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
Team Building Process
Start With the Drought user. I chose Ninetails because I need the Mega-slot for the team

I then added Mega Houndoom because its a strong sun abuser that can still wallbreak outside of the sun


Need Chlorophyll user, so I chose Lilligant because it is stronger and has more utility than Venusaur



Need Rapid Spin and Stealth Rock support, hence Excadrill




Need a check for Thundurus and Talonfalme, hence the AV Raiko





Still kinda week to fast mons, so I add priority and another sun abuser in Talonflame






Lets met the squad
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.
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.
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.
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.
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.
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.

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.

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.

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.

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.

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.

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
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