Seeing this week's core brought back a lot of good memories. Back in Gen 5, Sun was my favourite weather. I loved Sun because it was the complete opposite of Rain -which was the meta basically- in addition to it having really cool pokes to abuse such as Tangrowth and Jumpluff. It was just a great, effective, and anti-meta style.
Gen 6 has not been kind to the playstyle, however, as it introduced new fire extinguishers in Talonflame, Assault Vest, and some extremely hard-hitting, broken, and bulky megas. This, backed with Heatran, the ultimate sunblock, and the powerful dragons we all know and adore, really makes a lamp look more appealing. Because of all these odds stacked against it, as well as the sun-setters' weakness to Stealth Rock, and the overall disadvantages Sun has compared to other playstyles, many have turned away from it to something easier to use, something more meta. This, I feel, is exactly why Sun can be effective in the meta of today. Because of the playstyle being turned away from, it has become the last thing on our minds to account for when we teambuild, making it underprepared for. With that, I shall introduce you to the team.
Naturally, I started the team off with the core of this week: Mega Zard Y + Venusaur. To begin, I thought of what could stop this core from flooring the opposition. First thing that came to mind was the turtle and the egg: Heatran and Chansey. Tran walls Venu and Egg walls Zard. So to counteract the two, I made Charizard Y physical. Yep, physical with Flare Blitz and Earthquake. Max attack, too. Why did I make Zard physical? Well because physical Zard shakes the ground open and turtle falls right in, getting cleanly OHKO'd. It also fries any egg, sunny side up, for a 2HKO. If I could lure and remove those two threats, Venusaur just takes out a sponge and cleans. For the plant, I went OG and used the gen 5 spread I ran back in the day. It runs some bulk to take priority (lives LO Mamoswine's Ice Shard, baby) and enough speed to outspeed scarf Latis. Went with a moveset fully walled by Heatran because, well, Zard Y eats that turtle for breakfast, right? Oh and just so you know, if Zard faces something pink, it should get 2HKO'ed, js.
Ok so with the core straight, I needed answers to some problems. For one, Talonflame was looking absolutely ridiculous. To add on to that, opposing weather was a nuisance. Moreover, the lack of Defog or Rapid Spin was terribad. So I addressed the weather problem first. To deal with opposing weather starters, I figured Heatran w/ Magma Storm + Sunny Day could work wonders as it did for me in gen 5. TrapTran lures in TTar, Hippo and Politoed then traps them with Magma Storm. It then somehow makes the sun rise outta nowhere and KO's them with Solarbeam. Plain and simple. It has Earth Power over HP Ice because the team's win con hates Heatran, though the two are interchangeable. Tied an Air Balloon to its feet as that helped out with Sand and with opposing Heatrans. Next up, the hazard issue. Looking for a good hazard remover, I didn't want a Lati because they are too mainstream, and I didn't wan't Donphan for reasons I won't disclose. I looked at Mandibuzz and Zapdos but their SR weakness was unappealing. Excadrill was a thought but I wanted something faster. Starmie fitted the bill and conveniently formed a FWG core with VenuZard so it was added. Went for a Reflect Type set to wall Ferrothorn so I could always spin on it and to escape Pursuit trappers. Starmie has other use besides spinning and that is checking Mega Metagross and switching into Pony, two popular threats in the meta. (Psyshock and Reflect Type are interchangeable for SubCM Keldeo.)
At this point, I needed something for Talonflame, Thundurus, and to a lesser extent, Bisharp. So I looked at the standard bird checks to weigh my options and see what would best fit the team. Unfortunately, many of them didn't quite fit. Land-T activated Bisharp's defiant and was worn down easily throughout a match; Rhyperior was solid though it lacked a neutrality to Bisharp; Rotom-Wash is not a ground type and I really wanted a ground type; Rocky Helmet Chomp was an option but it did not check Thundurus well. So after some tests, I settled for Hippowdon because it checked the mentioned threats rather reliably. I believe Hippo is a good addition to the team because it: A-Isn't weak to Bisharp; B-Walls Sand; C-Checks Talonflame and Thundurus; and D-Has Slack Off, which means it can stay in a match.
Anyways, for the final member, I wanted insurance vs. any opposing weather that may pop up, a set-up sweeper stopper, and a relatively bulky pivot that could disrupt the opposition + back up my sun core. Wobbuffet seemed to meet the requirements and was thus added to the team. Its Encore gives Venu set up opportunities + saves the team from getting destroyed. In addition, it can remove problematic mons for VenuZard, take a 'mon out on offense, and just weaken things. Wob is also for those times I don't want to let Heatran or any other member take damage. It was on ma gen 5 sun so had to add him here tbh
Yeah, that is the team for you.