[youtube]xzTRd3NoZ0A[/youtube]
Tobes making a sun team without Weather Trapper Heatran, shocker right? :0
So yeah I've never really gotten around to making an RMT before (the only candidate I had, my Specs Rotom-W + Tailwind Tornadus team [which was novel at the time I swear] from last year's WCOP that went 3-1, named "Velonica", became obsolete by the time I felt I could RMT it), but I've suddenly been struck by the mood, so why the hell not. Anyway, on to the team itself: This isn't an accomplished team or anything like that. It's simply a team I built and enjoy playing with, and I thought it was a bit of departure from the standard sun archetypes. So I felt like putting it on display since I don't really see myself using this too often in Tour or whatever, though I will probably continue to use it recreationally. It's not really a defensive team. It needs to be the team that keeps up momentum in order to win, so I try to avoid having to deal with any defensive issues by keeping myself on the offensive. I am open to suggestions; just know that I am aware of most of my offensive weakness and have figured out ways to deal with them.
Ninetales @ Air Balloon
Drought
Calm 248/0/8/0/252/0
- Flamethrower
- Toxic
- Will-O-Wisp
- Roar
I've used Roar Ninetales successfully for a while now. It's a great anti-sun measure and can rack up hazard damage quickly after Deoxys-D does its work. It also works as an emergency answer to Volcarona, especially if the Air Balloon is still intact. Air Balloon of course is useful for avoiding getting screwed by Dugtrio, and I even have the nice advantage of not having to risk Genesect's U-turn since Chandelure quad-resists it. Flamethrower is for consistency; with no Special Attack investment I'm only interested in making sure my attacks against Bug/Steel-types hit their mark. Similarly, Toxic and Will-O-Wisp cripple things that should be respectively obvious. I'd like to fit in something to break Heatran's Air Balloon (probably over Toxic), but I'm not fond of the variations I've tried.
Deoxys-D @ Leftovers
Pressure
Timid 252/0/4/0/0/252
- Stealth Rock
- Spikes
- Taunt
- Night Shade
Deoxys-D really shouldn't need any explaining. It does its job, and it does it efficiently. Entry hazards really make the team work. They give Ninetales's Roar some bite, make Genesect all the more deadly, make Tornadus-T, Volcarona, and Dragonite easier to handle, and pave the way for endgame sweeps by Chandelure or Lilligant. I opted for Taunt and Night Shade over Magic Coat and Thunder Wave, with my reasoning being that I'd rather dispose of opposing Deoxys-D via Genesect + Chandelure than run the risk of a Speed tie or opposing Magic Coat. Night Shade becomes even more important when using this team in Suspect, since Thunder Wave is just asking SubSD Garchomp to set up. Taunt is usually reserved for blocking set-up sweepers, or against things that it would be incovenient to try to stack against, such as Forretress. Generally I want to get my hazards up as quickly as possible if I can, so that I can get the best use out of them. I've considered Tanga Berry so I don't get one-shotted by Genesect's Bug Buzz. (Genesect is why I put the 4 EVs in defense of course, since many more Genesect run U-turn than they do Bug Buzz.)
Dugtrio @ Focus Sash
Arena Trap
Jolly 0/252/0/0/4/252 (21 HP IV)
- Earthquake
- Reversal
- Stone Edge
- Substitute
Dugtrio does here what it normally does for a sun team: kill Tyranitar, Heatran, etc. It can also dispose of Tentacruel and in some cases Blissey, making it easier for me to deal with stall. Earthquake, Reversal, and Substitute are a standard packagewhich I helped pioneer, and while I normally use Stealth Rock as my fourth move, I decided to opt for Stone Edge here to help deal with Volcarona. I'm still considering running Stealth Rock to take a bit of pressure off Deoxys-D, but I feel that would overload Dugtrio. Sucker Punch was another option I considered. 21 HP IV lets you switch into Seismic Toss and not lose your Reversal number.
Chandelure @ Choice Scarf
Flash Fire
Modest 0/0/0/252/4/252
- Fire Blast
- Shadow Ball
- Hidden Power Ice
- Energy Ball
The reason for the team. Scarf Chandelure is what made this sun HO-ish team possible, maintaining offensive pressure against teams, blocking Rapid Spin, and serving as a potent endgame sweeper. Fire Blast in the sun is scary strong, and even resists can be 2HKOed. Shadow Ball is more consistent, and also smashes Starmie. If the opponent isn't expecting Choice Scarf, Chandelure will only have to spinblock once in a game, outspeeding and OHKOing Starmie with Shadow Ball. It doesn't hurt that sun takes away Chandelure's Water-type weakness. Shadow Ball is also your most consistent option against Tentacruel (though Fire Blast is actually stronger in sun even with the resistance). Chandelure partnered with Dugtrio can actually spin-block Tentacruel when played correctly. Chandelure will do some damage with Shadow Ball, then die to Tentacruel's Scald or whatever, allowing Dugtrio to come in and revenge kill Tentacruel with Earthquake before it can take advantage of Chandelure's death to spin. Opportune switches to Ninetales on Scalds or Protects, then switches back to Chandelure on the Rapid Spin may be necessary. Hidden Power Ice picks off Dragon-types and Energy Ball hits things like Politoed and Gastrodon.
Genesect @ Choice Scarf
Download
Naive 0/8/0/248/0/252
- U-turn
- Ice Beam
- Flamethrower
- Thunderbolt
A monster. Maintains offensive pressure, racks up hazard damage, and revenge kills troublesome threats. It's also my only Steel-type, which occasionally means I have to switch it in to Dragon-type attacks; usually I'll try to avoid that if I can though. I've considered Bug Buzz over Thunderbolt, but I'm wary of giving Gyarados too much leeway to do what it wants, and the damage on Politoed is useful anyway. Bug Buzz's utility would mostly come from one-shotting Deoxys-D, which admittedly makes it worth considering all by itself. I've also considered making the switch to Hasty since Chandelure handles most priority users, but since Chandelure is still Pursuit-bait it might be more prudent to keep the Naive nature and not expose myself to Breloom Mach Punches or whatever.
Lilligant @ Leftovers
Chlorophyll
Modest 52/0/0/252/12/192
- Giga Drain
- Hidden Power Rock
- Sleep Powder
- Quiver Dance
Lilligant is still an incredibly underrated sweeper (even after Stone and Alice's RMT's success....). It can steamroll whole teams on its own if given a set-up chance, and it can even make an opportunity of its own (though I'll try not to waste Sleep Powder on that since Lilligant is at its most deadly when it's at +2/+2/+2 or higher). Giga Drain is the obligatory STAB, keeps you alive, and makes switching into Politoed a bit less daunting. Hidden Power Rock is yet another emergency answer to Volcarona, though it needs some prior damage to work. Hidden Power Ice or Fire could be more useful overall, but I've made the more anti-Volc changes to my team only recently so I'm a bit hesistant to drop HP Rock until after a bit more playtesting. It still does the job at +2 SpA against Flying-types anyway. Sleep Powder is of course an excellent panic button, but if I have ways to handle a threat that don't rely on a 3/4 chance I'll usually take them unless I think those options are so crippling that they'll lose me the game. Using Sleep Powder early also deprives me of the opportunity to get two boosts should I find an initial opening for Lilligant to get the first Quiver Dance off. Speed EVs to outpace +2 Smeargle in the sun, maximum Special Attack, rest for a bit of bulk.
So, there we go. Rate, comment, go nuts.
Tobes making a sun team without Weather Trapper Heatran, shocker right? :0
By the way, I want to get something about that out of the way here: Those calling it "TobesTran" aren't really correct. That's just what my East teammates took to calling it; I never attempted to label it as such. While I did come up with the set independently, AccidentalGreed was very likely using the set before I ever did, and user Magma suggested Magma Storm at least a month before I thought of the idea (note that I had not been paying attention to AG's Weather Heatran QC thread during this time period, outside of the OP). So, while I do feel I have the right to some sort of sense of ownership over the set (not full ownership mind you), TobesTran isn't truly accurate, and if you insist on calling the set anything other than Weather Trapper Tran (which I prefer), you should probably be calling it AGTran or something (I think that actually sounds better than TobesTran lol).
So yeah I've never really gotten around to making an RMT before (the only candidate I had, my Specs Rotom-W + Tailwind Tornadus team [which was novel at the time I swear] from last year's WCOP that went 3-1, named "Velonica", became obsolete by the time I felt I could RMT it), but I've suddenly been struck by the mood, so why the hell not. Anyway, on to the team itself: This isn't an accomplished team or anything like that. It's simply a team I built and enjoy playing with, and I thought it was a bit of departure from the standard sun archetypes. So I felt like putting it on display since I don't really see myself using this too often in Tour or whatever, though I will probably continue to use it recreationally. It's not really a defensive team. It needs to be the team that keeps up momentum in order to win, so I try to avoid having to deal with any defensive issues by keeping myself on the offensive. I am open to suggestions; just know that I am aware of most of my offensive weakness and have figured out ways to deal with them.
Team at a Glance
Ninetales @ Air Balloon
Drought
Calm 248/0/8/0/252/0
- Flamethrower
- Toxic
- Will-O-Wisp
- Roar
I've used Roar Ninetales successfully for a while now. It's a great anti-sun measure and can rack up hazard damage quickly after Deoxys-D does its work. It also works as an emergency answer to Volcarona, especially if the Air Balloon is still intact. Air Balloon of course is useful for avoiding getting screwed by Dugtrio, and I even have the nice advantage of not having to risk Genesect's U-turn since Chandelure quad-resists it. Flamethrower is for consistency; with no Special Attack investment I'm only interested in making sure my attacks against Bug/Steel-types hit their mark. Similarly, Toxic and Will-O-Wisp cripple things that should be respectively obvious. I'd like to fit in something to break Heatran's Air Balloon (probably over Toxic), but I'm not fond of the variations I've tried.
Deoxys-D @ Leftovers
Pressure
Timid 252/0/4/0/0/252
- Stealth Rock
- Spikes
- Taunt
- Night Shade
Deoxys-D really shouldn't need any explaining. It does its job, and it does it efficiently. Entry hazards really make the team work. They give Ninetales's Roar some bite, make Genesect all the more deadly, make Tornadus-T, Volcarona, and Dragonite easier to handle, and pave the way for endgame sweeps by Chandelure or Lilligant. I opted for Taunt and Night Shade over Magic Coat and Thunder Wave, with my reasoning being that I'd rather dispose of opposing Deoxys-D via Genesect + Chandelure than run the risk of a Speed tie or opposing Magic Coat. Night Shade becomes even more important when using this team in Suspect, since Thunder Wave is just asking SubSD Garchomp to set up. Taunt is usually reserved for blocking set-up sweepers, or against things that it would be incovenient to try to stack against, such as Forretress. Generally I want to get my hazards up as quickly as possible if I can, so that I can get the best use out of them. I've considered Tanga Berry so I don't get one-shotted by Genesect's Bug Buzz. (Genesect is why I put the 4 EVs in defense of course, since many more Genesect run U-turn than they do Bug Buzz.)
Dugtrio @ Focus Sash
Arena Trap
Jolly 0/252/0/0/4/252 (21 HP IV)
- Earthquake
- Reversal
- Stone Edge
- Substitute
Dugtrio does here what it normally does for a sun team: kill Tyranitar, Heatran, etc. It can also dispose of Tentacruel and in some cases Blissey, making it easier for me to deal with stall. Earthquake, Reversal, and Substitute are a standard package
Chandelure @ Choice Scarf
Flash Fire
Modest 0/0/0/252/4/252
- Fire Blast
- Shadow Ball
- Hidden Power Ice
- Energy Ball
The reason for the team. Scarf Chandelure is what made this sun HO-ish team possible, maintaining offensive pressure against teams, blocking Rapid Spin, and serving as a potent endgame sweeper. Fire Blast in the sun is scary strong, and even resists can be 2HKOed. Shadow Ball is more consistent, and also smashes Starmie. If the opponent isn't expecting Choice Scarf, Chandelure will only have to spinblock once in a game, outspeeding and OHKOing Starmie with Shadow Ball. It doesn't hurt that sun takes away Chandelure's Water-type weakness. Shadow Ball is also your most consistent option against Tentacruel (though Fire Blast is actually stronger in sun even with the resistance). Chandelure partnered with Dugtrio can actually spin-block Tentacruel when played correctly. Chandelure will do some damage with Shadow Ball, then die to Tentacruel's Scald or whatever, allowing Dugtrio to come in and revenge kill Tentacruel with Earthquake before it can take advantage of Chandelure's death to spin. Opportune switches to Ninetales on Scalds or Protects, then switches back to Chandelure on the Rapid Spin may be necessary. Hidden Power Ice picks off Dragon-types and Energy Ball hits things like Politoed and Gastrodon.
Genesect @ Choice Scarf
Download
Naive 0/8/0/248/0/252
- U-turn
- Ice Beam
- Flamethrower
- Thunderbolt
A monster. Maintains offensive pressure, racks up hazard damage, and revenge kills troublesome threats. It's also my only Steel-type, which occasionally means I have to switch it in to Dragon-type attacks; usually I'll try to avoid that if I can though. I've considered Bug Buzz over Thunderbolt, but I'm wary of giving Gyarados too much leeway to do what it wants, and the damage on Politoed is useful anyway. Bug Buzz's utility would mostly come from one-shotting Deoxys-D, which admittedly makes it worth considering all by itself. I've also considered making the switch to Hasty since Chandelure handles most priority users, but since Chandelure is still Pursuit-bait it might be more prudent to keep the Naive nature and not expose myself to Breloom Mach Punches or whatever.
Lilligant @ Leftovers
Chlorophyll
Modest 52/0/0/252/12/192
- Giga Drain
- Hidden Power Rock
- Sleep Powder
- Quiver Dance
Lilligant is still an incredibly underrated sweeper (even after Stone and Alice's RMT's success....). It can steamroll whole teams on its own if given a set-up chance, and it can even make an opportunity of its own (though I'll try not to waste Sleep Powder on that since Lilligant is at its most deadly when it's at +2/+2/+2 or higher). Giga Drain is the obligatory STAB, keeps you alive, and makes switching into Politoed a bit less daunting. Hidden Power Rock is yet another emergency answer to Volcarona, though it needs some prior damage to work. Hidden Power Ice or Fire could be more useful overall, but I've made the more anti-Volc changes to my team only recently so I'm a bit hesistant to drop HP Rock until after a bit more playtesting. It still does the job at +2 SpA against Flying-types anyway. Sleep Powder is of course an excellent panic button, but if I have ways to handle a threat that don't rely on a 3/4 chance I'll usually take them unless I think those options are so crippling that they'll lose me the game. Using Sleep Powder early also deprives me of the opportunity to get two boosts should I find an initial opening for Lilligant to get the first Quiver Dance off. Speed EVs to outpace +2 Smeargle in the sun, maximum Special Attack, rest for a bit of bulk.
So, there we go. Rate, comment, go nuts.






















