with its base 110 Special Defence. As well as that, a movepool with just what's needed to succeed means that a better Pokémon to do exactly what this girl does is near impossible.
Now, while its stats aren't exactly terrible, they are not pushing the boundaries of anything in particular. 65 base Speed means that it's not going to be outspeeding anything notable any time soon, and the people using Choice Scarf variants are honestly wasting their time. The real way forward is to use a bulkier Specs set, with her even uninvested defensive stats being enough to take whatever she might have to. For example, while she may not be able to take a rain-boosted Hydro Pump from a Choice Scarf or Specs Politoed, it can take a rain-boosted Scald from a more defensive set with ease, and then OHKO back with Thunderbolt no matter the opponent's EVs. Hidden Power [Fighting] can also OHKO 252/252 SDef Tyranitar 100% of the time with Stealth Rocks up. Underrated, definitely, and it packs a hell of a punch. There are small problems when facing opposing specially defensive Hippowdon, with her Hidden Power only 2HKOing with Stealth Rocks active, but even that's not exactly bad by any means.
So how I play her finally matters. I did mention that she can't stand up to rain-boosted Hydro Pumps from Politoed but, even though this situation hasn't come up as often as I'd feared, there is a solution. To win the weather war in this situation, if there is genuinely no other option, I death fodder my Ninetales. If its HP is low enough, a Politoed should still be able to KO it even with sun active as it switches in, which is where I know the war is won. Sending out Gothitelle in response to that, the opponent's Politoed is not trapped in play, locked into Hydro Pump in the sun. Granted, she still takes a large amount of damage from this, but the weather war is won with her Thunderbolt comfortably OHKOing offensive variants of Politoed, by you giving up your Ninetales for death fodder. They called me mad.
So Thunderbolt is key for beating Politoed, as is Hidden Power [Fighting] for ridding the opponent's team of Tyranitar and, to an extent, Hippowdon. That leaves two moveslots taken up by Psyshock and Trick. The former gives some insurance against any Keldeo that may end up becoming tricky (though this is rare), as well as doing a good deal of damage against Blissey. The latter is also used for crippling stall teams, which Gothitelle does well. Just as Heatran has its secondary use as a wallbreaker, so does Gothitelle, albeit in a different way. With no way for an opposing bulky Pokémon to switch out, and with their item being replaced with Choice Specs, that most likely spells the end for them. This is an extra way in making sure that Hippowdon isn't a problem, as well as another method of getting rid of Blissey, which is surely welcome on any team. Due to her low Speed stat, I was free to fully maximise Gothitelle's Special Attack and invest a good number in her HP, giving her as much bulk as I could afford. Despite the lowered EVs in her Speed and a neutral nature, the 48 EVs in that stat at least let her outspeed Calm Politoed, which makes her job of getting rid of it a lot easier. Along with Heatran, as mentioned, the two can almost ensure that the weather is going to smile on this team, giving it the easiest time in winning the battle. Though I will accept suggestions, this slot in the team isn't something that I'm open to changing.[/box]








So there it is. The sun shark rearing its ugly head. There's not really much else I can say about the actual team, and I'm genuinely glad that it looks like Garchomp is going to be fitting in well on something that isn't a team built around sand, or any other weather effect for that matter. Sun has been seen as the second weather behind rain, but maybe how it has the tools at its disposal to actually be able to take the fight right to it, something that I would very much enjoy seeing myself. While it might not be the best team I've ever made myself, it's without a doubt the best sun team I've made, and it's been so much fun to use, mostly because of another underrated Pokémon being used in there - one that should be used a lot more than it currently is, in fact. I like to think that I've even been able to work around some issues that a lot of sun teams have, though I have opened myself up for unwanted attention from certain Dragon-types (I'm thinking of Latios/Latias mainly). Nothing that can't be fixed with a little welcome help from everybody reading, though.
I'm just going to finish this off now because my laptop is almost dead by saying that I'd like to thank Trinitrotoluene, whose suggestions have made the team a lot better than I could make it by myself. Seriously, thank you for everything you've been doing for me. It's really been making me a lot better at the game in general. As well as him, I have a few others to thank on another forum who definitely know who they are if they're reading, and anybody on this forum that I've been asking questions to. All the input I've been given from various people has been very helpful, so thank you all. Please, do feel free to comment and make suggestions, and even leave a Luvdisc if you really want. Thank you all for reading.