Introduction
I love weather teams and there's a special place in my heart for Sun teams ever since Gen 4. Call me crazy, if you want to...
Since Gen V brought us a lot of new and juicy tools for Sun, I've tried my hand on it and loved every minute. But then a crazy idea came to mind: Is Ninetales self-sufficient enough to be the only Fire-type 'mon in a Sun team?
Of course, I was looking for synergy, Sun abuse and a solid winning strategy; not just a gimmicky team for fun and giggles. After setting up on a final team with excellent results, I decided to take it one step further and release myself from my self-imposed shackles to conquer the ladders. The final product was better than I expected.
As of now, some abbreviations will be introduced as well to avoid redundant repetition.
W.I. = Weather Inducer
S.D. = Swords Dance
Team Presentation
The former question led me to the formation of the following team:
Ninetales is, of course, the star and the reason for the team. So, naturally, it´s my #1 pick.
I needed a lead, since Ninetales is the fastest W.I. in OU(thus losing every single lead weather call), and Genesect fitted the bill beautifully because of his adaptability to all kinds of weathers, making it that much easier to keep the momentum pro-Sun when against other weather teams. Not only that, but he's also a wonderful revenge killer.
Now, for the Chlorophyll sweeper, Sawsbuck-W. His stats are perfect for a sweep after a set-up and his movepool presents decent coverage.
Next thing I needed was something able to take hits. Cresselia can abuse the sun for excellent healing and proceed to set-up or disrupt an attacker. The increase in Fighting-type usage also proves benefitial to Cresselia and not even Payback users can OHKO her. Unfortunately, Cress didn't rise up to expectations and made the pace too slow to be functional. During RMT came the suggestion that made this team stand out from the rest of Sun teams in terms of weather wars...
Kingdra filled in the shoes of a tanker by playing with its amazing roster of resistances, especially against Rain and Sun abusers. It also packs a powerful enough punch to cripple the opposing team and can exploit opposing Rain, if existent. Finally, it packs a slightly shocking surprise against a particularly powerful meta crippler.
Rapid-Spin support is of utmost importance for Ninetales and sun maintenance. Donphan provides excellent physical offense and bulk plus the Stealth Rock/Sturdy combo, while the sun helps him against Water-type 'mons.
Finally, I needed an emergency plan against Sandstorm sweepage that could act independently of it. Sableye can come in on the set-up against the likes of Doryuuzu and cripple him with Will o´ Wisp while providing me with much needed invulnerabilities.
The shackles I´ve imposed myself(a.k.a. restrictions) were simply that the entire team couldn't have a single type shared amongst itself. It turned out great, though, as I was able to cover different counter-strategies while never losing focus of my own strategy.
But then, things got serious and I unleashed a new beast, which propelled me further up.
Heatran took Sableye's place for a more offensive strategy and it hasn't failed me so far, providing me with more protection against opposing Fire-mons and a powerful Sun exploiter. Accidentally, I ended up with a GFW core around Sun, which is still very tight from Gen IV to now.
Without further ado, let's take a look at what they can do, shall we?
Team Analysis
Lead/Revenge-Killer
Genesect @Choice Scarf
Nature: Hasty(+Spe/-Def); 128 Atk, 128 S.Atk, 252 Spe
Ability: Download
- U-Turn
- Flamethrower
- Ice Beam
- Thunderbolt
Analysis: Standard scouter and mixed revenge-killer. Acts primarily as a W.I. counter, putting Tyranitar and Abomasnow in a check-mate position and severely denting Politoed(if he decides to stay in) with U-Turn, while safely introducing Ninetales(and the sun) to the field. Hippowdon is threatened by a +1 Ice Beam to the face. After that, he acts as a revenge-killer, picking off weakened foes and reintroducing Ninetales whenever needed. Perhaps even more importantly, provides a great check against the twin psychic dragons running rampant in the meta right now(especially on pesky Rain teams).
Weather-Inducer
Ninetales @Chesto Berry
Nature: Calm(+S.Def/-Atk); 244 S.Def, 240 HP, 24 S.Atk
Ability: Drought
- Overheat
- Will 'o Wisp
- Roar
- Rest
Analysis: Defensive Tales to last for as long as a weather war forces him to. Overheat for hit-and-run tactics, as it should be centered around. Will 'o Wisp against Sandstormers and general physical threats...in tandem with its special bulk, gives it lasting power. Roar to phaze out unwanted Substituters, boosted Heatrans and other stuff, possibly taking advantage of Stealth Rocks. Rest + Chesto to ensure that it'll be staying for a while and turning it into a pseudo-status absorber. In the end, it does everything it's supposed to do: survive and support. Attacking-type Ninetales should be used if Heatran is to be replaced with Sableye.
Sweeper
Sawsbuck-W @Life Orb
Nature: Adamant(+Atk/-S.Atk); 252 Atk, 252 Spe, 4 HP
Ability: Chlorophyll
- Horn Leech
- Jump Kick
- Return
- Swords Dance
Analysis: The unsung hero of the team. Placed at the right moment, it can single-handedly dismantle entire weather teams, effectively winning you the match. Put him in while it's sunny, S.D. on the W.I. switch and leave your opponent in a check-mate position: he now has to choose between sacrificing his W.I. so that an appropriate counter can enter the field unscathed or offering one of his other pokemon to the slaughter, possibly crippling his own strategy. Also, Life Orb and Horn Leech present incredible synergy, allowing Buck to sweep for more time than any other sweeper, even without a S.D. boost. Just make sure that there are no bulky Grass/Psychic-Poison 'mons or Mach Punchers on the field(i.e. Celebi and Conkeldurr) and you may as well 6-0 your opponent´s team with incredible ease. The choice between Return and Double-Edge is a tricky one. Extra power or less recoil? I choose less recoil because LO really takes its toll after a while and Sawsbuck can be outplayed by an opponent cleverly switching around its lack of coverage.
Tank/Cleaner
Kingdra @Choice Specs
Nature: Modest(+S.Atk/-Atk); 252 S.Atk, 252 Spe, 4 HP
Ability: Swift Swim
- Draco Meteor
- Hydro Pump
- Hidden Power(Fighting)
- Sleep Talk
Analysis: My anti-weather 'mon. When you look at the team, you realize that there's little it can do if an opposing pokémon can take advantage of the Sun you set up. The team is also very vulnerable against careful work around Rain management, especially if Ferrothorn is there and pumping Spikes out during switcheroos. Those just happen to be common Sun team weaknesses and Kingdra solves the entire puzzle beautifully. Even in Sun, it's hardly scathed by Darmanitan's Flare Blitz and/or Flash-boosted Fire Blasts from Heatran and wins the tradeback against both of them with Draco Meteor and HP Fighting respectively. And in Rain, not only it peacefully takes Politoed's attacks but takes advantage of Drizzle for itself in a bizarre twist of the Drizzle+Swift Swim ban. With Choice Specs, it cleans the battlefield of something and gets out barely harmed, waiting for another chance to exploit its magnificent typing and switch back in. Draco Meteor + Hydro Pump provide nearly flawless coverage and HP Fighting rounds out the set taking care of the occasional Heatran and picking off Ferrothorn in a pinch. It also beats Empoleon, who would otherwise wall the sea dragon. Sleep Talk is there because there's little else you could use and many Politoeds carry Hypnosis, so it gives Kingdra usefulness if it's put to sleep unexpectedly. And you can't afford to have Kingdra out of combat at all.
Back-up Lead/Spinner
Donphan @Custap Berry
Nature: Adamant(+Atk/-S.Atk); 252 Atk, 252 Spe, 4 HP
Ability: Sturdy
- Earthquake
- Ice Shard
- Rapid Spin
- Stealth Rock
Standard SR placer/spinner. Custap Berry allows him to take advantage of his ability Sturdy to surprise a sweeper with EQ, spinning away entry hazards or placing an emergency SR before dying. Takes care of "fuh-ny" Heatrans and Chandelures that might want to pick on Genesect. Also works in tandem with Gene against Tyranitars or lead SR'ers(especially Azelf), if I'm insecure about placing Ninetales on the field or seeing the possbility of neutralizing the entry hazard placing. Must survive until the opposing Stealth Rocker dies, then it can become fodder for tricky entrapments.
Disruptor
Sableye @Lum Berry
Nature: Impish(+Def/-S.Atk); 240 HP, 252 S.Def, 16 Def
Ability: Mischievous Heart
- Will o´ Wisp
- Night Shade
- Recover
- Substitute
Analysis: The independent member of the team, with the sole purpose of stopping sweeps in case my sun strategy backfires somehow. Also provides protection in the form of two invulnerabilities, something that almost the entire team also provides(Gene = poison, Nine = Will O´Wisp, Donp = electric, Buck = Leech Seed and ghost). Lum Berry against other stallers assures me that Sableye has the upper hand.
Sableye @Lum Berry
Nature: Impish(+Def/-S.Atk); 240 HP, 252 S.Def, 16 Def
Ability: Mischievous Heart
- Will o´ Wisp
- Night Shade
- Recover
- Substitute
Analysis: The independent member of the team, with the sole purpose of stopping sweeps in case my sun strategy backfires somehow. Also provides protection in the form of two invulnerabilities, something that almost the entire team also provides(Gene = poison, Nine = Will O´Wisp, Donp = electric, Buck = Leech Seed and ghost). Lum Berry against other stallers assures me that Sableye has the upper hand.
Late-gamer
Heatran @Balloon
Nature: Timid(+Spe/-Atk); 252 S.Atk, 252 Spe, 4 Atk
Ability: Flash Fire
- Fire Blast
- Flame Charge
- Dragon Pulse
- Earth Power
Analysis: He shows up, he Flame-Charges and, if possible, Fire-Blasts stuff away. It's really easy to set him up with Flash Fire and Balloon and, in the Sun, little can stand up to him. Late-game, with the pink blobs and the occasional Jellicent out, he does the dirty work. Balloon and Dragon Pulse allow him to beat other Heatrans, ballooned or not, while the former gives him evasion against Gliscor and latter makes him a dragon killer as well. Earth Power for the standard coverage.
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General notes: This team has presented great success, so far. It's only real problems are well-built defensive Rain teams, with Ferrothorn, Gliscor and Blissey(which happen to be at the very top of the ladder consistently enough). Outside of that, its' winning percentage is very satisfying, giving me a current rating of 1374 on BW Dream World OU(as of June 21st). Outside of the usual hax, not even Sandstorm has the upper hand and the weather wars are tighter than ever. But, since no team is perfect...
Main threats(so far)
Keldeo: Calm Mind Keldeo can give this team hell, if unchecked. Mystery Sword is almost always the right answer to whatever threat I can present against it. My usual answers are Roaring with Tales if the musketeer gets greedy and Horn Leech from Sawsbuck if I switch in correctly. Both are shaky and can bring disastrous consequences if backfired.
Chansey/Blissey: With only two physical attackers on the team, the pinkies can become an issue very quickly. Working around them and making sure Donphan survives to spin out hazard entries is crucial. Heatran can dent Blissey in the Sun with Fire Blast and Tales can wear it out for a while, absorbing T.Waves in the process if needed.
Gliscor: A stall Gliscor requires careful work around it to be beaten. It's crucial to have Sun around to do so, but Gliscor is common-place in Rain teams now, making the task a bit more difficult.
Keldeo: Calm Mind Keldeo can give this team hell, if unchecked. Mystery Sword is almost always the right answer to whatever threat I can present against it. My usual answers are Roaring with Tales if the musketeer gets greedy and Horn Leech from Sawsbuck if I switch in correctly. Both are shaky and can bring disastrous consequences if backfired.
Chansey/Blissey: With only two physical attackers on the team, the pinkies can become an issue very quickly. Working around them and making sure Donphan survives to spin out hazard entries is crucial. Heatran can dent Blissey in the Sun with Fire Blast and Tales can wear it out for a while, absorbing T.Waves in the process if needed.
Gliscor: A stall Gliscor requires careful work around it to be beaten. It's crucial to have Sun around to do so, but Gliscor is common-place in Rain teams now, making the task a bit more difficult.