(DONE) Rise and Shine - a Guide to Sun in BW OU

taking over from zdrup15 here.

  • update for new DW mons (esp. Eeveelutions)
  • proofread
  • slightly restructure sun sweepers / supporters; add offensive Arcanine and Dragonite, and Blissey / Chansey
  • finalize/ explain sample team
  • Rotom-A, Hydreigon, Landorus in Speed table
  • Gyarados under other threats, Hydreigon under Dragon threats
  • removed all Thundurus and Excadrill (\o/)
  • added small section on Harvest / sun stall
  • GP CHECKING~

Overview
Effects of Sun​
The Sun Summoner
Ninetales​
Sun Sweepers
Chlorophyll Pokemon​
Venusaur
Tangrowth
Sawsbuck
Shiftry
Victreebel
Exeggutor
Jumpluff
Lilligant​
Fire-types​
Volcarona
Infernape
Heatran
Darmanitan
Victini
Arcanine
Charizard
Rotom-H
Chandelure​
Other Sun Sweepers​
Dragonite
Salamence
Rhyperior
Snorlax
Mamoswine​
Support Pokemon
Arcanine
Chansey / Blissey
Latias
Jirachi
Vaporeon
Slowbro
Bronzong
Cresselia​
Rapid Spinners​
Forretress
Donphan
Claydol
Hitmontop
Starmie
Cloyster​
Other Niche Support​
Wobbuffet
Dugtrio
Espeon
Xatu​
Sun Stall

Threats to Sun Teams
Sandstorm Teams​
Tyranitar
Hippowdon
Landorus​
Rain Teams​
Politoed
Tornadus
Dragonite
Toxicroak​
Trick Room Teams
Opposing Fire-types​
Heatran
Chandelure
Volcarona​
Dragon-types​
Latias
Hydreigon
Salamence​
Choice Scarf Users​
Latios
Starmie​
Other Threats​
Gyarados
Terrakion
Dugtrio
Blissey / Chansey
Reuniclus​
Building a Sun Team
Example Sun Team
Other Sun Teams​
Conclusion


Credits:
Benlisted and zdrup15 did most of this, really

Overview

Sun has largely been a forgotten weather in past generations, outclassed by rain and sandstorm in particular. At their inception in GSC, no weather was overtly useful, but when the ability Sand Stream was introduced in ADV, a very sand-dominant OU metagame was created. DPP restored a little diversity to weather thanks to Snow Warning and new boosts to rain abusers such as Kingdra, making rain and hail usable playstyles. However, sun was still left out in the cold, with no OU auto-inducer nor OU-viable sweepers.

BW, however, has given sun a new lease on life, thanks primarily to Dream World, which distributed the abilities Drought, Chlorophyll, and Solar Power to several new Pokemon, and improved the move Growth, turning it into one of the best stat-boosting moves in the game when used in sun. Several potent new abusers introduced in the new generation have also served to boost sun's viability.

However, sun still faces some obstacles in standard OU, particularly sandstorm and rain teams, which have become far more potent after receiving many new abusers, both offensive and defensive. At the inception of BW, sun was still perceived as inferior to both these more established weathers. As the metagame developed, however, sun evolved and matured as a playstyle, and has enjoyed enough success as to clearly be an excellent offensive team theme. As such, you can certainly build a great sun team, though a word of caution: building a sun team is still somewhat difficult compared to building a sand or rain one, and can prove especially tough to construct if you are relatively new to the metagame. However, some people have already had great success with sun teams and, with just a little more effort, you too can achieve fantastic results!

Effects of Sun

Taking some time to familiarize yourself with the basic effects of this field condition is a good idea if you plan on building a sun team, so they are listed below for your convenience:

  • The Base Power of Fire-type moves is increased by 50%
  • The Base Power of Water-type moves is decreased by 50%
  • SolarBeam's charge turn is removed
  • Growth increases Attack and Special Attack by two stages
  • Thunder's and Hurricane's accuracy is reduced to 50%
  • Weather Ball effectively becomes a 150 Base Power Fire-type move
  • Synthesis, Moonlight, and Morning Sun recover 66% of the user's HP
  • Pokemon with the ability Chlorophyll have their Speed doubled
  • Pokemon with the ability Solar Power have their Special Attack increased by 50% but lose 12.5% of their maximum HP per turn
  • Pokemon with the ability Leaf Guard become immune to status
  • Pokemon with Dry Skin lose 12.5% of their maximum HP per turn
  • Cherrim and Castform change formes

The Sun Summoner


Ninetales

Ninetales is the biggest blessing sun teams could have asked for in the generation shift. With its Dream World ability, Drought, Ninetales can summon permanent sun, making it the crux of any sun team. Its 500 BST is decent, and with sun boosting its Fire-type attacks, it has a very strong Fire Blast that puts a dent in everything that doesn't resist it (and isn't named Blissey / Chansey). Its coverage options—primarily Energy Ball and a Hidden Power of choice—leave something to be desired, but Dark Pulse, Shadow Ball, and Extrasensory are available too. Ninetales does learn SolarBeam, but this should only be used in conjunction with Sunny Day, or with great care; otherwise, you will likely find yourself in a terrible position when the opponent's weather inducer switches in.

In the support department, Ninetales has access to Will-O-Wisp, Toxic, and Hypnosis, all of which it can use to cripple a Pokemon or two on the opponent's team. Other less popular options include Roar and Disable, either of which can be combined with Substitute for greater insurance against Pursuit Tyranitar. Ninetales also learns Power Swap, which, when combined with Overheat, can cripple special attackers attempting to set up on it, such as Reuniclus, Latias, and Volcarona. Finally, it has access to Nasty Plot and Calm Mind, which let it clean up an opponent's weakened team. However, it must be stressed that Ninetales isn't designed to sweep considering both its stats and movepool, so such sets are generally inferior options.

Air Balloon gives Ninetales useful immunities to Ground-type moves and entry hazards, while Chesto Berry in combination with Rest effectively gives Ninetales a second life; however, Leftovers is always the default option for more reliable recovery. Life Orb is possible on a Nasty Plot set, but depleting your most valuable team member's health is rarely a good idea. Ninetales can also use a Choice item to boost either its Speed or the power of its attacks to very threatening levels, but this requires very good prediction because locking Ninetales into the wrong move may mean being trapped and KOed.

However, Ninetales does have some major flaws that let it down. While certain variants can wreck havoc with a properly timed Sunny Day, Ninetales generally fares poorly against the three main other weather inducers—Politoed, Tyranitar, and Hippowdon—and sun teams consequently have a tougher time maintaining the weather advantage. Vulnerability to all forms of entry hazards, Stealth Rock in particular, further exacerbates Ninetales' need for team support and careful play.

Sun Sweepers

Sun's typical abusers are Grass- and Fire-types; some of the former—specifically, those with the ability Chlorophyll—have their Speed doubled, and the latter have their STAB attacks boosted and their Water-type weakness removed. This section will cover the most useful of each type, as you will often want to include at least one of each on your sun team.

Chlorophyll Pokemon

Though sun's Chlorophyll abusers do not have their STAB attacks boosted as rain's Swift Swimmers do, they are still a force to be reckoned with. Many have access to one of this generation's greatest boosting moves, Growth, which doubles both offensive stats in sun. In this section we'll analyze the most common and viable Chlorophyll abusers.


Venusaur

Venusaur receives Chlorophyll through the Dream World; even though it has only been released as a male, which means that it doesn't have access to egg moves such as Leaf Storm and Power Whip, it still stands out as perhaps the best Chlorophyll abuser. Reasonable bulk, resistances to common priority moves, and good mixed stats make Venusaur an excellent sweeper. Its Grass-type STAB move and Hidden Power Fire grant it good coverage, and the latter enjoys a pseudo-STAB boost in sun. Sludge Bomb or Earthquake give it further coverage against either Dragon-types or Heatran and Chandelure. This set excels at taking out entire teams once the few things that wall it are eliminated or weakened by Venusaur's teammates. Sleep Powder buys it a turn of setup by crippling its counters, while Synthesis significantly extends its lifespan.

Another possible role for it is that of a very fast and reasonably bulky SubSeeder, but Venusaur is usually more effective simply boosting and destroying an opponent's team. Finally, Venusaur's Poison typing allows it to absorb Toxic Spikes; a great asset when facing stall teams.


Tangrowth

Although it is one of the slowest Chlorophyll Pokemon, Tangrowth also has the greatest physical bulk, incredible mixed offensive stats, as well as access to powerful physical attacking moves. A Growth sweeper set similar to Venusaur's, with STAB Power Whip or Giga Drain, Hidden Power Fire, and Earthquake is viable; Tangrowth also has access to Rock Slide, which can be used over Earthquake to hit Dragon-types and Air Balloon users. As with Venusaur, Tangrowth too can try a SubSeed or Sleep Powder abuse set, though its powerful offensive stats again mean Growth is often the better choice.

Tangrowth's low Speed and Special Defense can often prove a hindrance since many Choice Scarf users, such as positive-natured Rotom-W and neutral-natured base 100 Speed Pokemon will outspeed and beat it, so it needs more support than other Chlorophyll sweepers to pull off game-ending sweeps. Tangrowth can use its bulk to its advantage, however, as it can comfortably switch into physical sweepers such as Gyarados, Landorus, and Terrakion, and threaten them with a Power Whip. Furthermore, a resistance to Ground-type moves means Tangrowth can easily sponge Earthquakes aimed at its Fire-type teammates. It can also deal excellently with opposing weather inducers outside of sun if EVed to outspeed them, as Power Whip OHKOes Tyranitar, Hippowdon, and Politoed, which sun teams will find most useful.


Sawsbuck

One of the new Chlorophyll users on the block also happens to be one of the best. Though defensively frail and burdened with an unfortunate weakness to Mach Punch, Sawsbuck's Normal / Grass typing gives it powerful STAB moves with great neutral coverage to abuse. A moveset consisting of Wood Horn, Return or Double-Edge, and Jump Kick lets Sawsbuck hit everything bar a few frail Ghost-types for neutral damage at least, and Swords Dance enables it to serve as a powerful sweeper in a similar vein to Growth abusers.

Its relatively impressive base 95 Speed, which lets it outspeed all common Choice Scarf users, along with many other threats in sun, also gives Sawsbuck the option to serve its team as a revenge killer. As an alternative last move, Megahorn deals with the Lati twins and Reuniclus, Wild Charge provides it with neutral coverage on the Ghost-types that normally wall it, as well as super effective coverage against Skarmory, Nature Power (Earthquake in Wifi battles) covers opposing Fire-types nicely, whilst Aromatherapy lets Sawsbuck act as an offensive Cleric.


Shiftry

Despite sharing a weakness to Mach Punch with Sawsbuck (as opposed to Venusaur's resistance), Shiftry can perform very well as a Growth sweeper. Its Dark STAB is especially useful; Sucker Punch OHKOes the Lati siblings, which normally plague sun teams, and attains perfect neutral coverage in combination with its common coverage options Low Kick and Hidden Power Fire. Although Shiftry's STAB Leaf Storm loses out on perfect coverage, the move's sheer power makes it an excellent option too.

Sadly, since Shiftry is very frail and may have trouble setting up, it can also run a four attacks set instead of a boosting one. This option has the benefit of being able to deal with all opposing weather inducers and several other key threats to sun on a single set; Tyranitar and Heatran are decimated by Low Kick, Hippowdon and Politoed by Leaf Storm, Latios, Latias, and Chandelure by Sucker Punch, and Abomasnow by Hidden Power Fire. Dark Pulse is an alternative for those not keen on Sucker Punch's unreliability, but Psychic-types' superior special bulk means Dark Pulse usually isn't the best choice.


Victreebel

Though possessing very high offensive stats, Victreebel is let down by its poor defenses and uninspired typing, and is often overshadowed by Venusaur. However, Victreebel does have its advantages over the plant-bearing dinosaur. The main perk is access to Weather Ball, which in sun becomes the most powerful Fire-type move available to any Chlorophyll sweeper. Furthermore, this allows Victreebel to use a Hidden Power type other than Fire, which gives it excellent type coverage considering it has access to STAB Sludge Bomb as well. Additionally, Sucker Punch can be utilized to KO faster, frail Psychic- and Ghost-type foes.

The issues with Victreebel begin with its own frailty, however. First of all, it has troubles acquiring a Growth boost. Like Shiftry, this means it can run a four attacks set well thanks to its relatively superior coverage options, or make use of Sleep Powder. A greater problem, however, is its base 70 Speed; with a neutral Speed nature, Victreebel falls short of outpacing +1 base 100 Speed foes. To remedy this, it has to give up the power boost provided by an offense-boosting nature, which often results in it being just as fast but weaker than other Chlorophyll users.


Exeggutor

The strange palm tree from the original RBY games has long been a staple of sun teams due to its colossal base 125 Special Attack. Sadly, with the buff to Growth this generation, Exeggutor is no longer the premier specially based sun sweeper, as its damage output is easily eclipsed by that of Growth sweepers after a boost. Its weakness to Pursuit, and to Tyranitar in general, doesn't do it any favors either.

Exeggutor does retain a few advantages, however, which makes it a worthwhile choice for some teams. Its STAB Psychic-type moves can prove useful for teams having trouble with the many new Fighting-types, Conkeldurr in particular, especially given Exeggutor's decent base 85 Defense, and resistance to their STAB attacks. Low Kick provides Exeggutor with a way to deal with the Tyranitar that so threatens it, whilst Nature Power (Earthquake in Wifi battles) can be used to dispatch Heatran. Access to such high-powered attacks naturally makes it very dangerous for opponents to switch in on Exeggutor if you make good predictions, but its Pursuit weakness and low Speed makes this a task for none but the most daring.


Jumpluff

The fastest Chlorophyll Pokemon out there also happens to be the least offensive one. However, this by no means makes Jumpluff useless; it can function excellently as an annoyer with Encore and SubSeed, similar to Whimsicott, but with a few key advantages. Sleep Powder allows the Cottonweed Pokemon to eliminate a threat, and a fast U-turn lets it dodge attacks Whimsicott cannot whilst retaining its scouting ability. A Ground-type immunity will also be helpful to a team packing several Fire-types.

The primary issue with Jumpluff is that it doesn't gel well with the largely offensive nature of most sun teams. On a more defensive one it would have a niche, but these teams are very difficult to construct effectively. Competition from bulkier Chlorophyll users as a SubSeeder doesn't help Jumpluff's case either. Nonetheless, Jumpluff should not be overlooked as an option for your sun team, as it can prove very effective if utilized correctly.


Lilligant

Another new addition to the ranks of the Chlorophyll users, Lilligant is a peculiar specimen landing somewhere between a pure supporter like Jumpluff and other, more offensive sweepers. This is primarily because her access to the excellent Quiver Dance (as well as Growth) is offset by her barren offensive movepool, which consists of literally only a Grass STAB and a Hidden Power of choice. The move Sleep Powder goes a long way towards increasing her viability, however, as it lets her put an opponent that walls her to sleep, boost up, and eventually beat it, especially considering recovery from Giga Drain and boosted Special Defense.

If lackluster coverage puts you off, Lilligant is also excellent as either a supporting Chlorophyll user or a SubSeeder, performing these duties reliably while simultaneously retaining offensive capability. Sleep Powder is invaluable on Lilligant, crippling one of the many Pokemon that wall her, so be sure to make use of it. Her final ace in the hole over other Chlorophyll users is Healing Wish, which gives another powerful sun sweeper such as Volcarona or Charizard a second chance to cause destruction, fully healing it at the cost of Lilligant's own life.

[Chlorophyll user SPEED TABLE to be included here (see below post for raw table)]

Fire-types

Fire-types benefit both from a boosted STAB in sun, as well as a nullified Water weakness. With this group encompassing several of the most powerful attackers in the game, the offensive boost these Pokemon gain is naturally something every sun team should look to exploit.


Volcarona

Volcarona is a somewhat strange case of phenomenal success in OU. Its huge weakness to Stealth Rock may seem like the last thing you would want on a sun team, but the Atlas moth more than makes up for this with its immense offensive potential. First and foremost, it has magnificent stats for a bulky special sweeper; this is complemented by its access to one of the best boosting moves in existence, Quiver Dance. While Fire Blast has great power under the sun, Fiery Dance has the potential to increase Volcarona's damage output as it attacks, and provides it with excellent dual STAB in conjunction with Bug Buzz. Volcarona can supplement this with a Hidden Power, with the most common choices being Hidden Power Rock for part Flying-type Dragons and Gyarados, or Hidden Power Ground for Heatran. Alternatively, Volcarona can elect to take a more defensive approach with Substitute, Morning Sun, or Rest (with Chesto Berry) for more setup opportunities.

Volcarona's biggest obstacle is obviously entry hazards, so it is best run with Rapid Spin support. As alluded to above, it also has to choose between coverage or survivability for its last moveslot. Its poor base 65 Defense and 4x weakness to Rock-type moves makes it vulnerable to common Pokemon such as Landorus, Terrakion, and Gyarados, though they risk being burnt by Volcarona's Flame Body ability. However, Volcarona can easily overcome them with sheer power if it has enough boosts under its belt. Lastly, Heatran can easily check any Volcarona not packing Hidden Power Ground and Roar it out, which may prove disastrous if Stealth Rock is up.


Infernape

While this flaming monkey has received much competition this generation both in terms of its base 108 Speed tier and from the many Fighting-types introduced, Blaziken's ban means that Infernape is once again a unique Pokemon in OU. Its balanced base 104 offenses pair perfectly with powerful STAB moves such as Flare Blitz, Overheat, Close Combat, and Focus Blast. With a wide range of coverage moves and even access to priority, Infernape has everything it needs to shine as a versatile threat on a sun team. If even a sun boosted STAB Flare Blitz—which 2HKOes many bulky Waters—doesn't do enough damage for your liking, fret not, for Infernape has access to boosting moves Nasty Plot and Swords Dance to further augment its damage output. It can also run a mixed set to eliminate its wannabe counters, U-turn to scout, or even serve as a dedicated lead with Fake Out and Stealth Rock.

However, Infernape isn't without its flaws. Its defenses are mediocre, and it is easily revenge killed by priority moves after using Close Combat. It is also plagued by four moveslot syndrome; it cannot run everything it would like on one set, and is often reliant on its teammates to eliminate the Pokemon for which it is forced to forgo coverage.


Heatran

The most used Pokemon of the DPP metagame remains much the same in BW; unsurprisingly, Heatran is a very dangerous Pokemon to face. Its sky-high base 130 Special Attack, access to strong STAB Fire-type attacks, excellent Fire / Steel typing, and immunity to Fire-type moves combine superbly to make it it virtually the perfect choice for a sun team, in terms of both offense and defense. Heatran also has access to Earth Power to hit other Fire-types and provide reasonable neutral coverage, as well as a Hidden Power, with Ice and Grass being the more useful ones. Dragons are without a doubt some of the biggest threats to sun teams, so Dragon Pulse is also a good option. Alternatively, this legendary beast can also utilize Flame Charge to make up for its sub-par base 77 Speed and attempt a sweep of its own.

Synergy-wise, Heatran brings a much needed sponge for Dragon- and Fire-type attacks that can otherwise threaten sun teams, whilst its crippling Ground-type weakness can be patched up by its fellow Grass-type teammates or through the use of Air Balloon.


Darmanitan

Darmanitan has something no other Fire-type can boast: a base 140 Attack stat, which lets it rip holes into any team, especially if sun is up. Darmanitan's Sheer Force ability—which boosts any attack with a secondary effect by 30%—is also a great asset. With Flare Blitz, there's no such thing as a safe switch-in; Jellicent, one of the bulkiest Water-types in OU, is cleanly 2HKOed by a Choice Band-, sun-, and STAB-boosted Flare Blitz. Darmanitan also carries Superpower and Rock Slide for coverage against common Pokemon immune to Fire, as well as U-turn to scout for counters. Additionally, Darmanitan's high base 105 HP serves to buffer it against Flare Blitz's recoil damage.

However, Darmanitan isn't exactly as great as the aforementioned description may suggest. Its base 95 Speed is quite a letdown, making sweeping a team a difficult task for non-Choice Scarf variants. Darmanitan's Fire typing, despite giving it a good offensive STAB, also causes it to lose 25% of its health when it switches in on Stealth Rock. Despite its good HP, base 55 defenses mean Darmanitan is not that hard to KO once your opponents manage to switch a Pokemon in safely.


Victini

Victini started this Generation as the cute legendary with good overall stats, but was nothing spectacular in comparison to either its fellow Fire-types or its 600 BST pixie counterparts. However, an event at the 14th Pokemon movie gave Victini exactly what it needed: V-create! This single move makes Victini a huge threat, as, courtesy of its ability Victory Star and sun support, V-create effectively has a monstrous 405 Base Power and perfect accuracy. Therefore, virtually only Pokemon immune to Fire-type moves can switch in without being utterly decimated. Another move fairly unique to Victini is Fusion Bolt, which hits Water-types for super effective damage. In your excitement, however, don't overlook Victini's amazing coverage moves, as well as its capability to use special attacks to surprise its usual counters. U-turn also poses problems for would-be counters by scouting their switch-in and maintaining offensive momentum. Final Gambit along with Victini's high base HP allows it to turn a match into 5v5, while a Flame Charge set is also viable; opponents frequently expect a Choice item, so a Victini at +1 Speed able to choose between coverage moves can be a deadly surprise. V-create's Speed drop usually makes a clean sweep impossible; however, Victini has access to Trick Room to turn this liability into a great boon. As can be seen, its options are nearly limitless.

However, Victini has some flaws that keep it from being too overpowered. The first is its weakness to Stealth Rock, entry hazards, and passive damage, which reduces the number of switches Victini can make. The second is its Pursuit weakness, and while Scizor and Metagross can only Pursuit a Victini Choice-locked into one of a select few harmless moves, Tyranitar can switch in on anything except Focus Blast, Brick Break, or U-turn, change the weather, and OHKO with STAB Pursuit. Finally, in a metagame where powerhouses often have offensive stats exceeding base 120, Victini's power may just not cut it, especially without V-create.


Arcanine

This almost-legendary from the original RBY games takes a different approach to sun offense, forgoing sheer power for greater utility and versatility. Aside from powerful priority in ExtremeSpeed, Arcanine beats Tyranitar and Heatran with Close Combat, decimates bulky Waters with Wild Charge, and even has Crunch for Chandelure and the Lati twins. It cripples Volcarona and Reuniclus with a sun-boosted Flare Blitz, and can sponge Fire-type moves aimed at your Chlorophyll sweepers with Flash Fire. Morning Sun enables it to recover health lost to Flare Blitz and Life Orb recoil; alternatively, Choice Band sets forgo recovery but removes recoil and bring immediate power to the table.

While impressive offensively, Arcanine's defensive drawbacks should be obvious. It unfortunately shares a pure Fire typing with Ninetales and Darmanitan, and, like virtually all other sun abusers, is vulnerable to all entry hazards. Additionally, Arcanine's base 95 Speed means it is not hard to revenge kill. As it fills much the same role as other physically based Fire-type sweepers but possesses somewhat less power, this flaming dog may not find a place on every team.


Charizard

Charizard, one of the three iconic RBY starter Pokemon, gained a buff during the generation shift that grants it viability in BW OU. Its Dream World ability, Solar Power, gives it the equivalent of a Choice Specs boost without the move restriction requirement, though at the cost of its health. However, this makes its Fire Blast immensely powerful under sun. In addition to a secondary STAB in Air Slash, Charizard can also use Hidden Power Ice and Focus Blast for perfect neutral coverage and the ability to hit Dragon-types super effectively.

However, this great power is not without drawbacks, and Charizard users have to be especially wary of a couple of factors. Solar Power causes Charizard to lose HP every turn, and when coupled with its quadruple Stealth Rock weakness, Charizard will often die quickly. It is therefore of paramount importance to pair Charizard with a spinner to prevent it losing half of its health on the switch in. Non-Choice Specs Charizard are also hard countered by Jellicent, Blissey, and Eviolite Chansey; hence, it is reliant on its teammates to eliminate these threats. While base 100 Speed is by no means shabby, Charizard can nonetheless be easily revenge killed, meaning that it will likely be more useful for punching huge holes in the opponent's team than for outright sweeping.


Rotom-H

Despite losing its part-Ghost typing in the generation transition, Rotom-H is another excellent supporting choice for sun teams, with both good bulk and offenses. Its Electric / Fire typing is unique; while Overheat's Special Attack drop holds it back from being a sun sweeper, STAB Electric-type attacks are excellent for taking out rain abusers and Ninetales' nemesis Politoed; an immunity to Ground-type moves, courtesy of Levitate, as well as access to Will-O-Wisp allows Rotom-H to fare well against sand teams too. Shadow Ball takes out Latios and other threatening Psychic-types, while Choice sets can run Trick to cripple stall teams.


Chandelure

At first glance, Chandelure's unique Ghost / Fire typing and Flash Fire ability give it an impressive set of immunities and resistances. On the other hand, its stats are somewhat of a letdown: its defenses are mediocre, and its sub-par base 80 Speed makes all-out sweeping unfeasible. What stands out, however, is its incredible base 145 Special Attack, which allows Chandelure to force switches and punch holes in teams with ease, making a Substitute set especially attractive. While Chandelure's movepool isn't huge in terms of both offensive and support options, it does include options such as Energy Ball and Hidden Power Fighting, and even Pain Split. Will-O-Wisp is also present as a support option, but be careful; even a burned opponent's STAB Dark-type attacks will hit Chandelure for huge damage. Furthermore, it needs to be sure to differentiate itself from Heatran, who boasts a slew of resistances and far greater bulk. However, Chandelure's excellent typing and STAB Ghost-type attacks give it a valuable niche on sun teams.

Other Sun Sweepers

Despite not fitting into either of the above categories, these offensive behemoths function excellently on sun teams. Aside from high-powered attacks, which add offensive diversity to your team, most of them also provide strong priority, a powerful Pursuit, or even offensive status spreading or Wish passing.


Dragonite

The original Dragon-type spent the last two generations being outclassed by Salamence and Garchomp, and with the current presence of Latias and Latios in OU, one may worry for Dragonite. Such concern would be misplaced, however: Dragonite is yet another Pokemon given a new lease on life by its Dream World ability, Multiscale. This grants it far easier setup, complementing its naturally impressive special bulk to make it a viable bulky sweeper. A combination of Dragon-type STAB, Fire Punch, and Earthquake provides Dragonite with perfect neutral coverage, but it can forgo the latter for ExtremeSpeed to revenge kill faster threats. While Dragonite doesn't appear to gain much from sun except a marginally stronger Fire Punch, it can make use of sun in a less expected way: the removal of passive damage from sandstorm or hail reduces Dragonite's need for Leftovers, allowing it to run alternative items such as Lum Berry. In return, Dragonite's great set of resistances, especially to Ground- and Fire-type moves, covers many common weaknesses of conventional sun sweepers.


Salamence

Where would any list of offensive threats be without Salamence? While one of the most threatening sweepers of DPP has somewhat fallen from grace over the generation transition, Salamence still holds its own as an offensive wallbreaker with useful defensive capabilities. Many Dragon-types appreciate the boosted Fire Blast or Fire Fang sun grants them, but Salamence is one of the better choices for a sun team. An immunity to Ground-type moves, a resistance to Fighting-type attacks, Intimidate to cushion physical blows, and the base stats to provide both offense and support lets this notorious Dragon-type fill a variety of niches. Given many sun sweepers' vulnerability to hazards and recoil damage, as well as their general frailty, offensive Wish support is invaluable; however, familiar offensive Dragon Dance or MixMence sets work just as well.


Rhyperior

Though an uncommon sight, Rhyperior is interestingly enough a decent choice for the role of a sun team's physical tank. It packs a useful resistance to Fire-type moves and an impressive base 130 Defense backed up by base 115 HP, and can even tank the occasional Water-type attack with Solid Rock and sun support. Its possesses a wide range of hard-hitting attacks, typically dual STAB EdgeQuake and Megahorn; additional options such as Substitute, Rock Polish, or Swords Dance, as well as Stealth Rock, make for a fairly versatile threat that can be tailored to cater for your team's individual needs.


Snorlax

Snorlax can be a hard-hitting special sponge on a sun team, as its base 160 HP, base 110 Special Defense, and Thick Fat ability let it tank special attacks—Fire-type hits in particular—with ease. It has access to powerful physical moves, including Fire Punch to abuse in sun. Pursuit lets it deal with opposing Psychic- and Ghost-types, particularly the Lati twins, and Earthquake supports its sun-abusing teammates by taking care of Tyranitar and Heatran. A solid Fighting-type resistance is a good idea if running Snorlax, however, as it tends to lure in the ubiquitous Fighting-types that can often pose a hazard to your team.


Mamoswine

Another interesting offensive choice (despite not actually taking much advantage of sun) is Mamoswine, which nevertheless excels at removing one of sun's major obstacles: Dragon-types. These common Pokemon are huge defensive threats, for they resist the two main attacking types of a sun team, Fire and Grass, and are of course formidable attackers themselves with towering offensive stats and excellent neutral STAB. Mamoswine can easily dispatch these threats with Ice Shard, provide varied coverage with powerful Ice-, Rock-, and Ground-type moves, and also play the role of a Thunder Wave absorber. Lastly, it has access to Stealth Rock, which enables it to provide entry hazard support if required.

Support Pokemon

A hail team often falls flat on its face if running a mono-Ice build; likewise, sun also needs non-abuser support and reasonable defensive synergy to reach its full potential. While these Pokemon undeniably pale in comparison offensively to the hard-hitting nukes listed above, do not make the mistake of overlooking them; their solid bulk buffers a team of otherwise frail sweepers, and it is their immense support capacity that truly enables your sweepers to shine.

Firstly, though many Chlorophyll sweepers are fast, poor defensive stats and typing may make it difficult for them to grab a Growth or Swords Dance boost; this is where dual screens or status support can prove helpful. Furthermore, sun sweepers largely possess similar typings and consequently share elemental weaknesses, the most common being to Fire-, Ice-, Ground-, and Rock-type attacks. Hence, pivots packing resistances to the aforementioned types are important to provide your sweepers with safe switches, as well as to insure your team against common metagame threats and opposing weather conditions.

Entry hazard control is another vital part of a weather war. While Stealth Rock is the hazard that is easiest to place and has the best distribution, Spikes and Toxic Spikes may be more useful to a sun team, considering the typings of opposing weather inducers. However, it is equally important to clear the field for your own team; Rapid Spin users and Pokemon with the Magic Bounce ability are useful in this regard.

Despite Fire-types' immunity to burn and Poison-types' to Toxic, as well as Venusaur's and Victreebel's ability to remove Toxic Spikes, cleric support may be handy to cure a speedy sweeper of crippling paralysis. Perhaps much more useful, however, is Wish support. Few sun sweepers have room for recovery moves, with many even running recoil-inducing ones; further aggravating this problem is Fire-types' weakness—Ninetales in particular—to Stealth Rock. Healing Wish ramps this form of support up a notch, restoring a Pokemon to full health at the cost of fainting the user. Unlike Wish, this also heals before entry hazard damage, allowing a battered Ninetales, Volcarona, or Charizard a second shot at changing the outcome of the match.

A final option for team support is a secondary Sunny Day user, reducing the pressure on Ninetales to enter the field as often as it would otherwise need to when facing an opposing weather team. This is especially important as, of the three main weathers, sun is typically the most dependent on having the weather advantage; outside of sun, many Chlorophyll and Fire-type sweepers are fairly mediocre Pokemon. While many viable Pokemon learn Sunny Day, some that deserve special mention are Rotom-W, Hitmontop, Roserade, and Breloom, relatively bulky Pokemon that can easily switch in to and threaten Politoed, Tyranitar, and Hippowdon. There are even a number of Prankster Sunny Day users, but unlike rain and Tornadus, none of them abuse sun particularly well. Nonetheless, such support should be considered if your team is extremely sun-dependent or would like an easier time in weather wars.

Indeed, there are a multitude of roles to fill, and even more Pokemon to choose from; the relative merits and shortcomings of the more viable ones are discussed below.


Arcanine

Though your first instinct may be to think of Arcanine as an offensive sun abuser, it also has its uses as a supporting player for sun-based teams. It has a choice of two fantastic abilities: Flash Fire grants it the capacity to freely absorb Fire-type attacks, while Intimidate synergizes well with its usable 90 / 80 / 80 defenses and access to Will-O-Wisp; additionally, it has Morning Sun to further boost its survivability. However, Arcanine must be careful to avoid being outclassed by Heatran in this role given the latter's multitude of useful resists.


Chansey / Blissey

The pink blobs return, changed in name but not in function: with the advent of Eviolite, which boosts both defensive stats of NFE Pokemon by 50%, Chansey overtakes Blissey in terms of sheer bulk. While workable Special Attack, and more importantly Leftovers recovery give Blissey an advantage in certain conditions, Chansey is generally the superior choice, as sun removes the residual damage of sandstorm and hail, reducing the need for Leftovers recovery. Nonetheless, whichever you choose, both pink eggs support your team in a similar fashion. Their capacity to sponge special attacks effortlessly make them good insurance against common specially based threats on rain teams, and their gargantuan 350+ HP Wishes give a new lease of life to many of their teammates; cleric support and status inducing moves in Thunder Wave and Toxic are standard options as well. Finally, Healing Wish can be utilized to fully heal a sweeper, potentially setting up a game-winning sweep from a previously hopeless position.


Latias

Although the only Fire-type move Latias can abuse in sun is Hidden Power Fire, her real contribution to your team is defensive synergy. She provides a valuable Fighting-type resistance and Ground-type immunity, and her excellent base 130 Special Defense and resistances to Water-, Electric-, and Grass-type moves make her a great switch-in to Politoed and many other rain sweepers. While she is typically seen as a standalone Calm Mind sweeper, don't overlook her great support movepool: Wish is naturally hugely useful for sun, as is the ability to set up dual screens to protect frail sweepers. One last point of note is that Latias is the fastest user of Healing Wish outside of sun.


Jirachi

Though Jirachi brings weaknesses to Ground- and Fire-type moves, it can perform excellently as a supporter with a decent offensive presence. It provides invaluable support in the form of Stealth Rock along with huge 202 HP Wishes, and also has access to Healing Wish to revitalize a sweeper. Thunder Wave can assist in crippling Choice Scarf users on the opposing team, U-turn is a nice way to grant Ninetales a safe switch-in, while Jirachi's signature Doom Desire can dissuade Tyranitar from coming in, thereby safeguarding Ninetales. Lastly, yet another one of Jirachi's many niches is its ability to decimate rain teams with a specially defensive set consisting of Calm Mind and Thunderbolt, making it a fantastic addition to a team troubled by these threats.


Vaporeon

Perhaps the best Wish passer available to sun teams is Vaporeon. Given that most of sun's sweepers lack space for a recovery move, have recoil-inducing moves such as Flare Blitz and Double-Edge, and are weak to all forms of entry hazards, recovery in the form of gigantic 232 HP Wishes can prove invaluable, near-fully revitalizing many Pokemon on a sun team. While Vaporeon's ability and STAB are unfortunately somewhat worthless to sun teams, her ability to Baton Pass both Wishes and 101 HP Subtitutes, particularly to Grass-types that resist her weaknesses, are greatly appreciated. She can make use of Roar to prevent opponents using her as setup bait, run Ice Beam to deal with Dragons, or utilize a Hidden Power for coverage. Though awfully weak under sun, Scald can still be used for its burn chance, but since sun teams often have no shortage of Will-O-Wisp users, this may prove somewhat obsolete.


Slowbro

Though no longer useful as the only true Blaziken counter, Slowbro nevertheless has great utility as a physical wall. Its Water / Psychic typing provides many useful resistances, including ones to Water-, Fire-, Ice-, and Fighting-type moves, which let it take a variety of attacks with ease and proceed to hit back hard. Among its offensive options are good dual STAB as well as Flamethrower, which gains a pseudo-STAB boost under sun. Slowbro's survivability is increased by Slack Off as well as Regenerator, and it can also support its teammates by inflicting many forms of status through Scald, Thunder Wave, Toxic, and Yawn: pick those that best suit your team.


Bronzong

Though Steel-types in general tend not to be great choices for sun teams, Bronzong is one of the few who can fill a number of valuable niches, making it the exception to this rule. Its typing is a great asset, contributing to the team a valuable Ground immunity as well as a plethora of resistances to common weaknesses of Grass- and Fire-types; furthermore, its sole Fire-type weakness can be exploited with smart use of a Flash Fire teammate. In addition to excellent bulk, it has access to useful support moves in Stealth Rock and dual screens, both of which greatly benefit sun sweepers, as well as Toxic and Hypnosis, though you will likely find Sleep Powder on a Chlorophyll Pokemon more reliable. Bronzong is no offensive slouch either: STAB Gyro Ball deals with Tyranitar, one of the greatest threats to sun; in fact, Bronzong's aforementioned immunity to Ground and resistance to Rock, along with its access to Gyro Ball and Earthquake, allows it to easily counter common sandstorm threats such as Tyranitar and Landorus. Finally, Hidden Power Ice lets Bronzong maim the Dragon-types that plague sun teams, as well as Gliscor.


Cresselia

Cresselia is another excellent wall able to tank powerful hits and recover them off with a sun-boosted Moonlight. What differentiates her from Slowbro is her immunity to Ground-type moves, her ability to reliably set up dual screens, and her access to Lunar Dance, which enable her to provide multiple setup opportunities for your powerful sun sweepers. Like most Psychic-types, Cresselia is inherently rather Tyranitar weak. She lacks the ability to beat or even cripple it unless running a Calm Mind + Hidden Power Fighting set, which makes using her a slight challenge since sun already finds the sand titan problematic. However, Cresselia's humongous bulk, as well as her tendency to lure in Tyranitar, in fact makes the move Sunny Day a solid choice on her, which can take some pressure off Ninetales.

Rapid Spinners

Despite the release of Magic Bounce alleviating the need for a dedicated Rapid Spinner, even for hazard-weak teams like sun, a Spinner is nonetheless still the more reliable option, reducing dependence on prediction by giving your team the capability to clear your side of the field again and again over the course of the battle. The most viable options for this are discussed below.


Forretress

The only Pokemon to receive all three entry hazards and Rapid Spin makes for a valuable supporter for virtually all team archetypes, and sun is no exception. Its exacerbated Fire-type weakness in sun barely matters when most Fire-type attacks OHKO it, and a buffed Sturdy gives it a chance to survive them for one turn more if nothing else. Forretress' great base 140 Defense along with a resistance to Dragon-type attacks give it a good niche as a defensive supporter, and though it lacks offensive capacity, Earthquake and STAB Gyro Ball off a measly base 40 Speed do deter some Pokemon from setting up on it. Additionally, Volt Switch gives Forretress the ability to escape from Magnezone as well as switch Ninetales or a sweeper in for free if need be, making it a very valuable supporting option.


Donphan

Another physical wall with the Sturdy ability, Donphan has access to both Stealth Rock and Rapid Spin, and enjoys a reduced Water weakness in sun. It has decent offensive prowess with STAB Earthquake and Ice Shard as well, and it can use Assurance or Stone Edge to deal with Ghost-types. In addition, Donphan can resort to Odor Sleuth when it is vital to get rid of entry hazards. While more defensive teams may find Donphan's susceptibility to Spikes and Toxic Spikes worrying, this is less of a concern on offensively based sun teams. All in all, solid base 120 Defense backed by base 90 HP as well as a handy resistance to Rock-type moves make Donphan a strong, versatile pick that fills many roles in a sun team well.


Claydol

At first glance, Claydol seems somewhat similar to Donphan, boasting Stealth Rock, Rapid Spin, and a Rock-type resistance thanks to its Ground typing. However, it possesses the Levitate ability too, which, when coupled with its resistance to Stealth Rock, means it hardly takes any damage from the entry hazards it can remove. This Ground-type immunity not only gives Claydol many free switch-ins when paired with Fire-type teammates, but also grants it the honor of being one of the few Pokemon to resist both parts of the EdgeQuake attacking combination. Claydol's Psychic typing also grants it a resistance to Fighting-type moves, making it a first-rate physical sponge. However, this same Psychic typing and low Attack stat cripple Claydol in the face of spinblockers, meaning it often has to rely on a teammate to eliminate them. Nonetheless, Claydol's access to dual screens, Stealth Rock, and Rapid Spin may prove valuable to your team.


Hitmontop

Another angle to take when looking to guarantee a spin is Hitmontop: with Foresight, it can pull off a sure spin, even against Ghosts. It has two excellent abilities; access to powerful priority in Technician Fake Out and STAB Mach Punch can be abused alongside Hitmontop's Rapid Spinning capabilities to rack up damage. Alternatively, Intimidate can be used to cushion physical blows upon switching in and thereby boost Hitmontop's survivability, whilst retaining its powerful STAB Close Combat to abuse alongside Foresight. If not looking for Rapid Spin support, however, one ought to consider Conkeldurr before Hitmontop due to the former's vastly greater bulk and offensive capability.


Starmie

One of the best offensive spinners in the OU tier also performs excellently on sun teams; excellent BoltBeam coverage along with Psychic STAB means that Starmie's Water STAB will scarcely be missed. Starmie can either wield a Choice Scarf to revenge kill Dragon-types and other threats to sun, or utilize a bulkier build with Recover to provide reliable spinning throughout the entire match. Either way, Starmie can singlehandedly eliminate the typically physically bulky spinblockers (Jellicent, the exception, is dealt with by Thunderbolt) in order to spin, something few other Rapid Spinners can easily do given either their weak offenses or susceptibility to burn: in fact, the latter, along with the effect of Toxic Spikes, is not a problem thanks to Starmie's ability, Natural Cure.


Cloyster

Though an unusual choice for a sun team, Cloyster brings with it several benefits. A 4x resistance to Ice-type attacks and a huge base 180 Defence greatly assist it in reliably getting a Spin off, and doing so is easy because few Ghost-types can endure Cloyster's onslaught. Given its vulnerability to entry hazards, it may not last the span of an entire battle; however, Cloyster can be counted on to spin a couple of times, which is sufficient for offensive teams looking to get quick victories. Despite lacking a Dragon-type resistance, Cloyster can tank Outrages from the Dragon-types that wall typical sun abusers, and retaliate by breaking Dragonite's Multiscale and OHKOing it with the multi-hit Icicle Spear. Moreover, Cloyster brings incredible offensive presence to the team; Shell Smash instantly turns it into a fantastic sweeper, which in sun even gains the option of a powerful pseudo-STAB Hidden Power Fire.

Other Niche Support

Thanks to their unique capabilities, these Pokemon can provide irreplaceable forms of support, letting them fill a specialized but nonetheless vital niche and making them key to the success of certain sun teams.


Wobbuffet

Wobbuffet is far from a typical Psychic-type: it possesses the unique ability to trap and kill problematic Pokemon, opposing weather inducers in particular, a service which is incredibly useful because sun teams are especially dependent on dominating and winning the weather war. With Encore and Safeguard, Wobbuffet can force many opposing Pokemon into yielding setup opportunities to your frail sweepers, and can also serve as insurance against sweepers that utilize only one offensive stat. However, beware of power creep: in comparison to the DPP metagame, a greater number of threats in BW OU can potentially OHKO Wobbuffet before it can respond with a Counter or Mirror Coat; examples of these are Choice Band Tyranitar's Crunch and Choice Specs Politoed's rain-boosted Hydro Pump.


Dugtrio

Dugtrio provides a virtually surefire way to elimate many severe threats to sun; much like Wobbuffet, it is uncounterable in the normal sense of the word as its ability Arena Trap prevents the opponent from switching. Dugtrio's STAB Ground moves allow it to easily deal with opposing Fire-types (Heatran in particular), Terrakion, and Tyranitar, while the Lati twins are easily dispatched with Sucker Punch. It is often Choice Banded to boost its unimpressive base 80 Attack; however, this runs the risk of turning Dugtrio into setup fodder after it gets a kill, which can be problematic if you do not have solid ways to deal with other threats on the opponent's team. Dugtrio can also utilize a Focus Sash + Reversal strategy, perhaps even providing Stealth Rock support as well, but this is utterly dependent on Stealth Rock being kept off your own side of the field.


Espeon

A team packing several Fire-types will likely be quite Stealth Rock weak; this is where Espeon comes in. With its new ability, Magic Bounce, Espeon can switch into hazard setters such as Deoxys-S and Forretress, or even predicted status or phazing moves (or even Taunt) and reflect them right back at the opponent. However, the main drawback to using Espeon in place of a traditional Rapid Spinner is that if your prediction fails, Stealth Rock will be up for good. Making matters worse is the fact that Espeon is no defensive bulwark: base 65 HP and base 60 Defense as well as a Pursuit weakness make it huge Tyranitar bait. Nonetheless, Espeon's niche is one that no other Pokemon can fill. Immunity to status, phazing, and Taunt allow it to be a reliable dual screen team supporter, or even a Calm Mind Baton Passer. Lastly, it should also be noted that access to Morning Sun somewhat enhances Espeon's survivability in sun, making it especially viable on sun teams.


Xatu

Despite seeming very similar to Espeon, the second Magic Bounce user introduced this generation has a few boons over the poster child of the ability. First of all is its 4x resistance to Fighting- and immunity to Ground-type moves; next is its wider support movepool, which includes Featherdance and Toxic, as well as U-turn, which allows for a safe switch to Ninetales or a frail sweeper. Like Espeon, Xatu can set up dual screens and pass Wishes, though its low base 65 HP along with the new Wish mechanics makes the latter largely inadvisable. Xatu is offensively outclassed by Espeon, however, so be sure to steer clear of that and utilize it solely for its supporting capabilities. Finally, Xatu is also just as, if not even more Tyranitar-weak than Espeon, so be sure to carry a very solid counter to Tyranitar when using Xatu.

Sun Stall



Also introduced in BW is the ability Harvest, which in sun restores a Pokemon's held Berry if consumed the previous turn. However, this tactic is rarely seen, and for good reason. Exeggutor and Tropius are the only two to receive this ability, and while they can theoretically run SubSeed sets with Sitrus Berry granting infinite Substitutes, or Rest in conjunction with Chesto or Lum Berry, they have mediocre defensive stats and are OHKOed by too many threats.

Generally speaking, sun stall isn't very viable in OU, as Grass is a poor defensive typing. While Ground-types such as Donphan appreciate the removal of their Water-type weakness, sun also aggravates one of the main weaknesses of the best defensive type, Steel. This is compounded by the fact that, thanks to powerhouses such as Charizard, Darmanitan, Victini, and Volcarona, sun offense is among the most difficult team archetypes to wall, even for teams that can change the weather to mitigate the onslaught.

Threats to Sun Teams

Knowing your way around the Pokemon on your own sun team is of course only half the battle: you also need to be aware of the various threats that pose considerable issues for sun teams, and have a plan to remove them from your path. Opposing weathers, Pokemon which commonly wall or outspeed your sweepers, as well as more unusual team strategies—Trick Room in particular—can all pose large obstacles. The following section sums up the reasons why certain Pokemon are threats to sun, and gives suggestions as to how to cope with them.

Sandstorm Teams

Sand is a very commonly used weather in OU, and for good reason. As its direct impacts are far less significant than sun's or rain's, its inducers fit very well into a number of teams simply looking to check opposing weather teams. Dedicated sandstorm teams are more of an issue, however, as these will be just as protective as you are of their weather, and they typically have a range of deadly abusers to utilize to this end. Overall, a solid strategy against opposing sand teams is a must for any successful sun team.


Tyranitar

The pseudo-legendary sand behemoth is possibly the largest threat to almost every sun team: it summons sand upon entering the field, removing the advantages Chlorophyll and Fire-type sweepers alike rely upon. To make matters worse, it possesses excellent bulk: base 100 HP, base 110 Defense, and effectively base 174 Special Defense in sand. Tyranitar also resists Ninetales' STAB Fire-type moves, introduces residual damage from sandstorm, and is an excellent user of Stealth Rock, thereby wearing your team down. Offensively, it wields one of the strongest Pursuits in the game, and an arsenal of usable offensive moves both physical and special. With moves such as Stone Edge, Crunch, Superpower, Fire Blast, Ice Beam, Aqua Tail, and even Focus Punch all being viable possibilities, its immense unpredictability only makes matters worse.

Fortunately, there are a variety of ways to take Tyranitar out of a match, and frankly, all competitive sun teams should pack at least one of these. Naturally, Tyranitar's quadruple Fighting-type weakness is a common target. While its special bulk in sandstorm is so immense that Hidden Power Fighting from the likes of defensive Ninetales is but a 2HKO, a physically based Fighting-type is often a good switch-in that scares Tyranitar out. Other powerful super effective moves, such as Mamoswine's Earthquake or Tangrowth's Power Whip function similarly. Focus Sash + Reversal Dugtrio perhaps does this best of all, but as previously mentioned requires the removal of entry hazards. Wobbuffet is OHKOed by Choice Band Tyranitar's Crunch, and even with perfect prediction is largely helpless against Tyranitar packing special attacks (Mirror Coat is Psychic typed), but is on the whole effective.

Ninetales can mitigate its weakness to Tyranitar with the use of Will-O-Wisp or Substitute + Disable, or simply double switch to protect itself. Wearing it down with burn or Toxic damage along with entry hazards is a reasonable strategy to eliminate Tyranitar given its lack of recovery, as a decent opponent can often predict a Fighting-type attack aimed at Tyranitar. Utilizing a ChestoRest or Wish passing strategy to keep Ninetales alive until Tyranitar is removed may be of use as well. One must always keep in mind its unpredictability, and it is important to determine its set ASAP in order to respond appropriately.


Hippowdon

While seeing Hippowdon in Team Preview often causes a sigh of relief because the stress caused by the unpredictable Tyranitar will not be present, this unassuming sand hippopotamus should in no way be underestimated as a threat. Its Sand Stream ability means that eliminating it should be as much of a priority as removing Tyranitar would be, and though Hippowdon is much less likely to tear apart your team, actually KOing it can prove an immensely difficult task due to its huge physical bulk. Unless your team includes a Giga Drain user, Hippowdon will have its way with your team by letting Life Orb and sandstorm damage accumulate while phazing boosting sweepers, or by hitting your Pokemon surprisingly hard off base 112 Attack, wearing your Pokemon down before you can remove it.

Super effective Grass moves will often be your weapon of choice against Hippowdon, as powerful Water- and Ice-type attacks are much less frequently seen on sun sweepers. Tangrowth with Giga Drain is the best option for this role: its huge Defense allows it to tank Ice Fang with ease while regaining health. Inflicting Toxic on Hippowdon is also a good way to deal with it, but do note that stall teams often carry a cleric. Neutral hard-hitting special attacks such as Draco Meteor, Overheat, and Fire Blast are also excellent options.


Landorus

Following the banning of Excadrill, Landorus is now the sand sweeper to watch out for. High base 101 Speed along with excellent offenses—especially in sand—mean it can easily tear through Ninetales and frail sweepers, especially if Landorus packs Hidden Power Ice. Though the Swords Dance variant is incredibly tough to wall, Rock Polish sets are what sun really fears, as the former can at least be revenge killed. A +2 Speed Landorus, however, outruns all Chlorophyll Pokemon, so if your team cannot wall it, you're in for a world of hurt. That's not the limit of its predictability, however; it can also viably run Substitute, Choice Scarf, or Choice Band.

The issue with Landorus is that both its common boosting sets require very different counters and responses. Having something which can wall a +2 Landorus is ideal, but, as mentioned, there's barely anything that can stop a variant with Hidden Power Ice. Starmie can revenge SD Landorus, and strong Chlorophyll Pokemon can do similarly if sun is up. Strong priority moves such as Ice Shard, ExtremeSpeed, or Choice Band Scizor's Bullet Punch are even better ways to ensure a revenge kill on Landorus regardless of its Speed. Cresselia, Slowbro, and Latias are all excellent choices to wall Landorus and remove it with a strong STAB or Ice Beam, but none match Bronzong's ability to wall all bar gimmicky Smack Down variants.

Rain Teams

The other common weather in OU, and rising in popularity by the minute, rain is truly sun's antithesis. Not only does it cancel out the sun, rain actually reverses many buffs that sun abusers enjoy. Do not get cocky about the gimp to rain offense from the Drizzle + Swift Swim ban: rain teams are perhaps the hardest to keep sun up against, and consequently one of the greatest challenges for any sun team.

Despite losing some of its best abusers, rain offense is a truly threatening playstyle; most rain sweepers have both Water-type moves for your Fire-type sweepers as well as Ice- or Flying-type ones for your Chlorophyll Pokemon. Rain stall is increasingly common too: rain stops your Growth sweepers from boosting efficiently and drastically reduces the damage output of your Fire-type sweepers; meanwhile, the bulky defensive tanks regain health while Toxic stalling your team into oblivion.


Politoed

The second weather that severely threatens sun is rain, and in OU Politoed is its herald. Unchecked, a Politoed's rain will neuter your Fire-type attacks, remove your Chlorophyll sweepers' Speed boost, and let the opponent pummel you with boosted Water-type attacks. In fact, Politoed itself is a potent offensive threat, able to decimate even resists when armed with Choice Specs, outspeed common counters with a Choice Scarf, or run a bulky build for greater survivability, harassing your Pokemon with Scald and its high burn chance, Toxic, Perish Song, and Encore.

One of the best ways to beat Politoed without overspecializing your team is simply to wear it down with residual damage while keeping Ninetales at high health. Laying hazards and inflicting bad poison on it, perhaps from Toxic Spikes or using Toxic as it switches into Ninetales, gives you a significant advantage in the weather war.

Specific checks to Politoed include Chlorophyll Pokemon that can outspeed and OHKO bulky Politoed, such as Tangrowth and Sawsbuck, but beware of Ice Beam. Slowbro threatens Politoed with Toxic or Hidden Power Electric, resists most of Politoed's moves, and can recover health with Regenerator and Slack Off; however, it must itself watch out for Toxic. Vaporeon can do little to hurt Politoed, but this is true vice versa too (again barring Toxic), so Vaporeon can take the opportunity to switch in and heal Ninetales with Wish. Finally, Wobbuffet has an easy time taking out Choice Scarf variants of Politoed, and can set up on defensive ones especially if Wobbuffet has Safeguard, but standard Wobbuffet is OHKOed by Modest Choice Specs Hydro Pump in rain.


Tornadus

One of the signature threats of rain teams, Tornadus poses a potent threat to sun. STAB Hurricane decimates many Pokemon on offensively based sun teams, and to make matters worse, few things can outpace its base 111 Speed outside of sun. Furthermore, a Tornadus on its last legs can throw out a priority Tailwind, often meaning much of the enemy team will be outspeeding you for 3 turns, sun or no.

As previously mentioned, very few things can safely switch into Tornadus. Heatran sponges Hurricane nicely, but cannot OHKO with Hidden Power Ice, and Hammer Arm pummels it. Specially defensive Rhyperior can wall both moves, but dies to Grass Knot. Sun's best counter to Tornadus is in fact Rotom-H, which resists Hurricane and can OHKO with Thunderbolt, but either a Choice Scarf or some HP investment is necessary. If walling Tornadus is not an option, you can look to revenge killing it; thankfully, even if sun is down and you cannot rely on Chlorophyll Pokemon, there are other options. Arcanine and Dragonite do well with ExtremeSpeed if Tornadus has been previously damaged, as they can prevent a last-ditch Tailwind from being set up. Mamoswine deals heavy damage with Ice Shard, as does Scizor with Bullet Punch, and Starmie outspeeds and OHKOes Tornadus with Thunderbolt or Ice Beam. However, these approaches leave your team open to a counter-sweep since they do not prevent Tailwind.


Dragonite

Though its Hurricane lacks the sheer power of Tornadus', Dragonite has access to the immensely powerful Draco Meteor as well as Surf and Thunder for coverage, making it a potent threat in rain. Its Dream World ability, Multiscale, turns Dragonite into a true defensive behemoth so long as it remains at full health, making it an immense threat to sun teams. However, Dragonite's low Speed and reliance on Multiscale are fairly easy to exploit, especially for a fast-paced team that leaves it no chance to recover; keeping Stealth Rock on the field and pummeling it with powerful neutral moves are excellent ways to check Dragonite.


Toxicroak

Toxicroak, while somewhat of a niche Pokemon, is nonetheless a large threat when used on dedicated rain teams. Even sun begins to drain its health If it manages to get a Substitute up, the combination of Drain Punch and Sucker Punch, possibly after a few Bulk Up boosts, will often claim at least one victim from your team unless your prediction is spot-on. A Fighting-type resist capable of setting up on Toxicroak will easily force it out in sun, however, and a burn will cripple it.

Trick Room Teams



Though a very rare team archetype, so much so that it usually isn't worth analyzing individual Trick Room threats, Trick Room's speed reversal poses a huge threat to any frail, Speed-reliant team, such as sun. Countering it directly is often incredibly difficult, meaning that in some cases the best you can do is attempt to predict what move they'll throw at you and switch to a resist in order to stall out the five turns of Trick Room's effect. This can be reasonable to deal with for one duration of Trick Room—such as against a lone Reuniclus or Bronzong—but a dedicated Trick Room team will be considerably more difficult to cope with. There are, however, a few options worth considering, which can assist sun in dealing with Trick Room Pokemon and teams as a whole.

Victini is perhaps the most obvious: repeated V-creates will drop Victini's Speed, letting you beat the Trick Room player at their own game for a few turns; Slowbro and Slowking can thwart this, however. Other slow but hard-hitting Pokemon such as Rhyperior, Bronzong, Slowbro, or Snorlax may be able to outspeed some Trick Room abusers, but note that the latter are likely to be running Speed-reducing natures as well as 0 Speed IVs. Taunt is of course a great option to prevent Trick Room setup; Infernape and Heatran are good choices here. Priority too can eliminate some Trick Room sweepers. Generally speaking, a more balanced sun team with walls and pivots will be better equipped to deal with Trick Room than one which purely utilizes fast offensive Pokemon, which is something to bear in mind when crafting your own team.

Opposing Fire-types

Enemy Fire-types are typically an issue for sun teams for two reasons: the first is a great set of resistances, particularly to Fire- and Grass-type moves, which enable them to force out a variety of sun sweepers with ease, and the second is their great offensive potential against the typical components of a sun team, boosted further by your own weather. The good news is that not all Fire-types fit both these criteria, but the bad news is that three of them are some of the most used Fire-types in OU, and for good reason.


Heatran

Heatran is one of the few Pokemon that can wall much of a sun team with unbelievable ease, making it a significant defensive threat. Ninetales and Venusaur are two Pokemon commonly left helpless before it, so great care needs to be taken to promptly remove it. Besides defensive capacity, Heatran also boasts offensive prowess too. It can quite easily turn the tables on you with a Substitute set or with its diverse movepool, and rip apart your frail team with its boosted Fire-type moves; as such, it is imperative that you pack something to deal with it.

Heatran's propensity to run Air Balloon makes countering it somewhat problematic; Ground-type attacks cannot be relied upon unless used by a wall able to tank two hits, such as Snorlax. Fighting-type moves are a common means of dealing with Heatran, as its other weakness, Water, is diminished in sun. Several excellent sweepers can pack a super effective coverage move to scare it away, such as Flash Fire Arcanine (Close Combat), your own Heatran (Earth Power), Sawsbuck (Jump Kick or Nature Power), Dragonite (Earthquake), and Rhyperior (Earthquake) can all either counter or revenge kill it. A Substitute + Hidden Power Fighting Ninetales also takes down offensive Heatran one-on-one. Once again, a strong Mach Punch is useful insurance against Heatran.


Chandelure

Just as with Heatran, Chandelure too can wall several prominent members of sun teams, which makes removing it a necessity. Despite its poor defensive stats, Chlorophyll users lacking a Ground- or Dark-type move, as well as many Fire-type sweepers, are utterly walled by the haunted chandelier. Like Heatran, it too can furthermore abuse Substitute to tear holes into its counters, or simply nail the switch-in with a Choice Specs-boosted attack thanks to its ridiculously huge Special Attack stat.

Chandelure's counters are somewhat similar to Heatran's as they both tend to use similar moves. Arcanine with Crunch does excellently, as does Heatran with Earth Power. Most Dragon-types resist its moves and make decent switch-ins, but they will nonetheless dislike a sun- and Choice Specs-boosted Fire Blast. Snorlax does an excellent job of walling Chandelure and can even Pursuit it as it leaves, making Snorlax a solid counter. In general, Fire-types that outspeed Choice Scarf Chandelure, as well as Chlorophyll users that can hit it super effectively, will be able to safely revenge kill it.


Volcarona

One of sun's most prominent sweepers can also prove a deadly threat to it. The ease with which Volcarona can set up on Ninetales can be problematic for sun, given the need to switch your faithful weather inducer in often. Volcarona's versatility can prove problematic, as assuming the wrong set risks letting it attain so many boosts that it simply cannot be stopped.

Ninetales herself has a few tricks up her sleeve to give Volcarona a hard time. Toxic cripples the sweeping potential of all but ChestoRest and Substitute variants, and the combination of Overheat + Power Swap gives Ninetales an excellent chance of beating Volcarona one-on-one by stealing its Special Attack boosts and simultaneously giving it -2 or -4 in that same stat. Alternatively, many physically based Fire-type sweepers can OHKO Volcarona with Flare Blitz; however, fast variants packing Hidden Power Rock or Ground can easily fend off these attempts. Rhyperior can threaten Volcarona before it gains too many boosts, and Snorlax can wall it but needs Stone Edge to really threaten it. Under sun, Sawsbuck can outspeed all bar Timid-natured Volcarona even after two Quiver Dances, but is weak to both of Volcarona's STABs and hence requires perfect prediction to switch in. Finally, Heatran can Roar out any Volcarona without Hidden Power Ground, and set up Stealth Rock as well – which is the best precaution to take against it.

Dragon-types

The omnipresent Dragon-types in OU pose both offensive and defensive threats to sun teams in a similar manner to the above Fire-types. Though they can rarely sweep a sun team outright due to a lack of Speed to match that of your Chlorophyll users, a Steel-type can prove invaluable to help sponge their powerful attacks throughout the game. A bigger issue typically comes with a few of the bulkier Dragons, which can pose a rare but large defensive threat to sun teams not equipped to deal with them.


Latias

Though a somewhat less common sight in the BW metagame, with her brother's power often being favored over her bulk, Latias is nonetheless a major defensive threat to sun. She resists Grass- and Fire-type moves and is weak to attacks rarely carried by sun sweepers. Huge base 130 Special Defense and a potent Calm Mind / Roar set mean that she can quite easily find the opportunity to grab a boost or two, and rapidly wear down your team.

A strong, super effective hit targeting Latias' weaker base 90 Defense is the easiest way to eliminate her. Megahorn from Sawsbuck or Rhyperior does well, as does Sucker Punch from Shiftry or Houndoom. Your own Dragon-type will be able to threaten her in a similar manner, but risks eating a Dragon Pulse, especially a boosted one. More defensively, Bronzong, Heatran, and Snorlax can all take her hits reasonably well and pose a threat in return. Toxic is another option, but Substitute and Refresh thwarts that.


Hydreigon is another Pokemon that simultaneously poses both a defensive and offensive threat to sun teams. Its unique typing bestows upon it useful resistances to Grass- and Fire-type moves, while its ability grants it an immunity to Ground-type attacks, which it can make use of well with good defenses. Offensively, it can maintain pressure on your team with U-turn, racking up damage while thwarting your attempts to remove it. It has excellent dual STAB in Dark Pulse and Dragon Pulse, and a combination of Draco Meteor, Fire Blast, and Focus Blast can usually OHKO or 2HKO most members of a sun team. Its notorious base 98 Speed becomes less of an issue against sun teams given that there are few common sun sweepers around the base 100 tier anyways (Ninetales barely 2HKOes with Specs Hidden Power Fighting); furthermore, with such a wide movepool backed by an excellent base 125 Special Attack stat, it can make use of Life Orb, Expert Belt, Choice Scarf, and even Choice Specs equally well.

Common special walls such as Blissey and Chansey fare well against Hydreigon. For a more proactive approach, Chlorophyll sweepers can revenge kill it after some prior damage: unboosted Jump Kick from Sawsbuck and Low Kick from Shiftry, as well as most Hidden Power Ice fall just short of an OHKO. Volcarona can either take an unboosted Draco Meteor or sun-boosted Fire Blast with its fantastic Special Defense, or outspeed non-Choice Scarf variants, and OHKO with Bug Buzz. Infernape will have a hard time switching in safely, but can decimate Hydreigon with STAB Close Combat or even Mach Punch / Vacuum Wave.


Salamence

Whilst offensive variants are fairly easily revenge killed by Chlorophyll sweepers, defensive Salamence can pose issues for sun teams due to its great resistances and survivability, along with its access to phazing in Dragon Tail. A powerful super effective hit from something that outspeeds Salamence is the best way to deal with it, though its constant switching combined with Intimidate makes this troublesome if hazards are laid on your side of the field. Nevertheless, Salamence itself is vulnerable to Stealth Rock, so set up your own to cause the same issue for it.

Choice Scarf Users

Your Chlorophyll sweepers will typically be able to outpace the vast majority of Choice Scarf users in OU, but unless you choose to sacrifice a great deal of offensive capacity and bulk to cope with the rare base 110 Speed and above Pokemon running Choice Scarf, you'll occasionally find the odd speedy Choice Scarf user threatening your team. Luckily, few Pokemon actually hit these phenomenal speeds, and moreover, they are rarely seen with a Choice Scarf, so the following threats should be less of a priority.


Latios

Though less of a defensive threat to sun as compared to the aforementioned Dragon-types, Latios can nonetheless pose issues to an unprepared team due to its sheer speed. Pursuit users are rare on sun teams, and Steel-types risk taking a boosted Hidden Power Fire, leaving Choice Scarf Latios free reign to outspeed and OHKO many Chlorophyll sweepers with ease.

Having a Steel-type to tank its incredibly powerful Choice Specs Draco Meteor is very useful, but risky because Hidden Power Fire is not uncommon (unless, of course, your Steel-type of choice is Heatran). Snorlax is one of the few common Pursuit users feasible on sun, and it can fortunately sponge Latios' hits reasonably well too. It is difficult to revenge kill Choice Scarf variants because Latios will outspeed most Chlorophyll users and threaten to OHKO, however. Sawsbuck earns a mention here as great insurance against Choice Scarf Latios, being able to outspeed and OHKO with Megahorn, or even Double-Edge after Stealth Rock damage. Priority such as Ice Shard, ExtremeSpeed, or Bullet Punch is also very useful for finishing off a weakened Latios.


Starmie

Though standard Rapid Spin support Starmie poses few issues to sun other than removing your hazards, Choice Scarf Starmie can outspeed almost every Chlorophyll user with ease and promptly OHKO with Ice Beam. The fact that it also loves the opportunity to cripple one of your supporting Pokemon, or even a sweeper, with Trick makes matters worse.

The best insurance to take against Starmie is running either strong priority in the form of an ExtremeSpeed or Sucker Punch user, or a Chlorophyll user who outspeeds Choice Scarf variants, such as Sawsbuck. Heatran and Volcarona both do a decent job of walling Starmie under the sun, and don't overly mind being Tricked a Choice item. Cresselia takes its hits well but can do little in return outside of setting up dual screens. Sun generally lacks a good spinblocker to use, however, so be prepared to first remove Starmie if hazards form a vital part of your team's strategy.

Other Threats

Some other Pokemon don't fit into any of the above categories, but are also threats to sun in one way or another and will be discussed briefly here.


Good defenses and key resistances mean this fearsome sea serpent is not easily OHKOed by most attackers on a sun team, while high base 125 Attack and access to Dragon Dance let it pose a veritable offensive threat in return. Its typing is perfectly suited to this job; STAB Bounce allows Gyarados to destroy frail Grass-types, while access to STAB Waterfall, Stone Edge, and Earthquake give it a multitude of ways to destroy Fire-type sweepers regardless of the weather. Gyarados can utilize Intimidate to complement its base 100 Special Defense and useful set of resistances in order to nab a boost, or choose Moxie to become an ever-increasing threat to your team. It gets Taunt to prevent your walls from recovering and your sweepers from setting up, but be sure to also watch out for its Substitute set: as most sun sweepers are frail, you will often be forced to sacrifice a team member to bring Gyarados down.

Common rain checks and counters, such as Rotom-W and Starmie, or even Latias, Vaporeon, Gastrodon, and Porygon2, fare well against most Gyarados, but note that the first needs an Electric-type move other than Volt Switch to take down Substitute variants. Chlorophyll sweepers can also prey on the fact that Gyarados doesn't resist their STAB Grass-type moves. Stealth Rock provides insurance against most Gyarados; for example, Tangrowth's unboosted Power Whip can OHKO a thus-damaged Gyarados.


Terrakion

Similar to Landorus in a sandstorm (though much less reliant on one), Terrakion is capable of pulling off both Rock Polish and Swords Dance sets—or even both—as well as Choice sets. Whilst it doesn't typically go mixed and lacks Landorus' Sand Force, its incredible dual STAB combination more than makes up for it. High-powered Rock- and Fighting-type moves decimate nearly the whole metagame, and sun teams too can very easily be swept if precautions are not taken against it.

Fortunately, Terrakion has a poor defensive typing; therefore, preventing it from setting up isn't a hard task. Valuable Pokemon such as Ninetales and hazard setters may put you at risk of a Terrakion sweep, however, but it can be played around. Slowbro and Claydol can wall its dual STAB and force it out, and Bronzong is an excellent answer to Rock Polish variants. Revenge killing is a viable option too, as Close Combat drops its defenses, meaning strong Mach Punches and Bullet Punches will do a number on it after Life Orb recoil and a Defense drop or two.


Dugtrio

Though a rare sight in OU, Dugtrio gets a mention in this threat list because it poses an enormous risk to your weather inducer Ninetales. It can easily trap, outspeed, and OHKO Ninetales that are not using Air Balloon or Shed Shell, along with some Fire-types you may be using.

Countering Dugtrio is impossible given the nature of its ability, augmenting the importance of staying on the alert if you see one in Team Preview and your Ninetales is not prepared to deal with it. Ninetales is safe from Dugtrio as long as it uses Substitute as the latter switches in, because a sun-boosted Fire-type move will make short work of Dugtrio. However, all others must either switch directly out after coming in, or always use a move that can OHKO Dugtrio as it switches in, but not the current active Pokemon (because if you KO said active Pokemon, Dugtrio will be free to switch in and pick off Ninetales). However, the second situation is an extremely complicated one, and there is always the threat of the opposing Pokemon U-turning, Volt Switching, or Baton Passing out to Dugtrio, trapping Ninetales. To make a long story short, you need to be very, very careful with Ninetales if Dugtrio is around. Luckily, Dugtrio's awful defenses mean your other members will typically be able to deal with it easily.


Blissey / Chansey

The pink blobs make another appearance as major defensive threats to sun teams. Blissey and its new competitor, Eviolite Chansey, both utterly wall several members of sun, including the common specially based Venusaur, Heatran, and Volcarona, as well as numerous supporters. Consequently, the pink blobs often cause sun teams to lose a lot of momentum, and they should therefore be eliminated immediately. Additionally, though taking Toxic is comparatively easy for sun, Thunder Wave will prove a large hindrance to any sweeper. Blissey's propensity to run Flamethrower to hit Ferrothorn or Ice Beam for Dragon-types also unfortunately causes problems for Chlorophyll sweepers.

Having a Ground-type on hand to absorb Thunder Wave can be helpful, but keeping them in afterwards is unadvisable due to the threat of Ice Beam. Rhyperior is probably the best at this, being able to tank an Ice Beam nicely with Solid Rock, absorb Thunder Wave, and KO in return. Strong Fighting-type moves are naturally key to removing the pink eggs, so to this end Hitmontop can be useful. Conkeldurr is also invaluable on teams having large Blissey problems, as it can come in on her with impunity, and possibly even grab a Guts boost. Infernape, Arcanine, or, for that matter, any strong physically based Pokemon will do a great job of forcing her out (be warned that Flare Blitzing Blissey is not going to end well!!), but most hate taking Thunder Wave, so pairing these Pokemon with a Ground-type on your team is a good idea.


Reuniclus

This jelly baby Pokemon is a threat to sun mainly because sun rarely packs super effective physical attacks to take it out. Sun-boosted Fire-type moves require heavy investment to OHKO, and given the recoil Flare Blitz causes, Reuniclus may require a sacrifice to take down. Specially based hits cannot be relied upon since Reuniclus can set up Calm Mind easily against many of sun's support Pokemon, meaning you'll often have to deal with it at +1.

Naturally, strong physical hits are a great way to deal with it. Darmanitan, Arcanine, and even Shiftry can deal huge damage to Reuniclus with either sun-boosted STAB or powerful Dark-type attacks. However, Reuniclus' huge physical bulk means that these attacks may not always OHKO, so you risk losing a Pokemon, especially if Reuniclus attacks rather than sets up. A Dragonite with Multiscale active will do an even better job of dealing with it, as Dragonite can easily survive a hit and 2HKO in return. Jumpluff can ensure you don't lose a team member to Reuniclus if it Encores Reuniclus' Calm Mind, but can't take hits well at all. Lastly, if Reuniclus lacks Shadow Ball, then Chandelure deals with it well.

Building a Sun Team

As with any team archetype, there are a multitude of directions to take when building a sun team, many equally effective. As such, there are very few absolute must-haves for all sun teams, though many can certainly help you out. Things to consider when building a sun team are discussed below.

1. Enough sun abusers

One would imagine this to be a fairly obvious point, but this is actually more complex than it may appear to be. Essentially, the main reason for this point is that Ninetales is simply a sub-par OU Pokemon individually. While there are many creative ways of forcing it to pull some weight, if you are not taking full advantage of the sun, you are better off using virtually any other Fire-type. Luckily, given the sheer power of Fire-types and the speedy sweeping potential of Chlorophyll Pokemon, it's hardly difficult to make use of the sun, so this should rarely be an issue.

2. Maintain some diversity

A slightly confusing title boils down to the fact that most of sun's abusers can be one-dimensional in some way or other: some are too slow to pull off clean sweeps, and others lack the coverage to be able to blast through the entire tier. Due to this, a reasonable degree of diversity is generally very helpful to a sun team, offensively as well as defensively. Offensive support involves breaking down common walls such as Heatran or Blissey, while defensive support is useful as your sweepers may be forced out by Pokemon that wall or outspeed them, necessitating that they take a hit. Merely packing Ninetales and a bunch of Chlorophyll users or Fire-types is generally not the best way to go about things.

3. Be able to beat the other weather inducers

Being able to combat other insta-weather is naturally an incredibly important attribute for your sun team, possibly the most important; you will thus need several solid ways to deal with opposing weather inducers. Packing a lead that beats other common weather inducers is generally a good idea, as Ninetales is undersped by each of them, meaning it will usually fail to get sun up off the bat. Moreover, it is important to preserve Ninetales while you eliminate their inducer, through careful play or team support. Check out the threat list section for help dealing specifically with Tyranitar, Politoed, and Hippowdon.

4. Insurance against other weather threats

When facing down a skillfully played opposing weather team, it's a fact that you simply will not be able to keep sun up all the time, however well you play. As such, you have to be able to deal with opposing weather specific threats in their own element: Venusaur's Energy Ball is a poor answer to Landorus as Venusaur will be outsped in hostile weather and likely OHKOed. Pokemon that do well against sand or rain, such as Bronzong and Starmie respectively, will naturally serve you well in the battle to regain and maintain the weather advantage.

5. Have something to take Fire-typed hits

One of your biggest advantages can easily turn on you when some of your best abusers—Grass-type Chlorophyll sweepers—are weak to it. As such, a reliable sponge of sun-boosted STAB Fire-type attacks is always helpful for sun teams. This can take the form of a Flash Fire abuser such as Heatran, or a bulky Fire-type resist. Less vital, given the lower popularity of sun, is a way to guard against opposing Chlorophyll Pokemon, particularly if you are running a relatively defensive sun team; unlike when facing sand or rain teams, regaining the advantage will no longer be a simple matter of changing the weather, so tread carefully.

6. Hazards control

Given that your faithful sun inducer, as well as many of its fellow Fire-type brethren, is vulnerable to all three forms of entry hazards, a Rapid Spinner is an excellent choice for sun teams, if not virtually mandatory when running a 4x Rock-weak Pokemon such as Volcarona. A Magic Bounce Pokemon—Espeon or Xatu—can also fill this role, but they should not be relied on due to their frailty and inherent dependance on prediction. The other choice, of course, is to simply make your team as resilient to hazards as possible. Wish support, a way to heal Ninetales, few other Stealth Rock weak Pokemon, and a grounded Poison-type Pokemon to absorb Toxic Spikes will probably mean that you can make do without a Rapid Spinner, so use your own judgment.

7. General useful support

Just as most teams would benefit from some sort of support rather than attempt to blindly bludgeon the opponent to death, sun too appreciates common forms of support. Stealth Rock is the most ubiquitous entry hazard, but Spikes are perhaps more valuable to limit opposing weather inducers' switch-ins. Wish support can go a long way in mitigating entry hazard and sandstorm residual damage on Ninetales, as well as possible Life Orb or Flare Blitz recoil on your sweepers. Aromatherapy / Heal Bell can alleviate the paralysis that plagues Speed-based teams, dual screen support greatly assists frail sweepers as they strive to set up, and strong priority provides insurance against threats, all of which reduce your team's reliance on sun.

Example Sun Team

The above concepts and analyses, whilst useful alone, may be somewhat bewildering to a new user of a sun team. Therefore, an example of one outstanding sun team, as well as links to many other successful RMTs, have been included to hopefully inspire you and start you off on teambuilding.

In this beautifully formatted RMT, Grimm70 takes an unorthodox but undeniably effective approach to sun offense. Centered around setting up a sweep for Bulky Volcarona, this team achieved excellent results during the World Cup and peaked at #3 after an impressive ladder run.

While many conventional sun abusers are present to take advantage of sun's boost to both Fire-type attacks and Venusaur's speed, Grimm70 also demonstrates great inventiveness by tweaking many of these sets to better suit his team's purpose and his own playstyle. The not-uncommon tactic of using Dugtrio to trap and remove Tyranitar and Heatran is taken up a notch with the addition of Magma Storm Heatran, threatening Politoed and Blissey as well. While his lack of a Rapid Spinner may be surprising given Volcarona's vulnerability to hazards, the sheer offensive presence of his team (likely along with his own great playing skill) prevents common hazard setters such as Ferrothorn, Forretress, and Skarmory from performing their designated duties.

Mixed Thundurus features here despite having been since banned as the purpose of this sample team is to showcase the advantages of sun, as well as inspire more usage and creativity in sun teams, rather than provide a team to copy-paste. It may be helpful to consider, however, that Grimm70's initial replacement for Thundurus was Life Orb Deoxys-S.

Anyway, on to the team:


Feunard (Ninetales) @ Leftovers
Ability: Drought
EVs: 88 HP / 252 SpA / 168 Spe
Nature: Timid (+Spe, -Atk)
- Fire Blast
- SolarBeam
- Hidden Power Ice
- Sunny Day

Sunny Day Ninetales, which at the time seemed unorthodox, has since become a standard thanks to its effectiveness. As Ninetales is the fastest weather inducer in standard play, it will likely fail to establish its own weather when matched up against Tyranitar or Politoed. These two normally risk little by switching directly into Ninetales; Tyranitar is protected by its buffed Special Defense in sand, and Politoed and its rain simply laugh off Ninetales' STAB. As such, using Sunny Day as they switch in secures both a few turns of guaranteed sun during which Ninetales can fire off SolarBeam with impunity, as well as the momentum for Grimm70's team.


Fulguris (Thundurus) @ Expert Belt
Ability: Prankster
EVs: 192 Atk / 64 SpA / 252 Spe
Nature: Timid (+Spe, -Atk)
- Thunderbolt
- Hidden Power Ice
- Hammer Arm
- Thunder Wave

Here, Grimm70 makes use of an unexpected choice for Sunny Day teams: the Round 5 suspect, Thundurus. While it does not directly abuse sun in any way, Mixed Thundurus serves as the glue to the team, with Prankster Thunder Wave helps to take down speedy threats such as Choice Scarf Terrakion, as well as miscellaneous troublesome Pokemon such as Jirachi. With excellent coverage—Thunderbolt for rain sweepers, Hammer Arm for sand sweepers, and Hidden Power Ice for Gliscor and Dragon-types—it also provides Grimm70's team with insurance against other weather, while maintaining an offensive presence.


Emma-ō (Heatran) @ Air Balloon
Ability: Flash Fire
EVs: 252 HP / 104 Def / 124 SpA / 28 Spe
Nature: Modest (+SpA, -Atk)
- Magma Storm
- Earth Power
- Will-O-Wisp
- Taunt

Yet another unconventional take on a common sun abuser is Magma Storm Heatran. The utility of this Heatran set seems endless; with Magma Storm and Taunt, it lures in and takes out two vital defensive threats to Grimm70's team: Blissey and Eviolite Chansey. It also forms a trapper core with Dugtrio that can take out Politoed, paving the way for an unstoppable Volcarona sweep. As Heatran's natural bulk and good resistances cushion it against Choice Specs Latios' Draco Meteor, Grimm70 has chosen to make it a surprisingly bulky mixed wall; defensive investment helps it greatly against the likes of Superpower Tyranitar, Choice Band Haxorus and Dragonite, and even the offensive behemoths Terrakion and Infernape.


Asura (Dugtrio) @ Focus Sash
Ability: Arena Trap
EVs : 252 Atk / 4 Def / 252 Spe
Nature: Jolly (+Spe, -SpA)
- Stealth Rock
- Earthquake
- Sucker Punch
- Reversal

Dugtrio's contribution to the team is obvious, straightforward, and most of all, effective. As mentioned above, it forms the second part of Grimm70's trapper core, and additionally takes out Heatran, the best counter to Volcarona. Focus Sash both allows it to function as a reliable Stealth Rock setter and ensures a full-power Reversal after taking a hit from Tyranitar, Politoed, or Heatran that would otherwise OHKO it. While Stone Edge may be the more common choice for coverage against Flying-types, Sucker Punch is preferred here to take out Offensive Trick Room Reuniclus, one of the greatest threats to speedy and frail sun teams.


Florizarre (Venusaur) @ Leftovers
Ability: Chlorophyll
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature (+SpA, -Atk)
- Sunny Day
- Sleep Powder
- SolarBeam
- Hidden Power Fire

While specially based Venusaur is by no means a rare sight on sun teams, Grimm70 has once again put his own inventive spin on things. As can be seen from its moveset, this Venusaur is not a full-out attacker, but a supporting player used to facilitate Volcarona's sweep. Like Ninetales, it runs a combination of Sunny Day and SolarBeam to lure in an opponent's weather inducers and rack up damage; Hidden Power Fire gains pseudo-STAB under the sun, and Sleep Powder puts a key opponent out of commission. As an added bonus, Venusaur soaks up the Toxic Spikes that may impede Volcarona's sweep.


Pyrax (Volcarona) @ Leftovers
Ability: Flame Body
EVs : 144 HP / 84 Def / 120 SpA / 160 Spe
Nature: Timid (+Spe, -Atk)
- Quiver Dance
- Fire Blast
- Bug Buzz
- Morning Sun

The star of the team. While its godly stat spread and excellent dual STAB make it decent on its own, Volcarona truly shines with proper team support. The painstaking detail with which Grimm70's team was crafted is most evident in Volcarona's EV spread. This is detailed further on his RMT, but in short, the Speed investment lets Volcarona outrun Excadrill under neutral weather; the Special Attack EVs give it a good chance of KOing several key threats such as Gliscor, Rotom-A, Tyranitar, and even Blissey; while the defensive investment allows it to take less than 50% from the likes of Choice Specs Rotom-W's Hydro Pump, -2 Choice Specs Latios' Draco Meteor, as well as priority from Choice Band Scizor, all of which are very necessary because this team has no Rapid Spinner nor Magic Bounce Pokemon.

Other Sun Teams

Katakiri's "Prelude of Light" has been active since May 2011, and so has virtually chronicled the evolution of sun teams in the OU metagame. That's not to say this team is standard, however; his use of unconventional Pokemon such as Emboar, Durant, and even Garchomp further showcases sun's flexibility. In fact, his use of original or underrated yet effective sets such as Healing Wish Lilligant, Sunny Day Rotom-W, and Safeguard Ninetales has served to popularize them in the metagame.

In "Sun + Dragons", a twist on the popular 4drag2mag strategy of taking out Steel-typed walls to set Dragon-type Pokemon up for unstoppable rampages, Brizznetz makes use of a wallbreaking four attacks Shiftry and an Air Balloon Heatran that also doubles as defensive insurance to support a sweep for DD Lum Dragonite and Choice Scarf Latios. Wish Jirachi is the glue to this team, providing healing, paralysis support, and here even Light Screen support.

With a majority of sun sweepers being very fast but frail, one could be forgiven for thinking that sun is limited to only the most offensive of playstyles. In "Cidade do Sol", however, Blue_Star disproves this thoroughly by presenting to us his greatly successful bulky offense sun team. Specially defensive Roserade, though perhaps a strange pick for a Grass-type on a sun team, checks rain offense while Heatran checks Dragon-types, and Rapid Spin Donphan supports two of the most dangerous sweepers in standard play: Dragonite and Volcarona.

If it ain't broke, don't fix it; Delko's "Sunny Days" is a classic example of a relatively balanced sun team. Forretress is his choice of spinner, and in conjunction with Magic Bounce Espeon helps keep his field free for Ninetales, Choice Band Dragonite, and perhaps most importantly Focus Sash Dugtrio. Espeon also serves the fairly original role of Baton Passing Calm Minds to his final sweeper, none other than Venusaur.

Finally, Kinglypuff's "Sun Means Fun" is perhaps the most successful sun team of the metagame so far, peaking at #1 and consistently being on the leaderboard; furthermore, its formula for success is surprisingly simple! Forretress lays entry hazards that assist in the weather war, and provides Rapid Spin support as well. The sun abuse begins with Choice Scarf Darmanitan and doesn't let up: powerful threats such as Swords Dance Sawsbuck, Growth Venusaur, and Bulky Volcarona mean that once the weather war is won, so is the game.

Conclusion

Hopefully this guide to OU sun has given you a good overview of how a sun team plays, and how to go about constructing one of your own. Once again, it should be stressed that this guide should by no means be taken as an absolute; almost everything is merely a suggestion, however strong. As the example teams show, deviation from the norm can result in great success if done correctly, but be aware that doing so will typically be harder than using standard sets unless you are a fantastic team builder, or have lots of time and patience for extensive testing. Nonetheless, I hope this guide has illustrated to you how this traditional underdog of weather can be a force to be reckoned with in BW OU, as well as a very interesting and fun team style to try out.
 
A note on Speeds for Chlorophyll users

Though even the slowest Chlorophyll abusers outspeed most Pokemon, fast Choice Scarf users can still potentially revenge kill them, which may be problematic if hoping to pull off a sweep. Thus, knowing which threats it cannot beat is important especially for slower Chlorophyll Pokemon. On the other hand, mixed Chlorophyll sweepers in particular may find it useful to conserve EVs for better use in another stat.

Below are two tables for ease of determining this against some common Choice Scarf users and other important Speed-boosting threats. Bear in mind that IVs for Hidden Powers Fighting, Fire, Psychic, and Rock drop Speed by a point.

<table class="sortable">
<thead>
<tr>
<th>Pokemon / Speed Group</th>
<th>Base Speed</th>
<th>Speed Stat*</th>
</tr>
</thead>
<tbody>
<tr>
<td>Base 130s</td>
<td>130</td>
<td>394</td>
</tr>
<tr class="a">
<td>+1 Heatran</td>
<td>77</td>
<td>417</td>
</tr>
<tr>
<td>+1 Base 80s</td>
<td>80</td>
<td>426</td>
</tr>
<tr>
<td>+1 Gyarados</td>
<td>81</td>
<td>430</td>
</tr>
<tr>
<td>+1 Rotom-A</td>
<td>86</td>
<td>447</td>
</tr>
<tr>
<td>+1 Base 95s</td>
<td>95</td>
<td>475</td>
</tr>
<tr>
<td>+1 Hydreigon</td>
<td>100</td>
<td>486</td>
</tr>
<tr>
<td>+1 Base 100s</td>
<td>100</td>
<td>492</td>
</tr>
<tr>
<td>+1 Landorus</td>
<td>101</td>
<td>496</td>
</tr>
<tr>
<td>Deoxys-S</td>
<td>180</td>
<td>504</td>
</tr>
<tr class="a">
<td>+1 Terrakion</td>
<td>108</td>
<td>519</td>
</tr>
<tr>
<td>+1 Latios / Latias</td>
<td>110</td>
<td>525</td>
</tr>
<tr class="a">
<td>+2 Volcarona (neutral nature)</td>
<td>100</td>
<td>530</td>
</tr>
<tr>
<td>+1 Starmie</td>
<td>115</td>
<td>541</td>
</tr>
<tr class="a">
<td>+2 Volcarona</td>
<td>100</td>
<td>656</td>
</tr>
</tbody>
</table>
* Unless otherwise stated, all speed stats are factoring in 252 EVs and a boosting nature.

<table class="sortable">
<thead>
<tr>
<th>Chlorophyll Pokemon(s)</th>
<th>Base Speed</th>
<th>Max Sun Speed (neutral nature)</th>
<th>Max Sun Speed (positive nature)</th>
</tr>
</thead>
<tbody>
<tr>
<td>Sunflora</td>
<td>30</td>
<td>318</td>
<td>348</td>
</tr>
<tr class="a">
<td>Vileplume, Bellossom, Tangrowth</td>
<td>50</td>
<td>398</td>
<td>436</td>
</tr>
<tr>
<td>Tropius</td>
<td>51</td>
<td>402</td>
<td>441</td>
</tr>
<tr class="a">
<td>Exeggutor</td>
<td>55</td>
<td>418</td>
<td>458</td>
</tr>
<tr>
<td>Maractus</td>
<td>60</td>
<td>438</td>
<td>480</td>
</tr>
<tr class="a">
<td>Victreebel</td>
<td>70</td>
<td>478</td>
<td>524</td>
</tr>
<tr>
<td>Shiftry, Venusaur*</td>
<td>80</td>
<td>518</td>
<td>568</td>
</tr>
<tr class="a">
<td>Lilligant</td>
<td>90</td>
<td>558</td>
<td>612</td>
</tr>
<tr>
<td>Leavanny</td>
<td>92</td>
<td>566</td>
<td>622</td>
</tr>
<tr class="a">
<td>Sawsbuck, Leafeon*</td>
<td>95</td>
<td>578</td>
<td>634</td>
</tr>
<tr>
<td>Jumpluff</td>
<td>110</td>
<td>638</td>
<td>700</td>
</tr>
<tr class="a">
<td>Whimsicott*</td>
<td>116</td>
<td>662</td>
<td>728</td>
</tr>
</tbody>
</table>
* Chlorophyll as DW ability.
 
Excellent article. It pretty much shows the positive and negative points about.

I think, however, that there are 2 Threats to sun teams that weren't mentioned: Hydreigon, on the Dragons section (and possibly Latios too), and Gyarados, on the Rain or Others Threats section.

Hydreigon can OHKO or 2HKO most members of a sun team with its combination of Draco Meteor / Fire Blast / Focus Blast, while resisting both grass and fire types.

And Gyarados, with its Water/Flying STABs, can hit super effectively fire and grass types as well, and few drought-mons can OHKO it.

Just nitpicks though, amazing article.
 
thanks for the feedback, I'll write those in asap! I personally found the rain teams section in particular pretty short at first glance, but I couldn't think of much else to add- Starmie and Latios are mentioned in a later section and I never found Jirachi or Rotom-W that much of a problem, so any more suggestions are welcome.

hmm come to think of it +1 Rotom-A, Hydreigon, and Landorus probably all deserve a mention in the speed table.
 

DetroitLolcat

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Just a note, at the beginning of the article you claim that
It does learn SolarBeam, but if that move is a poor choice on any Pokemon, it is worse on Ninetales: the risk of locking yourself into a move as the opponent's weather inducer switches in is far too great to make the minor added power worth it.
and then in your featured Sun team the Ninetales knows SolarBeam. Just seems like a discrepancy.
 
Just a note, at the beginning of the article you claim that
and then in your featured Sun team the Ninetales knows SolarBeam. Just seems like a discrepancy.
good catch! will get to rewording that asap

wow. big sun article. GJ, sirndpt!

your sample team has thundurus :x
thanks, but really the credit should go to zdrup and Benlisted :)

as for the sample team, I picked Grimm70's team as I think it's an excellent combination that both makes great use of sun and demonstrates lots of creativity. my objective was more to show the advantages of sun and encourage people to get out there and get creative - and not necessarily full-out copy the team as imo that's not a good way to learn ANYTHING. I am however definitely open to suggesting some other Pokemon to use, updating the article if Grimm decides on a replacement, or even changing the team if more people find it a problem.
 

BTzz

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is a Contributor Alumnus
Maybe you could mention back up sun inducers under niche support? When I'm not running Dugtrio then I usually have sunny day on one of my Pokes to take some pressure of Nintales. Katakiri used Rotom-W w/ Sunny Day since it forces out Tar/Toed with it's STAB. I myself use Hitmontop since he can switch into Tyranitar with such ease, set up sun and even spin. Stuff like Breloom and Virizion work to.

Anyways good job. This is great :)
 
I'm not sure that's worth giving such pokes individual descriptions mainly because there are just so many options and I'd really be saying the same thing for each :/

i did give that a whole fat paragraph under the introduction to team support options though:

A final option for team support is a secondary Sunny Day user, removing pressure on Ninetales to enter the field as often as it would otherwise need to in a weather war. This is especially important as, of the three main weathers, sun is typically the most dependent on having the weather advantage to succeed: as indicated by their tiering, many Chlorophyll- and Fire-type sweepers are otherwise fairly mediocre Pokemon. While many viable Pokemon learn Sunny Day, deserving of a special mention are bulkier Pokemon that can easily switch in to and pack super effective STABs against Politoed, Tyranitar, and Hippowdon, such as Rotom-W, Hitmontop, Roserade, and Breloom. There are even a number of Prankster Sunny Day users, but unlike rain and Tornadus, none of them abuse sun particularly well. Nonetheless, such support should be considered if your team is extremely sun-dependent or would like an easier time in weather wars.
 

Lemonade

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Everything under the sun is grammar
with your prose I shall tamper

for green is all those Grass-type you should add
for orange feel is those that lost and sad

Chlorophyller(s) won't be in orange, I'll just overwrite it with Chlorophyll user(s) (since Chlorophyller is not "coined")

The main reason this is in sections is that I'm guessing you don't want to implement EVERYTHING in one sitting. Sections will help you keep track of what you have and haven't implemented, and give you (and me) better pacing.
Overview

Sun has largely been a forgotten weather in past generations, outclassed by rain and sandstorm in particular. Though at their introduction in GSC,[comma] no weather was overtly useful, RSE introduced the Sand Stream ability and since then brought about a very sand-dominant OU. DPP restored a little diversity in weather, thanks to Snow Warning and new boosts to rain abusers such as Kingdra,[comma] making rain and hail usable playstyles.[period], but However, sun was still left out in the cold, with no OU auto-inducer nor OU-viable sweepers.

BW, however, has given sun a new lease of life, thanks primarily to the Dream World,[comma]which distributed the abilities Drought, Chlorophyll, and Solar Power to several new Pokemon,[comma]as well as an improvement to the move Growth, which turned it into one of the best stat-boosting moves in the game when used in sun. Several potent new abusers introduced in the new generation have also served to boost sun's viability.

However, sun still faces some obstacles in standard OU, particularly with since sandstorm and rain teams becoming have become far more potent after receiving many new abusers both offensively and defensively. At the inception of BW, it sun was still perceived as inferior to both these more established weathers. As the metagame developed, however, sun has evolved and matured as a playstyle, and has enjoyed such success as to clearly be an excellent offensive team theme. As such, you can certainly build a great sun team, though a word of caution: building a sun team is still somewhat difficult compared to building a sand or rain one, and can especially tough to construct if you are relatively new to the metagame. However, some people have already had great success with sun teams and, with just a little more effort, you can achieve fantastic results too!

Effects of Sun

Taking some time to familiarize yourself with the basic effects of this field condition is naturally a good idea if you plan on running a sun team, so they are listed below for your convenience:

  • The Base Power of Fire moves are increased by 50%
  • The Base Power of Water moves are decreased by 50%
  • SolarBeam's charge turn is removed
  • Thunder's and Hurricane's accuracy is reduced to 50%
  • Weather Ball becomes a 100 Base Power Fire-type move do you want to mention that Sun further boosts this?
  • Synthesis, Moonlight, and Morning Sun recover 66% of the user's HP
  • Pokemon with the ability Chlorophyll have their Speed doubled
  • Pokemon with the ability Solar Power have their Special moves' Base Power increased by 50% and they lose 1/8 of their HP per turn
  • Pokemon with the ability Leaf Guard are immune to status
  • Pokemon with Dry Skin lose 12.5% HP per turn
  • Cherrim and Castform change formes

The Sun Summoner


Ninetales

Ninetales is the biggest blessing sun teams could have asked for in the generation shift. With its Dream World ability Drought, it can summon permanent sun, making it the crux of any sun team. Ninetales's 500 BST is decent, and with sun boosting its Fire-type attacks, it has a very strong Fire Blast that puts a dent in everything that doesn't resist it (and isn't named Blissey / Chansey). Its coverage options—primarily Energy Ball and a Hidden Power of choice—leave something to be desired, but Dark Pulse, Shadow Ball, and Extrasensory are available too. It does learn SolarBeam, but this should only be used in conjunction with Sunny Day or with great care; otherwise, you will likely find yourself in a terrible position when the opponent's weather inducer switches in.

In the support department, Ninetales has access to Will-O-Wisp, Toxic, and Hypnosis, with which it can cripple a Pokemon or two on the opponent's team. Other less typical options include Roar and Disable, either of which can be combined with Substitute for greater insurance against Pursuit Tyranitar. It also gets Power Swap, which when combined with Overheat, can cripple special attackers attempting to set up on it, such as Reuniclus, Latias, and Volcarona. Finally, it has access to Nasty Plot and Calm Mind, letting it clean an opponent's weakened team. However, it must be stressed that Ninetales isn't designed to sweep considering both its stats and movepool both stat- and movepool-wise, so such sets are generally inferior options this is generally an inferior option.

Air Balloon gives Ninetales useful immunities to Ground-type moves and entry hazards, and the item while Chesto Berry in combination with the move Rest effectively gives Ninetales a second life; however, Leftovers is always the default option for more reliable additional survivability. Life Orb is possible on a Nasty Plot set, but depleting your most valuable team member's health is typically a bad idea. Ninetales can also use a Choice item to boost either its Speed or the power of its attacks to very threatening levels, but this requires very good prediction because locking Ninetales in the wrong move may mean being trapped and KOed.

Also, Ninetales does have some big flaws that let it down: it is weak against the other three main weather inducers—Politoed, Tyranitar, and Hippowdon—and therefore has a tougher time time in weather wars maintaining the weather advantage. Vulnerability to all forms of entry hazards, Stealth Rock in particular, further exacerbates Ninetales's need for team support and careful play.

Sun Abusers

Sun's typical abusers are Grass- and Fire-types: some of the former—specifically, those with the ability Chlorophyll—have their Speed doubled, and the latter have their STAB attacks boosted and their Water-type weakness removed. This section will cover the most useful of each type, since you will often want to include at least one of each on your sun team.

Chlorophyll Users

Though sun's Chlorophyll abusers do not have their STAB attacks boosted as rain's Swift Swimmers do, they are still a force to be reckoned with. Many have access to one of this generation's greatest boosting moves,[comma] in Growth, which in sun doubles both offensive stats. In this section we'll analyze the most common and viable Chlorophyll abusers.


Venusaur

Venusaur gets recieves Chlorophyll through the Dream World, and even though it has only been released as a male, which means it doesn't have access to egg moves such as Leaf Storm and Power Whip, it still stands out as perhaps the best Chlorophyll abuser. Reasonable bulk, resistance to common priority moves, and good mixed stats make Venusaur an excellent sweeper. It has good coverage in Grass STAB and Hidden Power Fire, which enjoys a pseudo-STAB boost in sun, and Sludge Bomb or Earthquake give it further coverage on either Dragon-types or Heatran and Chandelure. This set excels at taking out whole teams once the few things that wall it are eliminated or weakened by Venusaur's teammates. Sleep Powder buys it a turn of setup by crippling its counter, while Synthesis significantly extends its lifespan.

Another possible role for Venusaur is that of a very fast and reasonably bulky SubSeeder, but it's usually more effective simply destroying an opponent's team. Finally, Venusaur's Poison-typing allows it to absorb Toxic Spikes, a great help when facing stall teams.


Tangrowth

Though one of the slowest Chlorophyll Pokemon, Tangrowth is also the most physically bulky, and has incredible mixed attacking stats as well as access to high powered physically based attacking moves. A Growth sweeper set similar to Venusaur's, with Power Whip or Giga Drain for STAB, Hidden Power Fire, and Earthquake is very possible; however, Tangrowth also has access to Rock Slide, which can be used over Earthquake to hit Dragons Dragon-types and Air Balloon users. As with Venusaur, Tangrowth too can try a SubSeed or Sleep Powder abuse set, though its powerful offensive stats again mean Growth is often the better choice.

Its low Speed and Special Defense can often prove a large hindrance to its sweep since many Choice Scarf Scarfers, such as +Spe positive-natured Rotom-W and neutral-natured base 100 Pokemon, will be beating beat it, so it needs more support than other Chlorophyll sweepers to pull off game-ending sweeps. It Tangrowth can use its bulk to its advantage, however, as it can comfortably come in on physical sweepers such as Gyarados, Landorus, and X-Scissor-less Terrakion without X-Scissor and threaten with a Power Whip.[period], as well as use Earthquakes aimed at Fire-typed teammates to set up. Furthermore, resistance to Ground-type moves means Tangrowth can come in a Earthquakes aimed at its Fire-type teammates. It can also deal excellently with opposing weather inducers outside of sun if EVed to outspeed them, as Power Whip will OHKO Tyranitar, Hippowdon, and Politoed, which is very useful to most sun teams.


Sawsbuck

One of the new Chlorophyllers Chlorophyll users on the block also happens to be one of the best. Though defensively frail and with an unfortunate weakness to Mach Punch, Sawsbuck's Normal / Grass typing gives it a powerful STAB with great neutral coverage to abuse. A moveset of Wood Horn, Return / Double-Edge,[comma] and Jump Kick lets Sawsbuck hit everything bar a few frail Ghosts for neutral damage at least, and Swords Dance enables it to serve as a powerful sweeper in a similar vein to Growth abusers.

Its relatively impressive base 95 Speed, which lets it outspeed all common Scarfers,[comma] along with many other threats in sun, also gives Sawsbuck the option to serve its team as a revenge killer; this is especially since its ability to sweep is hindered by the fact that, even with a +2 boost, it cannot OHKO Skarmory and Ferrothorn with Jump Kick. As an alternative last move, Megahorn deals with the Lati twins and Reuniclus, Wild Charge provides it with neutral coverage on the ghosts that normally wall it as well as a super effective option for Skarmory, Nature Power (Earthquake in Wifi battles) covers opposing Fire-types nicely, whilst Aromatherapy lets it serve as an offensive Cleric.


Shiftry

Despite sharing a weakness to Mach Punch with Sawsbuck (as opposed to Venusaur's resistance), Shiftry can also perform very well as a Growth sweeper. Its Dark STAB proves especially useful, since with Sucker Punch it can OHKO the Lati twins that usually plague sun teams, and attains perfect neutral coverage in combination with common coverage options Low Kick and Hidden Power Fire. Although STAB Leaf Storm this loses out on perfect coverage on a set like this, STAB Leaf Storm the move's sheer power makes it a valid option. provides sheer power, making it also a valid option.

Sadly, Shiftry is very frail and hence can find it hard to set up, meaning it is entirely possible to run a four attacks set as opposed to a boosting one. This has the benefit of being able to deal with all opposing weather inducers and several other key threats to sun on a single set: Tyranitar and Heatran are decimated by Low Kick; Hippowdon and Politoed with by Leaf Storm; Latios, Latias, and Chandelure with Sucker Punch; and Abomasnow with Hidden Power Fire. Dark Pulse is also an alternative to Sucker Punch for those not keen on its Sucker Punch's unreliability, but Psychic-types' superior special bulk means it Dark Pulse usually isn't the best choice.


Victreebel

Though possessing very high offensive stats, Victreebel is let down by its poor defenses and uninspired typing, and is therefore often overshadowed by the excellent Venusaur. There are a few things it has over the plant-bearing dinosaur, however: Weather Ball is one, which in sun means it has access to the highest powered Fire-type move of any Chlorophyll abuser. This allows it to use a Hidden Power other than Fire, giving it excellent type coverage when considering its access to STAB Sludge Bomb as well. Additionally, Sucker Punch can be utilized to KO frail fast Psychics and Ghosts.

The issues with Victreebel begin with its own frailty, however.[period]: first First of all, it has issues acquiring a Growth boost. this makes it hard to get a Growth boost. Like Shiftry, this means it can run a four attacks set well,[comma] given its relatively superior coverage options, or make use of Sleep Powder. A greater problem, however, is its base 70 Speed: with a neutral Speed nature, it falls short of outpacing +1 base 100s. To remedy this, it has to give up the power boost from an offense-boosting nature, often resulting in it being just as fast but weaker and frailer than other Chlorophyll users. Chlorophyllers.


Exeggutor

The strange palm tree from the original RBY games has long been a staple of sun teams for its colossal base 125 Special Attack. Sadly, with the buff to Growth this generation, Exeggutor is no longer the premier specially based sun sweeper, as its damage output is easily eclipsed by that of Growth sweepers after a boost. Its weakness to Pursuit,[remove comma] and to Tyranitar in general doesn't don't do it any favors, either.

It does retain a few advantages, however, which makes it a worthwhile choice for some teams. STAB Psychic attacks can prove useful for teams having trouble with the many newly introduced new Fighting-types and Conkeldurr in particular, especially given Exeggutor's decent base 85 Defense and resistance to their STAB attacks. Low Kick provides it with a way to deal with the Tyranitar that so threatens it, whilst Nature Power (Earthquake in Wifi battles) can be used to dispatch Heatran. Access to such high-powered attacks naturally makes it very dangerous for opponent Pokemon to switch in if you have good prediction, but Exeggutor's Pursuit weakness and low Speed makes this a task for none but the most daring. mention of Harvest for more defensive roles? ChestoRest to infinity is nice and it has the same typing as Celebi


Jumpluff

The fastest Chlorophyller Chlorophyll user out there also happens to be the least offensive one. However, this by no means makes Jumpluff useless: it can function excellently as an annoyer with Encore and SubSeed [copy and paste a real dash (longer) from Word or something and eliminate the spaces on either side ;p] similarly similar to Whimsicott, but with a few key advantages. Sleep Powder allows the cottonweed Pokemon to eliminate a threat, and a fast U-turn lets it dodge attacks Whimsicott cannot whilst retaining its scouting ability. A Ground-type immunity will likely also be helpful to a team packing several Fire-types.

The primary issue with Jumpluff is that it doesn't gel well with the largely offensive nature of most sun teams. On a more defensive one it would have a good niche, but these teams are very difficult to construct effectively. Competition from other bulkier Chlorophyllers Chlorophyll users as a SubSeeder doesn't help Jumpluff's case either. Nonetheless, Jumpluff should not be overlooked as an option for your sun team, as it can prove very effective if utilized correctly.


Lilligant

Another new addition to the ranks of the Chlorophyll users Chlorophyllers, Lilligant is a peculiar specimen landing somewhere between a pure supporter like Jumpluff and other,[comma] more offensive sweepers. This is primarily because her access to the excellent Quiver Dance (as well as Growth) is offset by her barren offensive movepool, which consists of literally only a Grass STAB and a Hidden Power of choice. Increasing her viability, however, is the move Sleep Powder, with which she can put an opponent that walls her to sleep, boost up, and eventually beat it, especially after recovery from Giga Drain and boosted Special Defense.

If lackluster coverage puts you off, Lilligant is also excellent as either a supporting Chlorophyll user Chlorophyller or a SubSeeder, performing these duties reliably while simultaneously retaining offensive capability. Sleep Powder is invaluable on Lilligant to cripple one of the many Pokemon that wall her, so be sure to make use of it. Her final ace in the hole over other Chlorophyllers Chlorophyll users is Healing Wish, which gives another powerful sun sweeper such as Volcarona or Charizard a second chance at destruction, fully healing it at the cost of Lilligant's own life.

[CHLOROPHYLLER SPEED TABLE to be included here (see below post for raw table)]

Fire-types

Fire-types benefit both from a boosted STAB in sun, as well as a nullified Water weakness. With this group encompassing several of the most powerful attackers in the game, giving these Pokemon a further offensive boost is naturally something every sun team should look to exploit.


Volcarona

Volcarona is a somewhat strange case of phenomenal success in OU. Its huge weakness to Stealth Rock may seem like the last thing you want on a sun team, but the Atlas moth more than makes up for this with immense offensive potential. First and foremost, it has magnificent stats for a bulky special sweeper; complementing this is its access to one of the best boosting moves in existence, Quiver Dance. While Fire Blast has great power under the sun, Fiery Dance further allows Volcarona further to increase its damage output as it attacks, and,[comma] in conjunction with Bug Buzz, Volcarona enjoys excellent dual STAB. It can supplement this with a Hidden Power, most commonly Rock for part-Flying Dragons and Gyarados, or Ground for Heatran, or take a more defensive approach with Morning Sun or Rest (with Chesto Berry) to gain more setup turns.

Volcarona's biggest obstacle is evidently obviously entry hazards, so it is best run with Rapid Spin support. As alluded to above, it also has to choose between coverage or survivability for its last moveslot. Its poor base 65 Defense and 4x weakness to Rock additionally makes it vulnerable to common Pokemon such as Landorus, Terrakion, and Gyarados, though they risk being burnt by Flame Body. However, Volcarona can easily surpass them with sheer power if it has enough Speed boosts under its belt. Lastly, Heatran can come in with ease on any Volcarona not packing Hidden Power Ground and Roar it out, which may prove disastrous if Stealth Rock is up.


Infernape

While this flaming monkey has received much competition this [lowercase]generation both in terms of its base 108 Speed tier and from the many Fighting-types introduced, Blaziken's ban means that Infernape is once again a unique Pokemon in OU. Its balanced base 104 offenses pair perfectly with high-powered STAB moves such as Flare Blitz, Overheat, Close Combat, and Focus Blast. With a wide range of coverage moves and even access to priority, Infernape has everything it needs to shine as a versatile threat on a sun team. If even a sun-boosted STAB Flare Blitz—which 2HKOes many bulky Waters—doesn't do enough damage for your liking, fret not, for Infernape has access to the boosting moves Nasty Plot and Swords Dance to further augment its damage output. It can run a mixed set to eliminate its wannabe counters, U-turn to scout, and Fake Out and Stealth Rock even allow it to be a viable dedicated lead, if you so wish.

However, Infernape isn't without its flaws. Its defenses are mediocre, and it is easily revenge killed after one Close Combat by priority after one Close Combat. It is also plagued by four moveslot syndrome: it cannot run everything it would like on one set, and is often reliant on its teammates to eliminate the Pokemon it is forced to forgo coverage on.


Heatran

The most-used Pokemon of the late DPP metagame remains much the same in BW: unsurprisingly, it is a very dangerous Pokemon to face. Its sky-high base 130 Special Attack, access to strong STAB Fire-type attacks, excellent Fire / Steel typing, and immunity to Fire-type moves courtesy of its Flash Fire ability complement to make it virtually the perfect choice for a sun team in terms of both offense and defense. Heatran also has access to Earth Power to both hit other Fire-types and provide reasonable neutral coverage, as well as a Hidden Power, Ice and Grass being the more useful ones. On a sun team, where Dragons are without a doubt one of the biggest defensive threats, Dragon Pulse is also a good option. Alternatively, this legendary beast's best attempt to sweep a team relies on using Flame Charge to make up for its sub-par base 77 Speed.

Synergy-wise, Heatran brings a much needed sponge for Dragon- and Fire-type attacks that can otherwise threaten sun teams, whilst its crippling Ground-type weakness can be patched up by its fellow Grass-type teammates or through the use of Air Balloon.


Darmanitan

Darmanitan has something no other Fire-type can boast: a base 140 Attack, which lets it rip holes on any team,[comma] particularly if sun is up. Its ability,[comma] Sheer Force, which boosts any attack with a secondary effect by 30%, is also a great asset. With Flare Blitz, there's no such thing as a safe switch-in; Jellicent, one of the bulkiest Water-types in OU, is cleanly 2HKOed by a Choice Band-, sun-, and STAB-boosted Flare Blitz. Darmanitan also carries Superpower and Rock Slide for coverage against common Pokemon immune to Fire, as well as U-turn to scout for counters. Darmanitan also has a good base 105 HP, buffering it against Flare Blitz's recoil damage.

However, Darmanitan isn't exactly as great as the aforementioned description may suggest. Its base 95 Speed is quite a letdown, making sweeping a team a difficult task for non-Scarfed Darmanitan. Its Fire typing, despite giving it a good offensive STAB, also causes Darmanitan to lose 25% of its health to Stealth Rock. In spite of Despite its good HP, base 55 defenses mean it's not that hard to KO Darmanitan once your opponents manage to switch their Pokemon in safely.


Victini

Victini started this Generation as the cute legendary with good overall stats but nothing spectacular when compared to that made it stand out from either its fellow Fire-type partners or its BST 600 part-Psychic pixie counterparts. However, an event at the 14th Pokemon movie gave Victini exactly what it needed: V-create! This sole move makes Victini a huge threat under sun, as V-create it effectively has a monstrous 405 Base Power and perfect accuracy, thanks to Victini's ability Victory Star. Therefore, virtually only Pokemon entirely immune to Fire-type moves can switch in without being utterly decimated by it. Another move unique to it is Fusion Bolt, which hits Water-types for super effective damage. In your excitement, however, don't overlook the amazing coverage moves Victini gets, as well as its capability to attack specially to surprise its usual counters. U-turn also poses problems for would-be counters by scouting their switch and maintaining offensive pressure. Final Gambit along with Victini's high base HP allows you to essentially turn a match into 5v5, while a Flame Charge boosting set is also viable: opponents frequently expect a Choice item, so a Victini at +1 Speed able to choose between coverage moves can be deadly. V-create's Speed drop usually makes a clean sweep impossible; however, Victini has access to Trick Room to turn this liability into a great boon –[find a real dash and remove spaced on either side :p] as can be seen, its options are nearly limitless.

However, Victini has some flaws that keep it from being too overpowered. The first is its weakness to Stealth Rock and vulnerability to all entry hazards and passive damage, which reduces the number of switches Victini can make. The second is Pursuit, and while Scizor and Metagross can only Pursuit a Victini Choice-locked into a few moves, Tyranitar can switch in on anything except Focus Blast, Brick Break, or U-turn, change the weather, and OHKO with STAB Pursuit. Finally, even though 600 BST is among the top in OU, in a metagame where powerhouses often have offensive stats of over base 120, Victini's power may sometimes just not cut it, especially without V-create.


Arcanine

This almost-legendary from the original RBY games takes a different approach to sun offense, forgoing sheer power for greater utility and versatility. Aside from contributing powerful priority in ExtremeSpeed, Arcanine beats Tyranitar and Heatran with Close Combat, decimates bulky Waters with Wild Charge, and even has Crunch for Chandelure and Latios. It at +1 even cripples even Volcarona and Reuniclus at +1 with a sun-boosted Flare Blitz, and can sponge Fire-type moves aimed at your Chlorophyll sweepers with Flash Fire. Morning Sun enables it to recover health lost to Flare Blitz and Life Orb recoil; alternatively, Choice Band sets forgo recovery but reduce recoil,remove comma and bring excellent immediate power to the table.

While impressive offensively, Arcanine's defensive drawbacks should be obvious. It unfortunately shares a pure Fire-typing with Ninetales and Darmanitan,remove comma and,[comma] like virtually all other sun abusers,[comma] is vulnerable to all entry hazards; additionally, its base 95 Speed means it is not hard to revenge kill. As it fills much the same role as physically based Fire-type sweepers with somewhat less power, it may be hard for this fire dog to find a place on teams.


Charizard

Charizard, one of the iconic RBY starter Pokemon, gained a boost during the generation shift that grants it viability in BW OU. Its Dream World ability, Solar Power, gives it essentially a Choice Specs boost without the move-locking requirement, though at the cost of its health.[period instead] However, this makes its Fire Blast immensely powerful under sun. In addition to a secondary STAB in Air Slash, Charizard can also use Hidden Power Ice and Focus Blast for perfect neutral coverage and super effective hits on Dragon-types.

However, this great power is not without drawbacks, and Charizard users have to be especially careful with a couple of things. Solar Power makes Charizard lose HP every turn, and when coupled with its quadruple Stealth Rock weakness, Charizard will often die quickly. It is therefore of paramount importance to pair Charizard with a spinner to prevent it losing 50% of its health on the switch in. Non-Choice Specs Charizard are also hard countered by Jellicent, Blissey, and Eviolite Chansey; hence, it is hence reliant on its teammates. While base 100 Speed is by no means shabby, Charizard can nonetheless be easily revenged revenge killed, meaning that it will likely be more useful for punching huge holes in the opponent's team than for outright sweeping.


Rotom-H

Despite losing its part-Ghost typing in the generation transition, Rotom-H is another excellent supporting choice for sun teams, with both good bulk and offenses. Its Electric / Fire typing is unique: while Overheat's Special Attack drop holds it back from being a sun sweeper, STAB Electric attacks are excellent for taking out rain abusers and Ninetales's[add"s"] nemesis Politoed; an immunity to Ground courtesy of Levitate and access to Will-O-Wisp let it fare well against sandstorm teams too. Shadow Ball takes out Latios and other threatening Psychic-types, and Trick can be run on a Choice Specs or Scarf set to cripple stall teams.


Chandelure

At first glance, Chandelure's unique Ghost / Fire typing and Flash Fire ability give it an impressive set of immunities and resistances. On the other hand, its stats are somewhat of a letdown: its defenses are mediocre, and its sub-par base 80 Speed makes all-out sweeping unfeasible. What stands out, however, is its incredible base 145 Special Attack, which allows Chandelure it to force switches and punch holes in teams with great ease, making a Substitute set especially attractive. While its movepool isn't huge in terms of both offensive and support options, it does contain choices such as like Energy Ball and Hidden Power Fighting, and even Pain Split. Will-O-Wisp is also present as a support option, but be careful: even a burned opponent's STAB Dark-type attacks will hit it for huge damage. Chandelure too needs to be careful to avoid being outclassed by Heatran, but its excellent typing and STAB Ghost attacks can give it a valuable niche on sun teams.

Other Sun Sweepers

Despite not fitting into either of the above categories, these offensive behemoths function excellently on sun teams as well. Aside from high-powered attacks often adding offensive diversity to your team, most of them provide utility in the form of strong priority, a powerful Pursuit, or even offensive status spreading or Wish passing.


Dragonite

Dragonite spent the last two generations outclassed by first Salamence and next Garchomp, and with the bringing down of existence of Latias and Latios in OU, one may worry for Dragonite. Such concern would be misplaced, however: Dragonite is yet another Pokemon given a new lease of life by its Dream World ability, namely Multiscale. This grants it far easier setup, complementing its naturally impressive special bulk to make it a very viable bulky sweeper. A combination of Dragon STAB, Fire Punch, and Earthquake grant it provide Dragonite with perfect neutral coverage, but it can forgo the latter for ExtremeSpeed to revenge kill speedy faster threats. While it Dragonite doesn't appear to gain much from the sun aside from a marginally boosted Fire Punch, running Dragonite on a sun team is useful in a perhaps less expected way: this removes the removal of possible passive damage from sandstorm or hail, reducing the need for Leftovers and allowing Dragonite to run alternative items such as Lum Berry. In return, Dragonite's great set of resistances and its one immunity covers many common weaknesses of more conventional sun sweepers, especially to Ground- and Fire-type moves.


Salamence

Where would any list of offensive threats of BW be without Salamence? While one of the most threatening sweepers of DPP has somewhat fallen from grace over the generation transition, Salamence still holds its own as an offensive wallbreaker with useful defensive capabilities. Many Dragon-types appreciate the boosted Fire Blast or Fire Fang sun grants them, but Salamence is one of the better choices for a sun team. An immunity to Ground-type moves as well as a resistance to Fighting-type attacks, Intimidate cushioning all physical blows, and the base stats to work either offensively or supportively support-wise lets this notorious Dragon fill a variety of niches. Wish passing is one of the more valuable support options, given many sun sweepers' vulnerability to hazards and recoil damage and general fraility frailty, but familiar offensive Dragon Dance or MixMence sets work just as well.


Rhyperior

Though a very uncommon sight, Rhyperior is interestingly enough a decent choice for the role of a sun team's physical tank. It packs a useful resistance to Fire-type moves and an impressive base 130 Defense backed up by base 115 HP,[remove comma] and,[comma] with Solid Rock and sun support,[comma] can even tank the occasional Water attack. Its possesses a wide range of hard-hitting attacks, typically powerful dual STAB EdgeQuake and Megahorn; additional options such as Substitute, Rock Polish, or Swords Dance; as well as access to Stealth Rock to make for a fairly versatile threat that can be tailored to cater for your team's individual needs.


Snorlax

Snorlax can be a hard-hitting special sponge on a sun team, as its base 160 HP, base 110 SpD, and Thick Fat ability lets it tank special attacks—Fire-type hits in particular—with ease. It has access to powerful physical moves with decent coverage, including Fire Punch to abuse in sun. Pursuit lets it deal with opposing Psychic- and Ghost-types Psychics and Ghosts, particularly the Lati twins, and Earthquake supports its sun-abusing teammates by taking care of Tyranitar and Heatran. A solid Fighting-type resistance is a good idea if running it, however, since it tends to lure in the ubiquitous Fighting-types which that can often pose a hazard to your team.


Mamoswine

Another interesting offensive choice despite not actually taking much advantage of sun is Mamoswine, who which nevertheless excels at removing one of sun's major obstacles: Dragon-types. These commonly seen Pokemon are huge defensive threats,[comma] for they resist the two main attacking types of a sun team—Fire and Grass—and are of course great attackers with towering offensive stats and excellent STAB.[period]: Mamoswine can abuse Ice Shard to take care of these threats. It further provides more varied coverage in powerful Ice, Rock, and Ground type add hyphens moves, as well as a Thunder Wave absorber for your team; lastly, it gets Stealth Rock (though this and many other moves are incompatible with its Dream World ability), enabling it to provide entry hazard support if required.

Support Pokemon

Much like a hail team often falls short if running a mono-Ice build, sun also needs non-abuser support and reasonable defensive synergy to reach its full potential. While these Pokemon undeniably pale in comparison offensively to the hard-hitting nukes listed above, do not make the mistake of overlooking them: their solid defensive bulk bulk buffers a team of otherwise frail sweepers, and it is their immense supporting capacity that truly enables your sweepers to shine.

Firstly, though many Chlorophyll sweepers are fast, poor defenses and defensive typing may make it hard for them to grab a Growth or Swords Dance boost; this is where dual screens or status support can prove helpful. Furthermore, sun Sun sweepers furthermore largely share typings and consequently elemental weaknesses, the most common being to Fire, Ice, Ground, and Rock. Hence, key pivoting resistances are important to provide safe switches for your sweepers, as well as insure your team against common metagame threats and other weather conditions.

Entry hazard control is another vital part of a weather war. While Stealth Rock is the hazard that is both easiest to place and with the best distribution, Spikes and Toxic Spikes may be more useful to a sun team considering the typings of the opposing weather inducers. However, equally important is a clear field for your own team: Rapid Spinners Spin users and Pokemon with Magic Bouncers are useful in this regard.

Despite Fire-types' immunity to burn and Poison-types' to Toxic, as well as Venusaur's and Victreebel's ability to remove Toxic Spikes, cleric support may be handy to cure a speedy sweeper of crippling paralysis. Perhaps much more useful, however, is Wish support. Few sun sweepers have room for recovery moves, with many even running recoil-inducing ones; further aggravating this problem is Fire's Fire-types' weakness—Ninetales in particular—to Stealth Rock. Healing Wish ramps this form of support up a notch, restoring a Pokemon to full health at the cost of fainting the user. Unlike Wish, this also heals before entry hazard damage, allowing a battered Ninetales, Volcarona, or Charizard a second shot at changing the outcome of the match.

A final option for team support is a secondary Sunny Day user, removing pressure on Ninetales to enter the field as often as it would otherwise need to in a weather war. This is especially important,[comma] as, of the three main weathers, sun is typically the most dependent on having the weather advantage to succeed: as indicated by their tiering, many Chlorophyll- and Fire-type sweepers are otherwise fairly mediocre Pokemon. While many viable Pokemon learn Sunny Day, deserving of a special mention are bulkier Pokemon that can easily switch in to and pack super effective STABs against Politoed, Tyranitar, and Hippowdon, such as Rotom-W, Hitmontop, Roserade, and Breloom. There are even a number of Prankster Sunny Day users, but unlike rain and Tornadus, none of them abuse sun particularly well. Nonetheless, such support should be considered if your team is extremely sun-dependent or would like an easier time in weather wars.

Indeed, there are a multitude of roles to fill, and many possible supporters overlap within these: the relative merits and shortcomings of the more viable ones are discussed below.


Arcanine

Though your first instinct may be to think of Arcanine as more of a Sun abuser, it also has its uses as a supporting player for sun-based teams. It has a choice of two fantastic abilities: Flash Fire grants it the capacity to freely absorb Fire-type attacks, while Intimidate synergizes well with its usable 90 / 80 / 80 defenses and access to Will-O-Wisp. Though it Arcanine needs to be careful not to be outclassed by Heatran in this role,[comma] given the latter's multitude of useful resists, Morning Sun contributes greatly to Arcanine's survivability in sun.


Chansey / Blissey

The pink blobs return blob returns, changed in name but not in function: with the advent of Eviolite, which boosts both defenses of NFE Pokemon by 50%, Chansey overtakes Blissey in terms of sheer defensiveness. While workable Special Attack and more importantly the ability to utilize Leftovers give Blissey an advantage in certain conditions, Chansey is generally the superior choice,[comma] as sun removes the residual damage of sandstorm and hail, reducing the need for Leftovers recovery. Nonetheless, whichever your choice you choose, both pink eggs support your team in similar ways. Their capacity to sponge special attacks effortlessly make them good insurance against common specially based threats on rain teams, and their gargantuan 350+ HP Wishes give a new lease of life to many of their teammates; cleric support and status spreading in Thunder Wave and Toxic are standard options as well. Finally, Healing Wish can be utilized to fully heal a sweeper, potentially setting up a game-winning sweep from a previously hopeless position.


Latias

The final Dragon-type notably viable as a supporter on sun teams, the only Fire-type move Latias can abuse in sun is Hidden Power Fire. not too sure what you're saying here...." Although the only move Latias can abuse in sun is Hidden Power Fire, her real contribution...etc. Do not be put off, however: Latias' real contribution is to your team's defensive synergy. She provides a valuable Fighting-type resistance without contributing a crippling 4x Ice weakness, and her excellent base 130 Special Defense and resistances to Water-[hyphen and Electric-type moves makes her a great switch-in to Politoed and many other rain sweepers. While she is typically seen as a standalone Calm Mind sweeper, don't overlook her great support movepool: Wish is naturally hugely useful for sun, as is the ability to set up dual screens to protect frail sweepers. One last notable point is that Latias is the fastest user of Healing Wish outside of sun.


Jirachi

Though Jirachi brings with it weaknesses to Ground- and Fire-type moves Ground and Fire, it can perform excellently as a supporter with a decent offensive presence. It provides invaluable support in the form of Stealth Rock along with and high 202 HP Wishes, and it also has access to Healing Wish to rejuvenate a sweeper. Thunder Wave can assist in crippling Choice Scarf users Scarfers on the opposing team, and U-turn is a nice way to allow Ninetales a safe switch-in. Jirachi's signature Doom Desire can also dissuade Tyranitar from coming in and thereby safeguarding Ninetales, and it is also one of the few Pokemon ?? Lastly, yYet another of Jirachi's major niches is its ability to decimate rain teams with a specially defensive set of Calm Mind and Thunderbolt, which makes the Wish Pokemon a fantastic addition if your team has issues with these threats.


Vaporeon

Perhaps the best Wish passer available to sun teams is Vaporeon. Given that most of sun's sweepers lack space for a recovery move, have recoil-inducing moves such as Flare Blitz and Double-Edge, and are weak to all forms of entry hazards, recovery in the form of gigantic 231 HP Wishes can prove invaluable, near-fully revitalizing many Pokemon on a sun team. While Vaporeon's ability and STAB are unfortunately somewhat worthless to sun teams, her ability to Baton Pass both Wishes and 101 HP Subtitutes, particularly to Grass-types that resist her weaknesses, are greatly appreciated. To prevent opponents from using her as setup bait, she can use Roar, Ice Beam to deal with Dragon-types, or a Hidden Power for coverage. her from being used as setup bait, Roar is an option, Ice Beam can help deal with Dragons, and a Hidden Power for coverage. Though awfully weak under sun, Scald can still be utilized for its burn chance, but since sun teams often have Will-O-Wisp users, this may be somewhat obsolete.


Slowbro

Though no longer useful as the only true Blaziken counter, Slowbro also still has great utility as a physical wall. Its Water / Psychic typing provides it with many useful resistances, including ones to Water, Fire, Ice, and Fighting, letting it take a variety of attacks with ease and proceed to hit back hard with moves. Among these move are such as good dual STAB options and a boosted Flamethrower.[period], its Its survivability increased by Slack Off as well as Regenerator, and it can additionally support its teammates by inflicting many forms of status through Scald, Thunder Wave, Toxic, and Yawn: pick those that best suit your team.


Bronzong

Though Steels Steel-types in general tend not to be great choices for sun teams, Bronzong is one of the few who that can fill a number of valuable niches, thus making it very viable. Its typing is a great asset, contributing to the team a valuable Ground immunity as well as a plethora of resistances to common weaknesses of Grass- and Fire-types; furthermore, its sole Fire-type weakness can be exploited with smart use of a Flash Fire teammate. In addition to excellent bulk, it has access to useful support moves in Stealth Rock and dual screens, both of which give huge benefits to sun sweepers, as well as Toxic and Hypnosis, though you will likely find Sleep Powder on a Chlorophyll Pokemon more reliable. Bronzong is no offensive slouch either: STAB Gyro Ball deals with Tyranitar, one of the greatest threats to sun; in fact, its Bronzong's aforementioned immunity to Ground-type moves and resistance to Rock-type ones, in combination combined with access to Gyro Ball and Earthquake, dispatches with most common sandstorm threats such as Tyranitar, Terrakion, and Landorus. Finally, Hidden Power Ice can let lets Bronzong to maim the Dragon-types that plague sun teams, as well as Gliscor.


Cresselia

Cresselia is another excellent wall able to tank powerful hits and recover them off with a sun-boosted Moonlight. Differentiating What differentiates her from Slowbro is her Ground immunity as well as her ability to very reliably set up dual screens and even Lunar Dance to provide numerous setup opportunities for your powerful sun sweepers. Like most Psychic-types Psychics, however, Cresselia is inherently rather Tyranitar weak, and she lacks the ability to beat or even cripple it unless running a Calm Mind + Hidden Power Fighting set, making using her a slight challenge since sun already finds the sand titan problematic. However, Cresselia's humungous bulk,[comma] as well as tendency to lure in Tyranitar,[comma] in fact make makes the move Sunny Day a solid choice on her, which can take some pressure off Ninetales.

Rapid Spinners

Despite the release of Magic Bounce alleviating the need for a dedicated Rapid Spinner even for hazard-weak teams like sun, a Spinner is nonetheless still the more reliable option, reducing dependence on prediction by giving your team the capability of clearing your side of the field again and again over the course of the battle. The most viable options for this are discussed below:.[period]


Forretress

The only Pokemon to receive access to all three entry hazards and Rapid Spin makes for a valuable supporter for all types of team, including sun. Its exacerbated Fire-type weakness barely matters when most Fire attacks OHKO it regardless of the sun boost, and a buffed Sturdy gives it a chance to survive them for one turn more if nothing else. Its great base 140 Defence along with a resistance to Dragon-type attacks give it a good niche as a defensive supporter, and though it largely lacks offensive capacity, Earthquake and STAB Gyro Ball off a measly base 40 Speed do serve to deter some Pokemon from setting up on it. Additionally, Volt Switch gives it the capability to escape from Magnezone as well as get switch Ninetales or a sweeper in for free if need be, making it a very valuable supporting option.


Donphan

Another physical wall with the ability Sturdy, Donphan has access to both Stealth Rock and Rapid Spin, and enjoys a reduced Water weakness in sun. It has decent offensive prowess with STAB Earthquake and Ice Shard too, and it is also able to deal with Ghosts with Assurance or Stone Edge as well. In addition, it Donphan can resort to to Odor Sleuth for when it is vital to get rid of entry hazards. While more defensive teams may find Donphan's susceptibility to Spikes and,[comma] more importantly,[comma] Toxic Spikes worrying, this is less of a concern on offensively based sun teams. All in all, solid base 120 Defense backed by base 90 HP as well as a handy resistance to Rock make it a good and versatile pick that fills many roles in a team well.


Claydol

At first glance, Claydol seems somewhat similar to Donphan, with access to Stealth Rock and Rapid Spin, as well as a handy Rock-type resistance due to its Ground typing. However, it boasts Levitate too, which means it hardly takes any damage from the entry hazards it is meant to remove. This Ground immunity not only gives it many free switches from its Fire-type teammates, but also grants it the honor of being one of the few Pokemon to resist both parts of the EdgeQuake attacking combination. Furthermore, its Psychic typing further grants it a resistance to Fighting, making it a first-rate physical sponge. However, this Psychic typing and low Attack cripple it in the face of spinblockers, meaning it often has to rely on a teammate to eliminate them. Nonetheless, its access to dual screens, Stealth Rock, and Rapid Spin may prove valuable to your team.


Hitmontop

Another angle to take when looking to guarantee a Spin spin is Hitmontop, who which, with access to Foresight,[comma] can pull off a sure spin,[comma] even against Ghost-types Ghosts. It has two excellent abilities: access to powerful priority in Technician Fake Out and STAB Mach Punch can be abused alongside spinning capabilities to rack up free damage; alternatively, Intimidate can be used to cushion physical blows upon switching in and thereby boost survivability, whilst retaining a powerful STAB Close Combat to abuse alongside Foresight. If not looking for Rapid Spin support, however, one ought to consider Conkeldurr before Hitmontop due to the former's vastly greater bulk and offensive capability.


Starmie

One of the best offensive spinners in the OU tier also performs excellently on sun teams: excellent BoltBeam coverage along with Psychic STAB means its Water STAB will scarcely be missed. Starmie can either take on a Choice Scarf to revenge kill Dragons Dragon-types and other large threats to sun, or utilize a bulkier build with Recover to provide reliable spinning throughout the entire match. Either way, Starmie can eliminate on its own the typically physically bulky Spinblockers (Jellicent, the exception, is dealt with by Thunderbolt) in order to spin, something few other Rapid Spinners can easily do given either their weak offenses or susceptibility to burn: in fact, the latter, along with the effect of Toxic Spikes, is handily dealt with by Starmie's ability Natural Cure.


Cloyster

Though an unusual choice for a sun team, Cloyster brings several benefits to a sun team. A 4x resistance to Ice and a huge base 180 Defence greatly assist it in reliably getting a spin off, and doing so is easy since few Ghosts can endure Cloyster's onslaught. Though it may not last a whole battle, Cloyster can be counted on to spin a couple of times, one can count on Cloyster to spin a couple of times, which is sufficient for offensive teams looking to get quick victories. In spite Despite of its lack of resistance, Cloyster can take even most Outrages from the Dragon-types that wall typical sun abusers, and retaliate by breaking Dragonite's Multiscale with the multi-hit Icicle Spear. Moreover, it brings amazing offensive presence to the team: Shell Smash instantly turns it into a fantastic sweeper that even has the option of a powerful pseudo-STAB Hidden Power Fire under the sun.

Other Niche Support

Thanks to their unique capabilities, these Pokemon can provide irreplaceable forms of support, letting them fill a specialized but nonetheless vital niche and making them key to the success of certain sun teams.


Wobbuffet

Wobbuffet is far from a typical Psychic-type: it possesses the unique ability to trap and kill problematic Pokemon, in particular other weather inducers, or at least force them into yielding setup opportunities to your frail sweepers; this is incredibly useful because, more so than other weather, sun teams are dependent on their weather being dominant. Wobbuffet can also serve as insurance against Choice- or non-mixed sweepers, but beware of power creep: more things, including Adamant Choice Band Tyranitar's Crunch, and possibly Modest Choice Specs Politoed's rain-boosted Hydro Pump, can potentially OHKO Wobbuffet without letting it get off a Counter or Mirror Coat.


Dugtrio

Dugtrio can eliminate certain severe threats to sun with near surety: much like Wobbuffet, it is uncounterable in the normal sense of the word, as its ability, Arena Trap, prevents the opponent from switching. Its STAB Ground moves allow it to easily deal with opposing Fire-types (Heatran in particular), Terrakion, and Tyranitar, while the Lati twins are easily dispatched with Sucker Punch. It is often Choice Banded to boost its unimpressive base 80 Attack; however, this runs the risk of turning into setup fodder after getting a kill, which can be problematic if you do not have solid ways to deal with other threats on the opponent's team. Dugtrio can also utilize a Focus Sash + Reversal strategy, perhaps even providing Stealth Rock support as well, but this is utterly dependent on Stealth Rock being kept off your own side of the field.


Espeon

A team packing several Fire-types will likely be quite Stealth Rock weak: this is where Espeon comes in. With its new ability, Magic Bounce, Espeon can come in on hazard setters such as Deoxys-S and Forretress, or even predicted status or phazing moves (or even Taunt) and reflect them right back at the opponent. However, the main drawback to using Espeon in place of a traditional Rapid Spinner is that if your prediction fails, Stealth Rock is up with no way to remove it. Making matters worse is the fact that Espeon is no defensive bulwark: base 65 HP and base 60 Defense as well as a Pursuit weakness make it huge Tyranitar bait. Nonetheless, Espeon's niche is one virtually no other Pokemon can fill. Immunity to status, phazing, and Taunt enables it to be a reliable dual screen team supporter, or even Baton Pass Calm Minds. Lastly, it should also be noted that access to Morning Sun somewhat enhances Espeon's survivability in sun, making her a viable supporter especially on sun teams.


Xatu

Despite seeming very similar to Espeon, the second Magic Bounce user introduced this generation has a few boons over the poster child of the ability. First of all is its 4x resistance to Fighting and immunity to Ground, especially helpful for sun teams; second is its greater support movepool, which includes FeatherDance and Toxic, as well as U-turn, which allows for a safe switch to Ninetales or a frail sweeper. Like Espeon, Xatu can set up dual screens and Wish pass, though its small base 65 HP along with the new Wish mechanics makes that largely inadvisable. Using Xatu in an offensive capacity makes it outclassed by Espeon, however, so be sure to steer clear of that and utilize it solely for its supporting capabilities. Finally, Xatu is also just as, if not even more Tyranitar weak than Espeon, so be sure to carry a very solid counter when using it.

Threats to Sun Teams

Knowing your way around the Pokemon on your own sun team is of course only half the battle: you also need to be aware of the various threats that pose considerable issues for sun teams in general,[remove comma] and have a plan to remove them from your path. Opposing weathers, Pokemon which commonly wall or outspeed your team, as well as more unusual team strategies—Trick Room in particular—can all pose large obstacles. The following section sums up the reasons why certain Pokemon or groups thereof are threats to sun, and gives suggestions as to how to cope with them.

Sandstorm Teams

The most commonly used weather in OU, hands down, is sandstorm. As its direct impacts are far less than sun's or rain's, its inducers fit very well into a number of teams simply looking for a way to counter opposing weather teams. Somewhat more of an issue are dedicated sandstorm teams, however, as these will be just as protective as you are of their weather, and they typically have a range of deadly abusers to utilize to this end. Overall, a solid strategy against opposing sand teams is a must for any successful sun team.


Tyranitar

The pseudo-legendary sand behemoth is very possibly the largest threat to almost every sun team: it summons sand upon entering the field, removing the advantages Chlorophyll and Fire-type sweepers alike rely upon. To make matters worse, it possesses excellent bulk: base 100 HP, base 110 Defense, and effectively base 150 Special Defense in sand. Furthermore, it It furthermore resists Ninetales' STAB Fire moves, introduces residual damage from sandstorm, and is an excellent user of Stealth Rock,[comma] thereby wearing your team down. Offensively, it wields one of the strongest Pursuits in the game, and an arsenal of usable offensive moves both physical and special. With moves such as Stone Edge, Crunch, Superpower, Fire Blast, Ice Beam, Aqua Tail, and even Focus Punch all being viable possibilities, its immense unpredictability only worsens matters.

Fortunately, there are a variety of ways by which Tyranitar can be removed as a threat: frankly, all competitive sun teams should pack at least one of these. Naturally, exploiting its quadruple Fighting weakness is a major one. While its special bulk in sandstorm is so immense that Hidden Power Fighting from the likes of defensive Ninetales is but a 2HKO, a physically based Fighting type is often a good switch-in that scares Tyranitar out. Other powerful super effective moves can do similarly, such as Mamoswine's Earthquake or Tangrowth's Power Whip. Focus Sash + Reversal Dugtrio perhaps does this best of all, but as previously mentioned requires the absence of entry hazards. Wobbuffet is OHKOed by Adamant Choice Band Tyranitar's Crunch, and even with perfect prediction is largely helpless against Tyranitar packing special attacks (Mirror Coat is Psychic-typed), but on the whole can be effective against most Tyranitar variants.

Ninetales can mitigate its weakness to Tyranitar with the use of Will-O-Wisp or Substitute + Disable, or simply keep double switching to protect itself. Wearing Tyranitar down with burn or Toxic damage along with entry hazards is a reasonable strategy to eliminate it given its lack of recovery, since a decent opponent can often predict a Fighting move aimed at Tyranitar. Utilizing a ChestoRest or Wish passing strategy to keep Ninetales alive until Tyranitar is removed may be of use as well. One must always keep in mind its unpredictability, however: as such, being able to determine its set ASAP is often of great use to sun, so that you can respond appropriately.


Hippowdon

While seeing Hippowdon in Team Preview as the opposing weather inducer often causes a sigh of relief that the stress caused by the unpredictable Tyranitar will not be present, this unassuming sand hippopotamus should in no way be underestimated as a threat. Its Sand Stream ability means its elimination should be as much of a priority as Tyranitar's would be, and while it is unlikely to tear apart your team like a Tyranitar might, actually killing it can prove an immensely difficult task due to its huge physical bulk: unless you have a Giga Drain user, Hippowdon will likely be stalling out cumulating LO recoil and sandstorm damage while phazing boosting sweepers, or hitting you surprisingly hard off base 112 Attack, wearing you down before you can remove it.

Super effective Grass moves will often be your weapon of choice against Hippowdon,[comma] as its other weaknesses (namely Water and Ice) are much less frequently carried by STAB users in sun. Tangrowth with Giga Drain is the best option for this role: its huge Defense allows it to tank Ice Fang with ease while regaining health. Toxicing Hippowdon is also a good way to deal with it, but do note that stall teams often carry a cleric. Neutral hard-hitting special attacks like such as Draco Meteor or sun-boosted Overheat or Fire Blast are also good options against it.


Landorus

Following the banning of Excadrill, Landorus is now the sand sweeper to watch out for. High base 101 Speed along with excellent offenses—especially in sand—mean it can easily tear through Ninetales and frail sweepers, especially if packing Hidden Power Ice. Though the Swords Dance variant is incredibly tough to wall outside of Bronzong, Rock Polish sets are what sun really fears, as the former can at least be revenged. A +2 Speed Landorus,[comma] however,[comma] outruns all Chlorophyllers, so if you cannot wall it then you're in for a world of hurt. It can also viably run Substitute, Choice Scarf, or Choice Band, making it hard to react to.

The issue with Landorus is that both its common boosting sets require very different counters and responses. Having something which can wall even a +2 Landorus is ideal, but as mentioned there's barely anything that can stop a variant with Hidden Power Ice. Starmie can revenge SD Landorus, and strong Chlorophyllers can do similarly with minimal residual damage if sun is up. Strong effective priority such as Ice Shard, ExtremeSpeed, or Choice Band Scizor's Bullet Punch is an even better way to ensure a revenge kill on Landorus no matter how boosted its Speed is. Cresselia, Slowbro, and Latias are all excellent choices to wall Landorus and kill it with a strong STAB or Ice Beam, but none match Bronzong's ability to wall all bar gimmicky Smack Down variants.

Rain Teams

The next most common weather in OU, rain is truly sun's antithesis, not only canceling out but actually reversing many of the buffs your team is built around abusing. Do not get cocky about the gimp to rain offense from the Drizzle + Swift Swim ban: a rain team is just as much of a challenge to face as you will be fighting to keep your weather up more than in any other matchup.

Despite losing the advantage of boosted Speed, rain offense is a truly threatening playstyle: most rain sweepers have both Water-type moves for your Fire-type sweepers as well as Ice- or even Flying-type ones for your Chlorophyll Pokemon. Rain stall is a playstyle climbing in popularity too: rain stops your Growth sweepers from boosting efficiently, and it drastically reduces changes here the damage output of your Fire sweepers; meanwhile, the bulky defensive tanks regain health while Toxic stalling you into oblivion.


Politoed

The second weather severely threatening sun is rain, and in OU Politoed is its herald. Unchecked, a Politoed's rain will neuter your Fire-type attacks, remove your Chlorophyll sweepers' Speed boost, and let the opponent pummel you with boosted Water-type attacks. In fact, Politoed itself is a potent offensive threat, able to decimate even Water-resistant Pokemon with Choice Specs, outspeed common counters with a Choice Scarf, or run a bulky build for greater survivability, and harass with Scald's burn chance, Toxic, Perish Song, and even Encore.

One of the best ways to beat Politoed without overspecializing your team is simply to wear it down with residual damage while keeping Ninetales at high health. Laying hazards from a lead that isn't Water-weak, and inducing bad Poison on it, either from Toxic Spikes or using Ninetales to catch it with Toxic on the switch, gives you a significant advantage in the weather war to emerge the last weather inducer standing.

Specific counters to Politoed include Chlorophyll Pokemon who that can outspeed and OHKO even bulky Politoed: Tangrowth and Sawsbuck both do this, but must be careful not to switch into an Ice Beam. Slowbro threatens Politoed with Toxic or Hidden Power Electric, and while it laughs at any offense Politoed can muster due to Regenerator and Slack Off, must itself watch out for Toxic. Vaporeon can do little to hurt Politoed, but as this is true vice versa as well (again barring Toxic), it can take the opportunity to switch in and Wish pass to Ninetales. Finally, Wobbuffet has an easy time taking out Scarf variants of Politoed and can set up on a defensive one with especially if it has Safeguard, but Wobbuffet can be OHKOed by Modest Choice Specs Hydro Pump in rain.


Tornadus

One of the signature threats of rain teams, Tornadus poses a potent threat to sun. STAB Hurricane decimates many Pokemon on offensively based sun teams, and to make matters worse, few things can outpace its base 111 Speed outside of sun. Furthermore, a Tornadus on its last legs can throw out a priority Tailwind, often meaning much of the enemy team will be outspeeding you for 3 turns, sun or not.

As previously mentioned, very few things can safely switch into Tornadus's[add s] Hurricane. Heatran can wall this and Hammer Arm, but cannot OHKO with HP Ice; specially defensive Rhyperior can wall Hurrican and Hammer Arm as well, but it too but dies to Grass Knot. Sun's best counter to Tornadus is in fact Rotom-H, which resists Hurricane and can OHKO Tornadus with Thunderbolt, but either a Choice Scarf or some HP investment is needed. Revenging it Tornadus becomes somewhat necessary in many situations; thankfully, if sun is down and you cannot rely on Chlorophyll Pokemon, there are a few other options. Arcanine and Dragonite do well with ExtremeSpeed if it's Tornadus has been previously damaged such as by Stealth Rock, since they can also prevent a last-ditch Tailwind from being set up. Mamoswine hits harder with Ice Shard, and Starmie naturally outspeeds and OHKOes with Thunderbolt or Ice Beam, but both leave your team open to a counter-sweep since they cannot prevent Tailwind.


Dragonite

Though its Hurricane lacks the sheer power of Tornadus's[add s], Dragonite has access to the immensely powerful Draco Meteor as well as Surf and Thunder for coverage, making it a potent threat in rain. Its Dream World ability, Multiscale, turns it into a true defensive behemoth as long as its health remains full, making it a big obstacle for sun teams. However, its low Speed and reliance on Multiscale are fairly easy to exploit, especially for a fast-paced team that leaves it no chance to recover: keeping SR up and packing powerful neutral moves are an excellent way to check Dragonite.


Toxicroak

Toxicroak, while somewhat of a niche Pokemon, is nonetheless a large threat when used on dedicated rain teams. If it manages to get a Substitute up even when Ninetales enters and sun begins to drain its health, the combination of Drain Punch and Sucker Punch, possibly after a few Bulk Up boosts, will often claim at least one victim from your team unless your prediction is spot-on. A Fighting-type resist capable of setting up on Toxicroak can quite easily force it out in sun, however, and a burn will cripple it, so wearing it down should be doable for most sun teams if you play carefully.

Trick Room Teams



Though a very rare team archetype, so much so that it usually isn't worth analyzing individual Trick Room threats, Trick Room's speed reversal poses a huge threat to any team based upon outspeeding the opponent with relatively frail sweepers, as sun often does. Countering it directly is often incredibly difficult, meaning that in some cases the best you can do is attempt to predict what move they'll throw at you and switch to a resist in order to stall out the five turns of Trick Room's effect. This can be reasonable to deal with for one duration of Trick Room—such as against a lone Reuniclus or Bronzong—but a dedicated Trick Room team will be considerably harder to cope with. There are however a few options worth considering, which can assist sun in dealing with Trick Room Pokemon and teams as a whole.

Victini is perhaps the most obvious: repeated V-creates will drop Victini's Speed, letting you beat the Trick Room player at their own game for a few turns; Slowbro and Slowking can thwart this, however. Other slow but hard-hitting Pokemon such as Rhyperior, Bronzong, Slowbro, or Snorlax may be able to outspeed some Trick Room abusers, but note that they are likely to be running negative-Speed natures as well as 0 IVs. Taunt users are of course a great option preventing Trick Room setup; Infernape and Heatran are good choices here. Priority too can eliminate some Trick Room sweepers. Generally speaking, a more balanced sun team with walls and pivots will be better positioned to deal with Trick Room than one which purely utilizes fast offensive Pokemon, which is something to bear in mind when crafting your own team.

Opposing Fire-types

Enemy Fire-types are typically an issue for sun for two reasons: the first is a great set of resistances, particularly to Fire- and Grass-type moves, enabling them to force out a variety of sun sweepers with ease, and the second is their great offensive potential against the typical components of a sun team, boosted further by your own weather. The good news is that not all Fire-types fit both these criteria, but the bad is that three of them are some of the most used Fire-types in OU – remove these dash spaces and for excellent reason.


Heatran

Heatran is one of the few Pokemon who that can wall much of a sun team with huge ease, making it a large defensive threat. Ninetales and Venusaur are the two Pokemon most commonly left helpless before him, so great care needs to be taken to have a means of removing him. Worsening this is the fact that Heatran can quite easily turn the tables on you with a Substitute set or with good prediction, and use its boosted Fire-type moves to rip apart your team, making having something to deal with it a necessity.

Its propensity to run Air Balloon makes countering it somewhat problematic, since Ground-type moves cannot be relied upon to eliminate it without a sacrifice, unless used by a wall able to tank two hits such as Snorlax. Fighting-type moves is are a common way of dealing with it, since its other weakness, Water, is diminished in sun. Several excellent sweepers can pack a super effective coverage move to scare it away, such as Flash Fire Arcanine (Close Combat), your own Heatran (Earth Power), Sawsbuck (Jump Kick or Nature Power), Dragonite (Earthquake), or Rhyperior (Earthquake) can all switch into some of its common moves and / or revenge kill it. Utilizing a Substitute + Hidden Power Fighting Ninetales also allows your faithful weather inducer to take down offensive Heatran one-on-one. Once again, a strong Mach Punch is a useful tool as insurance against him.


Chandelure

Just as with Heatran, Chandelure too can wall several prominent members of sun teams, necessitating a plan for its removal. Despite its seemingly low Defense, Chlorophyllers Chlorophyll users lacking a Ground- or Dark-type move, as well as many Fire-types, are all utterly walled by the haunted chandelier, and like Heatran it too can abuse Substitute to tear holes into your counters, or simply nail the switch-in you choose with a Choice Specs-boosted attack off its huge Special Attack stat.

Chandelure's counters are somewhat similar to Heatran's, since they both tend to use similar moves. Arcanine with Crunch does excellently, as does Heatran with Earth power Power. Most Dragon-types resist its moves to switch in, but they will nonetheless dislike a sun- and Specs-boosted Fire Blast. Snorlax does an excellent job of walling it Chandelure and can even Pursuit it as it leaves, making it an excellent counter. In general, most Fire types that who outspeed Scarf Chandelure, as well as Chlorophyllers Chlorophyll users that can hit it super effectively, will be able to safely revenge kill it.


Volcarona

One of sun's most prominent sweepers can ironically also prove a deadly threat to it. The ease with which Volcarona can set up on Ninetales can be problematic for sun, given the need to bring your weather inducer in often. The slight variations of Volcarona's sets also pose an issue in terms of being able to safely counter it, and,[comma] if you assume wrongly,[comma] then you risk letting it attain so many boosts that get to such a boost level that it simply cannot be stopped by anything sun commonly uses.

Ninetales herself has a few tricks up her sleeve to give setting-up Volcarona a hard time. Toxic cripples the sweeping potential of all but ChestoRest variants, and the combination of Overheat + Power Swap gives Ninetales an excellent chance of even being able to beat Volcarona one-on-one by stealing its Special Attack boosts and simultaneously giving it -2 or even -4 in that same stat. Other more reliable counters are available though, including many Fire-types that are able to launch a powerful Flare Blitz to OHKO the moth; however, fast variants with Hidden Power Rock or Ground can easily fend off these attempts. Rhyperior can threaten Volcarona before it gains too many boosts, and Snorlax can wall it similarly,[remove coma] but needs Stone Edge to really threaten it. Sawsbuck can revenge kill non-Speed-boosting-natured Volcarona after even two Quiver Dances, but is weak to both of Volcarona's STABs and hence requires perfect prediction to switch in. Finally, Heatran can Roar out any Volcarona without Hidden Power Ground,[remove comma] and set up Stealth Rock remove dash spaces – which is the best precaution to take against it.

Dragon-types

The omnipresent Dragon-types in OU all pose both offensive and defensive threats to sun teams in a similar manner to the above Fire-types. Though they can rarely sweep a sun team outright due to a lack of speed matching your that of your Cholorophyll users' Chlorophyllers', a Steel-type can prove invaluable to help sponge their powerful attacks throughout the game, much as they do for a normal team. A bigger issue typically comes with a few of the bulkier Dragons, who which can pose a rare but large defensive threat to sun teams not equipped to deal with them.


Latias

Though a somewhat less common sight in the BW metagame, with her brother's power often being favored over her bulk, Latias is nonetheless a major defensive threat to sun.[period], She resists Grass- and Fire-type moves and is only weak to types rarely carried by sun sweepers. resisting Grass and Fire while being weak to types only rarely carried by sun sweepers. Huge base 130 Special Defense and a potent Calm Mind / Roar set mean that she can quite easily find the opportunity to grab a boost or two on resisted hits,[remove comma] and rapidly wear down your team.

A strong super effective physical hit, preying on Latias' weaker base 90 Defense, is the easiest way to eliminate of eliminating her. Megahorn from Sawsbuck or Rhyperior does well, as does Sucker Punch from Shiftry or Houndoom. Your own Dragon-type will be able to threaten her similarly, but risks recieving a Dragon Pulse, especially a boosted one. More defensively, Bronzong, Heatran, and Snorlax can all take her hits reasonably well and pose a threat in return. Toxic can work against non-Substitute-carrying variants, but Refresh variants will simply laugh it off.


Hydreigon is another Pokemon that simultaneously poses both a defensive and offensive threat to sun teams. Its unique typing grants it useful resistances to Grass- and Fire-type moves Grass and Fire, and its ability an immunity to Ground, which it can make use of well with its good defenses. Offensively, it can maintain pressure on your team with U-turn, racking up damage while thwarting your attempts to remove it. More dangerously, however, are its excellent dual STAB in Dark Pulse and Dragon Pulse, and a combination of Draco Meteor, Fire Blast, and Focus Blast can usually OHKO or 2HKO most members of a sun team. it has excellent dual STABs in Dark Pulse and Dragon Pulse, and a combination of Draco Meteor, Fire Blast, and Focus Blast can usually OHKO or 2HKO most members of a sun team. Its notorious base 98 Speed becomes less of an issue against sun teams given that there are few common sun sweepers around the base 100 tier anyways (Ninetales barely 2HKOes with Specs HP Fighting); furthermore, with such a wide movepool backed by an excellent base 125 Special Attack stat, it can make use of Life Orb, Expert Belt, Choice Scarf,[comma] and even Choice Specs equally well.

Common special walls such as Blissey and Chansey fare well against Hydreigon, while more offensively, it can be revenge killed by Chlorophyll sweepers after some prior damage: unboosted Jump Kick from Sawsbuck and Low Kick from Shiftry, as well as most HP Hidden Power Ice fall just short of an OHKO. Volcarona can either live an unboosted Draco Meteor or sun-boosted Fire Blast with its fantastic Special Defense, or outspeed non-Scarfed variants to OHKO with Bug Buzz. Infernape will have a hard time coming in safely especially under the sun, but can decimate Hydreigon with STAB Close Combat or even Mach Punch / Vacuum Wave.


Salamence

Whilst offensive variants of Salamence are fairly easily revenge killed by Chlorophyll sweepers, defensive ones can pose issues for some sun teams due to their great resistances and survivability, combined with access to phazing in Dragon Tail. A powerful super effective hit from something that outspeeds Salamence is the best way to deal with it, though it its switching out combined with Intimidate makes this troublesome if hazards are up on your side of the field. Nevertheless, Salamence itself is vulnerable to Stealth Rock, so set up your own to cause the same issue issues for it.

Problematic Scarfers

Your Chlorophyll sweepers will typically be able to outpace the vast majority of Choice Scarf users in OU, but unless you choose to sacrifice offensive capacity and a chunk of bulk to cope with the rare Scarfed Choice Scarf equipped base 110 Speed and above Pokemon, you'll occasionally find a fast scarfer threatening your team. Luckily, few Pokemon actually hit these phenomenal speeds, and,[comma] moreover, they are only rarely using Choice Scarf, Choice Scarfed, so the following threats should only be seen on occasion.


Latios

Though not a defensive threat to sun like the aforementioned Dragon-types, Latios can nonetheless pose issues to an unprepared team due to its sheer speed. Pursuiters Pursuit users are rare on sun teams, Steels Steel-types risk a boosted Hidden Power Fire catching them off guard, and Choice Scarf sets can obviously outspeed and OHKO even many Chlorophyll sweepers with ease.

Having a Steel-type to tank its incrediblely powerful Choice Specs Draco Meteor is very useful, but risky since Hidden Power Fire is not uncommon (unless your Steel-type is Heatran). Snorlax is one of the few common Pursuiters feasible on sun, and it can fortunately take its hits reasonably well too. Revenge killing a Choice Scarf variant is hard,[comma] as it will outspeed most Chlorophyll sweepers and threaten to OHKO: Sawsbuck earns a mention here as great insurance against Choice Scarf Latios, being able to outspeed and OHKO with Megahorn, or even Double-Edge after Stealth Rock damage. Priority such as Ice Shard, ExtremeSpeed, or Bullet Punch is also very useful for finishing off a weakened Latios.


Starmie

Though standard Rapid Spin support Starmie poses few issues to sun other than removing your hazards, Choice Scarf Starmie can outspeed almost every Chlorophyll user with ease and proceed to OHKO with Ice Beam. Making matters worse is the fact that it also loves the opportunity to cripple one of your supporting Pokemon or even sweepers with Trick.

The best insurance to take against Starmie is packing either strong priority in the form of an ExtremeSpeed or Sucker Punch user, or a Chlorophyll sweeper that outspeeds even Choice Scarf Starmie, like such as Sawsbuck. Heatran and Volcarona both do a decent job of walling Starmie it in sun, and they also don't overly mind taking a Choice item it may trick onto them. Cresselia takes its hits well but can do little in return outside of setting up dual screens. Sun generally lacks a good spinblocker to utilize against Starmie, so be prepared to first remove it if hazards form a vital part of your team's strategy.

Other Threats

Some other Pokemon don't fit into any of the above categories, but are also threats to sun in one way or another and so will be discussed briefly here.


Good defenses and key resistances mean this fearsome sea serpent is not easily OHKOed by most attackers on a sun team, while high base 125 Attack and access to Dragon Dance lets it pose a veritable offensive threat to your team. Its typing is perfectly suited to this job: STAB Bounce and coverage in Ice Fang allows Gyarados to destroy frail Grasses Grass-types, while access to STAB Waterfall, Stone Edge, and Earthquake give it a multitude of ways to destroy Fire-type sweepers regardless of the weather. It can utilize Intimidate to back up its Defense and good base 100 Special Defense and useful set of resistances so as to nab a boost, or Moxie to become an ever-increasing threat to your team. While it gets Taunt to prevent your walls from recovering and your sweepers from setting up, also watch out for its Substitute set: as most sun sweepers are frail, you will often be forced to sacrifice a team member to bring Gyarados down.

Common rain checks / counters such as Rotom-W and Starmie—or even Latias, Vaporeon, Gastrodon, and Porygon2—fare well against most Gyarados, but note that the first needs an Electric-type move other than Volt Switch to properly counter SubDos. Chlorophyll sweepers can also prey on the fact Gyarados doesn't resist their STAB Grass-type moves. Stealth Rock is another excellent form of insurance against most Gyarados: for example, Tangrowth's unboosted Power Whip can OHKO a thus-damaged Gyarados.


Terrakion

Similarly Similar to Landorus in a sandstorm (though much less reliant on one), Terrakion is capable of pulling off both Rock Polish and Swords Dance sets—or even using both with excellent dual STAB—as well as Choice sets. Whilst it doesn't typically go mixed and lacks Landorus's Sand Force, its incredible dual STAB combination more than makes up for it. High powered Rock + Fighting moves decimate nearly the whole metagame, and sun too can very easily be swept if precautions are not made to prevent its setup.

Fortunately, Terrakion has a poor defensive typing, meaning it is reasonably easy to make sure your team is not providing it with too many opportunities to boost. Valuable Pokemon like such as Ninetales and hazard setters may put you at particular risk of a Terrakion sweep, however, making a counter to it very valuable all the same. Slowbro and Claydol can wall its dual STAB and force it out, and Bronzong can do the same for Rock Polish variants. Revenge killing is a viable option too as Close Combat drops its defences, meaning strong Mach Punches and Bullet Punches will do a number on it after a Defense drop or two and possibly even Life Orb recoil.


Dugtrio

Though a rare sight in OU, Dugtrio gets a mention in this threatlist for posing an enormous risk to your weather inducer Ninetales. It can easily trap, outspeed, and OHKO Ninetales who that are not using Air Balloon or Shed Shell, along with some Fire-types you may be using.

Countering Dugtrio is impossible given the nature of its ability, augmenting the importance of staying on the alert if you see one in Team Preview and your Ninetales is not prepared to deal with it. With Substitute, Ninetales, as long as it uses Substitute as Dugtrio switches in, can beat Dugtrio with sun-boosted Fire-type moves. Ninetales with Substitute are safe from Dugtrio if they use it whenever they switch in, as a sun-boosted Fire move will make short work of it, but However, all others variants must be careful to either switch directly out after coming in, or always use a move that can OHKO Dugtrio switching in, but not the current active Pokemon (if you KO it then Dugtrio will be able to come in for free and pick off Ninetales). The second situation will rarely be the case, and U-turn makes it a risky endeavor anyway.[period], So,[comma] in general,[comma] you need to be very careful with Ninetales if Dugtrio is around, Luckily, Dugtrios has awful defenses, meaning your other members will be able to deal with it easily. and try to deal with it with your other team members, which should be easy given its awful defenses.


Blissey / Chansey

The pink blobs make an appearance as a big defensive threat to sun teams. Blissey and its new competitor [,]Eviolite Chansey[/,] both utterly wall several members of sun, including the common specially based Venusaur, Heatran, and Volcarona, as well as numerous supporters. However, this walling is less problematic than the utter loss of momentum the pink blobs cause while on the opposing team, meaning their elimination is top priority. eliminating them is key for any team with a key member or two walled by them. Additionally, though taking Toxic is comparatively easy for sun, Thunder Wave will be a large hindrance to any sweeper hit by it. Blissey's propensity to run Flamethrower to hit Ferrothorn or Ice Beam for Dragons Dragon-types also unfortunately causes problems for Chlorophyll users.

Having a Ground-type on hand to absorb Thunder Wave can be helpful, but Ice Beam means that keeping them in if they cannot outspeed and OHKO is an unwise idea after that. Rhyperior is probably the best at this,[comma] as it can tank an Ice Beam nicely with Solid Rock. Strong Fighting-type moves are naturally key in removing her to remove the egg Pokemon from the battle, so to this end Hitmontop can be useful. Conkeldurr is also invaluable on teams having large Blissey problems,[comma] as Conkeldurr as it can come in on her with impunity, and possibly even grab a Guts boost. Infernape, Arcanine, or [,]for that matter[/,] any strong physically based Pokemon will do a great job of forcing her out (be warned that Flare Blitzing Blissey is not going to end well!), but most utterly hate taking Thunder Wave, so combining this tactic with a Ground-type on your team is a good idea.


Reuniclus

This jelly baby Pokemon is a threat to sun mainly because sun rarely packs super effective attacks to take it out. it is uncommon for sun to pack a strong super effective physical attack to take it out. Sun-boosted Fire-type moves therefore have to be substituted to stand a chance of OHKOing to OHKO in many cases, and given the recoil Flare Blitz causes, Reuniclus may require a sacrifice to take down. Special hits cannot be relied upon since there are many support Pokemon on sun whom Reuniclus can easily come in and set up a Calm Mind on, meaning you'll often have to deal with it at +1.

Naturally, the strongest physical hit possible is a great way to deal with it. Darmanitan, Arcanine, and even Shiftry can cause huge damage to Reuniclus with either sun-boosted STAB or powerful Dark-type attacks. However, its Reuniclus's huge physical bulk means that these attacks may not always OHKO depending on your set, so you risk losing a Pokemon, especially if it Reuniclus attacks rather than sets up. A Dragonite protected by Multiscale will do an even better job of dealing with it, being able to easily survive a hit and 2HKO in return. Jumpluff can ensure you don't lose a team member to it if you can Encore its Calm Mind, but can't take hits well at all, and if Reuniclus lacks Shadow Ball then Chandelure deals with it fairly well.

Building a Sun Team

As with any team archetype, there are a multitude of directions to take when building a sun team, many equally effective. As such, there are very few absolute must-haves for all sun teams, though there is a lot that can certainly help you out. Things to consider (though not follow to the letter) when building a sun team are discussed below.

1. Enough sun abusers

One would imagine this to be a fairly obvious point, but this is actually more complex than it may appear to be. Essentially, the main reason for this point is that Ninetales is quite simply a sub-par OU Pokemon when considered individually. While there are many creative ways of forcing it to pull some weight, if you are not making full use of the sun,[comma] then frankly you would be better off using virtually any other Fire-type. Luckily, given the sheer power Fire-types bring and the speedy sweeping potential of Chlorophyll sweepers, it's hardly difficult to make enough use of the sun to be worth giving up a teamslot, so this should rarely be an issue.

2. Maintain some diversity

A slightly confusing title boils down to the fact that most of sun's abusers can be one-dimensional in some way or other: some are too slow to pull off clean sweeps, and others lack the coverage to be able to blast through all of the tier. Due to this, a reasonable degree of diversity is generally very helpful to a sun team, offensively as well as defensively. Offensive support allows for the breaking down of common walls to sun such as Heatran or Blissey, while defensive support is useful since your sweepers may well be forced out by things walling or outspeeding them, necessitating that you taking a hit. Merely packing Ninetales and a bunch of Chlorophyll users or Fire-types is generally not the best way to go about things.

3. Be able to beat the other weather inducers

Being able to prevent other insta-weather is naturally an incredibly important attribute for your sun team, possibly the most important; you will thus need several solid ways to deal with opposing weather inducers. Packing a lead that beats other common weather inducers is a good idea in general, since Ninetales is undersped by each of them, meaning it will usually fail to get sun up off the bat. Moreover, it is also important to be able to preserve Ninetales while you eliminate their inducer, through careful play or team support. Check out the threat list section for help dealing specifically with Tyranitar, Politoed, and Hippowdon.

4. Insurance against other weather threats

When facing down a well-played opposing weather team, it's a fact that you simply will not be able to keep sun up all the time, however well you play. As such, you have to be able to deal with opposing weather specific threats in their own element: if your answer to Landorus in the sand is Venusaur's Energy Ball, you are looking for trouble since Venusaur will be outsped and likely OHKOed. it's no use your answer to Landorus being to Energy Ball it with Venusaur when it outspeeds you outside of sun and will likely OHKO. Pokemon that do well against sand or rain, such as Bronzong and Starmie respectively, will naturally serve you well in the battle to regain and maintain the weather advantage.

5. Have something to take Fire-typed hits

One of your biggest advantages can easily turn on you when some of your best abusers—Grass-typed Chlorophyll sweepers—are weak to it. As such, packing a decent way to mitigate the severe damage a sun-boosted STAB Fire-type hit can cause is generally helpful for sun teams. This can take the form of a Flash Fire abuser such as a Heatran of your own, or a natural bulky Fire-type resist. Less vitally vital, given the lower popularity of sun,[comma] is a way to guard against opposing Chlorophyll Pokemon, particularly if you are running a relatively more defensive sun team: unlike when facing sand or rain teams, regaining the advantage will no longer merely be a simple matter of changing the weather, so step carefully.

6. Hazards control

Given that both your valuable Drought inducer and most Fire-types are is vulnerable to all three forms of entry hazards, , as well as that most Fire-types take a nasty blow from Stealth Rock, a Rapid Spinner is often an excellent choice for sun teams, if not almost outright necessary when running a quadruply weak Pokemon like Volcarona. A Magic Bounce Pokemon—Espeon or Xatu—can also assist in this role, but they should not be relied on due to their frailty and inherent dependance on prediction. The other choice, of course, is to simply make your team as resilient to hazards as possible. Wish support, a way to heal Ninetales Tales, a few other Stealth Rock weak Pokemon, and Toxic Spikes absorption from a grounded Poison-type will probably mean that you can make do without a Rapid Spinner, so use your own judgment.

7. General useful support

Just as most teams would benefit from some form of support rather than outright bludgeoning the opponent to death, sun too appreciates usual forms of support. Stealth Rock is the most ubiquitous hazard, but Spikes are perhaps the more valuable entry hazard to limit opposing weather inducers' switch-ins. Wish support can go a long way in mitigating entry hazard and sandstorm residual damage on Ninetales, as well as possible Life Orb or Flare Blitz recoil on your sweepers. Aromatherapy / Heal Bell can cleanse the paralysis that plagues speed-based teams, dual screen support greatly assists frail sweepers setting up, and strong priority provides insurance against threats,[comma] reducing your team's reliance on sun.

Example Sun Teams

The above concepts and analyses, whilst useful alone, may be somewhat bewildering to a new user of a sun team. Therefore, an example of one outstanding sun team, as well as links to many other successful RMTs, have been included to hopefully inspire you and start you off on teambuilding.

In this beautifully formatted RMT, Grimm70 takes an unorthodox but undeniably effective approach to sun offense. Centered around setting up a sweep for Bulky Volcarona, this team achieved excellent results during the World Cup,[remove comma] and peaked at #3 after an impressive ladder run.

While many conventional sun abusers are present here to take advantage of sun's boost to both Fire-type attacks and Venusaur's speed, Grimm70 also demonstrates great inventiveness in tweaking many of these sets to better suit his team's purpose and his own playstyle. The not-uncommon tactic of using Dugtrio to trap and remove Tyranitar and Heatran is taken up a notch with the addition of Magma Storm Heatran, threatening Politoed and Blissey as well. While his lack of a Rapid Spinner may be surprising given Volcarona's vulnerability to hazards, the sheer offensive pressure of his team (likely along with his own great playing skill) prevents common hazard setters like such as Ferrothorn, Forretress, and Skarmory from performing their designated duties. Anyway, on to the team:
add a note that you realize Thundurus is banned and it is included anyway because____

Feunard (Ninetales) @ Leftovers
Ability: Drought
EVs: 88 HP / 252 SAtk / 168 Spd
Nature: Timid (+Spd, -Atk)
- Fire Blast
- SolarBeam
- Hidden Power Ice
- Sunny Day

Sunny Day Ninetales, while somewhat non-standard, is nonetheless gaining popularity for its effectiveness, and this set perfectly demonstrates why. As Ninetales is the fastest weather inducer in standard play, it will likely fail to establish its own weather when matched up against Tyranitar or Politoed. These two also risk little by switching directly into Ninetales: while Tyranitar is protected by its buffed Special Defense in sand, Politoed and its rain simply laugh off Ninetales's[add s] STAB. As such, using Sunny Day on their switch in secures both a few turns of guaranteed sun during which Ninetales can SolarBeam with impunity, as well as the momentum for Grimm70's team.


Fulguris (Thundurus) @ Expert Belt
Ability: Prankster
EVs: 192 Atk / 64 SAtk / 252 Spd
Nature: Timid ( +Spd, -Atk)
- Thunderbolt
- Hidden Power Ice
- Hammer Arm
- Thunder Wave

Here, Grimm70 makes use of an unexpected choice for Sunny Day teams: the Round 5 suspect, Thundurus. While it does not directly abuse sun in any way, it serves as the glue to the team, with Prankster Thunder Wave helping to take down both speedy threats such as Choice Scarf Terrakion and miscellaneous troublesome Pokemon such as Jirachi. With excellent coverage—Thunderbolt for rain sweepers, Hammer Arm for sand counterparts, and Hidden Power Ice for Gliscor and Dragons Dragon-types—it also provides Grimm70's team with a form of insurance against other weather, which that perfectly maintains offensive pressure on opponents.


Emma-ō (Heatran) @ Air Balloon
Ability: Flash Fire
EVs: 252 HP / 104 Def / 124 SAtk / 28 Spd
Nature: Modest (+SAtk, -Atk)
- Magma Storm
- Earth Power
- Will-O-Wisp
- Taunt

Yet another unconventional take on a common sun abuser is Heatran. The utility of this Heatran set seems endless: with Magma Storm and Taunt, it lures in and takes out two vital defensive threats to Grimm70's team: Blissey and Eviolite Chansey. It further forms a trapper core with Dugtrio to take out Politoed, paving the way for an unstoppable Volcarona sweep. As Heatran's natural bulk and good resistances cushion it against Choice Specs Latios' Draco Meteor, Grimm70 has chosen to make it a surprisingly bulky mixed wall: such Defense investment help it and its team greatly against the likes of Superpower Tyranitar, Choice Band Haxorus and Dragonite, and even such offensive behemoths as Terrakion and Infernape.


Asura (Dugtrio) @ Focus Sash
Ability: Arena Trap
EVs : 252 Atk / 4 Def / 252 Spd
Nature: Jolly (+Spd, -SAtk)
- Stealth Rock
- Earthquake
- Sucker Punch
- Reversal

Dugtrio's contribution to the team is obvious, straightforward, and most of all, effective. As mentioned above, it forms the second part of Grimm70's trapper core, and additionally takes out Heatran, Volcarona's best counter. Focus Sash both allows it to function as a reliable Stealth Rocker Rock setter and ensures for it a maximum-powered Reversal after taking a hit from Tyranitar, Politoed, or Heatran that would otherwise OHKO it. While Stone Edge may be the more common choice for coverage against Flyers Flying-types, Sucker Punch is preferred here to take out Trick Room Reuniclus, one of the greatest threats to speedy but frail sun teams.


Florizarre (Venusaur) @ Leftovers
Ability: Chlorophyll
EVs: 4 Def / 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Sunny Day
- Sleep Powder
- SolarBeam
- Hidden Power Fire

While specially based Venusaur is by no means a rare sight on sun teams, Grimm70 has once again put his own inventive spin on things. As can be seen from its moveset, this Venusaur is not a full-out sweeper, but a supporter to Volcarona's sweep much in the vein of the common double Dragon teambuild. Like Ninetales, it runs a combination of Sunny Day and SolarBeam to lure in an opponent's weather inducers and rack up damage; Hidden Power Fire gains pseudo-STAB under the sun, and Sleep Powder eliminates a key Pokemon on the opposing team for the rest of the match. As an added bonus, Venusaur soaks up the Toxic Spikes that may impede Volcarona's sweep.


Pyrax (Volcarona) @ Leftovers
Ability: Flame Body
EVs : 144 HP / 84 Def / 120 SAtk / 160 Spe
Nature: Timid (+Spd, -Atk)
- Quiver Dance
- Fire Blast
- Bug Buzz
- Morning Sun

The star of the team. While its godly stat spread and excellent dual STAB make it decent on its own, it is on a team so dedicated to supporting it that Volcarona truly shines. The painstaking detail with which Grimm70's custom sets are crafted and this immensely successful team is put together is most evident in Volcarona's EV spread. This is detailed further on his RMT, but in short, Speed investment lets Volcarona outrun Excadrill under neutral weather; the Special Attack EVs gives it a good chance of KOing several key threats such as Gliscor, Rotom-A, Tyranitar, and even Blissey; while defensive investment allows it to take less than 50% from the likes of Choice Specs Rotom-W's Hydro Pump, -2 Choice Specs Latios' Draco Meteor, as well as priority from Choice Band Scizor, necessary because this team has no Rapid Spinner nor Magic Bouncer Bounce Pokemon.

Other Sun Teams

Katakiri's "Prelude of Light" has been active since May 2011, and is virtually a chronicle of the evolution of sun teams in the OU metagame. That's not to say this team is standard, however; his use of unconventional Pokemon such as Emboar, Durant, and even Garchomp further showcase sun's flexibility. In fact, his use of original or underrated yet effective sets such as Healing Wish Lilligant, Sunny Day Rotom-W, and especially Safeguard Ninetales has even served to popularize them in the metagame.

In "Sun + Dragons", a twist on the popular 4drag2mag strategy of taking out Steel-typed walls to set up Dragon sweeps, Brizznetz makes use of a wallbreaking four attacks Shiftry and an Air Balloon Heatran that also doubles as defensive insurance to support a sweep for DD Lum Dragonite and Choice Scarf Latios. Wish Jirachi is the glue to this team, providing healing, paralysis support, and in this case even Light Screen support.

With a majority of sun sweepers being very fast but frail, one could be forgiven for thinking that sun is limited to only the most offensive of playstyles. In "Cidade do Sol", however, Blue Star disproves this thoroughly by presenting to us his greatly successful bulky offense sun team. Specially defensive Roserade, though perhaps a strange pick for a Grasser Grass-type on a sun team, counters rain offense and Heatran counters dragons, while Rapid Spin Donphan sets up two of the most dangerous sweepers in standard play: Dragonite and Volcarona.

If it ain't broke, don't fix it: Delko's "Sunny Days" is a classic example of a relatively balanced sun team. Forretress is his choice of spinner, and in conjunction with Magic Bounce Espeon helps keep his field free for Ninetales, Choice Band Dragonite, and perhaps most importantly Focus Sash Dugtrio. Espeon also serves the fairly original role of Baton Passing Calm Minds to his final sweeper, none other than Venusaur.

Lastly, Kinglypuff's "Sun Means Fun" is perhaps the most successful sun team of the metagame so far, peaking at #1 and consistently being on the leaderboard; furthermore, its formula for success is surprisingly simple! Forretress lays entry hazards that assist in the weather war, and provides Rapid Spin support as well. The sun abusing begins with Choice Scarf Darmanitan,[remove comma] and doesn't let up: powerful threats such as Swords Dance Sawsbuck, Growth Venusaur, and Bulky Volcarona mean that once the weather war is won, so is the game.

Conclusion

Hopefully this guide to sun teams in OU has given you a good overview of how a sun team plays, and how to go about constructing one for your own use. Once again,[comma] it should be stressed that little in this guide should not be taken as an absolute: almost everything is merely a suggestion, however strong. As the example team used shows, deviation from the norm can result in great success if done correctly, though be aware that doing so will not be as easy as using standard sets unless you are a fantastic teambuilder, or have lots of time and patience for extensive testing. Nonetheless, I hope this guide has illustrated to you how this traditional underdog of weather can be a force to be reckoned with in BW OU play, as well as a very interesting and fun team build to try out.

 
Maybe add Weavile under Other Sun Sweepers as an alternative to Mamoswine? It checks TTar and Heatran with Low Kick, Dragons with Ice Shard, and traps Psychics with Pursuit. I'm using one on mine, and it works great.
 
Maybe add Weavile under Other Sun Sweepers as an alternative to Mamoswine? It checks TTar and Heatran with Low Kick, Dragons with Ice Shard, and traps Psychics with Pursuit. I'm using one on mine, and it works great.
Weavile's definitely has his uses and I'm glad he's seeing some use. the only problem is that I'm not too sure it's good enough to be worth the mention: he's pretty limited to only revenge killing, but most Chlorophyll sweepers are fast and frail as well. he can't switch in to pretty much anything, and he also mostly can't guarantee the removal of those problematic threats (ie they can just switch out). additionally, he's SR weak, and doesn't have much else to contribute - Mamo at least gets SR.
 

Lemonade

WOOPAGGING
is a Site Content Manager Alumnusis a Team Rater Alumnusis a Social Media Contributor Alumnusis an Artist Alumnusis a Forum Moderator Alumnusis a Top Contributor Alumnusis a Smogon Media Contributor Alumnus
this needs a new post

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1/2
/cheap suspense tactic for warstories (btw, 25 pages in 10pt font when c/p into word!!)
 
LOL i had no idea it was that long, i am eternally indebted to you V0x x________x

made all the changes, but rereading it I think I ought to add in a paragraph or so about Harvest Exeggutor / Tropius. wellllll it's not the most viable of strategies, but it's so unique to sun it'd be a real disgrace not to at least mention it. am currently too lazy busy though, lemme sit on it for a few days or so.
 

November Blue

A universe where hot chips don't exist :(
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I'm going to steal V0x's idea, it should make this check easier to implement.

Overview

Sun has largely been a forgotten weather in past generations, outclassed by rain and sandstorm in particular. At their introduction in GSC, no weather was overtly useful, but with the introduction of the ability Sand Stream in RSE, a very sand-dominant OU was created. DPP restored a little diversity in to weather, thanks to Snow Warning and new boosts to rain abusers such as Kingdra, making rain and hail usable playstyles. However, sun was still left out in the cold, (< Remove comma) with no OU auto-inducer nor OU-viable sweepers.

BW, however, has given sun a new lease of on ("A new lease on life") life, thanks primarily to the Dream World, which distributed the abilities Drought, Chlorophyll, and Solar Power to several new Pokemon, as well as an improvement to the move Growth, turning it into one of the best stat-boosting moves in the game when used in sun. Several potent new abusers introduced in the new generation have also served to boost sun's viability.

However, sun still faces some obstacles in standard OU, particularly since sandstorm and rain teams have become far more potent after receiving many new abusers, (< Comma) both offensively and defensively. At the inception of BW, sun was still perceived as inferior to both of these more established weathers. As the metagame developed, however, sun evolved and matured as a playstyle, and has enjoyed such success as to clearly be an excellent offensive team theme. As such, you can certainly build a great sun team, though a word of caution: building a sun team is still somewhat difficult compared to building a sand or rain one, and can be especially tough to construct if you are relatively new to the metagame. However, some people have already had great success with sun teams and, with just a little more effort, you can achieve fantastic results too!

Effects of Sun

Taking some time to familiarize yourself with the basic effects of this field condition is naturally a good idea if you plan on running building (Preferential, leave as is if you wish). a sun team, so they are listed below for your convenience:

  • The Base Power of Fire-type moves are is increased by 50%
  • The Base Power of Water-type moves are is decreased by 50%
  • SolarBeam's charge turn is removed
  • Thunder's and Hurricane's accuracy is reduced to 50%
  • Weather Ball becomes effectively effectively becomes a 150 Base Power Fire-type move
  • Synthesis, Moonlight, and Morning Sun recover 66% of the user's HP
  • Pokemon with the ability Chlorophyll have their Speed doubled
  • Pokemon with the ability Solar Power have their Special moves' Base Power increased by 50% and they lose 1/8 of their maximum HP per turn
  • Pokemon with the ability Leaf Guard are immune to status
  • Pokemon with Dry Skin lose 12.5% HP per turn
  • Cherrim and Castform change formes

The Sun Summoner


Ninetales

Ninetales is the biggest blessing sun teams could have asked for in the generation shift. With its Dream World ability, (< Comma) Drought, it Ninetales can summon permanent sun, making it the crux of any sun team. Ninetales's 500 BST is decent, and with sun boosting its Fire-type attacks, it has a very strong Fire Blast that puts a dent in everything that doesn't resist it (and isn't named Blissey / Chansey). Its coverage options—primarily Energy Ball and a Hidden Power of choice—leave something to be desired, but Dark Pulse, Shadow Ball, and Extrasensory are available too. It Ninetales does learn SolarBeam, but this should only be used in conjunction with Sunny Day, (< Comma) or with great care; otherwise, you will likely find yourself in a terrible position when the opponent's weather inducer switches in.

In the support department, Ninetales has access to Will-O-Wisp, Toxic, and Hypnosis, with which it can cripple a Pokemon or two on the opponent's team. Other less typical options include Roar and Disable, either of which can be combined with Substitute for greater insurance against Pursuit Tyranitar. It Ninetales also gets learns Power Swap, (< Remove comma) which, (< Comma) when combined with Overheat, can cripple special attackers attempting to set up on it, such as Reuniclus, Latias, and Volcarona. Finally, it has access to Nasty Plot and Calm Mind, letting it clean an opponent's weakened team. However, it must be stressed that Ninetales isn't designed to sweep considering both its stats and movepool, so such sets are generally inferior options.

Air Balloon gives Ninetales useful immunities to Ground-type moves and entry hazards, while Chesto Berry in combination with Rest effectively gives Ninetales a second life; however, Leftovers is always the default option for more reliable additional survivability. Life Orb is possible on a Nasty Plot set, but depleting your most valuable team member's health is typically a bad idea. Ninetales can also use a Choice item to boost either its Speed or the power of its attacks to very threatening levels, but this requires very good prediction because locking Ninetales into the wrong move may mean being trapped and KOed.

Ninetales does have some big flaws that let it down: it is weak against the other three main weather inducers—Politoed, Tyranitar, and Hippowdon—and therefore has a tougher time time in weather wars maintaining the weather advantage. Vulnerability to all forms of entry hazards, Stealth Rock in particular, further exacerbates Ninetales's need for team support and careful play.

Sun Abusers

Sun's typical abusers are Grass- and Fire-types: ; (<Colon) some of the former—specifically, those with the ability Chlorophyll—have their Speed doubled, and the latter have their STAB attacks boosted and their Water-type weakness removed. This section will cover the most useful of each type, since as you will often want to include at least one of each on your sun team.

Chlorophyll Users

Though sun's Chlorophyll abusers do not have their STAB attacks boosted as rain's Swift Swimmers do, they are still a force to be reckoned with. Many have access to one of this generation's greatest boosting moves, Growth, which in sun doubles both (Italicized) offensive stats in sun. In this section we'll analyze the most common and viable Chlorophyll abusers.


Venusaur

Venusaur receives Chlorophyll through the Dream World, and even though it has only been released as a male,which means that it doesn't have access to egg moves such as Leaf Storm and Power Whip,it still (Changed commas to em dashes) stands out as perhaps the best Chlorophyll abuser. Reasonable bulk, resistances to common priority moves, and good mixed stats make Venusaur an excellent sweeper. It has good coverage in Grass STAB and Hidden Power Fire, which enjoys a pseudo-STAB boost in sun, and Sludge Bomb or Earthquake give it further coverage on either Dragon-types or Heatran and Chandelure. This set excels at taking out whole teams once the few things that wall it are eliminated or weakened by Venusaur's teammates. Sleep Powder buys it a turn of setup by crippling its counter, while Synthesis significantly extends its lifespan.

Another possible role for Venusaur is that of a very fast and reasonably bulky SubSeeder, but it's usually more effective to simply destroying an opponent's team. Finally, Venusaur's Poison-typing (Space, no hyphen) allows it to absorb Toxic Spikes, ; (Colon) a great help when facing stall teams.


Tangrowth

Though one of the slowest Chlorophyll Pokemon, Tangrowth is also has the most best physically bulky, and has plus incredible mixed attacking stats as well as and access to high powered physically based attacking moves. A Growth sweeper set similar to Venusaur's, with Power Whip or Giga Drain for STAB, Hidden Power Fire, and Earthquake is very possible; viable. Tangrowth also has access to Rock Slide, which can be used over Earthquake to hit Dragon-types and Air Balloon users. As with Venusaur, Tangrowth too can try a SubSeed or Sleep Powder abuse set, though its powerful offensive stats mean Growth is often the better choice.

Its Tangrowth's low Speed and Special Defense can often prove a large hindrance to its sweep since as many Choice Scarf users, such as positive-Speed (Space, no hyphen) natured Rotom-W and neutral-Speed (Space, no hyphen) natured base 100 Pokemon, (< Remove Comma) will beat it, so it needs more support than other Chlorophyll sweepers to pull off game-ending sweeps. Tangrowth can use its bulk to its advantage, however, as it can comfortably come in on switch into physical sweepers such as Gyarados, Landorus, and Terrakion without sans X-Scissor and threaten with a Power Whip. Furthermore, a resistance to Ground-type moves means Tangrowth can come in on switch into Earthquakes aimed at its Fire-type teammates. It can also deal excellently with opposing weather inducers outside of sun if EVed to outspeed them, as Power Whip will OHKOes Tyranitar, Hippowdon, and Politoed, which sun teams will find most useful.


Sawsbuck

One of the new Chlorophyll users on the block also happens to be one of the best. Though defensively frail and burdened with an unfortunate weakness to Mach Punch, Sawsbuck's Normal / Grasstypinggives it a powerful STAB with great neutral coverage to abuse. A moveset consisting of Wood Horn, Return / or Double-Edge, and Jump Kick lets Sawsbuck hit everything bar a few frail Ghosts for neutral damage at least, and Swords Dance enables it to serve as a powerful sweeper in a similar vein to Growth abusers.

Its relatively impressive base 95 Speed, which lets it outspeed all common Scarfers, along with many other threats in sun, also gives Sawsbuck the option to serve its team as a revenge killer; . (< Period) this is especially since its ability to sweep is hindered by the fact that, even with a +2 boost, it cannot OHKO Skarmory and Ferrothorn with Jump Kick. As an alternative last move, Megahorn deals with the Lati twins and Reuniclus, Wild Charge provides it with neutral coverage on the ghosts that normally wall it as well as a super effective option for Skarmory, Nature Power (Earthquake in Wifi battles) covers opposing Fire-types nicely, whilst Aromatherapy lets it serve Sawsbuck act as an offensive Cleric.


Shiftry

Despite sharing a weakness to Mach Punch with Sawsbuck (as opposed to Venusaur's resistance), Shiftry can perform very well as a Growth sweeper. Its Dark STAB proves especially useful, since as with Sucker Punch it can OHKO the Lati twins that usually plague sun teams, and attains perfect neutral coverage in combination with common coverage options Low Kick and Hidden Power Fire. Although its STAB Leaf Storm loses out on perfect coverage, the move's sheer power makes it an excellent option too.

Sadly, Shiftry is very frail and hence can find it hard to set up, may have trouble setting up, meaning it is entirely possible to run a four attacks set as opposed to a boosting one. This has the benefit of being able to deal with all opposing weather inducers and several other key threats to sun on a single set: ; (< Colon) Tyranitar and Heatran are decimated by Low Kick; , (< Comma) Hippowdon and Politoed by Leaf Storm; , (< Comma) Latios, Latias, and Chandelure by Sucker Punch; , (< Comma) and Abomasnow by Hidden Power Fire. Dark Pulse is an alternative for those not keen on Sucker Punch's unreliability, hit-and-miss nature, (Preferential, leave as is if you wish). but Psychic-types' superior special bulk means Dark Pulse usually isn't the best choice.


Victreebel

Though possessing very high offensive stats, Victreebel is let down by its poor defenses and uninspired typing, and is therefore often overshadowed by the excellent Venusaur. There are a few things ithas over the plant-bearing dinosaur, however: Weather Ball is one, which in sun Victreebel does have its advantages over the plant-bearing dinosaur however, the main one being access to Weather Ball, which, in sun, is means it has access to the highest powered most powerful Fire-type move of available to any Chlorophyll abuser. This allows it to use a Hidden Power type other than Fire, giving it which gives excellent type coverage when considering its access to STAB Sludge Bomb as well. Additionally, Sucker Punch can be utilized to KO frail, (< Comma) fast Psychics and Ghosts.

The issues with Victreebel begin with its own frailty, however. First of all, it has issues trouble acquiring a Growth boost. Like Shiftry, this means it can run a four attacks set well, thanks to its relatively superior coverage options, or make use of Sleep Powder. A greater problem, however, is its base 70 Speed: with a neutral Speed nature, it Victreebel falls short of outpacing +1 base 100s. To remedy this, it has to give up the power boost from an offense-boosting (< Space, no hyphen) nature, often resulting in it being just as fast but weaker and frailer than other Chlorophyll users.


Exeggutor

The strange palm tree from the original RBY games has long been a staple of sun teams for its colossal base 125 Special Attack. Sadly, with the buff to Growth this generation, Exeggutor is no longer the premier specially based sun sweeper, as its damage output is easily eclipsed by that of Growth sweepers after a boost. Its weakness to Pursuit, (< Comma) and to Tyranitar in general don't doesn't do it any favors, (< Remove comma) either.

It Exeggutor does retain a few advantages, however, which makes it a worthwhile choice for some teams. STAB Psychic attacks can prove useful for teams having trouble with the many new Fighting-types, (< Comma) and Conkeldurr in particular, especially given Exeggutor's decent base 85 Defense and resistance to their STAB attacks. Low Kick provides it with a way to deal with the Tyranitar that so threatens it, whilst Nature Power (Earthquake in Wifi battles) can be used to dispatch Heatran. Access to such high-powered attacks naturally makes it very dangerous for opponent opposing Pokemon to switch in if you have good prediction, but Exeggutor's Pursuit weakness and low Speed makes this a task for none but the most daring.


Jumpluff

The fastest Chlorophyll Pokemon out there also happens to be the least offensive one. However, this by no means makes Jumpluff useless: it can function excellently as an annoyer with Encore and SubSeed, similar to Whimsicott, but with a few key advantages. Sleep Powder allows the Cottonweed Pokemon to eliminate a threat, and a fast U-turn lets it dodge attacks Whimsicott cannot whilst retaining its scouting ability. A Ground-type immunity will likely also be helpful to a team packing several Fire-types.

The primary issue with Jumpluff is that it doesn't gel well with the largely offensive nature of most sun teams. On a more defensive one it would have a good niche, but these teams are very difficult to construct effectively. Competition from other bulkier Chlorophyll users as a SubSeeder doesn't help Jumpluff's case either. Nonetheless, Jumpluff should not be overlooked as an option for your sun team, as it can prove very effective if utilized correctly.


Lilligant

Another new addition to the ranks of the Chlorophyll users, Lilligant is a peculiar specimen landing somewhere between a pure supporter like Jumpluff and other, more offensive sweepers. This is primarily because her access to the excellent Quiver Dance (as well as Growth) is offset by her barren offensive movepool, which consists of literally only a Grass STAB and a Hidden Power of choice. Increasing her viability, however, is the move Sleep Powder, with which she can put an opponent that walls her to sleep, boost up, and eventually beat it, especially after recovery from Giga Drain and boosted Special Defense.

If lackluster coverage puts you off, Lilligant is also excellent as either a supporting Chlorophyll user or a SubSeeder, performing these duties reliably while simultaneously retaining offensive capability. Sleep Powder is invaluable on Lilligant to cripple for crippling one of the many Pokemon that wall her, so be sure to make use of it. Her final ace in the hole over other Chlorophyll users is Healing Wish, which gives another powerful sun sweeper such as Volcarona or Charizard a second chance at destruction, fully healing it at the cost of Lilligant's own life.

[Chlorophyll user SPEED TABLE to be included here (see below post for raw table)]


Fire-types

Fire-types benefit both from both a boosted STAB in sun, as well as a nullified Water weakness. With this group encompassing several of the most powerful attackers in the game, giving these Pokemon a further offensive boost is naturally something every sun team should look to exploit.


Volcarona

Volcarona is a somewhat strange case of phenomenal success in OU. Its huge weakness to Stealth Rock may seem like the last thing you want on a sun team, but the Atlas moth Moth ("Atlas Moth" is a title. Even so, I'm not sure it applies in this case, so sirn, I'll leave this to your discretion). more than makes up for this with immense offensive potential. First and foremost, it has magnificent stats for a bulky special sweeper; complementing this is its access to one of the best boosting moves in existence, Quiver Dance. While Fire Blast has great power under the sun, Fiery Dance allows Volcarona to increase its damage output as it attacks, and provides Volcarona with excellent dual STAB in conjunction with Bug Buzz. Volcarona can supplement this with a Hidden Power, most commonly Rock for part- (< Space, no hyphen) Flying-type Dragons and Gyarados, or Ground for Heatran, or take a more defensive approach with Morning Sun or Rest (with Chesto Berry) for more setup opportunities.

Volcarona's biggest obstacle is obviously entry hazards, so it is best run with Rapid Spin support. As alluded to above, it also has to choose between coverage or survivability for its last moveslot. Its poor base 65 Defense and 4x weakness to Rock additionally makes it vulnerable to common Pokemon such as Landorus, Terrakion, and Gyarados, though they risk being burnt by Volcarona's Flame Body ability. However, Volcarona can easily surpass them with sheer power if it has enough Speed boosts under its belt. Lastly, Heatran can come in with ease on easily check any Volcarona not packing Hidden Power Ground and Roar it out, which may prove disastrous if Stealth Rock is up.


Infernape

While this flaming monkey has received much competition this generation both in terms of its base 108 Speed tier and from the many Fighting-types introduced, Blaziken's ban means that Infernape is once again a unique Pokemon in OU. Its balanced base 104 offenses pair perfectly with high- (<Space, no hyphen) powered STAB moves such as Flare Blitz, Overheat, Close Combat, and Focus Blast. With a wide range of coverage moves and even access to priority, Infernape has everything it needs to shine as a versatile threat on a sun team. If even a sun- (<Space, no hyphen) boosted STAB Flare Blitz—which 2HKOes many bulky Waters—doesn't do enough damage for your liking, fret not, for Infernape has access to the boosting moves Nasty Plot and Swords Dance to further augment its damage output. It can also run a mixed set to eliminate its wannabe counters, U-turn to scout, and Fake Out and Stealth Rock even allow it to be a viable dedicated lead, if you so wish. or even serve as a dedicated lead with Fake Out and Stealth Rock, if you so wish.

However, Infernape isn't without its flaws. Its defenses are mediocre, and it is easily revenge killed after one Close Combat by priority. It is also plagued by four moveslot syndrome: it cannot run everything it would like on one set, and is often reliant on its teammates to eliminate the Pokemon it is forced to forgo coverage on for.


Heatran

The most- (<Space, no hyphen) used Pokemon of the DPP metagame remains much the same in BW: ; (< Semicolon) unsurprisingly, it Heatran is a very dangerous Pokemon to face. Its sky- (<Space, no hyphen) high base 130 Special Attack, access to strong STAB Fire-type attacks, excellent Fire / Steel typing, and immunity to Fire-type moves courtesy of its Flash Fire ability complement superbly, making it virtually the perfect choice for a sun team in terms of both offense and defense. Heatran also has access to Earth Power to both hit other Fire-types and provide reasonable neutral coverage, as well as a Hidden Power, Ice and Grass being the more useful ones. On a sun team, where Dragons are without a doubt one of the biggest defensive threats, Dragon Pulse is also a good option. Alternatively, this legendary beast's best attempt to sweep a team relies on using Flame Charge to make up for its sub-par base 77 Speed.

Synergy-wise, Heatran brings a much needed sponge for Dragon- and Fire-type attacks that can otherwise threaten sun teams, whilst its crippling Ground-type weakness can be patched up by its fellow Grass-type teammates or through the use of Air Balloon.


Darmanitan

Darmanitan has something no other Fire-type can boast: a base 140 Attack stat, which lets it rip holes on in any team, particularly if sun is up. Its ability, Sheer Force, Darmanitan's Sheer Force abilitywhich boosts any attack with a secondary effect by 30%, is (Remove commas, add em dashes) also a great asset. With Flare Blitz, there's no such thing as a safe switch- (<Space, no hyphen) in; Jellicent, one of the bulkiest Water-types in OU, is cleanly 2HKOed by a Choice Band-, sun-, and STAB- (Will you stop with the hyphens already!) boosted Flare Blitz. Darmanitan also carries Superpower and Rock Slide for coverage against common Pokemon immune to Fire, as well as U-turn to scout for counters. Darmanitan also has a good fairly high base 105 HP, buffering it against Flare Blitz's recoil damage.

However, Darmanitan isn't exactly as great as the aforementioned description may suggest. Its base 95 Speed is quite a letdown, making sweeping a team a difficult task for non-Scarfed Darmanitan. Its Fire typing, despite giving it a good offensive STAB, also causes Darmanitan to lose 25% of its health to Stealth Rock. Despite its good HP, base 55 defenses mean it's not that hard to KO Darmanitan once your opponents manage to switch their Pokemon in safely.


Victini

Victini started this Generation as the cute legendary with good overall stats, but was nothing spectacular in comparison to either its fellow Fire-type partners or its 600 BST pixie counterparts. However, an event at the 14th Pokemon movie gave Victini exactly what it needed: V-create! This single move makes Victini a huge threat under in sun, (Changed for consistency's sake. You've use "in sun" in every other instance so far). as V-create effectively has a monstrous 405 Base Power and perfect accuracy, thanks to Victini's ability Victory Star ability. Therefore, virtually only Pokemon entirely immune to Fire-type moves can switch in without being utterly decimated by it. (The "it" infers Victory Star, not V-create). Another move unique to it Victini is Fusion Bolt, which hits Water-types for super effective damage. In your excitement, however, don't overlook the amazing coverage moves Victini gets, as well as its capability to attack specially to surprise its usual counters. U-turn also poses problems for would- (<Space, no hyphen) be counters by scouting their switch and maintaining offensive pressure. Final Gambit along in conjunction with Victini's high base HP allows you it to essentially turn a match into 5v5, while a Flame Charge boosting set is also viable: . (< Period) opponents Opponents frequently expect a Choice item, so a Victini at +1 Speed able to choose between coverage moves can be a deadly surprise. V-create's Speed drop usually makes a clean sweep impossible; however, Victini has access to Trick Room to turn this liability into a great boon. As can be seen, its options are nearly limitless.

However, Victini has some flaws that keep it from being too overpowered. The first is its weakness to Stealth Rock, (< Comma) and vulnerability to all entry hazards, (< Comma) and passive damage, which reduces the number of switches Victini can make. The second is Pursuit, and while Scizor and Metagross can only Pursuit a Victini Choice-locked into a few moves, Tyranitar can switch in on anything except Focus Blast, Brick Break, or U-turn, change the weather, and OHKO with STAB Pursuit. Finally, even though its stat total is among the top in OU, in a metagame where powerhouses often have offensive stats of over exceeding base 120, Victini's power may sometimes just just may not cut it sometimes, especially without V-create.


Arcanine

This almost-legendary from the original RBY games takes a different approach to sun offense, forgoing sheer power for greater utility and versatility. Aside from powerful priority in ExtremeSpeed, Arcanine beats Tyranitar and Heatran with Close Combat, decimates bulky Waters with Wild Charge, and even has Crunch for Chandelure and the Lati twins. It cripples Volcarona and Reuniclus with a sun- (<Space, no hyphen) boosted Flare Blitz, and can sponge Fire-type moves aimed at your Chlorophyll sweepers with Flash Fire. Morning Sun enables it to recover health lost to Flare Blitz and Life Orb recoil; alternatively, Choice Band sets forgo recovery but reduce recoil and bring excellent immediate power to the table.

While impressive offensively, Arcanine's defensive drawbacks should be obvious. It unfortunately shares a pure Fire- (<Space, no hyphen) typing with Ninetales and Darmanitan, and, like virtually all other sun abusers, is vulnerable to all entry hazards; . (< Period) additionally, Additionally, its Arcanine's base 95 Speed means it is not hard to revenge kill. As it fills much the same role as physically based Fire-type sweepers with somewhat less power, it may be hard for this flaming dog to find a place on teams.


Charizard

Charizard, one of the iconic RBY starter Pokemon, gained a boost during the generation shift that grants it viability in BW OU. Its Dream World ability, Solar Power, gives it what is essentially a Choice Specs boost without the move- (<Space, no hyphen) locking requirement, though at the cost of its health. However, this makes its Fire Blast immensely powerful under sun. In addition to a secondary STAB in Air Slash, Charizard can also use Hidden Power Ice and Focus Blast for perfect neutral coverage and super effective hits on Dragon-types.

However, this great power is not without drawbacks, and Charizard users have to be especially careful with a couple of things. Solar Power makes causes Charizard to lose 1/8th of its maximum HP every turn, and when coupled with its quadruple Stealth Rock weakness, Charizard will often die extremely quickly. It is therefore of paramount importance to pair Charizard with a spinner to prevent it losing 50% of its health on the switch in. Non- (<Space, no hyphen) Choice Specs Charizard are also hard countered by Jellicent, Blissey, and Eviolite Chansey; hence, it is reliant on its teammates. While base 100 Speed is by no means shabby, Charizard can nonetheless be easily revenge killed, meaning that it will likely be more useful for punching huge holes in the opponent's team than for outright sweeping.


Rotom-H

Despite losing its part-Ghost typing in the generation transition, Rotom-H is another excellent supporting choice for sun teams, with both good bulk and offenses. Its Electric / Fire typing is unique: while Overheat's Special Attack drop holds it back from being a sun sweeper, STAB Electric attacks are excellent for taking out rain abusers and Ninetales's nemesis, (< Comma) Politoed; . (< Period) an immunity to Ground A Ground immunity, courtesy of Levitate, (< Comma) and access to Will-O-Wisp let it Rotom-H fare well against sandstorm teams too. Shadow Ball takes out Latios and other threatening Psychic-types, and Trick can be run on a Choice Specs or Scarf set while Choice sets can run Trick to cripple stall teams.


Chandelure

At first glance, Chandelure's unique Ghost / Fire typing and Flash Fire ability give it an impressive set of immunities and resistances. On the other hand, its stats are somewhat of a letdown: its defenses are mediocre, and its sub-par base 80 Speed makes all-out sweeping unfeasible. What stands out, however, is its incredible base 145 Special Attack, which allows Chandelure to force switches and punch holes in teams with ease, making a Substitute set especially attractive. While its movepool isn't huge in terms of both offensive and support options, it does contain choices such as Energy Ball and Hidden Power Fighting, and even Pain Split. Will-O-Wisp is also present as a support option, but be careful: even a burned opponent's STAB Dark-type attacks will hit it for huge damage. Chandelure too needs to be careful to avoid being outclassed by Heatran, but its excellent typing and STAB Ghost attacks can give it a valuable niche on sun teams.


Other Sun Sweepers

Despite not fitting into either of the above categories, these offensive behemoths function excellently on sun teams as well. Aside from high- (<Space, no hyphen) powered attacks often adding offensive diversity to your team, most of them provide utility in the form of strong priority, a powerful Pursuit, or even offensive status spreading or Wish passing.


Dragonite

Dragonite spent the last two generations outclassed by first Salamence and next Garchomp, and with the current presence of Latias and Latios in OU, one may worry for Dragonite. Such concern would be misplaced, however: Dragonite is yet another Pokemon given a new lease of on life by its Dream World ability, Multiscale. This grants it far easier setup, complementing its naturally impressive special bulk to make it a viable bulky sweeper. A combination of Dragon STAB, Fire Punch, and Earthquake provides Dragonite with perfect neutral coverage, but it can forgo the latter for ExtremeSpeed to revenge kill faster threats. While Dragonite doesn't appear to gain much from the sun aside from except a marginally boosted stronger Fire Punch, running it on a sun team is useful in a perhaps less expected way: the removal of possible passive damage from sandstorm or hail reduces the need for Leftovers, allowing Dragonite to run alternative items such as Lum Berry. In return, Dragonite's great set of resistances covers many common weaknesses of more conventional sun sweepers, especially to Ground- and Fire-type moves.


Salamence

Where would any list of offensive threats of BW be without Salamence? While one of the most threatening sweepers of DPP has somewhat fallen from grace over the generation transition, Salamence still holds its own as an offensive wallbreaker with useful defensive capabilities. Many Dragon-types appreciate the boosted Fire Blast or Fire Fang sun grants them, but Salamence is one of the better choices for a sun team. An immunity to Ground-type moves as well as a resistance to Fighting-type attacks, Intimidate cushioning all physical blows, and the base stats to work either offense- or support-wise lets this notorious Dragon fill a variety of niches. Wish passing is one of the more valuable support options, given many sun sweepers' vulnerability to hazards and recoil damage, as well as general frailty, but familiar offensive Dragon Dance or MixMence sets work just as well.


Rhyperior

Though a much less common an uncommon sight, Rhyperior is interestingly enough a decent choice for the role of a sun team's physical tank. It packs a useful resistance to Fire-type moves and an impressive base 130 Defense backed up by base 115 HP, and can even tank the occasional Water-type attack with Solid Rock and sun support. Its possesses a wide range of hard- (<Space, no hyphen) hitting attacks, typically dual STAB EdgeQuake and Megahorn; additional options such as Substitute, Rock Polish, or Swords Dance; , (< Comma) as well as Stealth Rock, (< Comma) make for a fairly versatile threat that can be tailored to cater for your team's individual needs.


Snorlax

Snorlax can be a hard- (<Space, no hyphen) hitting special sponge on a sun team, as its base 160 HP, base 110 SpD Special Defense, and Thick Fat ability lets it tank special attacks—Fire-type hits in particular—with ease. It has access to powerful physical moves with decent coverage, including Fire Punch to abuse in sun. Pursuit lets it deal with opposing Psychic- and Ghost-types, particularly the Lati twins, and Earthquake supports its sun- (<Space, no hyphen) abusing teammates by taking care of Tyranitar and Heatran. A solid Fighting-type resist is a good idea if running it Snorlax, however, since as it tends to lure in the ubiquitous Fighting-types that can often pose a hazard to your team.


Mamoswine

Another interesting offensive choice (despite not actually taking much advantage of sun) (< Parentheses) is Mamoswine, which nevertheless excels at removing one of sun's major obstacles: Dragon-types. These common Pokemon are huge defensive threats, for they resist the two main attacking types of a sun team, Fire and Grass, and are of course great attackers themselves with towering offensive stats and excellent STAB. Mamoswine can easily dispatch these threats with Ice Shard, provide varied coverage with powerful Ice-, Rock-, and Ground-type moves, and also play the role of a Thunder Wave absorber. Lastly, it gets has access to Stealth Rock (though this and many other moves are incompatible with its Dream World ability), enabling which enables it to provide entry hazard support if required.

Support Pokemon

A hail team often falls short if running a mono- (<Space, no hyphen) Ice build; likewise, sun also needs non- (<Space, no hyphen) abuser support and reasonable defensive synergy to reach its full potential. While these Pokemon undeniably pale in comparison offensively to the hard- (<Space, no hyphen) hitting nukes listed above, do not make the mistake of overlooking them: their solid bulk buffers a team of otherwise frail sweepers, and it is their immense supporting capacity that truly enables your sweepers to shine.

Firstly, though many Chlorophyll sweepers are fast, poor defenses and defensive typing may make it hard for them to grab a Growth or Swords Dance boost; this is where dual screens or status support can prove helpful. Furthermore, Secondly, sun sweepers largely share typings and consequently elemental weaknesses, the most common being to Fire, Ice, Ground, and Rock. Hence, key pivoting resistances are important to provide safe switches for your sweepers, as well as insure your team against common metagame threats and other weather conditions.

Entry hazard control is another vital part of a weather war. While Stealth Rock is the hazard that is both easiest to place and with has the best distribution, Spikes and Toxic Spikes may be more useful to a sun team, (< Comma) considering the typings of the opposing weather inducers. However, equally important is a clear field for your own team: ; (< Semicolon) Rapid Spin users and Pokemon with the Magic Bounce ability are useful in this regard.

Despite Fire-types' immunity to burn, (< Comma) and Poison-types' to Toxic, as well as Venusaur's and Victreebel's ability to remove Toxic Spikes, cleric support may be handy to cure a speedy sweeper of crippling paralysis. Perhaps much more useful, however, is Wish support. Few sun sweepers have room for recovery moves, with many even running recoil- (<Space, no hyphen) inducing ones; further aggravating this problem is Fire-types' weakness—Ninetales in particular—to Stealth Rock. Healing Wish ramps this form of support up a notch, restoring a Pokemon to full health at the cost of fainting the user. Unlike Wish, this also heals before entry hazard damage, allowing a battered Ninetales, Volcarona, or Charizard a second shot at changing the outcome of the match.

A final option for team support is a secondary Sunny Day user, removing pressure on Ninetales to enter the field as often as it would otherwise need to in a weather war. This is especially important as, of the three main weathers, sun is typically the most dependent on having the weather advantage to succeed: ; (< Semicolon) as indicated by their tiering, many Chlorophyll- (< Remove hyphen) and Fire-type sweepers are otherwise fairly mediocre Pokemon. While many viable Pokemon learn Sunny Day, deserving of a special mention are bulkier Pokemon that can easily switch in to and pack super effective STABs against Politoed, Tyranitar, and Hippowdon, such as Rotom-W, Hitmontop, Roserade, and Breloom. There are even a number of Prankster Sunny Day users, but unlike rain and Tornadus, none of them abuse sun particularly well. Nonetheless, such support should be considered if your team is extremely sun- (<Space, no hyphen) dependent or would like an easier time in weather wars.

Indeed, there are a multitude of roles to fill, and many possible supporters overlap within these: the relative merits and shortcomings of the more viable ones are discussed below.


Arcanine

Though your first instinct may be to think of Arcanine as more of a Sun abuser, it also has its uses as a supporting player for sun- (<Space, no hyphen) based teams. It has a choice of two fantastic abilities: Flash Fire grants it the capacity to freely absorb Fire-type attacks, while Intimidate synergizes well with its usable 90 / 80 / 80 defenses and access to Will-O-Wisp; additionally, it has Morning Sun to further boost its survivability. However, Arcanine needs to be careful not to be must be careful to avoid being outclassed by Heatran in this role given the latter's multitude of useful resists.


Chansey / Blissey

The pink blobs return, changed in name but not in function: with the advent of Eviolite, which boosts both defenses of NFE Pokemon by 50%, Chansey overtakes Blissey in terms of sheer defensiveness. bulk. While workable Special Attack and more importantly the (< Add em dashes) ability to utilize Leftovers give Blissey an advantage in certain conditions, Chansey is generally the superior choice, as sun removes the residual damage of sandstorm and hail, reducing the need for Leftovers recovery. Nonetheless, whichever you choose, both pink eggs support your team in similar ways. Their capacity to sponge special attacks effortlessly make them good insurance against common specially based threats on rain teams, and their gargantuan 350+ HP Wishes give a new lease of life to many of their teammates; cleric support and status spreading in Thunder Wave and Toxic are standard options as well. Finally, Healing Wish can be utilized to fully heal a sweeper, potentially setting up a game- (<Space, no hyphen) winning sweep from a previously hopeless position.


Latias

Although the only Fire-type move Latias can abuse in sun is Hidden Power Fire, her real contribution is to your team's defensive synergy. She provides a valuable Fighting-type resistance without contributing a crippling 4x Ice weakness, and her excellent base 130 Special Defense and resistances to Water- and Electric-type moves make her a great switch- (<Space, no hyphen) in to Politoed and many other rain sweepers. While she is typically seen as a standalone Calm Mind sweeper, don't overlook her great support movepool: Wish is naturally hugely useful for sun, as is the ability to set up dual screens to protect frail sweepers. One last point of note is that Latias is the fastest user of Healing Wish outside of sun.


Jirachi

Though Jirachi brings with it weaknesses to Ground- and Fire-type moves, it can perform excellently as a supporter with a decent offensive presence. It provides invaluable support in the form of Stealth Rock along with high and big 202 HP Wishes, and also has access to Healing Wish to rejuvenate revitalize (Rejuvenate means to make younger). a sweeper. Thunder Wave can assist in crippling Choice Scarf users on the opposing team, U-turn is a nice way to allow Ninetales a safe switch- (<Space, no hyphen) in, while Jirachi's signature Doom Desire can dissuade Tyranitar from coming in and thereby safeguard Ninetales. Lastly, yet another of Jirachi's major niches is its ability to decimate rain teams with a specially defensive set of Calm Mind and Thunderbolt, which makes the Wish Pokemon a fantastic addition if your team has issues with these threats.


Vaporeon

Perhaps the best Wish passer available to sun teams is Vaporeon. Given that most of sun's sweepers lack space for a recovery move, have recoil- (<Space, no hyphen) inducing moves such as Flare Blitz and Double-Edge, and are weak to all forms of entry hazards, recovery in the form of gigantic 231 2 (< *) HP Wishes can prove invaluable, near-fully revitalizing many Pokemon on a sun team. While Vaporeon's ability and STAB are unfortunately somewhat worthless to sun teams, her ability to Baton Pass both Wishes and 101 HP Subtitutes, particularly to Grass-types that resist her weaknesses, are greatly appreciated. She can make use of Roar to prevent opponents from using her as setup bait, run Ice Beam to deal with Dragons, or utilize a Hidden Power for coverage. Though awfully weak under sun, Scald can still be used for its burn chance, but since sun teams often have no shortage of Will-O-Wisp users, this may be prove somewhat obsolete.


Slowbro

Though no longer useful as the only true Blaziken counter, Slowbro nevertheless has great utility as a physical wall. Its Water / Psychic typing provides it with many useful resistances, including ones to Water, Fire, Ice, and Fighting, letting it take a variety of attacks with ease, (< Comma) and proceed to hit back hard. Among the options available to it are good dual STAB and a boosted Flamethrower, which gains a pseudo-STAB boost under the sun. Slowbro's survivability is increased by Slack Off as well as Regenerator, and it can also support its teammates by inflicting many forms of status through Scald, Thunder Wave, Toxic, and Yawn: pick those that best suit your team.


Bronzong

Though Steel-types in general tend not to be great choices for sun teams, Bronzong is one of the few who can fill a number of valuable niches, making it the exception to this rule. Its typing is a great asset, contributing to the team a valuable Ground immunity as well as a plethora of resistances to common weaknesses of Grass- and Fire-types; furthermore, its sole Fire-type weakness can be exploited with smart use of a Flash Fire teammate. In addition to excellent bulk, it has access to useful support moves in Stealth Rock and dual screens, both of which give huge benefits to sun sweepers, as well as Toxic and Hypnosis, though you will likely find Sleep Powder on a Chlorophyll Pokemon more reliable. Bronzong is no offensive slouch either: STAB Gyro Ball deals with Tyranitar, one of the greatest threats to sun; in fact, Bronzong's aforementioned immunity to Ground and resistance to Rock, along with its access to Gyro Ball and Earthquake, allows it to easily counter common sandstorm threats such as Tyranitar, Terrakion, and Landorus. Finally, Hidden Power Ice lets Bronzong maim the Dragon-types that plague sun teams, as well as Gliscor.


Cresselia

Cresselia is another excellent wall able to tank powerful hits and recover them off with a sun- (<Space, no hyphen) boosted Moonlight. What differentiates her from Slowbro is her immunity to Ground-type moves, her ability to very reliably set up dual screens, and her access to Lunar Dance, enabling her to provide numerous setup opportunities for your powerful sun sweepers. Like most Psychic-types, however, Cresselia is inherently rather Tyranitar weak. She lacks the ability to beat or even cripple it unless running a Calm Mind + Hidden Power Fighting set, which makes using her a slight challenge since as sun already finds the sand titan problematic. However, Cresselia's humungous humongous bulk, as well as her tendency to lure in Tyranitar, in fact makes the move Sunny Day a solid choice on her, which can take some pressure off Ninetales.



Rapid Spinners


Despite the release of Magic Bounce alleviating the need for a dedicated Rapid Spinner, (< Comma) even for hazard- (<Space, no hyphen) weak teams like sun, a Spinner is nonetheless still the more reliable option, reducing dependence on prediction by giving your team the capability of clearing to clear your side of the field again and again over the course of the battle. The most viable options for this are discussed below.


Forretress

The only Pokemon to receive access to all three entry hazards and Rapid Spin makes for a valuable supporter for all types of team, including sun. Its exacerbated Fire weakness barely matters when most Fire-type attacks OHKO it regardless of the sun boost, and a buffed Sturdy gives it a chance to survive them for one turn more if nothing else. Its Forretress' great base 140 Defence Defense along with a and resistance to Dragon-type attacks give it a good niche as a defensive supporter, and though it largely lacks offensive capacity, Earthquake and STAB Gyro Ball off a measly base 40 Speed do serve to deter some Pokemon from setting up on it. Additionally, Volt Switch gives it Forretress the capability to escape from Magnezone, (< Comma) as well as switch Ninetales or a sweeper in for free if need be, making it a very valuable supporting option.


Donphan

Another physical wall with the ability Sturdy ability, Donphan has access to both Stealth Rock and Rapid Spin, and enjoys a reduced Water weakness in sun. It has decent offensive prowess with STAB Earthquake and Ice Shard too, and it is able to deal with Ghosts with Assurance or Stone Edge as well. can use Assurance or Stone Edge to deal with Ghost-types. In addition, Donphan can resort to to Odor Sleuth for when it is vital to get rid of entry hazards. While more defensive teams may find Donphan's susceptibility to Spikes and, more importantly, Toxic Spikes worrying, this is less of a concern on offensively based sun teams. All in all, solid base 120 Defense backed by base 90 HP as well as a handy resistance to Rock make it a good and strong, versatile pick that fills many roles in a team well.


Claydol

At first glance, Claydol seems somewhat similar to Donphan, with access to Stealth Rock and Rapid Spin, as well as a handy Rock-type resistance due to its Ground typing. However, it boasts Levitate too, which means it hardly takes any damage from the entry hazards it is meant to remove. This Ground immunity not only gives it many free switches from its Fire-type teammates, but also grants it the honor of being one of the few Pokemon to resist both parts of the EdgeQuake attacking combination. Furthermore, its Psychic typing grants it a resistance to Fighting, making it a first-rate physical sponge. However, this Psychic typing and low Attack cripple it in the face of spinblockers, meaning it often has to rely on a teammate to eliminate them. Nonetheless, its access to dual screens, Stealth Rock, and Rapid Spin may prove valuable to your team.


Hitmontop

Another angle to take when looking to guarantee a spin is Hitmontop: with Foresight, it can pull off a sure spin, even against Ghosts. It has two excellent abilities: ; (< Semicolon) access to powerful priority in Technician Fake Out and STAB Mach Punch can be abused alongside spinning capabilities to rack up free damage; . (< Period) alternatively, Alternatively, Intimidate can be used to cushion physical blows upon switching in and thereby boost survivability, whilst retaining a powerful STAB Close Combat to abuse alongside Foresight. If not looking for Rapid Spin support, however, one ought to consider Conkeldurr before Hitmontop due to the former's vastly greater bulk and offensive capability.


Starmie

One of the best offensive spinners in the OU tier also performs excellently on sun teams: . (< Period) Starmie's excellent BoltBeam coverage along with Psychic STAB means that its Water STAB will scarcely be missed. Starmie can either take on a Choice Scarf to revenge kill Dragon-types and other large threats to sun, or utilize a bulkier build with Recover to provide reliable spinning throughout the entire match. Either way, Starmie can singlehandedly eliminate on its own the typically physically bulky Spinblockers (Jellicent, the exception, is dealt with by Thunderbolt) in order to spin, something few other Rapid Spinners can easily do given either their weak offenses or susceptibility to burn: in fact, the latter, along with the effect of Toxic Spikes, is handily dealt with by Starmie's ability Natural Cure.


Cloyster

Though an unusual choice for a sun team, Cloyster brings several benefits to a sun team. A 4x resistance to Ice and a huge base 180 Defence greatly assist it in reliably getting a Spin off, and doing so is easy since because few Ghosts can endure Cloyster's onslaught. Though it may not last a whole battle, Cloyster can be counted on to spin a couple of times, which is sufficient for offensive teams looking to get quick victories. In spite of its lack of a Dragon-type resistance, Cloyster can tank even most Outrages from the Dragon-types that wall typical sun abusers, and retaliate by breaking Dragonite's Multiscale with the multi-hit Icicle Spear. Moreover, it brings amazing offensive presence to the team: ; (< Semicolon) Shell Smash instantly turns it into a fantastic sweeper that even has the option of a powerful pseudo-STAB Hidden Power Fire under the in sun.

Other Niche Support

Thanks to their unique capabilities, these Pokemon can provide irreplaceable forms of support, letting them fill a specialized but nonetheless vital niche and making them key to the success of certain sun teams.


Wobbuffet

Wobbuffet is far from a typical Psychic-type: it possesses the unique ability to trap and kill problematic Pokemon, in particular other weather inducers, opposing weather inducers in particular, or at least force them into yielding setup opportunities to your frail sweepers; . (< Period) this This is incredibly useful because, more so than other weather, sun teams are dependent on their weather being dominant. Wobbuffet can also serve as insurance against Choice- or non-mixed (< Remove hyphens) sweepers, but beware of power creep: more things, including Adamant Choice Band Tyranitar's Crunch, and possibly Modest Choice Specs Politoed's rain- (< Remove hyphen) boosted Hydro Pump, can potentially OHKO it Wobbuffet without letting it get off a Counter or Mirror Coat.


Dugtrio

Dugtrio can eliminate certain severe threats to sun with near surety: . (< Period) much Much like Wobbuffet, it is uncounterable in the normal sense of the word as its ability Arena Trap prevents the opponent from switching. Its Dugtrio's STAB Ground moves allow it to easily deal with opposing Fire-types (Heatran in particular), Terrakion, and Tyranitar, while the Lati twins are easily dispatched with Sucker Punch. It is often Choice Banded to boost its unimpressive base 80 Attack; however, this runs the risk of turning into setup fodder after getting a kill, which can be problematic if you do not have solid ways to deal with other threats on the opponent's team. Dugtrio can also utilize a Focus Sash + Reversal strategy, perhaps even providing Stealth Rock support as well, but this is utterly dependent on Stealth Rock being kept off your own side of the field.


Espeon

A team packing several Fire-types will likely be quite Stealth Rock weak: this is where Espeon comes in. With its new ability, Magic Bounce, Espeon can come in on switch into hazard setters such as Deoxys-S and Forretress, or even predicted status or phazing moves (or even Taunt) and reflect them right back at the opponent. However, the main drawback to using Espeon in place of a traditional Rapid Spinner is that if your prediction fails, Stealth Rock is up with no way to remove it. Making matters worse is the fact that Espeon is no defensive bulwark: base 65 HP and base 60 Defense as well as a Pursuit weakness make it huge Tyranitar bait. Nonetheless, Espeon's niche is one virtually no other Pokemon can fill. Immunity to status, phazing, and Taunt enables it to be a reliable dual screen team supporter, or even Baton Pass Calm Minds. Lastly, it should also be noted that access to Morning Sun somewhat enhances Espeon's survivability in sun, making her it a viable supporter especially on sun teams.


Xatu

Despite seeming very similar to Espeon, the second Magic Bounce user introduced this generation has a few boons over the poster child of the ability. First of all is its 4x resistance to Fighting and immunity to Ground, especially helpful for sun teams; second is its greater support movepool, which includes FeatherDance and Toxic, as well as U-turn, which allows for a safe switch to Ninetales or a frail sweeper. Like Espeon, Xatu can set up dual screens and Wish pass, Wishpass, though its small base 65 HP along with the new Wish mechanics makes that largely inadvisable. Using Xatu in an offensive capacity makes it outclassed by Espeon, however, so be sure to steer clear of that and utilize it solely for its supporting capabilities. Finally, Xatu is also just as, if not even more Tyranitar weak than Espeon, so be sure to carry a very solid counter when using it.


Threats to Sun Teams

Knowing your way around the Pokemon on your own sun team is of course only half the battle: you also need to be aware of the various threats that pose considerable issues for sun teams in general and have a plan to remove them from your path. Opposing weathers, Pokemon which commonly wall or outspeed your team, as well as more unusual team strategies—Trick Room in particular—can all pose large obstacles. The following section sums up the reasons why certain Pokemon or groups thereof are threats to sun, and gives suggestions as to how to cope with them.

Sandstorm Teams

The most commonly used weather in OU, hands down, is sandstorm. As its direct impacts are far less than sun's or rain's, its inducers fit very well into a number of teams simply looking for a way to counter opposing weather teams. Somewhat more of an issue are dedicated sandstorm teams, however, as these will be just as protective as you are of their weather, and they typically have a range of deadly abusers to utilize to this end. Overall, a solid strategy against opposing sand teams is a must for any successful sun team.


Tyranitar

The pseudo-legendary sand behemoth is very possibly the largest threat to almost every sun team: it summons sand upon entering the field, removing the advantages that Chlorophyll and Fire-type sweepers alike rely upon. To make matters worse, it possesses excellent bulk: base 100 HP, base 110 Defense, and what is effectively base 150 174 Special Defense in sand. It furthermore Furthermore, Tyranitar resists Ninetales' STAB Fire moves, introduces residual damage from sandstorm, and is an excellent user of Stealth Rock, thereby wearing your team down. Offensively, it wields one of the strongest Pursuits in the game, and an arsenal of usable offensive moves both physical and special. With moves such as Stone Edge, Crunch, Superpower, Fire Blast, Ice Beam, Aqua Tail, and even Focus Punch all being viable possibilities, its immense unpredictability only worsens matters.

Fortunately, there are a variety of ways by which Tyranitar can be removed as a threat: , and frankly, all competitive sun teams should pack at least one of these. Naturally, exploiting its quadruple Fighting weakness is a major one. While its special bulk in sandstorm is so immense that Hidden Power Fighting from the likes of defensive Ninetales is but a 2HKO, a physically based Fighting -type (< Hyphen) is often a good switch-in that scares Tyranitar out. Other powerful super effective moves can do similarly, such as Mamoswine's Earthquake or Tangrowth's Power Whip. Focus Sash + Reversal Dugtrio perhaps does this best of all, but as previously mentioned requires the absence of entry hazards. Wobbuffet is OHKOed by Adamant Choice Band Tyranitar's Crunch, and even with perfect prediction is largely helpless against Tyranitar packing special attacks (Mirror Coat is Psychic-typed), but on the whole can be effective against most Tyranitar variants.

Ninetales can mitigate its weakness to Tyranitar with the use of Will-O-Wisp or Substitute + Disable, or simply keep double switching to protect itself. Wearing Tyranitar down with burn or Toxic damage along with entry hazards is a reasonable strategy to eliminate it given its lack of recovery, since as a decent opponent can often predict a Fighting move aimed at Tyranitar. Utilizing a ChestoRest or Wish passing strategy to keep Ninetales alive until Tyranitar is removed may be of use as well. One must always keep in mind its unpredictability, however: as such, being able to determine its set ASAP is often of great use, so that you can respond appropriately.


Hippowdon

While seeing Hippowdon in Team Preview as the opposing weather inducer often causes a sigh of relief that the stress caused by the unpredictable Tyranitar will not be present, this unassuming sand hippopotamus should in no way be underestimated as a threat. Its Sand Stream ability means its elimination should be as much of a priority as Tyranitar's would be, and while though it is unlikely to tear apart your team like a Tyranitar might, actually killing KOing it can prove an immensely difficult task due to its huge physical bulk: ; (< Semicolon) unless you have a Giga Drain user, Hippowdon will likely be stalling out cumulating LO recoil and sandstorm damage while phazing boosting sweepers, or hitting your Pokemon surprisingly hard off base 112 Attack, wearing you them down before you can remove it.

Super effective Grass moves will often be your weapon of choice against Hippowdon, as its other weaknesses (namely Water and Ice) are much less frequently carried by STAB users in sun. Tangrowth with Giga Drain is the best option for this role: ; (< Semicolon) its huge Defense stat allows it to tank Ice Fang with ease while regaining health. Toxicing Poisoning Hippowdon with Toxic is also a good way to deal with it, but do note that stall teams often carry a cleric. Neutral hard-hitting special attacks such as Draco Meteor or sun-boosted sun boosted Overheat or Fire Blast are also good options against it.


Landorus

Following the banning of Excadrill, Landorus is now the sand sweeper to watch out for. High base 101 Speed along with excellent offenses—especially in sand—mean it can easily tear through Ninetales and frail sweepers, especially if packing Hidden Power Ice. Though the Swords Dance variant is incredibly tough to wall outside of Bronzong, Rock Polish sets are what sun really fears, as the former can at least be revenged. A +2 Speed Landorus, however, outruns all Chlorophyllers, so if you cannot wall it then you're in for a world of hurt. It can also viably run Substitute, Choice Scarf, or Choice Band, making it hard to react respond to.

The issue with Landorus is that both its common boosting sets require very different counters and responses. Having something which can wall even a +2 Landorus is ideal, but as mentioned, (< Comma) there's barely anything that can stop a variant with Hidden Power Ice. Starmie can revenge SD Landorus, and strong Chlorophyllers can do similarly with minimal residual damage if sun is up. Strong effective priority moves such as Ice Shard, ExtremeSpeed, or Choice Band Scizor's Bullet Punch is an are even better ways to ensure a revenge kill on Landorus no matter how boosted its Speed is. Cresselia, Slowbro, and Latias are all excellent choices to wall Landorus and kill KO it with a strong STAB or Ice Beam, but none match Bronzong's ability to wall all bar gimmicky Smack Down variants.

Rain Teams

The next second most common weather in OU, rain is truly sun's antithesis, not only canceling out but actually reversing many of the buffs your team is built around abusing. Do not get cocky about the gimp to rain offense from the Drizzle + Swift Swim ban: a rain team is just as much of a challenge to face as you will be fighting to keep your weather up more than in any other matchup.

Despite losing the advantage of boosted Speed, rain offense is a truly threatening playstyle: ; (< Semicolon) most rain sweepers have both Water-type moves for your Fire-type sweepers as well as Ice- or even Flying-type ones for your Chlorophyll Pokemon. Rain stall is a playstyle climbing in popularity too: rain stops your Growth sweepers from boosting efficiently and drastically reduces the damage output of your Fire sweepers; meanwhile, the bulky defensive tanks regain health while Toxic stalling you into oblivion.


Politoed

The second weather severely threatening sun is rain, and in OU Politoed is its herald. Unchecked, a Politoed's rain will neuter your Fire-type attacks, remove your Chlorophyll sweepers' Speed boost, and let the opponent pummel you with boosted Water-type attacks. In fact, Politoed itself is a potent offensive threat, able to decimate even Water- (< Remove hyphen) resistant Pokemon with when holding Choice Specs, outspeed common counters with a Choice Scarf, or run a bulky build for greater survivability, harassing with Scald's burn chance, Toxic, Perish Song, and Encore.

One of the best ways to beat Politoed without overspecializing your team is simply to wear it down with residual damage while keeping Ninetales at high health. Laying hazards from with a lead that isn't Water-weak, and inducing bad Poison on it, either from Toxic Spikes or using Ninetales to catch it with Toxic on the switch, gives you a significant advantage in the weather war to emerge the last weather inducer standing.

Specific counters to Politoed include Chlorophyll Pokemon that can outspeed and OHKO even bulky Politoed: Tangrowth and Sawsbuck both do this, but must be careful not to switch into an Ice Beam. Slowbro threatens Politoed with Toxic or Hidden Power Electric, and while it laughs at any offense Politoed can muster due to Regenerator and Slack Off, must itself watch out for Toxic. Vaporeon can do little to hurt Politoed, but as this is true vice versa as well (again barring Toxic), it can take the opportunity to switch in and Wish pass to Ninetales. Finally, Wobbuffet has an easy time taking out Scarf variants of Politoed and can set up on a defensive one with variant, especially if it Wobbuffet has Safeguard, but the standard Wobbuffet is OHKOed by Modest Choice Specs Hydro Pump in rain.


Tornadus

One of the signature threats of rain teams, Tornadus poses a potent threat to sun. STAB Hurricane decimates many Pokemon on offensively based sun teams, and to make matters worse, few things can outpace its base 111 Speed outside of sun. Furthermore, a Tornadus on its last legs can throw out a priority Tailwind, often meaning much of the enemy team will be outspeeding you for 3 turns, sun or not.

As previously mentioned, very few things can safely switch into Tornadus' Hurricane. Heatran can wall this and Hammer Arm, but cannot OHKO with HP Hidden Power Ice; specially defensive Rhyperior can wall both moves too, but it dies to Grass Knot. Sun's best counter to Tornadus is in fact Rotom-H, which resists Hurricane and can OHKO with Thunderbolt, but either a Choice Scarf or some HP investment is needed. Revenging Tornadus becomes somewhat necessary in many situations; thankfully, if sun is down and you cannot rely on Chlorophyll Pokemon, there are a few other options. Arcanine and Dragonite do well with ExtremeSpeed if the sky genie has been previously damaged such as by Stealth Rock, since as they can also prevent a last-ditch Tailwind from being set up. Mamoswine hits harder with Ice Shard, and Starmie naturally outspeeds and OHKOes with Thunderbolt or Ice Beam, but both leave your team open to a counter-sweep since as they cannot prevent Tailwind.


Dragonite

Though its Hurricane lacks the sheer power of Tornadus', Dragonite has access to the immensely powerful Draco Meteor as well as Surf and Thunder for coverage, making it a potent threat in rain. Its Dream World ability, Multiscale, turns it into a true defensive behemoth as long as its health remains full, making it a big obstacle for sun teams. However, its low Speed and reliance on Multiscale are fairly easy to exploit, especially for a fast-paced team that leaves it no chance to recover: ; keeping SR up Stealth Rock on the field and packing powerful neutral moves are an excellent ways (<*) to check Dragonite.


Toxicroak

Toxicroak, while somewhat of a niche Pokemon, is nonetheless a large threat when used on dedicated rain teams. If it manages to get a Substitute up even when Ninetales enters and sun begins to drain its health, the combination of Drain Punch and Sucker Punch, possibly after a few Bulk Up boosts, will often claim at least one victim from your team unless your prediction is spot-on. A Fighting-type resist capable of setting up on Toxicroak can quite easily force it out in sun, however, and a burn will cripple it, so wearing it down should be doable for most sun teams if you play carefully.

Trick Room Teams



Though a very rare team archetype, so much so that it usually isn't worth analyzing individual Trick Room threats, Trick Room's speed reversal poses a huge threat to any team based upon outspeeding the opponent with relatively frail sweepers, as sun often does. Countering it directly is often incredibly difficult, meaning that in some cases the best you can do is attempt to predict what move they'll throw at you and switch to a resist in order to stall out the five turns of Trick Room's effect. This can be reasonable to deal with for one duration of Trick Room—such as against a lone Reuniclus or Bronzong—but a dedicated Trick Room team will be considerably harder to cope with. There are however a few options worth considering, which can assist sun in dealing with Trick Room Pokemon and teams as a whole.

Victini is perhaps the most obvious: repeated V-creates will drop Victini's Speed, letting you beat the Trick Room player at their own game for a few turns; Slowbro and Slowking can thwart this, however. Other slow but hard-hitting Pokemon such as Rhyperior, Bronzong, Slowbro, or Snorlax may be able to outspeed some Trick Room abusers, but note that they are likely to be running negative- (< Remove hyphen) Speed natures as well as 0 IVs. Taunt users are of course a great option for preventing Trick Room setup; Infernape and Heatran are good choices here. Priority too can eliminate some Trick Room sweepers. Generally speaking, a more balanced sun team with walls and pivots will be better positioned equipped to deal with Trick Room than one which purely utilizes fast offensive Pokemon, which is something to bear in mind when crafting your own team.

Opposing Fire-types

Enemy Fire-types are typically an issue for sun for two reasons: the first is a great set of resistances, particularly to Fire- and Grass-type moves, enabling them to force out a variety of sun sweepers with ease, ; and the second is their great offensive potential against the typical components of a sun team, boosted further by your own weather. The good news is that not all Fire-types fit both these criteria, but the bad is that three of them are some of the most used Fire-types in OU, and for excellent reason.


Heatran

Heatran is one of the few Pokemon that can wall much of a sun team with huge ease, making it a large significant defensive threat. Ninetales and Venusaur are the two Pokemon most commonly left helpless before him it, so great care needs to be taken to have a means of removing him it. Worsening this is the fact that Heatran can quite easily turn the tables on you with a Substitute set or with good prediction, and use its boosted Fire-type moves to rip apart your team, making having something to deal with it a necessity.

Its Heatran's propensity to run Air Balloon makes countering it somewhat problematic, since as Ground-type moves cannot be relied upon to eliminate it without a sacrifice, unless used by a wall able to tank two hits, (< Comma) such as Snorlax. Fighting-type moves are a common way means of dealing with it Heatran, since as its other weakness, Water, is diminished in sun. Several excellent sweepers can pack a super effective coverage move to scare it away, such as Flash Fire Arcanine (Close Combat), your own Heatran (Earth Power), Sawsbuck (Jump Kick or Nature Power), Dragonite (Earthquake), or Rhyperior (Earthquake) can all switch into some of its common moves and / or revenge kill it. Utilizing a Substitute + Hidden Power Fighting Ninetales also allows your faithful weather inducer to take down offensive Heatran one-on-one. Once again, a strong Mach Punch is a useful tool as insurance against him it.


Chandelure

Just as with Heatran, Chandelure too can wall several prominent members of sun teams, necessitating a plan for its removal. Despite its seemingly low Defense, Chlorophyll users lacking a Ground- or Dark-type move, as well as many Fire-types, are all utterly walled by the haunted chandelier, and like Heatran it can abuse Substitute to tear holes into out of your counters, or simply nail the switch-in you choose with a Choice Specs- (< Remove hyphen) boosted attack off its huge Special Attack stat.

Chandelure's counters are somewhat similar to Heatran's, since as they both tend to use similar moves. Arcanine with Crunch does excellently, as does Heatran with Earth Power. Most Dragon-types resist its moves and make decent switch-ins, but they will nonetheless dislike a sun- (< Remove hyphen) and Specs- (< Remove hyphen) boosted Fire Blast. Snorlax does an excellent job of walling Chandelure and can even Pursuit it as it leaves, making it an excellent Snorlax a solid counter. In general, Fire types that outspeed Choice Scarf Chandelure, as well as Chlorophyll users that can hit it super effectively, will be able to safely revenge kill it.


Volcarona

One of sun's most prominent sweepers can ironically (Not irony) also prove a deadly threat to it. The ease with which Volcarona can set up on Ninetales can be problematic for sun, given the need to bring switch your weather inducer in often. The slight variations of Volcarona's sets also pose an issue in terms of being able to safely counter it, and if you assume wrongly, then you risk letting it attain so many boosts that it simply cannot be stopped by anything sun commonly uses.

Ninetales herself has a few tricks up her sleeve to give setting-up boosting Volcarona a hard time. Toxic cripples the sweeping potential of all but ChestoRest variants, and the combination of Overheat + Power Swap gives Ninetales an excellent chance of even being able to beat Volcarona one-on-one by stealing its Special Attack boosts and simultaneously giving it -2 or even -4 in that same stat. Other more reliable counters are available though, including many Fire-types that are able to launch a powerful Flare Blitz to OHKO the moth; however, fast variants with Hidden Power Rock or Ground can easily fend off these attempts. Rhyperior can threaten Volcarona before it gains too many boosts, and Snorlax can wall it similarly but needs Stone Edge to really threaten it. Sawsbuck can revenge kill non-Speed-boosting-natured all Volcarona bar Timid variants, even after even two Quiver Dances, but is weak to both of Volcarona's STABs and hence requires perfect prediction to switch in. Finally, Heatran can Roar out any Volcarona without Hidden Power Ground, and set up Stealth Rock as well – which is the best precaution to take against it.

Dragon-types

The omnipresent Dragon-types in OU all pose both offensive and defensive threats to sun teams in a similar manner to the above Fire-types. Though they can rarely sweep a sun team outright due to a lack of speed matching that of your Chlorophyll users, a Steel-type can prove invaluable to help sponge their powerful attacks throughout the game, much as they do for a normal team. A bigger issue typically comes with a few of the bulkier Dragons, which can pose a rare but large defensive threat to sun teams not equipped to deal with them.


Latias

Though a somewhat less common sight in the BW metagame, with her brother's power often being favored over her bulk, Latias is nonetheless a major defensive threat to sun. She resists Grass- and Fire-type moves and is weak to attacks only rarely carried by sun sweepers. Huge base 130 Special Defense and a potent Calm Mind / Roar set mean that she can quite easily find the opportunity to grab a boost or two on resisted hits, and rapidly wear down your team.

A strong super effective physical hit preying on Latias' weaker base 90 Defense is the easiest way *to (< Space) eliminate her. Megahorn from Sawsbuck or Rhyperior does well, as does Sucker Punch from Shiftry or Houndoom. Your own Dragon-type will be able to threaten her similarly, but risks eating a Dragon Pulse, especially a boosted one. More defensively, Bronzong, Heatran, and Snorlax can all take her hits reasonably well and pose a threat in return. Toxic can work against non-Substitute- carrying (< Remove hyphen) variants, but Refresh variants will simply laugh it off.


Hydreigon is another Pokemon that simultaneously poses both a defensive and offensive threat to sun teams. Its unique typing grants it useful resistances to Grass- and Fire-type moves, and its ability an immunity to Ground, which it can make use of well with good defenses. Offensively, it can maintain pressure on your team with U-turn, racking up damage while thwarting your attempts to remove it. It has excellent dual STAB in Dark Pulse and Dragon Pulse, but most dangerously, a combination of Draco Meteor, Fire Blast, and Focus Blast can usually OHKO or 2HKO most members of a sun team. Its notorious base 98 Speed becomes less of an issue against sun teams given that there are few common sun sweepers around the base 100 tier anyways (Ninetales barely 2HKOes with Specs Hidden Power Fighting); furthermore, with such a wide movepool backed by an excellent base 125 Special Attack stat, it can make use of Life Orb, Expert Belt, Choice Scarf, and even Choice Specs equally well.

Common special walls such as Blissey and Chansey fare well against Hydreigon, while more offensively, it can be revenge killed by Chlorophyll sweepers after some prior damage: unboosted Jump Kick from Sawsbuck and Low Kick from Shiftry, as well as most Hidden Power Ice fall just short of an OHKO. Volcarona can either live survive an unboosted Draco Meteor or sun-boosted Fire Blast with its fantastic Special Defense, or outspeed non-Scarfed variants to OHKO with Bug Buzz. Infernape will have a hard time coming switching in safely, (< Comma) especially under the in sun, (changed for consistency) but can decimate Hydreigon with STAB Close Combat or even Mach Punch / Vacuum Wave.


Salamence

Whilst offensive variants of Salamence are fairly easily revenge killed by Chlorophyll sweepers, defensive ones can pose issues for some sun teams due to great resistances and survivability, combined with access to phazing in Dragon Tail. A powerful super effective hit from something that outspeeds Salamence is the best way to deal with it, though its switching out combined with Intimidate makes this troublesome if hazards are up down on your side of the field. Nevertheless, Salamence itself is vulnerable to Stealth Rock, so set up your own to cause the same issue for it.

Problematic Scarfers

Your Chlorophyll sweepers will typically be able to outpace the vast majority of Choice Scarf users in OU, but unless you choose to sacrifice offensive capacity and a chunk of bulk to cope with the rare Choice Scarf equipped base 110 Speed and above Pokemon, you'll occasionally find a fast scarfer threatening your team. Luckily, few Pokemon actually hit these phenomenal speeds, and, moreover, they are only rarely seen with a Choice Scarf, so the following threats should only be seen on occasion.


Latios

Though not a defensive threat to sun like the aforementioned Dragon-types, Latios can nonetheless pose issues to an unprepared team due to its sheer speed. Pursuit users are rare on sun teams, Steel-types risk a boosted Hidden Power Fire catching them off guard, and Choice Scarf sets can obviously outspeed and OHKO many Chlorophyll sweepers with ease.

Having a Steel-type to tank its incredibly powerful Choice Specs Draco Meteor is very useful, but risky since because Hidden Power Fire is not uncommon (unless your Steel-type of choice is Heatran). Snorlax is one of the few common Pursuiters feasible on sun, and it can fortunately take Latios' hits reasonably well too. Revenge killing a Choice Scarf variant is hard as Latios will outspeed most Chlorophyll users and threaten to OHKO. Sawsbuck earns a mention here as great insurance against Choice Scarf Latios, being able to outspeed and OHKO with Megahorn, or even Double-Edge after Stealth Rock damage. Priority such as Ice Shard, ExtremeSpeed, or Bullet Punch is also very useful for finishing off a weakened Latios.


Starmie

Though standard Rapid Spin support Starmie poses few issues to sun other than removing your hazards, Choice Scarf Starmie can outspeed almost every Chlorophyll user with ease and proceed to OHKO with Ice Beam. Making matters worse is the fact that it also loves the opportunity to cripple one of your supporting Pokemon, (< Comma) or even sweepers, (< Comma) with Trick.

The best insurance to take against Starmie is packing either strong priority in the form of an ExtremeSpeed or Sucker Punch user, or a Chlorophyll user who outspeeds even Choice Scarf Starmie, such as Sawsbuck. Heatran and Volcarona both do a decent job of walling Starmie in sun, and don't overly mind taking a Choice item it may trick onto them. Cresselia takes its hits well but can do little in return outside of setting up dual screens. Sun generally lacks a good spinblocker to utilize against Starmie, so be prepared to first remove it if hazards form a vital part of your team's strategy.

Other Threats

Some other Pokemon don't fit into any of the above categories, but are also threats to sun in one way or another and so will be discussed briefly here.


Good defenses and key resistances mean this fearsome sea serpent is not easily OHKOed by most attackers on a sun team, while high base 125 Attack and access to Dragon Dance lets it pose a veritable offensive threat to your team. Its typing is perfectly suited to this job: ; (< Semicolon) STAB Bounce and coverage in Ice Fang allows Gyarados to destroy frail Grass-types, (< Comma) while access to STAB Waterfall, Stone Edge, and Earthquake give it a multitude of ways to destroy Fire-type sweepers regardless of the weather. It can utilize Intimidate to complement its base 100 Special Defense and useful set of resistances in order to nab a boost, or Moxie to become an ever-increasing threat to your team. While it gets Taunt to prevent your walls from recovering and your sweepers from setting up, also watch out for its Substitute set: as most sun sweepers are frail, you will often be forced to sacrifice a team member to bring Gyarados down.

Common rain checks / counters such as Rotom-W and Starmie—or even Latias, Vaporeon, Gastrodon, and Porygon2—fare well against most Gyarados, but note that the first needs an Electric-type move other than Volt Switch to properly counter Substitute variants. Chlorophyll sweepers can also prey on the fact that Gyarados doesn't resist their STAB Grass-type moves. Stealth Rock is another excellent form of insurance against most Gyarados: for example, Tangrowth's unboosted Power Whip can OHKO a thus-damaged Gyarados.


Terrakion

Similar to Landorus in a sandstorm (though much less reliant on one), Terrakion is capable of pulling off both Rock Polish and Swords Dance sets—or even using both with excellent dual STAB—as well as Choice sets. Whilst it doesn't typically go mixed and lacks Landorus' Sand Force, its incredible dual STAB combination more than makes up for it. High powered Rock + Fighting moves decimate nearly the whole metagame, and sun too can very easily be swept if precautions are not made to prevent its setup.

Fortunately, Terrakion has a poor defensive typing, meaning it is reasonably easy to make sure your team is not providing it with too many opportunities to boost. Valuable Pokemon like such as Ninetales and hazard setters may put you at particular risk of a Terrakion sweep, however, making a counter to it very valuable all the same. Slowbro and Claydol can wall its dual STAB and force it out, and Bronzong can do the same for Rock Polish variants. Revenge killing is a viable option too, (< Comma) as Close Combat drops its defences defenses, meaning strong Mach Punches and Bullet Punches will do a number on it after a Defense drop or two and possibly even Life Orb recoil.


Dugtrio

Though a rare sight in OU, Dugtrio gets a mention in this threatlist for posing an enormous risk to your weather inducer Ninetales. It can easily trap, outspeed, and OHKO Ninetales that are not using Air Balloon or Shed Shell, along with some Fire-types you may be using.

Countering Dugtrio is impossible given the nature of its ability, augmenting the importance of staying on the alert if you see one in Team Preview and your Ninetales is not prepared to deal with it. Ninetales is safe from Dugtrio as long as it uses Substitute as the latter switches in, because a sun-boosted Fire-type move will make short work of Dugtrio. However, all others must be careful to either switch directly out after coming in, or always use a move that can OHKO Dugtrio switching in, but not the current active Pokemon (if you KO it then Dugtrio will be able to come in for free and pick off Ninetales). The second situation will rarely be the case, and U-turn makes it a risky endeavor anyway; therefore, you need to be very careful with Ninetales if Dugtrio is around. Luckily, Dugtrio's awful defenses mean your other members will typically be able to deal with it easily.


Blissey / Chansey

The pink blobs make an appearance as a big defensive threat to sun teams. Blissey and its new competitor, Eviolite Chansey, both utterly wall several members of sun, including the common specially based Venusaur, Heatran, and Volcarona, as well as numerous supporters. However, this walling is less problematic than the utter loss of momentum the pink blobs cause while on the opposing team, meaning that eliminating them is usually top priority. Additionally, though taking Toxic is comparatively easy for sun, Thunder Wave will be a large hindrance to any sweeper hit by it. Blissey's propensity to run Flamethrower to hit Ferrothorn or Ice Beam for Dragon-types also unfortunately causes problems for Chlorophyllers.

Having a Ground-type on hand to absorb Thunder Wave can be helpful, but Ice Beam means that keeping them in if they cannot outspeed and OHKO is an unwise idea after that. Rhyperior is probably the best at this, being able to tank an Ice Beam nicely with Solid Rock. Strong Fighting-type moves are naturally key to removing the pink eggs, so to this end Hitmontop can be useful. Conkeldurr is also invaluable on teams having large Blissey problems, as it can come in on switch into her with impunity, and possibly even grab a Guts boost. Infernape, Arcanine, or, for that matter, any strong physically based Pokemon will do a great job of forcing her out (be warned that Flare Blitzing Blissey is not going to end well!!), but most hate taking Thunder Wave, so combining this tactic with a Ground-type on your team is a good idea.


Reuniclus

This jelly baby Pokemon is a threat to sun mainly because sun rarely packs super effective physical attacks to take it out. Sun-boosted Fire-type moves therefore have to be substituted to stand a chance of OHKOing in many cases, and given the recoil Flare Blitz causes, Reuniclus may require a sacrifice to take down. Special hits cannot be relied upon since as there are many support Pokemon on sun whom Reuniclus can easily come in and set up a Calm Mind on, meaning you'll often have to deal with it at +1.

Naturally, the strongest physical hit possible is a great way to deal with it. Darmanitan, Arcanine, and even Shiftry can cause huge damage to Reuniclus with either sun-boosted STAB or powerful Dark-type attacks. However, Reuniclus' huge physical bulk means that these attacks may not always OHKO, so you risk losing a Pokemon, especially if Reuniclus attacks rather than sets up. A Dragonite protected by Multiscale will do an even better job of dealing with it, being able to easily survive a hit and 2HKO in return. Jumpluff can ensure you don't lose a team member to it Reuniclus if you can Encore its Calm Mind, but can't take hits well at all, and if Reuniclus lacks Shadow Ball, (< Comma) then Chandelure deals with it fairly well.


Building a Sun Team

As with any team archetype, there are a multitude of directions to take when building a sun team, many equally effective. As such, there are very few absolute must-haves for all sun teams, though there is a lot that can certainly help you out. Things to consider (though not follow to the letter) when building a sun team are discussed below.

1. Enough sun abusers

One would imagine this to be a fairly obvious point, but this is actually more complex than it may appear to be. Essentially, the main reason for this point is that Ninetales is simply a sub-par subpar OU Pokemon when considered individually. While there are many creative ways of forcing it to pull some weight, if you are not making full use of the sun, then you are better off using virtually any other Fire-type. Luckily, given the sheer power Fire-types bring and the speedy sweeping potential of Chlorophyll Pokemon, it's hardly difficult to make enough use of the sun to be worth giving up a teamslot, so this should rarely be an issue.

2. Maintain some diversity

A slightly confusing title boils down to the fact that most of sun's abusers can be one-dimensional in some way or other: some are too slow to pull off clean sweeps, and others lack the coverage to be able to blast through all of the tier. Due to this, a reasonable degree of diversity is generally very helpful to a sun team, offensively as well as defensively. Offensive support allows for the breaking down of common walls to sun such as Heatran or Blissey, while defensive support is useful since your sweepers may well be forced out by things walling or outspeeding them, necessitating that you taking a hit. as your sweepers may be forced out by things that wall or outspeed them, necessitating that they take a hit. Merely packing Ninetales and a bunch of Chlorophyll users or Fire-types is generally not the best way to go about things.

3. Be able to beat the other weather inducers

Being able to prevent other insta-weather is naturally an incredibly important attribute for your sun team, possibly the most important; you will thus need several solid ways to deal with opposing weather inducers. Packing a lead that beats other common weather inducers is generally a good idea in general, since as Ninetales is undersped by each of them, meaning it will usually fail to get sun up off the bat. Moreover, it is important to be able to preserve Ninetales while you eliminate their inducer, through careful play or team support. Check out the threat list section for help dealing specifically with Tyranitar, Politoed, and Hippowdon.

4. Insurance against other weather threats

When facing down a well- (< I'd take this out, but preferential) played opposing weather team, it's a fact that you simply will not be able to keep sun up all the time, however well you play. As such, you have to be able to deal with opposing weather specific threats in their own element: ; (< Semicolon) Venusaur's Energy Ball is a poor answer to Landorus since as Venusaur will be outsped in unfriendly weather and likely OHKOed. Pokemon that do well against sand or rain, (< Remove comma) such as Bronzong and Starmie, (< Add comma) respectively, will naturally serve you well in the battle to regain and maintain the weather advantage.

5. Have something to take Fire-typed hits

One of your biggest advantages can easily turn on you when some of your best abusers—Grass-type Chlorophyll sweepers—are weak to it. As such, packing a decent way to mitigate the severe damage a sun-boosted STAB Fire-type hit can cause is generally helpful for sun teams. This can take the form of a Flash Fire abuser such as Heatran, or a bulky Fire-type resist. Less vital, given the lower popularity of sun, is a way to guard against opposing Chlorophyll Pokemon, particularly if you are running a relatively more defensive sun team: unlike when facing sand or rain teams, regaining the advantage will no longer merely be a simple matter of changing the weather, so step carefully.

6. Hazards control

Given that your valuable Drought inducer is vulnerable to all three forms of entry hazards, as well as the fact that most Fire-types lose a huge chunk of health to Stealth Rock, a Rapid Spinner is often an excellent choice for sun teams, if not almost outright necessary when running a quadruply 4x Rock weak Pokemon like such as Volcarona. A Magic Bounce Pokemon—Espeon or Xatu—can also assist in this role, but they should not be relied upon due to their frailty and inherent dependance on prediction. The other choice, of course, is to simply make your team as resilient to hazards as possible. Wish support, a way to heal Ninetales, few other Stealth Rock weak Pokemon, and Toxic Spikes absorption from a grounded Poison-type will probably mean that you can make do without a Rapid Spinner, so use your own judgment.

7. General useful support

Just as most teams would benefit from some form of support rather than outright bludgeoning the opponent to death, sun too appreciates usual forms of support. Stealth Rock is the most ubiquitous entry hazard, but Spikes are perhaps the more valuable entry hazard to limit opposing weather inducers' switch-ins. Wish support can go a long way in mitigating entry hazard and sandstorm residual damage on Ninetales, as well as possible Life Orb or Flare Blitz recoil on your sweepers. Aromatherapy / Heal Bell can cleanse alleviate (Preferential) the paralysis that plagues speed Speed-based teams, dual screen support greatly assists frail sweepers setting up, and strong priority provides insurance against threats, reducing your team's reliance on sun.

Example Sun Teams

The above concepts and analyses, whilst useful alone, may be somewhat bewildering to a new user of a sun team. Therefore, an example of one outstanding sun team, as well as links to many other successful RMTs, have been included to hopefully inspire you and start you off on teambuilding.

In this beautifully formatted RMT, Grimm70 takes an unorthodox but undeniably effective approach to sun offense. Centered around setting up a sweep for Bulky Volcarona, this team achieved excellent results during the World Cup and peaked at #3 after an impressive ladder run.

While many conventional sun abusers are present here to take advantage of sun's boost to both Fire-type attacks and Venusaur's speed, Grimm70 also demonstrates great inventiveness in tweaking many of these sets to better suit his team's purpose and his own playstyle. The not-uncommon tactic of using Dugtrio to trap and remove Tyranitar and Heatran is taken up a notch with the addition of Magma Storm Heatran, threatening Politoed and Blissey as well. While his lack of a Rapid Spinner may be surprising given Volcarona's vulnerability to hazards, the sheer offensive pressure of his team (likely along with his own great playing skill) prevents common hazard setters like such as Ferrothorn, Forretress, and Skarmory from performing their designated duties.

Mixed Thundurus features here despite having been since banned as the purpose of this sample team is to showcase the advantages of sun, as well as inspire more usage and creativity in sun teams, rather than provide a team to copy-paste (in fact, as metagame trends are ever-changing, the RMT section of the forums may yield teams better suited to such a purpose). It may be helpful to consider, however, that Grimm70's initial replacement for Thundurus was LO Deoxys-S.

Anyway, on to the team:


Feunard (Ninetales) @ Leftovers
Ability: Drought
EVs: 88 HP / 252 SAtk SpA / 168 Spd Spe
Nature: Timid (+Spd Spe, -Atk)
- Fire Blast
- SolarBeam
- Hidden Power Ice
- Sunny Day

Sunny Day Ninetales, while somewhat non-standard, is nonetheless gaining popularity for its effectiveness, and this set perfectly demonstrates why. As Ninetales is the fastest weather inducer in standard play, it will likely fail to establish its own weather when matched up against Tyranitar or Politoed. These two also risk little by switching directly into Ninetales: ; (< Semicolon) while Tyranitar is protected by its buffed Special Defense in sand, Politoed and its rain simply laugh off Ninetales' STAB. As such, using Sunny Day on their switch in secures both a few turns of guaranteed sun during which Ninetales can SolarBeam with impunity, as well as the momentum for Grimm70's team.


Fulguris (Thundurus) @ Expert Belt
Ability: Prankster
EVs: 192 Atk / 64 SAtk SpA / 252 Spd Spe
Nature: Timid ( +Spd Spe, -Atk)
- Thunderbolt
- Hidden Power Ice
- Hammer Arm
- Thunder Wave

Here, Grimm70 makes use of an unexpected choice for Sunny Day teams: the Round 5 suspect, Thundurus. While it does not directly abuse sun in any way, Mixed Thundurus serves as the glue to the team, with Prankster Thunder Wave helping to take down both speedy threats such as Choice Scarf Terrakion, (< Add comma) and miscellaneous troublesome Pokemon such as Jirachi. With excellent coverage—Thunderbolt for rain sweepers, Hammer Arm for sand counterparts sweepers, and Hidden Power Ice for Gliscor and Dragon-types—it also provides Grimm70's team with a form of insurance against other weather that also perfectly maintains offensive pressure on opponents.


Emma-ō (Heatran) @ Air Balloon
Ability: Flash Fire
EVs: 252 HP / 104 Def / 124 SAtk SpA / 28 Spd Spe
Nature: Modest (+SAtk SpA, -Atk)
- Magma Storm
- Earth Power
- Will-O-Wisp
- Taunt

Yet another unconventional take on a common sun abuser is Heatran. The utility of this Heatran set seems endless: ; (< Semicolon) with Magma Storm and Taunt, it lures in and takes out two vital defensive threats to Grimm70's team: Blissey and Eviolite Chansey. It further also forms a trapper core with Dugtrio to that can take out Politoed, paving the way for an unstoppable Volcarona sweep. As Heatran's natural bulk and good resistances cushion it against Choice Specs Latios' Draco Meteor, Grimm70 has chosen to make it a surprisingly bulky mixed wall: ; (< Semicolon) such Defense Defensive investment help helps it and its team greatly against the likes of Superpower Tyranitar, Choice Band Haxorus and Dragonite, and even such offensive behemoths as Terrakion and Infernape.


Asura (Dugtrio) @ Focus Sash
Ability: Arena Trap
EVs : 252 Atk / 4 Def / 252 Spd Spe
Nature: Jolly (+Spd Spe, -SAtk SpA)
- Stealth Rock
- Earthquake
- Sucker Punch
- Reversal

Dugtrio's contribution to the team is obvious, straightforward, and most of all, effective. As mentioned above, it forms the second part of Grimm70's trapper core, and additionally takes out Heatran, Volcarona's best counter. Focus Sash both allows it to function as a reliable Stealth Rock setter and ensures a maximum-powered maximum power Reversal after taking a hit from Tyranitar, Politoed, or Heatran that would otherwise OHKO it. While Stone Edge may be the more common choice for coverage against Flying-types, Sucker Punch is preferred here to take out Offensive Trick Room Reuniclus, one of the greatest threats to speedy but and frail sun teams.


Florizarre (Venusaur) @ Leftovers
Ability: Chlorophyll
EVs: 4 Def / 252 SAtk SpA / 252 Spd Spe
Modest Nature (+SAtk SpA, -Atk)
- Sunny Day
- Sleep Powder
- SolarBeam
- Hidden Power Fire

While specially based Venusaur is by no means a rare sight on sun teams, Grimm70 has once again put his own inventive spin on things. As can be seen from its moveset, this Venusaur is not a full-out sweeper, but a supporter to Volcarona's sweep much in the vein of the common double Dragon teambuild. Like Ninetales, it runs a combination of Sunny Day and SolarBeam to lure in an opponent's weather inducers and rack up damage; Hidden Power Fire gains pseudo-STAB under the in sun, and Sleep Powder eliminates a key Pokemon on the opposing team for the rest of the match. As an added bonus, Venusaur soaks up the Toxic Spikes that may impede Volcarona's sweep.


Pyrax (Volcarona) @ Leftovers
Ability: Flame Body
EVs : 144 HP / 84 Def / 120 SAtk SpA / 160 Spe
Nature: Timid (+Spd Spe, -Atk)
- Quiver Dance
- Fire Blast
- Bug Buzz
- Morning Sun

The star of the team. While its godly stat spread and excellent dual STAB make it decent on its own, it is on a team so dedicated to supporting it that Volcarona truly shines. The painstaking detail with which Grimm70's custom sets are crafted and this immensely successful team is put together is most evident in Volcarona's EV spread. This is detailed further on his RMT, but in short, Speed investment lets Volcarona outrun Excadrill under neutral weather; the Special Attack EVs gives it a good chance of KOing several key threats such as Gliscor, Rotom-A, Tyranitar, and even Blissey; while defensive investment allows it to take less than 50% from the likes of Choice Specs Rotom-W's Hydro Pump, -2 Choice Specs Latios' Draco Meteor, as well as priority from Choice Band Scizor, necessary because this team has no Rapid Spinner nor Magic Bounce Pokemon.

Other Sun Teams

Katakiri's "Prelude of Light" has been active since May 2011, and is virtually a chronicle of the evolution of sun teams in the OU metagame. That's not to say this team is standard, however; his use of unconventional Pokemon such as Emboar, Durant, and even Garchomp further showcase sun's flexibility. In fact, his use of original or underrated yet effective sets such as Healing Wish Lilligant, Sunny Day Rotom-W, and especially Safeguard Ninetales has even served to popularize them in the metagame.

In "Sun + Dragons", a twist on the popular 4drag2mag strategy of taking out Steel-typed walls to set up Dragon sweeps, Brizznetz makes use of a wallbreaking four attacks Shiftry and an Air Balloon Heatran that also doubles as defensive insurance to support a sweep for DD Lum Dragonite and Choice Scarf Latios. Wish Jirachi is the glue to this team, providing healing, paralysis support, and in this case even Light Screen support.

With a majority of sun sweepers being very fast but frail, one could be forgiven for thinking that sun is limited to only the most offensive of playstyles. In "Cidade do Sol", however, Blue Star disproves this thoroughly by presenting to us his greatly successful bulky offense sun team. Specially defensive Roserade, though perhaps a strange pick for a Grass-type on a sun team, counters rain offense and Heatran counters dragons, while Rapid Spin Donphan sets up two of the most dangerous sweepers in standard play: Dragonite and Volcarona.

If it ain't broke, don't fix it: Delko's "Sunny Days" is a classic example of a relatively balanced sun team. Forretress is his choice of spinner, and in conjunction with Magic Bounce Espeon helps keep his field free for Ninetales, Choice Band Dragonite, and perhaps most importantly Focus Sash Dugtrio. Espeon also serves the fairly original role of Baton Passing Calm Minds to his final sweeper, none other than Venusaur.

Finally, Kinglypuff's "Sun Means Fun" is perhaps the most successful sun team of the metagame so far, peaking at #1 and consistently being on the leaderboard; furthermore, its formula for success is surprisingly simple! Forretress lays entry hazards that assist in the weather war, and provides Rapid Spin support as well. The sun abusing begins with Choice Scarf Darmanitan and doesn't let up: powerful threats such as Swords Dance Sawsbuck, Growth Venusaur, and Bulky Volcarona mean that once the weather war is won, so is the game.

Conclusion

Hopefully this guide to sun teams in OU has given you a good overview of how a sun team plays, and how to go about constructing one for your own use. Once again, it should be stressed that this guide should by no means be taken as an absolute: almost everything is merely a suggestion, however strong. As the example team used shows, deviation from the norm can result in great success if done correctly, though be aware that doing so will not be as easy as using standard sets unless you are a fantastic team builder, or have lots of time and patience for extensive testing. Nonetheless, I hope this guide has illustrated to you how this traditional underdog of weather can be a force to be reckoned with in BW OU play, as well as a very interesting and fun team build to try out.
 
Just a minor thing, but there is no mention of Growth that I can see, maybe put it's boosted effect in the "Effects of Sun" part.
 
great check, thanks November Blue! nice catches on all my colon and semicolon spam, I liked pretty much all your rewording / rephrasing changes, and I can't believe I got 'defences' and 'like' vs 'such as' wrong, fail.

I have a few issues with some hyphens you removed though, eg. 'sun-boosted' / 'sky-high' / 'would-be counters' / 'mono-ice' / 'hard-hitting' - I'm very sure as adjectives they should remain hyphenated.

similarly with 'safe switch-in' too - I'm referring to the thing switching in, not the act of switching in.

that aside, thanks again :)
 

New World Order

Licks Toads
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taking over from zdrup15 here. there's really not much left - it's mostly just proofreading and pushing this through GP left, but of course I'd love to have good content-related suggestions.

  • update for new DW mons (esp. Eeveelutions)
  • proofread
  • slightly restructure sun sweepers / supporters; add offensive Arcanine and Dragonite, and Blissey / Chansey
  • finalize/ explain sample team
  • Rotom-A, Hydreigon, Landorus in Speed table
  • Gyarados under other threats, Hydreigon under Dragon threats
  • removed all Thundurus and Excadrill (\o/)
  • added small section on Harvest / sun stall
  • GP CHECKING~


Overview
Effects of Sun
The Sun Summoner
Ninetales
Sun Sweepers
Chlorophyll Pokemon
Venusaur
Tangrowth
Sawsbuck
Shiftry
Victreebel
Exeggutor
Jumpluff
Lilligant
Fire-types
Volcarona
Infernape
Heatran
Darmanitan
Victini
Arcanine
Charizard
Rotom-H
Chandelure
Other Sun Sweepers
Dragonite
Salamence
Rhyperior
Snorlax
Mamoswine
Support Pokemon
Arcanine
Chansey / Blissey
Latias
Jirachi
Vaporeon
Slowbro
Bronzong
Cresselia
Rapid Spinners
Forretress
Donphan
Claydol
Hitmontop
Starmie
Cloyster
Other Niche Support
Wobbuffet
Dugtrio
Espeon
Xatu
Sun Stall

Threats to Sun Teams
Sandstorm Teams
Tyranitar
Hippowdon
Landorus
Rain Teams
Politoed
Tornadus
Dragonite
Toxicroak
Trick Room Teams
Opposing Fire-types
Heatran
Chandelure
Volcarona
Dragon-types
Latias
Hydreigon
Salamence
Choice Scarf Users
Latios
Starmie
Other Threats
Gyarados
Terrakion
Dugtrio
Blissey / Chansey
Reuniclus
Building a Sun Team
Example Sun Team
Other Sun Teams
Conclusion


Credits:
Benlisted and zdrup15 did most of this, really
Overview

Sun has largely been a forgotten weather in past generations, outclassed by rain and sandstorm in particular. At their introduction in GSC, When they were introduced in GSC, no weather was overtly useful, but with the introduction of when the ability Sand Stream was introduced in RSE, a very sand-dominant OU metagame was created. DPP restored a little diversity to weather with the introduction of Snow Warning and new boosts to rain abusers such as Kingdra, making rain and hail usable playstyles. However, sun was still left out in the cold, with no OU auto-inducer nor OU-viable sweepers.

BW, however, has given sun a new lease on life, thanks primarily to the Dream World, which distributed the abilities Drought, Chlorophyll, and Solar Power to several new Pokemon, as well as an improvement to and improved the move Growth, turning it Growth into one of the best stat-boosting moves in the game when used in sun. Several potent new potent abusers introduced in the new generation have also served to boost sun's viability.

However, sun still faces some obstacles in standard OU, particularly since sandstorm and rain teams(comma) which have become far more potent after receiving many new abusers, both offensive and defensive. At the inception of BW, sun was still perceived as inferior to both these more established weathers. As the metagame developed, however, sun evolved and matured as a playstyle, and has enjoyed such enough success as to clearly be used as an excellent offensive team theme. As such, you can certainly build a great sun team, though a word of caution: building a sun team is still somewhat difficult compared to building a sand or rain one, and can prove especially tough difficult to construct if you are relatively new to the metagame. However, some people have already had great success with sun teams and, with just a little more effort, you can achieve fantastic results too!

Effects of Sun

Taking some time to familiarize yourself with the basic effects of this field conditionis a good idea if you plan on building a sun team, so they are listed below for your convenience:

  • The Base Power of Fire-type moves is increased by 50%
  • The Base Power of Water-type moves is decreased by 50%
  • SolarBeam's charge turn is removed
  • Growth increases Attack and Special Attack by two stages
  • Thunder's and Hurricane's accuracy is reduced to 50%
  • Weather Ball effectively becomes a 150 Base Power Fire-type move
  • Synthesis, Moonlight, and Morning Sun recover 66% of the user's HP
  • Pokemon with the ability Chlorophyll have their Speed doubled
  • Pokemon with the ability Solar Power have their Special Attack increased by 50% but lose 12.5% of their maximum HP per turn
  • Pokemon with the ability Leaf Guard become immune to status
  • Pokemon with Dry Skin lose 12.5% of their maximum HP per turn
  • Cherrim and Castform change formes

The Sun Summoner


Ninetales

Ninetales is the biggest blessing sun teams could have asked for in the generation shift. With its Dream World ability, Drought, Ninetales can summon permanent sun, making it the crux of any sun team. Its 500 BST is decent, and with sun boosting its Fire-type attacks, it has a very strong Fire Blast that puts a dent in everything that doesn't resist it (and isn't named Blissey / Chansey). Its coverage options—primarily Energy Ball and a Hidden Power of choice—leave something to be desired, but Dark Pulse, Shadow Ball, and Extrasensory are available too. Ninetales does learn SolarBeam, but this should only be used in conjunction with Sunny Day, or with great care; otherwise, you will likely find yourself in a terrible position when the opponent's weather inducer switches in.

In the support department, Ninetales has access to Will-O-Wisp, Toxic, and Hypnosis, with all of which it can use to cripple a Pokemon or two on the opponent's team. Other less typical popular options include Roar and Disable, either of which can be combined with Substitute for greater insurance against Pursuit Tyranitar. Ninetales also learns Power Swap, which, when combined with Overheat, can cripple special attackers attempting to set up on it, such as Reuniclus, Latias, and Volcarona. Finally, it has access to Nasty Plot and Calm Mind, letting which let it clean up an opponent's weakened team. However, it must be stressed that Ninetales isn't designed to sweep considering both its stats and movepool, so such sets are generally inferior options.

Air Balloon gives Ninetales useful immunities to Ground-type moves and grounded entry hazards, while Chesto Berry in combination with Rest effectively gives Ninetales a second life; however, Leftovers is always the default option for more reliable recovery(period) additional survivability. Life Orb is possible on a Nasty Plot set, but depleting your most valuable team member's health is rarely a good idea. Ninetales can also use a Choice item to boost either its Speed or the power of its attacks to very threatening levels, but this requires very good prediction because locking Ninetales into the wrong move may mean being trapped and KOed.

Ninetales does have some big major flaws that let it down: it is weak against the other three main weather inducers—Politoed, Tyranitar, and Hippowdon—and therefore has a tougher time maintaining the weather advantage. However, Sunny Day Ninetales can use this to its advantage, for a properly timed Sunny Day can turn the tables around. Vulnerability to all forms of entry hazards, Stealth Rock in particular, further exacerbates Ninetales' need for team support and careful play.

Sun Sweepers

Sun's typical abusers are Grass- and Fire-types; some of the former—specifically, those with the ability Chlorophyll—have their Speed doubled, and the latter have their STAB attacks boosted and their Water-type weakness removed. This section will cover the most useful of each type, as you will often want to include at least one of each on your sun team.

Chlorophyll Pokemon

Though sun's Chlorophyll abusers do not have their STAB attacks boosted as rain's Swift Swimmers do, they are still a force to be reckoned with. Many have access to one of this generation's greatest boosting moves, Growth, which doubles both offensive stats in sun. In this section we'll analyze the most common and viable Chlorophyll abusers.


Venusaur

Venusaur receives Chlorophyll through the Dream World; even thoughit has only been released as a male, which means that it doesn't have access to egg moves such as Leaf Storm and Power Whip, it still stands out as perhaps the best Chlorophyll abuser. Reasonable bulk, resistances to common priority moves, and good mixed stats make Venusaur an excellent sweeper. It has good coverage in between its Grass STAB and Hidden Power Fire, the latter which enjoys a pseudo-STAB boost in sun(period), and Sludge Bomb or Earthquake give it further coverage on against either Dragon-types or Heatran and Chandelure. This set excels at taking out whole entire teams once the few things that wall it are eliminated or weakened by Venusaur's teammates. Sleep Powder buys it a turn of setup by crippling its counters, <-note the extra "s" while Synthesis significantly extends its lifespan.

Another possible role for it is that of a very fast and reasonably bulky SubSeeder, but Venusaur is usually more effective simply setting up and destroying an opponent's team. Finally, Venusaur's Poison typing allows it to absorb Toxic Spikes; a great help asset when facing stall teams.


Tangrowth

Though it is one of the slowest Chlorophyll Pokemon, Tangrowth also has the greatest physical bulk, incredible mixed offensive stats, as well as access to powerful physical attacking moves. A Growth sweeper set similar to Venusaur's, with STAB Power Whip or Giga Drain, Hidden Power Fire, and Earthquake is viable; Tangrowth also has access to Rock Slide, which can be used over Earthquake to hit Dragon-types and or Air Balloon users. As with Venusaur, Tangrowth too can try a SubSeed or Sleep Powder abuse set, though its powerful offensive stats again mean Growth is often the better choice.

Tangrowth's low Speed and Special Defense can often prove a hindrance to its sweep since many Choice Scarf users, such as positive-natured Rotom-W and neutral-natured base 100 Pokemon will outspeed and beat it, so it needs more support than other Chlorophyll sweepers to pull off game-ending sweeps. Tangrowth can use its bulk to its advantage, however, as it can comfortably switch into physical sweepers such as Gyarados, Landorus, and Terrakion lacking X-Scissor X-Scissor doesn't matter, Close Combat does more and threaten them with a Power Whip. Furthermore, a resistance to Ground-type moves means Tangrowth can easily sponge Earthquakes aimed at its Fire-type teammates. It can also deal excellently with opposing weather inducers outside of sun if EVed to outspeed them, as Power Whip OHKOes Tyranitar, Hippowdon, and Politoed, which sun teams will find most useful.


Sawsbuck

One of the new Chlorophyll users on the block also happens to be one of the best. Though defensively frail and burdened with an unfortunate weakness to Mach Punch, Sawsbuck's Normal / Grass typing gives it a powerful STAB moves with great neutral coverage to abuse. A moveset consisting of Wood Horn, Return or Double-Edge, and Jump Kick lets Sawsbuck hit everything bar a few frail Ghosts for neutral damage at least, and Swords Dance enables it to serve as a powerful sweeper in a similar vein to Growth abusers.

Its relatively impressive base 95 Speed, which lets it outspeed all common Choice Scarf users, along with many other threats in sun, also gives Sawsbuck the option to serve its team as a revenge killer. As an alternative last move, Megahorn deals with the Lati twins and Reuniclus, Wild Charge provides it with neutral coverage on the against ghosts that normally wall it as well as a super effective option for and also hits Skarmory for super effective damage, Nature Power (Earthquake in Wifi battles) covers opposing Fire-types nicely, whilst Aromatherapy lets Sawsbuck act as an offensive Cleric.


Shiftry

Despite sharing a weakness to Mach Punch with Sawsbuck (as opposed to Venusaur's resistance), Shiftry can perform very well as a Growth sweeper. Its Dark STAB is especially useful; Sucker Punch OHKOes the Lati twins that usually which normally plague sun teams, and attains perfect neutral coverage in combination with common coverage options(comma) such as Low Kick and Hidden Power Fire. Although Shiftry's STAB Leaf Storm loses out on perfect coverage, the move's sheer power makes it an excellent option too.

Sadly, since Shiftry is very frail and may have trouble setting up, it can also run a four attacks set instead of a boosting one. This option has the benefit of being able to deal with all opposing weather inducers and several other key threats to sun on a single set; Tyranitar and Heatran are decimated by Low Kick, Hippowdon and Politoed by Leaf Storm, Latios, Latias, and Chandelure by Sucker Punch, and Abomasnow by Hidden Power Fire. Dark Pulse is an alternative for those not keen on Sucker Punch's unreliability, but Psychic-types' superior special bulk means Dark Pulse usually isn't the best choice.


Victreebel

Though possessing very high offensive stats, Victreebel is let down by its poor defenses and uninspired unpleasant typing, and is often overshadowed by the excellent Venusaur. However, Victreebel does have its advantages over the plant-bearing dinosaur. The main one is perk being access to Weather Ball, which in sun is the most powerful Fire-type move available to any Chlorophyll sweeper. This further allows it Furthermore, this allows Victreebel to use a Hidden Power type other than Fire, which gives it excellent type coverage considering its it has access to STAB Sludge Bomb as well. Additionally, Sucker Punch can be utilized to KO faster, frail Psychic- and Ghost-type foes.

The issues with Victreebel begin with its own frailty, however. First of all, it has troubles acquiring a Growth boost. Like Shiftry, this means it can run a four attacks set well thanks to its relatively superior coverage options, or make use of Sleep Powder. A greater problem, however, is its base 70 Speed; with a neutral Speed nature, Victreebel falls short of outpacing +1 base 100 Speed foes. To remedy this, it has to give up the power boostfrom provided by an offense-boosting nature, often resulting which often results in it being just as fast but weaker than other Chlorophyll users.


Exeggutor

The strange palm tree from the original RBY games has long been a staple of sun teams for due to its colossal base 125 Special Attack. Sadly, with the buff to Growth this generation, Exeggutor is no longer the premier specially based sun sweeper, as its damage output is easily eclipsed by that of Growth sweepers after a boost. Its weakness to Pursuit, and to Tyranitar in general, doesn't do it any favors either.

Exeggutor does retain a few advantages, however, which makes it a worthwhile choice for some teams. STAB Psychic Exeggutor can prove useful for teams having trouble with the many new Fighting-types, Conkeldurr in particular, especially given Exeggutor's decent base 85 Defense(comma) access to STAB Psychic(comma) and resistance to their STAB attacks. Low Kick provides it with a way to deal with the Tyranitar that so threatens it, whilst Nature Power (Earthquake in Wifi battles) can be used to dispatch Heatran. Access to such high-powered attacks naturally makes it very dangerous for opponents to switch in if you make good predictions(comma) have good prediction, but Exeggutor's Pursuit weakness and low Speed makes this a task for none but the most daring.


Jumpluff

The fastest Chlorophyll Pokemon out there also happens to be the least offensive one. However, this by no means makes Jumpluff useless; it can function excellently as an annoyer with Encore and SubSeed, similar to Whimsicott, but with a few key advantages. Sleep Powder allows the Cottonweed Pokemon to eliminate a threat, and a fast U-turn lets it dodge attacks Whimsicott cannot whilst retaining its scouting ability. A Ground-type immunity will also be helpful to a team packing several Fire-types.

The primary issue with Jumpluff is that it doesn't gel well with the largely offensive nature of most sun teams. On a more defensive one it would have a good niche, but these teams are very difficult to construct effectively. Competition from bulkier Chlorophyll users as a SubSeeder doesn't help Jumpluff's case either. Nonetheless, Jumpluff should not be overlooked as an option for your sun team, as it can prove very effective if utilized correctly.


Lilligant

Another new addition to the ranks of the Chlorophyll users, Lilligant is a peculiar specimen landing somewhere between a pure supporter like Jumpluff and other, more offensive sweepers. This is primarily because her access to the excellent Quiver Dance (as well as Growth) is offset by her barren offensive movepool, which consists of literally only a Grass STAB and a Hidden Power of choice. Increasing her viability, however, is the move Sleep Powder, with which she can Sleep Powder increases her viability, as she can easily put an opponent that walls her to sleep, boost up, and eventually beat it, especially after with recovery from Giga Drain and boosted Special Defense.

If lackluster coverage puts you off, Lilligant is also excellent as either a supporting Chlorophyll user or a SubSeeder, performing these duties reliably while simultaneously retaining offensive capability. Sleep Powder is invaluable on Lilligant, crippling one of the many Pokemon that wall her, so be sure to make use of it. Her final ace in the hole over other Chlorophyll users is Healing Wish, which gives another powerful sun sweeper such as Volcarona or Charizard a second chance at to cause destruction, fully healing it them at the cost of Lilligant's own life.

[Chlorophyll user SPEED TABLE to be included here (see below post for raw table)]

Fire-types

Fire-types benefit both from a boosted STAB in sun, as well as a nullified Water weakness. With this group encompassing several of the most powerful attackers in the game, giving these Pokemon a the further offensive boost these Pokemon obtain is naturally something every sun team should look to exploit.


Volcarona

Volcarona is a somewhat strange case of a phenomenal success in OU. Its huge weakness to Stealth Rock may seem like the last thing you would want on a sun team, but the Atlas moth more than makes up for this with its immense offensive potential. First and foremost, it has magnificent stats for a bulky special sweeper; complementing this is its access to this is complemented by its access to one of the best boosting moves in existence, Quiver Dance. While Fire Blast has great power under the sun, Fiery Dance allows Volcarona to potentially increase its damage output as it attacks, and provides Volcarona with excellent dual STAB in conjunction with Bug Buzz. Volcarona can supplement this with a Hidden Power, most commonly the most common choices being Hidden Power Rock for part Flying-type Dragons and Gyarados or Hidden Power Ground for Heatran(period), or Volcarona can also take a more defensive approach with Morning Sun(comma) Substitute(comma) or Rest (with Chesto Berry) for more setup opportunities.

Volcarona's biggest obstacle is obviously entry hazards, so it is best run with Rapid Spin support. As alluded to above, it also has to choose between coverage or survivability for its last moveslot. Its poor base 65 Defense and 4x weakness to Rock-type moves additionally makes it vulnerable to common Pokemon such as Landorus, Terrakion, and Gyarados, though they risk being burnt by Volcarona's Flame Body ability. However, Volcarona can easily surpass overcome them with sheer power if it has enough Speed boosts under its belt. Lastly, Heatran can easily check any Volcarona not packing Hidden Power Ground and Roar it out, which may prove disastrous if Stealth Rock is up.


Infernape

While this flaming monkey has received much competition this generationboth in terms of its base 108 Speed tier and from the many Fighting-types introduced, Blaziken's ban means that Infernape is once again a unique Pokemon in OU. Its balanced base 104 offenses pair perfectly with powerful STAB moves such as Flare Blitz, Overheat, Close Combat, and Focus Blast. With a wide range of coverage moves and even access to priority, Infernape has everything it needs to shine as a versatile threat on a sun team. If even a sun boosted STAB Flare Blitz—which 2HKOes many bulky Waters—doesn't do enough damage for your liking, fret not, for Infernape has access to the boosting moves(comma) such as Nasty Plot and Swords Dance(comma) to further augment its damage output. It can also run a mixed set to eliminate its wannabe counters, U-turn to scout, or even serve as a dedicated lead with Fake Out and Stealth Rock.

However, Infernape isn't without its flaws. Its defenses are mediocre, and it is easily revenge killed by priority after using one Close Combat(period) by priority. It is also plagued by four moveslot syndrome; it cannot run everything it would like on one set, and is often reliant on its teammates to eliminate the Pokemon for which it is forced to forgo coverage.


Heatran

The most used Pokemon of the DPP metagame remains much the same in BW; unsurprisingly, Heatran is a very dangerous Pokemon to face. Its sky-high base 130 Special Attack, access to strong STAB Fire-type attacks, excellent Fire / Steel typing, and immunity to Fire-type moves courtesy of its Flash Fire ability complement its power superbly, making it virtually the perfect choice for a sun team in terms of both offense and defense. Heatran also has access to Earth Power to hit other Fire-types and provide reasonable neutral coverage, as well as a Hidden Power, with Ice and Grass being the more useful ones. On a sun team, where Dragons are without a doubt one of the biggest defensive threats, Dragons are without a doubt some of the biggest threats to sun team(comma) so Dragon Pulse is also a good option. Alternatively, this legendary beast's best attempt to sweep a team relies on using can utilize Flame Charge to make up for its sub-par base 77 Speed should it attempt to sweep.

Synergy-wise, Heatran brings a much needed sponge for Dragon- and Fire-type attacks that can otherwise threaten sun teams, whilst its crippling Ground-type weakness can be patched up by its fellow Grass-type teammates or through the use of Air Balloon.


Darmanitan

Darmanitan has something no other Fire-type can boast: a base 140 Attack stat, which lets it rip holes in into any team, particularly especially if sun is up. Darmanitan's Sheer Force ability—which boosts any attack with a secondary effect by 30%—is also a great asset. With Flare Blitz, there's no such thing as a safe switch-in; Jellicent, one of the bulkiest Water-types in OU, is cleanly 2HKOed by a Choice Band-, sun-, and STAB-boosted Flare Blitz. Darmanitan also carries Superpower and Rock Slide for coverage against common Pokemon immune to Fire, as well as U-turn to scout for counters. Darmanitan also has a fairly high base 105 HP, buffering which buffers it against Flare Blitz's recoil damage.

However, Darmanitan isn't exactly as great as the aforementioned description may suggest. Its base 95 Speed is quite a letdown, making sweeping a team as it makes pulling off a sweep a difficult task for non-Scarfed Darmanitan. Its Fire typing, despite giving it a good offensive STAB, also causes Darmanitan to lose 25% of its health to when it switches into Stealth Rock. Despite its good HP, base 55 defenses mean it's not that hard difficult to KO Darmanitan once your opponents manage to switch their Pokemon in safely.


Victini

Victini started this Generation as the cute legendary with good overall stats, but was nothing spectacular in comparison to either compared to its fellow Fire-type partners or its 600 BST pixie counterparts. However, an event at the 14th Pokemon movie gave Victini exactly what it needed: V-create! This single move makes Victini a huge threat in sun, as V-create effectively has a monstrous 405 Base Power and perfect accuracy, thanks to Victini's Victory Star ability. Therefore, only Pokemon entirely immune to Fire-type moves can switch in without being utterly decimated. Another move unique to Victini has access to Zekrom has it too is Fusion Bolt, which hits Water-types for super effective damage. In your excitement, however, don't overlook Victini's amazing coverage moves(comma) the amazing coverage moves Victini gets, as well as its capability to use a special attack specially to surprise its usual counters. U-turn also poses problems for would-be counters by scouting their switch-in and maintaining offensive momentum(period) pressure. Final Gambit along with Victini's high base HP allows it to essentially turn a match into 5v5. A Flame Charge boosting set is also viable; opponents frequently expect a Choice item, so a Victini at +1 Speed able to choose between coverage moves can be a deadly surprise. V-create's Speed drop usually makes a clean sweep impossible; however, Victini has access to Trick Room to turn this liability into a great boon. As can be seen, its options are nearly limitless.

However, Victini has some flaws that keep it from being too overpowered. The first is its weakness to Stealth Rock, entry hazards, and passive damage, which reduces the number of switches Victini can make. The second is its Pursuit weakness, and while Scizor and Metagross can only Pursuit a Victini Choice-locked into a select few moves, Tyranitar can switch in on anything except Focus Blast, Brick Break, or U-turn, change the weather, and OHKO with STAB Pursuit. Finally, in a metagame where powerhouses often have offensive stats exceeding base 120, Victini's power may just not cut it, especially without V-create.


Arcanine

This almost-legendary from the original RBY games takes a different approach to sun offense, forgoing sheer power for greater utility and versatility. Aside from powerful priority in ExtremeSpeed, Arcanine beats Tyranitar and Heatran with Close Combat, decimates bulky Waters with Wild Charge, and even has Crunch for Chandelure and the Lati twins. It cripples Volcarona and Reuniclus with a sun-boosted Flare Blitz, and can sponge Fire-type moves aimed at your Chlorophyll sweepers with Flash Fire. Morning Sun enables it to recover health lost to Flare Blitz and Life Orb recoil; alternatively, Choice Band sets forgo recovery but reduce recoil and bring excellent more immediate power to the table.

While impressive offensively, Arcanine's defensive drawbacks should be obvious. It unfortunately shares a pure Fire typing with Ninetales and Darmanitan, and, like virtually all other sun abusers, is vulnerable to all entry hazards. Additionally, Arcanine's base 95 Speed means it is not hard difficult to revenge kill. As it fills much the same role as other physically based Fire-type sweepers with somewhat less power, it may be hard for this flaming dog to find a place on teams.


Charizard

Charizard, one of the three iconic RBY starter Pokemon, gained a boost buff during the generation shift that grants it viability in BW OU. Its Dream World ability, Solar Power, essentially gives it essentially a Choice Specs boost without the move restriction requirement, though at the cost of its health. However, this makes its Fire Blast immensely powerful under sun. In addition to a secondary STAB in Air Slash, Charizard can also use Hidden Power Ice and Focus Blast for perfect neutral coverage and can hit Dragon-types for super effective damage(period) super effective hits on Dragon-types.

However, this great power is not without drawbacks, and Charizard users have to be especially careful with wart of a couple factors(period) of things. Solar Power causes Charizard to lose HP every turn, and when coupled compounded with its quadruple Stealth Rock weakness, Charizard will often die quickly. It is therefore of paramount importance to pair Charizard with a spinner to prevent it losing half of its health on the switch in. Non-Choice Specs Charizard are also hard countered by Jellicent, Blissey, and Eviolite Chansey; hence, it is reliant on its teammates to eliminate these threats. While base 100 Speed is by no means shabby, Charizard can nonetheless be easily revenge killed, meaning that it will likely be more useful for punching huge holes in the opponent's team than for outright sweeping.


Rotom-H

Despite losing its part-Ghost typing in the generation transition, Rotom-H is another excellent supporting choice for sun teams, with both good bulk and offenses. Its Electric / Fire typing is unique; while Overheat's Special Attack drop holds it back from being a sun sweeper, STAB Electric-type attacks are excellent for taking out rain abusers and Ninetales's <-remove "s" behind apostrophe, singular nemesis Politoed; an immunity to Ground-type moves, courtesy of Levitate, as well as access to Will-O-Wisp lets allow Rotom-H to fare well against sand teams too. Shadow Ball takes out Latios and other threatening Psychic-types, while Choice sets can run Trick to cripple stall teams.


Chandelure

At first glance, Chandelure's unique Ghost / Fire typing and Flash Fire ability give it an impressive set of immunities and resistances. On the other hand, its stats are somewhat of a letdown: its defenses are mediocre, and its sub-par base 80 Speed makes all-out sweeping unfeasible. What stands out, however, is its incredible base 145 Special Attack, which allows Chandelure to force switches and punch holes in teams with ease, making which makes a Substitute set especially attractive. While its movepool isn't huge in terms of both offensive and support options, it does contain choices options such as Energy Ball and Hidden Power Fighting, and even Pain Split. Will-O-Wisp is also present as a support option, but be careful; even a burned opponent's STAB Dark-type attacks will hit it for huge damage. Chandelure too needs to be careful of to avoid being outclassed by Heatran, but its excellent typing and STAB Ghost attacks can give it a valuable niche on sun teams.

Other Sun Sweepers

Despite not fitting into either of the above categories, these offensive behemoths function excellently on sun teams. Aside from high-powered attacks(comma) they often add often adding offensive diversity to your team, most of them provide utility in the form of strong priority, a powerful Pursuit, or even offensive status spreading or Wish passing.


Dragonite

Dragonite spent the last two generations being outclassed by first Salamence and next Garchomp, and with the current presence of Latias and Latios in OU, one may worry for Dragonite. Such concern would be misplaced, however: Dragonite is yet another Pokemon given a new lease on life by its Dream World ability, Multiscale. This grants it far easier setup, complementing its naturally impressive special bulk to make it a viable bulky sweeper. A combination of Dragon STAB, Fire Punch, and Earthquake provides Dragonite with perfect neutral coverage, but it can forgo the latter for ExtremeSpeed to revenge kill faster threats. While Dragonite doesn't appear to gain much from sun except a marginally stronger Fire Punch, running it on a sun team is useful in a perhaps it can abuse sun in a less expected way: the removal of possible passive damage from sandstorm or hail reduces the need for Leftovers, allowing which allows Dragonite to run alternative items such as Lum Berry. In return, Dragonite's great set of resistances covers many common weaknesses of more conventional sun sweepers, especially to its resistance to Ground- and Fire-type moves.


Salamence

Where would any list of offensive threats be without Salamence? While one of the most threatening sweepers of DPP has somewhat fallen from grace over the generation transition, Salamence still holds its own as an offensive wallbreaker with useful defensive capabilities. Many Dragon-types appreciate the boosted Fire Blast or Fire Fang Fire Fang grants pretty redundant coverage sun grants them, but Salamence is one of the better choices for a sun team. An It boasts an immunity to Ground-type moves(comma) as well as a resistance to Fighting-type attacks, Intimidate cushioning to cushion all physical blows, and the base stats to work either offense- offensively or support-wise lets this notorious Dragon fill a variety of niches. Wish passing is one of the more valuable support options, given many sun sweepers' vulnerability to hazards and recoil damage, as well as general frailty, but familiar offensive Dragon Dance or MixMence sets work just as well.


Rhyperior

Though an uncommon sight, Rhyperior is interestingly enough a decent choice for the role of a sun team's physical tank. It packs a useful resistance to Fire-type moves and an impressive base 130 Defense backed up by base 115 HP, and can even tank the occasional Water-type attack with Solid Rock and sun support. Its possesses a wide range of hard-hitting attacks, typically dual STAB EdgeQuake and Megahorn; additional options such as Substitute, Rock Polish, or Swords Dance, as well as Stealth Rock, make for a fairly versatile threat that can be tailored to cater for your team's individual needs.


Snorlax

Snorlax can be a hard-hitting special sponge on a sun team, as its base 160 HP, base 110 Special Defense, and Thick Fat ability lets <-remove "s" plural it tank special attacks—Fire-type hits in particular—with ease. It has access to powerful physical moves(comma) with decent coverage, including Fire Punch to abuse in sun. Pursuit lets it deal with opposing Psychic- and Ghost-types, particularly the Lati twins, and Earthquake supports its sun-abusing teammates by taking care of Tyranitar and Heatran. A solid Fighting-type resist is a good idea if running Snorlax, however, as it tends to lure in the ubiquitous Fighting-types that can often pose a hazard to your team.


Mamoswine

Another interesting offensive choice (despite not actually taking much advantage of sun) is Mamoswine, which nevertheless excels at removing one of sun's major obstacles: Dragon-types. These common Pokemon are huge defensive threats, for they resist the two main attacking types of a sun team, Fire and Grass, and are of course great formidable attackers themselves with towering offensive stats and excellent STAB. Mamoswine can easily dispatch these threats with Ice Shard, provide varied coverage with powerful Ice-, Rock-, and Ground-type moves, and also play the role of a Thunder Wave absorber. Lastly, it has access to Stealth Rock(comma) (though this and many other moves are incompatible with its Dream World ability), Thick Fat Mamoswine isn't even worth a mention in the Mamoswine analysis, definately not worth it for a sun article which enables it to provide entry hazard support if required.

Support Pokemon

A hail team often falls short flat on its face if running a mono-Ice build; likewise, sun also needs non-abuser support and reasonable defensive synergy to reach its full potential. While these Pokemon undeniably pale in comparison offensively to the hard-hitting nukes listed above, do not make the mistake of overlooking them; their solid bulk buffers a team of otherwise frail sweepers, and it is their immense supporting capacity that truly enables your sweepers to shine.

Firstly, though many Chlorophyll sweepers are fast, poor defenses and defensive stats and typing may make it hard difficult for them to grab a Growth or Swords Dance boost; this is where dual screens or status support can prove helpful. Furthermore, sun sweepers largely share similar typings and consequently the same elemental weaknesses, the most common weaknesses being to Fire, Ice, Ground, and Rock. Hence, key pivoting resistances pivots with resistances to the aforementioned types are important to provide for providing safe switches for your sweepers, as well as insure your team against common metagame threats and other opposing weather conditions.

Entry hazard control is another vital part of a weather war. While Stealth Rock is the hazard that is easiest to place and has the best distribution, Spikes and Toxic Spikes may be more useful to a sun team, considering the typing typings of opposing weather inducers. However, equally important is a it is equally important to clear the field for your own team; Rapid Spin users and Pokemon with the Magic Bounce ability are useful in this regard.

Despite Fire-types' immunity to burn and Poison-types' to Toxic, as well as Venusaur's and Victreebel's ability to remove Toxic Spikes, cleric support may be handy to cure a speedy sweeper of crippling paralysis. Perhaps much more useful, however, is Wish support. Few sun sweepers have room for recovery moves, with many even running recoil-inducing ones; further aggravating this problem is Fire-types' weakness—Ninetales in particular—to Stealth Rock. Healing Wish ramps this form of support up a notch, restoring a Pokemon to full health at the cost of fainting the user. Unlike Wish, this also heals before entry hazard damage, allowing a battered Ninetales, Volcarona, or Charizard a second shot at changing the outcome of the match.

A final option for team support is a secondary Sunny Day user, removing the pressure on Ninetales to enter the field as often as it would need to otherwise(period) need to in a weather war. This is especially important as, of the three main weathers, sun is typically the most dependent on having the weather advantage(comma) to succeed; as indicated by their tiering, tiering really has no bearing on how good a Pokemon is, see: Quagsire because many Chlorophyll and Fire-type sweepers are otherwise fairly mediocre Pokemon without sun. While many viable Pokemon learn Sunny Day, deserving of a special mention are bulkier Pokemon that can easily switch in to and pack super effective STABs against threaten Politoed, Tyranitar, and Hippowdon, such as Rotom-W, Hitmontop, Roserade, and Breloom deserve special mention. There are even a number of Prankster Sunny Day users, but unlike rain and Tornadus, none of them abuse sun particularly well. Nonetheless, such support should be considered if your team is extremely sun-dependent or would like an easier time in weather wars.

Indeed, there are a multitude of roles to fill, and many possible supporters overlap within can succeed in these roles: the relative merits and shortcomings of the more viable ones are discussed below.


Arcanine

Though your first instinct may be to think of Arcanine as a an offensive sun abuser, it also has its uses as a supporting player for sun-based teams. It has a choice of two fantastic abilities: Flash Fire(comma) which grants it the capacity to freely absorb Fire-type attacks, while and Intimidate(comma) which synergizes well with its usable 90 / 80 / 80 defenses and access to Will-O-Wisp; additionally, it has Morning Sun to further boost its survivability. However, Arcanine must be careful to avoid being outclassed by Heatran in this role given the latter's multitude of useful resists.


Chansey / Blissey

The pink blobs return, changed in name but not in function: with the advent of Eviolite, which boosts both defenses defensive stats of NFE Pokemon by 50%, Chansey overtakes Blissey in terms of sheer bulk. While workable Special Attack—and more importantlythe ability to utilize Leftovers give Blissey an advantage in certain conditions, Chansey is generally the superior choice, as sun removes the residual damage of sandstorm and hail, reducing the need for Leftovers recovery. Nonetheless, whichever you choose, both pink eggs support your team in a similar fashion(period) ways. Their capacity to sponge special attacks effortlessly make them good insurance against common specially based threats on rain teams, and their gargantuan 350+ HP Wishes give a new lease of life to many of their teammates; cleric support and status support moves spreading in Thunder Wave and Toxic are standard options as well. Finally, Healing Wish can be utilized to fully heal a sweeper, potentially setting up a game-winning sweep from a previously hopeless position.


Latias

Although the only Fire-type move Latias can abuse in sun is Hidden Power Fire, her real contribution is to your team's to your team is defensive synergy. She provides a valuable Fighting-type resistance(comma) without contributing a crippling 4x Ice weakness, Gliscor is never used in sun any more anyways and her excellent base 130 Special Defense and resistances to Water- and Electric-type moves make her a great switch-in to Politoed and many other rain sweepers. While she is typically seen as a standalone Calm Mind sweeper, don't overlook her great support movepool: Wish is naturally hugely useful for sun, as is the ability to set up dual screens to protect frail sweepers. One last point of note is that Latias is the fastest user of Healing Wish outside of sun.


Jirachi

Though Jirachi brings with it weaknesses to Ground- and Fire-type moves, it can perform excellently as a supporter with a decent offensive presence. It provides invaluable support in the form of Stealth Rock along with huge 202 HP Wishes, and also has access to Healing Wish to revitalize a sweeper. Thunder Wave can assist in crippling Choice Scarf users on the opposing team, U-turn is a nice way to allow give Ninetales a safe switch-in, while Jirachi's signature Doom Desire can dissuade Tyranitar from coming in and thereby safeguarding Ninetales. Lastly, yet another one of Jirachi's major niches is its ability to decimate rain teams with a specially defensive set consisting of Calm Mind and Thunderbolt, which makes the Wish Pokemon a fantastic addition if your team has issues with these threats.


Vaporeon

Perhaps the best Wish passer available to sun teams is Vaporeon. Given that most of sun's sweepers lack space for a recovery move, have recoil-inducing moves such as Flare Blitz and Double-Edge, and are weak to all forms of entry hazards, recovery in the form of gigantic 232 HP Wishes can prove invaluable, near-fully revitalizing many Pokemon on a sun team. While Vaporeon's ability and STAB are unfortunately somewhat worthless to sun teams, her ability to pass Wishes and Baton Pass both Wishes and 101 HP Subtitutes, particularly to Grass-types that resist her weaknesses, are greatly appreciated. She can make use of Roar to prevent opponents from using her as setup bait, run Ice Beam to deal with Dragons, or utilize a Hidden Power for coverage. Though awfully weak under sun, Scald can still be used for its burn chance, but since sun teams often have no shortage of Will-O-Wisp users, this may prove somewhat obsolete.


Slowbro

Though no longer useful as the only true Blaziken counter, Slowbro nevertheless has great utility as a physical wall. Its Water / Psychic typing provides many useful resistances, including Water, Fire, Ice, and Fighting, letting which let it take a variety multitude of attacks with ease and proceed to hit back hard. Among the options available to it are good dual a solid STAB Psychic no water STAB in sun :( and a pseude-STAB boosted Flamethrower(period), which gains a pseudo-STAB boost under sun. Slowbro's survivability is increased by Slack Off as well as Regenerator, and it can also support its teammates by inflicting many forms of status through Scald, Thunder Wave, Toxic, and Yawn: pick those that best suit your team.


Bronzong

Though Steel-types in general tend not to be great choices for sun teams, Bronzong is one of the few who can fill a number of valuable niches, making it the exception to this rule. Its typing is a great asset, contributing to the team a valuable Ground immunity as well as a plethora of resistances to common weaknesses of Grass- and Fire-types; furthermore, its sole Fire-type weakness can be exploited with smart use of a Flash Fire teammate. In addition to excellent bulk, it has access to useful support moves in Stealth Rock and dual screens, both of which give huge benefits to greatly benefit sun sweepers, as well as Toxic and Hypnosis, though you will likely find Sleep Powder on a Chlorophyll Pokemon more reliable. Bronzong is no offensive slouch either: STAB Gyro Ball deals with Tyranitar, one of the greatest threats to sun; in fact, Bronzong's aforementioned immunity to Ground and resistance to Rock, along with its access to Gyro Ball and Earthquake, allows it to easily counter common sandstorm threats such as Tyranitar, Terrakion, no, Terrakion pummels Bronzong and Landorus. Finally, Hidden Power Ice lets Bronzong maim the Dragon-types that plague sun teams, as well as Gliscor.


Cresselia

Cresselia is another excellent wall able to tank powerful hits and recover them off with a sun-boosted Moonlight. What differentiates her from Slowbro is her immunity to Ground-type moves, her ability to reliably set up dual screens, and her access to Lunar Dance, enabling which enable her to provide numerous setup opportunities for your powerful sun sweepers or give them a second chance to sweep. Like most Psychic-types, however, Cresselia is inherently rather Tyranitar weak. She lacks the ability to beat or even cripple it unless running a Calm Mind + Hidden Power Fighting set, which makes using her a slight challenge since sun already finds the sand titan problematic. However, Cresselia's humongous bulk, as well as her tendency to lure in Tyranitar, in fact makes <-remove the "s" the move Sunny Day a solid choice on her, which can take some pressure off Ninetales.

Rapid Spinners

Despite the release of Magic Bounce alleviating the need for a dedicated Rapid Spinner, even for hazard-weak teams like sun, a Spinner is nonetheless still the more reliable option, reducing dependence on prediction by giving your team the capability to clear your side of the field again and again over the course of the battle. The most viable options for this are discussed below.


Forretress

The only Pokemon to receive all three entry hazards and Rapid Spin makes for a valuable supporter for all types of team, including sun stall. I'm guessing that's what you meant to say Its exacerbated Fire weakness barely matters when most Fire-type attacks OHKO it regardless(comma) of the sun boost, and a buffed Sturdy gives it a chance to survive them for one turn more if nothing else. Forretress' great base 140 Defense along with a resistance to Dragon-type attacks give it a good niche as a defensive supporter, and though it lacks offensive capacity, Earthquake and STAB Gyro Ball off a measly base 40 Speed do serve to deter some Pokemon from setting up on it. Additionally, Volt Switch gives Forretress the ability to escape from Magnezone as well as switch Ninetales or a sweeper in for free if need be, making it a very valuable supporting option.


Donphan

Another physical wall with the Sturdy ability, Donphan has access to both Stealth Rock and Rapid Spin, and enjoys a reduced Water weakness in sun. It has decent offensive prowess with STAB Earthquake and Ice Shard as well(comma) too, and it can use Assurance or Stone Edge to deal with Ghost-types. In addition, Donphan can resort to Odor Sleuth when it is vital to get rid of entry hazards. While more defensive teams may find Donphan's susceptibility to Spikes and, more importantly, Toxic Spikes worrying, this is less of a concern on offensively based sun teams. All in all, solid base 120 Defense backed by base 90 HP as well as a handy resistance to Rock make it a strong, versatile pick that fills many roles in a sun team well.


Claydol

At first glance, Claydol seems somewhat similar to Donphan, with access to Stealth Rock and Rapid Spin, as well as a handy Rock-type resistance due to its Ground typing. However, it also boasts Levitate(comma) too, which coupled with its resistance to Stealth Rock(comma) means it Claydol hardly takes any damage from the entry hazards it is meant to remove. This Ground immunity not only gives it many free switches from its Fire-type teammates, but also grants it the honor of being one of the few Pokemon to resist both parts of the EdgeQuake attacking combination. Furthermore, its Psychic typing grants it a resistance to Fighting, making which makes it a first-rate physical sponge. However, this Psychic typing and low Attack cripple it in the face of when facing spinblockers, meaning it often has to rely on a teammate to eliminate them. Nonetheless, its access to dual screens, Stealth Rock, and Rapid Spin may prove valuable to your team.


Hitmontop

Another angle to take when looking to guarantee a spin is Hitmontop: with Foresight, it can pull off a sure spin, even against Ghosts. It has two excellent abilities; access to powerful priority in Technician Fake Out and STAB Mach Punch can be abused alongside Hitmontop's spinning capabilities to rack up free damage. Alternatively, Intimidate can be used to cushion physical blows upon switching in and thereby boost survivability, whilst retaining a powerful STAB Close Combat to abuse alongside Foresight. If not looking for Rapid Spin support, however, one ought to consider Conkeldurr before Hitmontop due to the former's vastly greater bulk and offensive capability.


Starmie

One of the best offensive spinners in the OU tier also performs excellently on sun teams; excellent BoltBeam coverage along with Psychic STAB means that Starmie's Water STAB will scarcely be missed. Starmie can either take on wield "take on" sounds as if Starmie is fighting a Choice Scarf lol a Choice Scarf to revenge kill Dragon-types and other large threats to sun, or utilize a bulkier build with Recover to provide reliable spinning throughout the entire match. Either way, Starmie can singlehandedly eliminate the typically physically bulky spinblockers (Jellicent, the exception, is dealt with by Thunderbolt) in order to spin, something few other Rapid Spinners can easily do given either their weak offenses or susceptibility to burn: in fact, the latter, along with the effect of Toxic Spikes, is handily dealt with by Starmie's ability(comma) Natural Cure.


Cloyster

Though an unusual choice for a sun team, Cloyster brings with it several benefits. A 4x resistance to Ice-type attacks and a huge base 180 Defence greatly assist it in reliably getting a Spin off, and doing so is made easy because few Ghost-types can endure Cloyster's onslaught. Given its vulnerability to entry hazards, it may not last a whole an entire battle; however, Cloyster can be counted on to spin a couple of times, which is sufficient for offensive teams looking to get quick victories. Despite lacking a Dragon-type resistance, Cloyster can tank Outrages from the Dragon-types that wall typical sun abusers, and retaliate by breaking Dragonite's Multiscale with the multi-hit Icicle Spear. Moreover, it brings incredible offensive presence to the team; Shell Smash instantly turns it Cloyster into a fantastic sweeper, which in sun even has the option of running a powerful pseudo-STAB Hidden Power Fire.

Other Niche Support

Thanks to their unique capabilities, these Pokemon can provide irreplaceable forms of support, letting them fill a specialized but nonetheless vital niche and making them key to the success of certain sun teams.


Wobbuffet

Wobbuffet is far from a typical Psychic-type: it possesses the unique ability to trap and kill problematic Pokemon, opposing weather inducers in particular, or at least force them into yielding setup opportunities to your frail sweepers. This is incredibly useful because, more so than other weather, sun teams are dependent on dominating the weather war(period) their weather being dominant. Wobbuffet can also serve as insurance against Choice- or non-mixed sweepers, but beware of power creep: more things, including Adamant Choice Band Tyranitar's Crunch, and possibly Modest Choice Specs Politoed's rain-boosted Hydro Pump, can potentially OHKO Wobbuffet without letting it before Wobbufett can get off a Counter or Mirror Coat.


Dugtrio

Dugtrio provides a surefire way to elimate many severe threats to sun(semicolon) can eliminate certain severe threats to sun with near surety; much like Wobbuffet, it is uncounterable in the normal sense of the word as its ability Arena Trap prevents the opponent from switching. Dugtrio's STAB Ground moves allow it to easily deal with opposing Fire-types (Heatran in particular), Terrakion, and Tyranitar, while the Lati twins are easily dispatched with Sucker Punch. It is often Choice Banded to boost its unimpressive base 80 Attack; however, this runs the risk of turning Dugtrio into setup fodder after getting it gets a kill, which can be problematic if you do not have solid ways to deal with other threats on the opponent's team. Dugtrio can also utilize a Focus Sash + Reversal strategy, perhaps even providing Stealth Rock support(comma) as well, but this is utterly dependent on Stealth Rock being kept off your own side of the field.


Espeon

A team packing several Fire-types will likely be quite Stealth Rock weak: this is where Espeon comes in. With its new ability, Magic Bounce, Espeon can switch into hazard setters such as Deoxys-S and Forretress, or even predicted status or phazing moves (or even Taunt) and reflect them right back at the opponent. However, the main drawback to from using Espeon in place of a traditional Rapid Spinner is that if your prediction fails, Stealth Rock is will be up and cannot be removed(period) with no way to remove it. Making What makes matters worse is the fact that Espeon is no defensive bulwark: base 65 HP and base 60 Defense as well as a Pursuit weakness make it huge Tyranitar bait. Nonetheless, Espeon's niche is one which virtually no other Pokemon can fill. Immunity to status, phazing, and Taunt enables it to be make it a reliable dual screen team supporter, or a Calm Mind Baton Passer(period) even Baton Pass Calm Minds. Lastly, it should also be noted that access to Morning Sun somewhat enhances Espeon's survivability in sun(period), making it a viable supporter especially on sun teams.


Xatu

Despite seeming very similar to Espeon, the second Magic Bounce user introduced this generation has a few boons over the poster child of the ability. First of all is its 4x resistance to Fighting and immunity to Ground(remove comma) are especially helpful for sun teams; second is its greater of all it has a wider support movepool, which includes FeatherDance and Toxic, as well as U-turn, which allows for a safe switch to Ninetales or a frail sweeper. Like Espeon, Xatu can set up dual screens and pass Wishes, though its small low base 65 HP along with the new Wish mechanics makes that largely inadvisable. Using Xatu in an offensive capacity makes it Xatu is offensively outclassed by Espeon, however, so be sure to steer clear of that and utilize it solely for its supporting capabilities. Finally, Xatu is also just as, if not even more Tyranitar-weak than Espeon, so be sure to carry a very solid counter to Tyranitar when using Xatu(period) it.

Sun Stall



Also introduced in BW is the ability Harvest, which in sun(comma) restores a Pokemon's held Berry if consumed(period) every turn 100% of the time in sun. However, this tactic is rarely seen, and for good reason. Exeggutor and Tropius are the only two to receive this ability, and while they can theoretically run SubSeed sets with Sitrus Berry granting infinite Substitutes, or Rest in conjunction with Chesto or Lum Berry, they have mediocre defensive stats and are OHKOed by too many threats.

Generally speaking, sun stall isn't very viable in OU, as Grass is a poor defensive typing. While Ground-types such as Donphan appreciate the removal of their Water-type weakness, sun also aggravates one of the main weaknesses of the best defensive type, Steel. This is compounded by the fact that, thanks to powerhouses such as Charizard, Darmanitan, Victini, and Volcarona, sun offense is among the most difficult of team archetypes to wall, even for teams that can change the weather to mitigate the onslaught.

Threats to Sun Teams

Knowing your way around the Pokemon on your own sun team is of course only half the battle: you also need to be aware of the various threats that pose considerable issues for sun teams in general and have a plan to remove them from your path. Opposing weathers, Pokemon which commonly wall or outspeed sun abusers(comma) your team, as well as more unusual team strategies—Trick Room in particular—can all pose large obstacles. The following section sums up the reasons why certain Pokemon or groups thereof of Pokemon are threats to sun, and gives suggestions as to how to cope with them.

Sandstorm Teams

The most commonly used weather in OU, hands down, is sandstorm. Not true anymore Sand is a very commonly used weather in OU, and for good reason(period) As its direct impacts are far less significant than sun's or rain's, its inducers fit very well into a number of teams simply looking for a way to counter check semantics opposing weather teams. Somewhat more of an issue are dedicated sandstorm teams, Dedicated sandstorm teams are more of an issue(comma) however, as these will be just as protective as you are of their weather, and they typically have a range of deadly abusers to utilize to this end. Overall, a solid strategy against opposing sand teams is a must for any successful sun team.


Tyranitar

The pseudo-legendary sand behemoth is possibly the largest threat to almost every sun team: it summons sand upon entering the field, removing the advantages weather Chlorophyll and Fire-type sweepers alike rely upon. To make matters worse, it possesses excellent bulk: base 100 HP, base 110 Defense, and what is effectively base 174 Special Defense in sand. Tyranitar further also resists Ninetales' STAB Fire-type moves, introduces residual damage from sandstorm, and is an excellent user of Stealth Rock, thereby wearing your team down. Offensively, it wields one of the strongest Pursuits in the game, and an arsenal of usable offensive moves both physical and special. With access to moves such as Stone Edge, Crunch, Superpower, Fire Blast, Ice Beam, Aqua Tail, and even Focus Punch(comma) all being viable possibilities, its immense unpredictability only makes matters worse(period) worsens matters.

Fortunately, there are a variety of ways by which Tyranitar can be removed as a threat, to remove Tyranitar(comma) and frankly, all competitive sun teams should pack at least one of these. Naturally, exploiting its Tyranitar's quadruple Fighting weakness is a common strategy(period) major one. While its special bulk in sandstorm is so immense that Hidden Power Fighting from the likes of defensive Ninetales is but a 2HKO, a physically based Fighting-type is often a good switch-in that scares Tyranitar out. Other powerful super effective moves can do similarly, such as Mamoswine's Earthquake or Tangrowth's Power Whip function similarly. Focus Sash + Reversal Dugtrio perhaps does this best of all, but as previously mentioned requires the absence of entry hazards. Wobbuffet is OHKOed by Adamant Choice Band Tyranitar's Crunch, and even with perfect prediction is largely helpless against Tyranitar packing special attacks (Mirror Coat is Psychic-typed), but on the whole can be effective against most some Tyranitar variants.

Ninetales can mitigate its weakness to Tyranitar with the use of Will-O-Wisp or Substitute + Disable, or simply keep double switching double switch to protect itself. Wearing Tyranitar down with burn or Toxic damage along with entry hazards is a reasonable strategy to eliminate it given its Tyranitar's lack of recovery, as a decent opponent can often predict a Fighting-type move aimed at Tyranitar. Utilizing a ChestoRest or Wish passing strategy to keep Ninetales alive until Tyranitar is removed may be of use help as well. One must always keep in mind its Tyranitar's unpredictability, however: as such, being able to determine its set ASAP is often of great use, and it is important to determine its set ASAP so that you can respond appropriately.


Hippowdon

While seeing Hippowdon in Team Preview often causes a sigh of relief that because the stress caused by the unpredictable Tyranitar will not be present, this unassuming sand hippopotamus should in no way be underestimated as a threat. Its Sand Stream ability means its elimination that eliminating it should be as much of a priority as eliminating Tyranitar(comma) Tyranitar's would be, and though it is unlikely to tear apart your team(comma) as Tyranitar might, actually KOing it Hippowdon can prove an immensely difficult task due to its huge physical bulk; unless your team includes a Giga Drain user, Hippowdon will likely be stalling out cumulating stall by letting LO recoil and sandstorm damage accumulate while phazing boosting sweepers, or hitting your Pokemon surprisingly hard off base 112 Attack(period), wearing your team down before you can remove it.

Super effective Grass moves will often be your weapon of choice against Hippowdon, as its other weaknesses (namely Water and Ice) are move types much less frequently carried by sun abusers(period) STAB users in sun. Tangrowth with Giga Drain is the best option for this role: its huge Defense allows it to tank Ice Fang with ease while regaining health. Inflicting Toxic on Hippowdon is also a good way to deal with it, but do note that stall teams often carry a cleric. Neutral hard-hitting special attacks such as Draco Meteor or sun-boosted this will rarely happen Overheat or Fire Blast can also slay the dry hippo(period) are also good options.


Landorus

Following the banning of Excadrill, Landorus is now the sand sweeper to watch out for. High base 101 Speed along with excellent offenses—especially in sand—mean it can easily tear through Ninetales and frail sun sweepers, especially if packing Landorus packs Hidden Power Ice. Though the Swords Dance variant is incredibly tough to wall outside of without Bronzong, Rock Polish sets are what sun really fears, as the former can at least be revenge killed(period) revenged. A +2 Speed Landorus, however, outruns all Chlorophyll Pokemon, so if you cannot wall it then you're in for a world of hurt. It can also viably run Substitute, Choice Scarf, or Choice Band, making it unpredictable(period) hard to respond to.

The issue with Landorus is that both its common boosting sets require very different counters and responses. Having something which can wall even a +2 Landorus is ideal, but, as mentioned, there's barely anything that can stop a variant with Hidden Power Ice. Starmie can revenge SD Landorus, and strong Chlorophyllers can do similarly with minimal residual damage if sun is up. Strong priority moves such as Ice Shard, ExtremeSpeed, or Choice Band Scizor's Bullet Punch are even betters way to ensure a revenge kill(period) on Landorus no matter how boosted its Speed is. Cresselia, Slowbro, and Latias are all excellent choices to wall Landorus and remove it with a strong STAB or Ice Beam, but none match Bronzong's ability to wall all bar gimmicky Smack Down variants.

Rain Teams

The other common weather in OU, rain is truly sun's antithesis, not only does it cancel out the sun, Rain actually reverses many buffs that sun abusers enjoy(period) canceling out but actually reversing many of the buffs your team is built around abusing. Do not get cocky about the gimp to rain offense from the Drizzle + Swift Swim ban: a rain team still poses a huge challenge as you will be fighting to keep your weather up(period) is just as much of a challenge to face as you will be fighting to keep your weather up more than in any other matchup.

Despite losing some of its best abusers(comma) the advantage of boosted Speed, rain offense is a truly threatening playstyle; most rain sweepers have both Water-type moves for your Fire-type sweepers as well as Ice- or even Flying-type ones for your Chlorophyll Pokemon. Rain stall is a playstyle climbing in popularity too: rain stops your Growth sweepers from boosting efficiently and drastically reduces the damage output of your Fire sweepers; meanwhile, the bulky defensive tanks regain health while Toxic stalling you your team into oblivion.


Politoed

The second weather that severely threatens sun(comma) severely threatening sun is rain, and in OU Politoed is its herald. Unchecked, a Politoed's rain will neuter your Fire-type attacks, remove your Chlorophyll sweepers' Speed boost, and let the opponent pummel you with boosted Water-type attacks. In fact, Politoed itself is a potent offensive threat, able to decimate even resists when armed with Choice Specs, outspeed common counters with a Choice Scarf, or run a bulky build for greater survivability, harassing your Pokemon with Scald(comma)'s burn chance, Toxic, Perish Song, and Encore.

One of the best ways to beat Politoed without overspecializing your team is simply to wear it down with residual damage while keeping Ninetales at high health. Laying hazards and inducing bad poison(comma) with a lead that isn't weak to Water-type moves, and inducing bad poison on it, either from Toxic Spikes or using Ninetales to catch it with Toxic on the switch, gives will give you a significant advantage in the weather war(period) to emerge the last weather inducer standing.

Specific counters checks semantics to Politoed include Chlorophyll Pokemon that can outspeed and OHKO even bulky Politoed(comma) such as Tangrowth and Sawsbuck(comma) but beware of Ice Beam(period) : Tangrowth and Sawsbuck both do this, but must be careful not to switch into an Ice Beam. Slowbro threatens Politoed with Toxic or Hidden Power Electric, and while it laughs at any offense Politoed can muster due to Regenerator and Slack Off, must itself watch out for Toxic. Choice Specs, Modest Politoed's Hydro Pump deals 61.9%-73.1% in the rain, Slowbro cannot shrug that off Vaporeon can do little to hurt Politoed, but as this is true vice versa (again barring Toxic), it and Vaporeon can take the opportunity to switch in and Wish pass to Ninetales. Finally, Wobbuffet has an easy time taking out Scarf variants of Politoed and can set up on a defensive variant especially if Wobbuffet has should Wobbuffet have Safeguard, but standard Wobbuffet is OHKOed by Modest Choice Specs Hydro Pump in rain.


Tornadus

One of the signature threats of rain teams, Tornadus poses a potent threat to sun. STAB Hurricane decimates many Pokemon on offensively based sun teams, and to make matters worse, few things can outpace its base 111 Speed outside of sun. Furthermore, a Tornadus on its last legs can throw out a priority Tailwind, often meaning much of the enemy team will be outspeeding you for 3 turns regardless of sun(period), sun or not.

As previously mentioned, very few things can safely switch into Tornadus' Hurricane. Heatran can wall this and set bar Hammer Arm, but cannot OHKO with Hidden Power Ice; specially defensive Rhyperior can wall both moves(comma) but too, but it dies to Grass Knot. Sun's best counter to Tornadus is in fact Rotom-H, which resists Hurricane and can OHKO with Thunderbolt, but either a Choice Scarf or some HP investment is necessary(period) needed. Revenging Tornadus becomes somewhat necessary in many situations; Revenge killing Tornadus may be difficult in some situations(semicolon) thankfully, if sun is down and you cannot rely on Chlorophyll Pokemon, there are a few other options. Arcanine and Dragonite do well with ExtremeSpeed if the sky genie has been previously damaged, as they can also prevent a last-ditch Tailwind from being set up. Mamoswine hits harder hard with Ice Shard, and Starmie naturally outspeeds and OHKOes with Thunderbolt or Ice Beam, but both leave your team open to a counter-sweep since they cannot prevent Tailwind.


Dragonite

Though its Hurricane lacks the sheer power of Tornadus', Dragonite has access to the immensely powerful Draco Meteor as well as Surf and Thunder for coverage, making it a potent threat in rain. Its Dream World ability, Multiscale, turns it into a true defensive behemoth as long as its remains at full health(comma) health remains full, making it a so Dragonite poses a big obstacle for sun teams. However, its low Speed and reliance on Multiscale are fairly easy to exploit, especially for a fast-paced team that leaves it no chance to recover; keeping Stealth Rock on the field and packing powerful neutral moves are excellent ways to check Dragonite.


Toxicroak

Toxicroak, while somewhat of a niche Pokemon, is nonetheless a large threat when used on dedicated rain teams. If it manages to get a Substitute up even when Ninetales enters and sun begins to drain its health, the combination of Drain Punch and Sucker Punch, possibly after a few Bulk Up boosts, will often claim at least one victim from your team unless your prediction is spot-on. A Fighting-type resist capable of setting up on Toxicroak can quite easily force it out in sun, however, and a burn will cripple Toxicroak(period) it, so wearing it down should be doable for most sun teams if you play carefully.

Trick Room Teams



Though a very rare team archetype, so much so that it usually isn't worth analyzing individual Trick Room threats, Trick Room's speed reversal poses a huge threat to any team reliant on Speed such as sun(period) based upon outspeeding the opponent with relatively frail sweepers, as sun often does. Countering it Trick Room directly is often incredibly difficult, meaning that in some cases the best you can do is attempt to predict what move they'll throw at you and switch to a resist in order to stall out the five turns of Trick Room's effect. This can be reasonable to deal with for one duration of Trick Room—such as against a lone Reuniclus or Bronzong—but a dedicated Trick Room team will be considerably harder more difficult to cope with. There are however a few options worth considering, which can assist sun in dealing with Trick Room Pokemon and teams as a whole.

Victini is perhaps the most obvious: repeated V-creates will drop Victini's Speed, letting you beat the Trick Room player at their own game for a few turns; Slowbro and Slowking can thwart this, however. Other slow but hard-hitting Pokemon such as Rhyperior, Bronzong, Slowbro, or Snorlax may be able to outspeed some Trick Room abusers, but note that they Trick Room abusers are likely to be running Speed-reducing natures as well as 0 Speed IVs. Taunt is of course a great option to prevent Trick Room setup; Infernape and Heatran are good choices here. Priority too can eliminate some Trick Room sweepers. Generally speaking, a more balanced sun team with walls and pivots will be better equipped to deal with Trick Room than one which purely utilizes fast offensive Pokemon, which is something to bear in mind when crafting your own team.

Opposing Fire-types

Enemy Fire-types are typically an issue for sun for two reasons: the first is a great set of resistances, particularly to Fire- and Grass-type moves, enabling which enable them to force out a variety of sun sweepers with ease, and the second is their great offensive potential against the typical components of a sun team, boosted further by your own weather. The good news is that not all Fire-types fit both these criteria, but the bad news is that three of them are some of the most used Fire-types in OU, and for excellent good reason.


Heatran

Heatran is one of the few Pokemon that can wall much of a sun team with huge ease, making it a significant defensive threat. Ninetales and Venusaur are the two Pokemon most commonly left helpless before it, so great care needs to be taken to remove it(period) have a means of removing it. Worsening this is the fact that Heatran can quite easily turn the tables on you with a Substitute set or with good prediction, and use its boosted Fire-type moves to rip apart your team, so it is imperative to pack something to deal with Heatran(period) making having something to deal with it a necessity.

Heatran's propensity to run Air Balloon makes countering it somewhat problematic; Ground-type moves cannot be relied upon to eliminate it without a sacrifice, unless used by a wall able to tank two hits, such as Snorlax. Fighting-type moves are a common means of dealing with Heatran, as its other weakness, Water, is diminished in sun. Several excellent sweepers can pack a super effective coverage move to scare it away, such as Flash Fire Arcanine (Close Combat), your own Heatran (Earth Power), Sawsbuck (Jump Kick or Nature Power), Dragonite (Earthquake), or Rhyperior (Earthquake) can all switch into some of its common moves and / or revenge either counter or revenge kill Heatran(period) it. Utilizing a A Substitute + Hidden Power Fighting Ninetales also allows your faithful weather inducer to take down offensive Heatran one-on-one. Once again, a strong Mach Punch is useful insurance against Heatran(period) a useful tool as insurance against it.


Chandelure

Just as with Heatran, Chandelure too can wall several prominent members of sun teams, which makes removing it a necessity(period) necessitating a plan for its removal. Despite its seemingly low Defense, Chlorophyll users lacking a Ground- or Dark-type move, as well as many Fire-types, are all utterly walled by the haunted chandelier, and like Heatran it can abuse Substitute to tear holes out of your into its counters, or simply nail the switch-in you choose with a Choice Specs-boosted attack coming off its huge Special Attack stat.

Chandelure's counters are somewhat similar to Heatran's as they both tend to use similar moves. Arcanine with Crunch does excellently, as does Heatran with Earth Power. Most Dragon-types resist its moves and make decent switch-ins, but they will nonetheless dislike a sun- and Choice Specs-boosted Fire Blast. Snorlax does an excellent job of walling Chandelure and can even Pursuit it as it leaves, making Snorlax a solid counter. In general, Fire-types that outspeed Choice Scarf Chandelure, as well as Chlorophyll users that can hit it super effectively, will be able to safely revenge kill it.


Volcarona

One of sun's most prominent sweepers can also prove a deadly threat to it. The ease with which Volcarona can set up on Ninetales can be problematic for sun(period), given the need to switch your weather inducer in often. The slight variations of Volcarona's sets also pose an issue in terms of being able to safely counter it, and if you assume wrongly, Volcarona's versatility can prove problematic(semicolon) if you assume the wrong set(comma) then you risk letting it attain so many boosts that it simply cannot be stopped(period) by anything sun commonly uses.

Ninetales herself has a few tricks up her sleeve to give boosting Volcarona a hard time. Toxic cripples the sweeping potential of all but ChestoRest and Substitute variants, and the combination of Overheat + Power Swap gives Ninetales an excellent chance of being able to beat beating Volcarona one-on-one by stealing its Special Attack boosts and simultaneously giving it -2 or even -4 in that same stat. Other more reliable counters checks semantics are available though, including many Fire-types that are able to launch a powerful Flare Blitz to and OHKO the moth; however, fast variants with Hidden Power Rock or Ground can easily fend off these attempts. Rhyperior can threaten Volcarona before it gains too many boosts, and Snorlax can wall it similarly but needs Stone Edge to really threaten it. Sawsbuck can revenge kill all bar Timid-natured Volcarona even after two Quiver Dances, but is weak to both of Volcarona's STABs and hence requires perfect prediction to switch in. What can Sawsbuck hit Volcarona with? Double Edge? Finally, Heatran can Roar out any Volcarona without Hidden Power Ground, and set up Stealth Rock as well – which(comma) due to Volcarona's x4 weakness to Stealth Rock(comma) is the best precaution to take against it.

Dragon-types

The omnipresent Dragon-types in OU all pose both offensive and defensive threats to sun teams in a similar manner to the above Fire-types. Though they can rarely sweep a sun team outright due to a lack of speed matching to match that of your Chlorophyll users, a Steel-type can prove invaluable to help sponge their powerful attacks throughout the game(period), much as they do for a normal team. A bigger issue typically comes with a few of the bulkier Dragons, which can pose a rare but large defensive threat to sun teams not equipped to deal with them.


Latias

Though a somewhat less common sight in the BW metagame, with her brother's power often being favored over her bulk, Latias is nonetheless a major defensive threat to sun. She resists Grass- and Fire-type moves and is weak to attacks only rarely carried by sun sweepers. Huge base 130 Special Defense and a potent Calm Mind / Roar set mean that she can quite easily find the opportunity to grab a boost or two(comma) on resisted hits, and rapidly wear down your team.

A strong(comma) super effective(comma) physical hit preying on Latias' weaker base 90 Defense is the easiest way to eliminate her. Megahorn from Sawsbuck or Rhyperior does well, as does Sucker Punch from Shiftry or Houndoom. Your own Dragon-type will be able to threaten her similarly, in a similar manner(comma) but risks eating a Dragon Pulse, especially a boosted one. More defensively, Bronzong, Heatran, and Snorlax can all take her hits reasonably well and pose a threat in return. Toxic can work(comma) against non-Substitute variants, but Refresh variants will simply laugh it off.


Hydreigon is another Pokemon that simultaneously poses both a defensive and offensive threat to sun teams. Its unique typing bestows it upon it useful resistances to Grass- and Fire-type moves, while its ability grants it an immunity to Ground-type attacks, which it can make use of well with good defenses. Offensively, it can maintain pressure on your team with U-turn, racking up damage while thwarting your attempts to remove it. It has excellent dual STAB in Dark Pulse and Dragon Pulse, but most dangerously, a combination of Draco Meteor, Fire Blast, and Focus Blast can usually OHKO or 2HKO most members of a sun team. Its notorious base 98 Speed becomes less of an issue against sun teams given that there are few common sun sweepers around the base 100 tier anyways (Ninetales barely 2HKOes with Specs Hidden Power Fighting); furthermore, with such a wide movepool backed by an excellent base 125 Special Attack stat, it can make use of Life Orb, Expert Belt, Choice Scarf, and even Choice Specs equally well.

Common special walls such as Blissey and Chansey fare well against Hydreigon, while more offensively, it Hydreigon can also be revenge killed by Chlorophyll sweepers after some prior damage: unboosted Jump Kick from Sawsbuck and Low Kick from Shiftry, as well as most Hidden Power Ice fall just short of an OHKO. Volcarona can either take an unboosted Draco Meteor or sun-boosted Fire Blast with its fantastic Special Defense, or outspeed non-Choice Scarf variants to OHKO with Bug Buzz. Infernape will have a hard time switching in safely(comma) especially under the sun, but can decimate Hydreigon with STAB Close Combat or even Mach Punch / Vacuum Wave.


Salamence

Whilst offensive variants of Salamence are fairly easily revenge killed by Chlorophyll sweepers, defensive ones variants can pose issues for some sun teams due to their great resistances and survivability, combined with access to phazing in Dragon Tail. A powerful super effective hit from something that outspeeds Salamence is the best way to deal with it, though its switching out its constant switching combined with Intimidate makes this troublesome if hazards are laid on your side of the field. Nevertheless, Salamence itself is vulnerable to Stealth Rock, so set up your own to cause the same issue for it.

Choice Scarf Users

Your Chlorophyll sweepers will typically be able to outpace the vast majority of Choice Scarf users in OU, but unless you choose to sacrifice offensive capacity and a chunk of bulk to cope with the rare Choice Scarf equipped Pokemon with base 110 Speed and above(comma) Pokemon, you'll occasionally find a fast scarfer threatening your team. Luckily, few Pokemon actually hit these phenomenal speeds, and, moreover, they are only rarely seen with a Choice Scarf(period), so the following threats should only be seen on occasion.


Latios

Though not a defensive threat to sun like the aforementioned Dragon-types, Latios can nonetheless pose issues to an unprepared team due to its sheer speed and power. Pursuit users are rare on sun teams, Steel-types risk taking a boosted Hidden Power Fire(comma) a boosted Hidden Power Fire catching them off guard, and Choice Scarf sets can obviously outspeed and OHKO many Chlorophyll sweepers with ease.

Having a Steel-type to tank its incredibly powerful Choice Specs Draco Meteor is very useful, but risky because Hidden Power Fire is not uncommon (unless your Steel-type of choice is Heatran). Snorlax is one of the few common Pursuiters feasible on sun, and it can fortunately take Latios' hits reasonably well too. Revenge killing a Choice Scarf variant is hard as It is difficult to revenge kill Choice Scarf variants because Latios will outspeed most Chlorophyll users and threaten to OHKO. Sawsbuck earns a mention here as great insurance against Choice Scarf Latios, being able to outspeed and OHKO with Megahorn, or even Double-Edge after Stealth Rock damage. Priority such as Ice Shard, ExtremeSpeed, or Bullet Punch is also very useful for finishing off a weakened Latios.


Starmie

Though standard Rapid Spin support Starmie poses few issues to sun other than removing your hazards, Choice Scarf Starmie can outspeed almost every Chlorophyll user with ease and promptly OHKO with Ice Beam. Making matters worse is the The fact that it also loves the opportunity to cripple one of your supporting Pokemon, or even a sweeper, with Trick makes matters worse.

The best insurance to take against Starmie is packing either either pack strong priority in the form of an ExtremeSpeed or Sucker Punch user, or a Chlorophyll user who outspeeds even Choice Scarf Starmie, such as Sawsbuck. Heatran and Volcarona both do a decent job of walling Starmie in under the sun, and don't overly mind being tricked a Choice item(period) taking a Choice item it may trick onto them. Cresselia takes its hits well but can do little in return outside of setting up dual screens. Sun generally lacks a good spinblocker to utilize against Starmie, so be prepared to first remove it if hazards form a vital part of your team's strategy.

Other Threats

Some other Pokemon don't fit into any of the above categories, but are also threats to sun in one way or another and so will be discussed briefly here.


Good defenses and key resistances mean this fearsome sea serpent is not easily OHKOed by most attackers on a sun team, while high base 125 Attack and access to Dragon Dance lets <-remove "s", plural it pose a veritable offensive threat in retur(period) to your team. Its typing is perfectly suited to this job; STAB Bounce and coverage in Ice Fang who uses Ice Fang anymore? allows Gyarados to destroy frail Grass-types, while access to STAB Waterfall, Stone Edge, and Earthquake give it a multitude of ways to destroy Fire-type sweepers regardless of the weather. It can utilize Intimidate to complement its base 100 Special Defense and useful set of resistances in order to nab a boost, or Moxie to become an ever-increasing threat to your team. While it It gets Taunt to prevent your walls from recovering and your sweepers from setting up, also watch out for its Substitute set: as most sun sweepers are frail, you will often be forced to sacrifice a team member to bring Gyarados down.

Common rain checks / counters such as Rotom-W and Starmie—or even Latias, Vaporeon, Gastrodon, and Porygon2—fare well against most Gyarados, but note that the first needs an Electric-type move other than Volt Switch to properly counter Substitute variants. Chlorophyll sweepers can also prey on the fact that Gyarados doesn't resist their STAB Grass-type moves. Stealth Rock is another excellent form of insurance against provides insurance against most Gyarados: for example, Tangrowth's unboosted Power Whip can OHKO a thus-damaged Gyarados.


Terrakion

Similar to Landorus in a sandstorm (though much less reliant on one), Terrakion is capable of pulling off both Rock Polish and Swords Dance sets—or even using both with due to excellent dual STAB—as well as Choice sets. Whilst it doesn't typically go mixed and lacks Landorus' Sand Force, its incredible dual STAB combination more than makes up for it. High powered Rock + Fighting moves decimate nearly the whole entire metagame, and sun too can very easily be swept if precautions are not made(period) to prevent its setup.

Fortunately, Terrakion has a poor defensive typing, meaning it is reasonably easy to prevent it from setting up(period) make sure your team is not providing it with too many opportunities to boost. Valuable Pokemon such as Ninetales and hazard setters may put you at particular risk of a Terrakion sweep, but it can be played around(period) however, making this much easier said than done. Slowbro and Claydol can wall its dual STAB and force it out, and Bronzong can do the same for Rock Polish variants. Revenge killing is a viable option too, as Close Combat drops its defenses, meaning strong Mach Punches and Bullet Punches will do a number on it after Life Orb recoil and a Defense drop or two.


Dugtrio

Though a rare sight in OU, Dugtrio gets a mention in this threat list for posing because it poses an enormous risk to your weather inducer Ninetales. It can easily trap, outspeed, and OHKO Ninetales that are not using Air Balloon or Shed Shell, along with some Fire-types you may be using.

Countering Dugtrio is impossible given the nature of its ability, augmenting the importance of staying on the alert if you see one in Team Preview and your Ninetales is not prepared to deal with it. Ninetales is safe from Dugtrio as long as it uses Substitute as the latter switches in, because a sun-boosted Fire-type move will make short work of Dugtrio. However, all others must be careful to either switch directly out after coming in, or always use a move that can OHKO Dugtrio switching as it switches in, but not the current active Pokemon (if you KO it the active Pokemon then Dugtrio will be able to come in for free and pick off Ninetales). The second situation will rarely be the case, and U-turn makes it a risky endeavor for Dugtrio anyway; therefore, you need to be very careful with Ninetales if Dugtrio is around. Luckily, Dugtrio's awful defenses mean your other members will typically be able to deal with it easily.


Blissey / Chansey

The pink blobs make an appearance as a big defensive threat major defensive threats to sun teams. Blissey and its new competitor, Eviolite Chansey, both utterly wall several members of sun, including the common specially based Venusaur, Heatran, and Volcarona, as well as numerous supporters. The pink blobs also often cause sun teams to lose a lot of momentum(comma) and should be eliminated immediately(period) However, this walling is less problematic than the utter loss of momentum the pink blobs cause while on the opposing team, meaning that their elimination is usually top priority. Additionally, though taking Toxic is comparatively easy for sun, Thunder Wave will prove a large hindrance to any sweeper. Blissey's propensity to run Flamethrower to hit Ferrothorn or Ice Beam for Dragon-types also unfortunately causes problems for Chlorophyllers.

Having a Ground-type on hand to absorb Thunder Wave can be helpful, but Ice Beam means that keeping them in afterwards is unadviseable(period) if they cannot outspeed and OHKO is an unwise idea after that. Rhyperior is probably the best at this, being able to tank an Ice Beam nicely with Solid Rock(comma) absorb Thunder Wave, and KO in return. Strong Fighting-type moves are naturally key to removing the pink eggs, so to this end Hitmontop can be useful. Conkeldurr is also invaluable on teams having large Blissey problems, as it can come in on her with impunity, and possibly even grab a Guts boost. Infernape, Arcanine, or, for that matter, any strong physically based Pokemon will do a great job of forcing her out (be warned that Flare Blitzing Blissey is not going to end well!!), but most hate taking Thunder Wave, so combining this tactic with pairing these Pokemon with a Ground-type on your team is a good idea.


Reuniclus

This jelly baby Pokemon is a threat to sun mainly because sun rarely packs super effective physical attacks to take it out. Sun-boosted Fire-type moves need heavy investment to OHKO(comma) therefore have to be substituted to stand a chance of OHKOing in many cases, and given the recoil Flare Blitz causes, Reuniclus may require a sacrifice to take down. Specially based hits cannot be relied upon since Reuniclus can easily set up Calm Mind against one of sun's supporting Pokemon(period) there are many support Pokemon on sun whom Reuniclus can easily come in and set up a Calm Mind on, meaning you'll often have to deal with it at +1.

Naturally, the strongest physical hit possible is a strong physical hits are great way to deal with it. Darmanitan, Arcanine, and even Shiftry can cause deal huge damage to Reuniclus with either sun-boosted STAB or powerful Dark-type attacks. However, Reuniclus' huge physical bulk means that these attacks may not always OHKO, so you risk losing a Pokemon, especially if Reuniclus attacks rather than sets up. A Dragonite protected by Multiscale will do an even better job of dealing with it, being able to easily survive a hit and 2HKO in return. Jumpluff can ensure you don't lose a team member to Reuniclus if you can Encore its Calm Mind, but can't take hits well at all, and if Reuniclus lacks Shadow Ball, then Chandelure deals with it fairly well.

Building a Sun Team

As with any team archetype, there are a multitude of directions to take when building a sun team, many equally effective. As such, there are very few absolute must-haves for all sun teams, though there is a lot that many can certainly help you out. Things to consider (though not follow to the letter) when building a sun team are discussed below.

1. Enough sun abusers

One would imagine this to be a fairly obvious point, but this is actually more complex than it may appear to be. Essentially, the main reason for this point is that Ninetales is simply a sub-par OU Pokemon when considered individually. While there are many creative ways of forcing it to pull some weight, if you are not making full use of the sun, you are better off using virtually any other Fire-type. Luckily, given the sheer power of Fire-types bring and the speedy sweeping potential of Chlorophyll Pokemon, it's hardly difficult to make enough use of the sun(comma) to be worth giving up a teamslot, so this should rarely be an issue.

2. Maintain some diversity

A slightly confusing title boils down to the fact that most of sun's abusers can be one-dimensional in some way or other: some are too slow to pull off clean sweeps, and others lack the coverage to be able to blast through all of the entire tier. Due to this, a reasonable degree of diversity is generally very helpful to a sun team, offensively as well as defensively. Offensive support allows for the breaking down of involves breaking down common walls to sun such as Heatran or Blissey, while defensive support is useful as your sweepers may be forced out by things Pokemon that wall or outspeed them(comma), necessitating that they take a hit. Merely packing Ninetales and a bunch of Chlorophyll users or Fire-types is generally not the best way to go about things.

3. Be able to beat the other weather inducers

Being able to prevent combat other insta-weather is naturally an incredibly important attribute for your sun team, possibly the most important; you will thus need several solid ways to deal with opposing weather inducers. Packing a lead that beats other common weather inducers is generally a good idea, as Ninetales is undersped by each of them, meaning it will usually fail to get sun up off the bat. Moreover, it is important to be able to preserve Ninetales while you eliminate their inducer, through careful play or team support. Check out the threat list section for help dealing specifically with Tyranitar, Politoed, and Hippowdon.

4. Insurance against other weather threats

When facing down a skillfully played opposing weather team, it's a fact that you simply will not be able to keep sun up all the time, however well you play. As such, you have to be able to deal with opposing weathers' specific threats in their own element: Venusaur's Energy Ball is a poor answer to Landorus as Venusaur will be outsped in unfriendly weather and likely OHKOed. Pokemon that do well against sand or rain, such as Bronzong and Starmie respectively, will naturally serve you well in the battle to regain and maintain the weather advantage.

5. Have something to take Fire-typed hits

One of your biggest advantages can easily turn on you when some of your best abusers—Grass-type Chlorophyll sweepers—are weak to it. As such, packing a decent way to mitigate the severe damage take a sun-boosted STAB Fire-type hit can cause is generally helpful for sun teams. This can take the form of a Flash Fire abuser such as Heatran, or a bulky Fire-type resist. Less vital, given the lower popularity of sun, is a way to guard against opposing Chlorophyll Pokemon, particularly if you are running a relatively defensive sun team: unlike when facing sand or rain teams, regaining the advantage will no longer merely be a simple matter of changing the weather, so step tread carefully.

6. Hazards control

Given that your valuable Drought inducer as well as many Fire-types is are vulnerable to all three forms of entry hazards, as well as the fact that most Fire-types lose a huge chunk of health to Stealth Rock, a Rapid Spinner is often an excellent choice(comma) for sun teams, if not virtually mandatory(comma) when running a 4x Rock-weak Pokemon such as Volcarona. A Magic Bounce Pokemon—Espeon or Xatu—can also assist in fill this role, but they should not be relied on due to their frailty and inherent dependance on prediction. The other choice, of course, is to simply make your team as resilient to hazards as possible. Wish support, a way to heal Ninetales, few other Stealth Rock weak Pokemon, and Toxic Spikes absorption from a grounded Poison-type will probably mean that you can make do without a Rapid Spinner, so use your own judgment.

7. General useful support

Just as most teams would benefit from some form of support rather than outright blindy bludgeoning the opponent to death, sun too appreciates usual forms of support. Stealth Rock is the most ubiquitous entry hazard, but Spikes are perhaps more valuable to limit opposing weather inducers' switch-ins. Wish support can go a long way in mitigating entry hazard and sandstorm residual damage on Ninetales, as well as possible Life Orb or Flare Blitz recoil on your sweepers. Aromatherapy / Heal Bell can alleviate the paralysis that plagues Speed-based teams, dual screen support greatly assists frail sweepers as they try to set up(comma) setting up, and strong priority provides insurance against threats, reducing all which reduce your team's reliance on sun.

Example Sun Team

The above concepts and analyses, whilst useful alone, may be somewhat bewildering to a new user of a sun team. Therefore, an example of one outstanding sun team, as well as links to many other successful RMTs, have been included to hopefully inspire you and start you off on teambuilding.

In this beautifully formatted RMT, Grimm70 takes an unorthodox but undeniably effective approach to sun offense. Centered around setting up a sweep for Bulky Volcarona, this team achieved excellent results during the World Cup and peaked at #3 after an impressive ladder run.

While many conventional sun abusers are present to take advantage of sun's boost to both Fire-type attacks and Venusaur's speed, Grimm70 also demonstrates great inventiveness in by tweaking many of these sets to better suit his team's purpose and his own playstyle. The not-uncommon tactic of using Dugtrio to trap and remove Tyranitar and Heatran is taken up a notch with the addition of Magma Storm Heatran, threatening Politoed and Blissey as well. While his lack of a Rapid Spinner may be surprising given Volcarona's vulnerability to hazards, the sheer offensive pressure presence of his team (likely along with his own great playing skill) prevents common hazard setters such as Ferrothorn, Forretress, and Skarmory from performing their designated duties.

Mixed Thundurus features here despite having been since banned as the purpose of this sample team is to showcase the advantages of sun, as well as inspire more usage and creativity in sun teams, rather than provide a team to copy-paste(period) (in fact, as metagame trends are ever-changing, the RMT section of the forums may yield teams better suited to such a purpose). Bad idea, from what I've seen, most people who post RMTs are first time sun users. It may be helpful to consider, however, that Grimm70's initial replacement for Thundurus was Life Orb Deoxys-S.

Anyway, on to the team:


Feunard (Ninetales) @ Leftovers
Ability: Drought
EVs: 88 HP / 252 SpA / 168 Spe
Nature: Timid (+Spe, -Atk)
- Fire Blast
- SolarBeam
- Hidden Power Ice
- Sunny Day

Sunny Day Ninetales, while somewhat non-standard, is nonetheless gaining popularity which at the time seemed unorthodox(comma) has since become a standard I wouldn't be surprised if Sunny Day Ninetales was the most used set for its effectiveness, and this set perfectly demonstrates why. As Ninetales is the fastest weather inducer in standard play, it will likely fail to establish its own weather when matched up against Tyranitar or Politoed. These two also normally risk little by switching directly into Ninetales; Tyranitar is protected by its buffed Special Defense in sand, and Politoed and its rain simply laugh off Ninetales' STAB. As such, using Sunny Day on their switch in secures both a few turns of guaranteed sun during which Ninetales can SolarBeam with impunity, as well as the momentum for Grimm70's team.


Fulguris (Thundurus) @ Expert Belt
Ability: Prankster
EVs: 192 Atk / 64 SpA / 252 Spe
Nature: Timid (+Spe, -Atk)
- Thunderbolt
- Hidden Power Ice
- Hammer Arm
- Thunder Wave

Here, Grimm70 makes use of an unexpected choice for Sunny Day teams: the Round 5 suspect, Thundurus. While it does not directly abuse sun in any way, Mixed Thundurus serves as the glue to the team, with Prankster Thunder Wave helping helps to take down both speedy threats such as Choice Scarf Terrakion, as well as miscellaneous troublesome Pokemon such as Jirachi. With excellent coverage—Thunderbolt for rain sweepers, Hammer Arm for sand sweepers, and Hidden Power Ice for Gliscor and Dragon-types—it also provides Grimm70's team with a form of insurance against other weather(comma) while maintaining an offensive presence(period) that also perfectly maintains offensive pressure on opponents.


Emma-ō (Heatran) @ Air Balloon
Ability: Flash Fire
EVs: 252 HP / 104 Def / 124 SpA / 28 Spe
Nature: Modest (+SpA, -Atk)
- Magma Storm
- Earth Power
- Will-O-Wisp
- Taunt

Yet another unconventional take on a common sun abuser is Magma Storm Heatran. The utility of this Heatran set seems endless; with Magma Storm and Taunt, it lures in and takes out two vital defensive threats to Grimm70's team: Blissey and Eviolite Chansey. It also forms a trapper core with Dugtrio that can take out Politoed, paving the way for an unstoppable Volcarona sweep. As Heatran's natural bulk and good resistances cushion it against Choice Specs Latios' Draco Meteor, Grimm70 has chosen to make it a surprisingly bulky mixed wall; defense investment helps it and the team greatly against the likes of Superpower Tyranitar, Choice Band Haxorus and Dragonite, and even such offensive behemoths(comma) such as Terrakion and Infernape.


Asura (Dugtrio) @ Focus Sash
Ability: Arena Trap
EVs : 252 Atk / 4 Def / 252 Spe
Nature: Jolly (+Spe, -SpA)
- Stealth Rock
- Earthquake
- Sucker Punch
- Reversal

Dugtrio's contribution to the team is obvious, straightforward, and most of all, effective. As mentioned above, it forms the second part of Grimm70's trapper core, and additionally takes out Heatran, the best counter to Volcarona(period) Volcarona's best counter. Focus Sash both allows it to function as a reliable Stealth Rock setter and ensures a full-power Reversal after taking a hit from Tyranitar, Politoed, or Heatran that would otherwise OHKO it. While Stone Edge may be the more common choice for coverage against Flying-types, Sucker Punch is preferred here to take out Offensive Trick Room Reuniclus, one of the greatest threats to speedy and frail sun teams.


Florizarre (Venusaur) @ Leftovers
Ability: Chlorophyll
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature (+SpA, -Atk)
- Sunny Day
- Sleep Powder
- SolarBeam
- Hidden Power Fire

While specially based Venusaur is by no means a rare sight on sun teams, Grimm70 has once again put his own inventive spin on things. As can be seen from its moveset, this Venusaur is not a full-out sweeper, but a supporter used to facilitate a Volcarona sweep(period) to Volcarona's sweep much in the vein of the common double Dragon teambuild. double Dragons? huh? Like Ninetales, it runs a combination of Sunny Day and SolarBeam to lure in an opponent's weather inducers and rack up damage; Hidden Power Fire gains pseudo-STAB under the sun, and Sleep Powder eliminates a key Pokemon on the opposing team temporarily(period) for the rest of the match. the opponent might carry a cleric As an added bonus, Venusaur soaks up the Toxic Spikes that may impede Volcarona's sweep.


Pyrax (Volcarona) @ Leftovers
Ability: Flame Body
EVs : 144 HP / 84 Def / 120 SpA / 160 Spe
Nature: Timid (+Spe, -Atk)
- Quiver Dance
- Fire Blast
- Bug Buzz
- Morning Sun

The star of the team. While its godly stat spread and excellent dual STAB make it decent on its own, Volcarona truly shines with proper team suport(period) it is on a team so dedicated to supporting it that Volcarona truly shines. The painstaking detail with which Grimm70's custom sets are team was crafted and this immensely successful team is put together is most evident in Volcarona's EV spread. This is detailed further on his RMT, but in short, Speed investment lets Volcarona outrun Excadrill under neutral weather; the Special Attack EVs gives give it a good chance of KOing several key threats such as Gliscor, Rotom-A, Tyranitar, and even Blissey; while defensive investment allows it to take less than 50% from the likes of Choice Specs Rotom-W's Hydro Pump, -2 Choice Specs Latios' Draco Meteor, as well as priority from Choice Band Scizor, necessary all of which are very necessary because this team has no Rapid Spinner nor Magic Bounce Pokemon.

Other Sun Teams

Katakiri's "Prelude of Light" has been active since May 2011, and is virtually a chronicle of chronicles the evolution of sun teams in the OU metagame. That's not to say this team is standard, however; his use of unconventional Pokemon such as Emboar, Durant, and even Garchomp further showcases <-singular because the verb is modified by "his use" sun's flexibility. In fact, his use of original or underrated yet effective sets such as Healing Wish Lilligant, Sunny Day Rotom-W, and especially Safeguard Ninetales has even served to popularize them in the metagame.

In "Sun + Dragons", a twist on the popular 4drag2mag strategy of taking out Steel-typed walls to set up Dragon sweeps, Brizznetz makes use of a wallbreaking four attacks Shiftry and an Air Balloon Heatran that also doubles as defensive insurance to support a sweep for DD Lum Dragonite and Choice Scarf Latios. Wish Jirachi is the glue to this team, providing healing, paralysis support, and in this case even Light Screen support.

With a majority of sun sweepers being very fast but frail, one could be forgiven for thinking that sun is limited to only the most offensive of playstyles. In "Cidade do Sol", however, Blue Star disproves this thoroughly by presenting to us his greatly successful bulky offense sun team. Specially defensive Roserade, though perhaps a strange pick for a Grass-type on a sun team, counters checks semantics rain offense and while Heatran counters checks more semantics dragons, while as Rapid Spin Donphan sets up supports this sounds as if Donphan is Baton Passing to Dragonite/ Volcarona or something two of the most dangerous sweepers in standard play: Dragonite and Volcarona.

If it ain't broke, don't fix it; Delko's "Sunny Days" is a classic example of a relatively balanced sun team. Forretress is his choice of spinner, and in conjunction with Magic Bounce Espeon helps keep his field free for Ninetales, Choice Band Dragonite, and perhaps most importantly Focus Sash Dugtrio. Espeon also serves the fairly original role of Baton Passing Calm Minds to his final sweeper, none other than Venusaur.

Finally, Kinglypuff's "Sun Means Fun" is perhaps the most successful sun team of the metagame so far, peaking at #1 and consistently being on the leaderboard; furthermore, its formula for success is surprisingly simple! Forretress lays entry hazards that assist in the weather war, and provides Rapid Spin support as well. The sun abusing abuse begins with Choice Scarf Darmanitan and doesn't let up: powerful threats such as Swords Dance Sawsbuck, Growth Venusaur, and Bulky Volcarona mean that once the weather war is won, so is the game.

Conclusion

Hopefully this guide to sun teams in OU sun has given you a good overview of how a sun team plays, and how to go about constructing one(period) for your own use. Once again, it should be stressed that this guide should by no means be taken as an absolute; almost everything is merely a suggestion, however strong. As the example team used shows, teams show(comma) deviation from the norm can result in great success if done correctly, though be aware that doing so will not be as easy as using standard sets unless you are a fantastic team builder, or have lots of time and patience for extensive testing. Nonetheless, I hope this guide has illustrated to you how this traditional weather underdog of weather can be a force to be reckoned with in BW OU(comma) play, as well as a very interesting and fun team build style to try out.
Man that was grueling, lets get this thing uploaded.

GP Approved (2/2)

 

November Blue

A universe where hot chips don't exist :(
is a Contributor Alumnus
great check, thanks November Blue! nice catches on all my colon and semicolon spam, I liked pretty much all your rewording / rephrasing changes, and I can't believe I got 'defences' and 'like' vs 'such as' wrong, fail.

I have a few issues with some hyphens you removed though, eg. 'sun-boosted' / 'sky-high' / 'would-be counters' / 'mono-ice' / 'hard-hitting' - I'm very sure as adjectives they should remain hyphenated.

similarly with 'safe switch-in' too - I'm referring to the thing switching in, not the act of switching in.

that aside, thanks again :)
You're right about safe switch-in. I didn't actually finish the last section, I should do that now.

No stamp though, damn.
 

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