Ok so I basically had this really weird idea to run a Cottonee in NU so I decided to build a team around it. Turns out it's more or less an NU sun team. First off, here's a battle showcasing it, then I'll be breaking down the team in a nutshell so you guys can see how I can make it better https://www.youtube.com/watch?v=cDfyBrPiN5o The Sun Starter Cottonee (Fuck You <3) Prankster Heat Rock Impish Nature 252 HP, 252 Def 4 SpDef Leech Seed Stun Spore Sunny Day U-Turn Why I chose it: Basically because I wanted to try Cottonee in NU. Reasons for the moves chosen is that stun spore helps overall team support. Leech seed to gain some health back, u-turn for momentum, and sunny day paired with heat rock for 8 turn sun The Physical Sun Sweeper Sawsbuck (Antlers) Chlorophyll Life Orb Adamant 252 atk 4 spdef 252 spe Swords Dance Horn Leech Nature Power Jump Kick Why: Sawsbuck is an absolute monster under the sun in NU, so naturally he was a natural physical attacker to fit on this team. Not to mention, he has some fairly good coverage as well and can take on nearly anything after one swords dance boost. The horn leech is an idea to gain back some health while trying to do some damage. it's also a fairly nice STAB move for recovery. Nature Power is basically an earthquake with double PP. Jump Kick for other normal types and some pesky dark types. The Special Sun Hitter/revenge killer Charizard (I'm Hated) Solar Power Choice Scarf Timid Nature 4 HP, 252 sp atk 252 spe Hidden Power Grass Fire Blast Air Slash Focus Blast Why: Charizard is one of those underrated Fire types in NU due to his 4x weakness to SR. With Emboar out of the way, he's now a bit more viable to choose as a fire type. Choice scarf and timid to outspeed a lot of things including base 100s with a neutral speed nature. This Charizard is less designed to kill everything, and more designed to be a late game clean up crew and revenge killer. Hidden Power grass over Solarbeam because only having one sun set up makes it difficult to always have the sun up for solarbeam. The Rapid Spinner/Psuedo phaser Wartortle (TMNT) Torrent Eviolite Calm 252 hp 4 def 252 spdef scald yawn toxic rapid spin Why: Can't rely on the sun forever, plus this team has a major SR weakness for Charizard and I need to make sure he doesn't lose too much health in the early game. Wartortle also makes a nice specially defensive absorber in addition to psuedo phasing to combine with Stealth Rocks. Toxic is there if I need a wall Badly Poisoned. Scald to cripple physical attackers. The Stealth Rocker Miltank (Moo Bitch) Thick Fat Leftovers Impish 252 HP 4 atk 252 def Stealth Rock Heal Bell Milk Drink Body Slam Why: Miltank makes such a good annoying physically bulky stealth rocker. The worst of it all is milk drink heal bell combo can be exceptionally annoying if anyone tries to hinder Miltank. Body Slam to keep the parahax going with this team. Thick fat also pairs nicely to take fire and ice moves, even if the fire moves are in the sun. The Wish Passer Gardevoir (My Whore) Trace leftovers Calm 252 hp 4 spatk 252 spdef Wish Protect will-o-wisp Psychic Why: Every good team needs a wish passer, especially with the NU metagame either being dreadfully slow, or exceptionally fast. Gardevoir is a fantastic wish passer, and wish protect shenanigans can eventually stall out a wall if needed. Will-o-wisp because of needing to more or less weaken physical attackers. Threats that come to mind are Swellow just due to the fact that guts Brave Bird is a huge threat. As of this moment I can not think of any other key threats to the team. Some analysis would be welcome.