ORAS OU Bringing Sunny (offense) Back

They say that sun teams died with the end of black and white. To those I say nay for I, after months of intensive research, have finally created a perfect amazing decent reasonably functional OU sun team!

Team Building Process

Start With the Drought user. I chose Ninetails because I need the Mega-slot for the team
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I then added Mega Houndoom because its a strong sun abuser that can still wallbreak outside of the sun
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Need Chlorophyll user, so I chose Lilligant because it is stronger and has more utility than Venusaur
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Need Rapid Spin and Stealth Rock support, hence Excadrill
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Need a check for Thundurus and Talonfalme, hence the AV Raiko
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Still kinda week to fast mons, so I add priority and another sun abuser in Talonflame
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Lets met the squad

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Ninetales @ Heat Rock
Ability: Drought
EVs: 96 HP / 252 SpA / 160 Spe
Timid Nature
- Flamethrower
- Grudge
- Will-O-Wisp
- Roar

Can't really have a sun team without a sun setter can we? Ninetails provide the team with crucial sun support and ... little else since its stats and movepool is abysmal. This set is designed to bring out the sun and not be set up fodder (i.e sit there and don't fuck up). Drought and heat rock brings out the sun for 8 turns so the team can do its job. Max Sp.Att allows me to get some usage out of Ninetails base 80 Sp.Att, the speed EVs allow me to out run everything up to max Spd Excadrill and the rest is put in Hp for a bit of bulk. Flamethrower is that only attack on this set since its a support mon and I need its reliability over Fire Blast. Will-O-Wisp cripples physical attacks that think they can set up such as Bisharp, Dragonite, and (Mega) Gyarados. Roar is for set up sweepers that don't mind the burn such as Manaphy and Charizard-X. Grudge is a poor-man's Destiny Bond that depletes all the PP of the move used to knock out Ninetails which can be devastating for choiced and mono-attacking sets.

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Houndoom @ Houndoominite
Ability: Flash Fire
EVs: 40 HP / 8 Def / 208 SpA / 252 Spe
Timid Nature
- Nasty Plot
- Fire Blast
- Dark Pulse
- Taunt
This is one of the many, but arguably the best, potential sun abusers in OU. Nothing in the OU tier hits quite like a STAB solar power boosted Fire Blast coming off a 308 Sp.Att. Max Spd positive nature allows me the out speed the lati's and speed tie with Starmie. The Hp and Def EVs are from the Smogon database, allowing Mega Houndoom to survive a banded Brave Bird or 3 Seismic Tosses at full. Rest of the EV's go into Sp.Att for power. Mega Houndoom's job is to hit hard hence the nasty plot and duo STAB which, after one turn of set up, allows me to 2HKO Chansey under the sun. Taunt is to prevent phat walls from recovering. Will-O-Wisp was originally going to be used over taunt but I changed it because Fire Blast 2HKO's all of Mega Houndoom's common switch-ins under the sun barring Tyranitar. Finally, the Flash Fire ability of Houndoom's base form allows me to switch in to sun boosted fire moves which is nice since it nabs momentum for the team.

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Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- Swords Dance
- Roost
While Mega-Houndoom is here to break stall, Talonflame is here to break offense. Talonflame is one of the best checks to offense in the current meta-game with its priority Brave Bird and blazing 126 base Spd. This is the standard offensive swords dance set with Jolly and max Spd so Talonflame could get the leg up on opposing Talonflames and Weavile. Brave Bird and Flare Blitz are duo STABS with sharp beak and the sun to mitigate some of the power lost from not using an adamant nature. Roost is there so Talonflame can have more then 2 potential switch-ins on stealth rocks.

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Lilligant @ Life Orb
Ability: Chlorophyll
EVs: 60 HP / 252 SpA / 196 Spe
Modest Nature
- Leaf Storm
- Healing Wish
- Sleep Powder
- Hidden Power [Ground]
Lilligant is the mandatory Chlorophyll sweeper of this sun team because a sun team without a Chlorophyll user is just a bunch of mons pretending to be Charizard-Y. Lilligant acts as a cleaner and support mon for this team as well as checking a lot of the mons that wall Houndoom and Tanlonflame. 196 EVs in Spd along with Chlorophyll allows it to out pace +1 base 110's such as scarf Latios and out speeds positive base 70's without the sun. Life Orb plus modest Max Sp.Att is there to give Lillgant as much power as possible. The rest of the EVs gets put in Hp for a bit of bulk. Leaf Storm is there for STAB. Hidden Power Ground for coverage, mainly for Heatran. Sleep Powder allows me to put anything that walls me (e,g latias) to sleep so other members of the team can set up. Healing Wish is crucial since this team has two members of the team take recoil from their moves and three members that are week to Stealth Rocks.

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Raikou @ Assault Vest
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- Shadow Ball
AV Raiko serves as the glue for this team as it checks a lot of the mons that give this team trouble. This set is the most standard of standard set. EVs and nature maximizes Spd followed by power. Thunderbolt for STAB, Volt Switch for momentum, Hidden Power Ice and Shadow Ball for coverage, you get the point. This mon helps to check two things this team has trouble with; electric types and bulky flying types namely Thundurus, Tornadus-T, and Talonflame. Raiko's typing and AV allows it to switch-in as a pivot and threaten the opposing mon out with its electric STAB as well as grabbing momentum. Sadly Raiko isn't as comprehensive of an flying check as I want it to be since it takes a ton from boosted Talonflame's Brave Bird and even more from its Flare Blitz.

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Excadrill @ Air Balloon
Ability: Mold Breaker
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Earthquake
- Iron Head
- Rapid Spin
- Stealth Rock
Now we can't have a sun team without a good rapid spinner can we? This is specially bulky Excadrill and it sets and spins away stealth rocks. Evs maximize special defense and allows me to serve as a soft check to the Starmie and Heatran. Earthquake and Iron Head for STAB. Stealth Rock because best move in the game that becomes even better because Mold Breaker prevents Magic Bounce. Rapid Spin to check the best move in the game. The Air Balloon gives Excadrill a better match up against lead Garchomp and serves as a Sand Rush Excadrill check in a pitch.​

Additional Notes
So there you have it the team that's out there to bring the sun back.
Hope you don't get angry at me for you losses when you use the team because my team building is immaculate and you're just bad my ELO hasn't even peak at 1500+ yet
 
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Reserved for threat list and possible team changes

Major Threats:

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Tyranitar- Tyranitar is the age old enemy of sun teams in that it brings out the sandstorn to neutralize the sun and spam its super-effective rock STAB of choice. Tyranitar is especially dangerous because it can take on a boosted Mega Houndoom and completely counters is Talonflame set. My only option against this thing is to burn it with Ninetales, Leafstorming it with Lilligant or putting it to sleep. Support, banded and Mega variations deserve a special mention because they can all live Lilligant's Leafstorm Leafstorm.

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Charizard X- X Zard packs a four times resistance to the fire and grass moves as well as using the sun to fuel its fire STAB, making it extremely threating. Thankfully this thing can't switch into Mega Houndoom as it is 2HKOed and offensive variations takes ~55% from Jolly brave bird.

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Mega Aerodactyl- This thing is a massive threat for with its blazing speed and rock types STABs. Raiko can check sets without Earthquake and balloon Excadrill can take on sets without Fire Fang if the sun is up but both of them must be at near full health to do so.

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Rain Teams- It feels almost nostalgic pitting a sun team against a rain team like with was Black and White, the bad part is that rain teams have the advantage by virtue of typing. Politoad and his Olympic swim team can punish me extremely hard if the rain is up buy out speeding and knocking out everything with ease. The only advantage this team has when fighting rains teams is that the opponent is nomrally not prepared to face a sun team, thus if I remove their grass type (most commonly Ferrothorn) or ground type ( Most commonly Mega Swampert) I can then pressure their team with Lilligant's Sleep Powder and/or Raiko's Volt Switch.

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Talonflame- Ironically this team is weak to one of its own sun abusers since priority Brave Bird absolutely wreaks this team's offensive core. +1 Brave bird or Flare Blitz ohkos ever member of this team if rocks are on my side of the field. Only choice against this thing is to either hope to out speed with my own jolly Talonflame or try to bring Mega Houndoom or Raiko in at full health and try to tank one Bravebird/Flare Blitz. The most threatening set has got to be the jolly Swords Dance set since it has the speed and power to KO everyone after one turn of boosting.

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Mega Altaria- Mega Altaria is a Massive threat despite all the fire types on this team. This thing is a threat mainly due to its ability to come in on Mega Houndoom once it mega evolves and go for Dragon Dances and then go for the sweep or go directly for its powerful fairy moves to slam my team. It is also notable that Altaria's base form has Cloud Nines which negates the effects of the sun but the sun comes back once it mega evolves because Cloud Nine doesn't remove the weather just its effects. The good news is that offensive DD sets are KOed with a combination of Dark Pulse and sun boosted Fire Blast if the base form attempts to switch into Mega Houndoom and mega evolves turn one. Talonflame can check it by doing over 60% with Bravebird and take any one attack from the Sp.Att set. Balloon Exacdrill can also check sets lacking a fire move and retaliate with Iron Head.

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Landorus T.-

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Rock Polish Mega Diancie-

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Heatran-

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Trickroom Teams-

Minor Threats:

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Manaphy-

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Gyarados-

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Sand Rush Excadrill-

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Mega Lopunny-

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Keldeo-

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Tornadus T.-

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Azumarill-

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Mega Metagross-

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Mega Sableye-

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Hippowdon-

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Latios-

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Hoopa Unbound-

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Mega Beedrill-

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Chansey-

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Charizard Y-

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Bisharp-

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Victini-

Possible Changes:

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Hidden Power Fire on Lilligant-

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Venusaur Over Lillgant

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Different moves and EVs on Ninetails-

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Charizard X over Mega Houndoom-

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defog Latias-

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defog Zapdos-

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Sash lead/tank Garchomp-

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trapper Dugtrio-
 
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Hey Melic, cool sun team!

One Pokemon that is essential to Sun is Dugtrio. It traps annoying Heatran which take no damage from Fire moves and 4x resists Grass, as well as Tyranitar which changes weather and eats up fire moves with ease. With that being said, i recommend you change Talonflame to Dugtrio.

I also think you should run Defog Latias > Excadrill as your form of hazard removal. Latias provides Water & Ground resists, which are amazing for Sun teams, and it also baits in Bisharp, Tyranitar, and Heatran for Dugtrio to trap them. You just Defog on their switch-in if hazards are up and Healing Wish into Dugtrio to get a free kill.

Next, i think you should change your Ninetales set to Fire Blast and Solarbeam > Flamethrower and Grudge so you can maximize on offensive presence. A bulkier spread is also better since Ninetales is frail and weak to Rocks. With Drought no longer being permament, you're likely going to need to send it in at least 2 times a match to get back up the sun, so more bulk is nice for getting off a Wisp and still having enough health to switch-in on Rocks if need be.

Lastly, you should definitely change your Chlorophyll user from Liligant to Venusaur since it has a way larger movepool and nice secondary STAB to make it a more threatening sun abuser. It can run Knock Off you get rid of Tornadus-T's Assault Vest then bombard it with Sludge Bomb, as well as support M-Houndoom by getting rid of Chansey's Eviolite.

You can also change Raikou to Heatran to check Talonflame better since you're not switching in on a Flare Blitz, especially if it's sun boosted.

Ninetales @ Heat Rock
Ability: Drought
EVs: 248 HP / 8 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Solar Beam
- Will-O-Wisp
- Roar

Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Sucker Punch
- Reversal

Latias @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Draco Meteor
- Healing Wish
- Defog

Venusaur @ Life Orb
Ability: Chlorophyll
EVs: 4 Atk / 252 SpA / 252 Spe
Rash Nature
- Giga Drain
- Sludge Bomb
- Hidden Power [Fire]
- Knock Off

Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Earth Power
- Flash Cannon
- Stone Edge
Hope i was able to help!
 
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