Hey Everyone First Crack at a competitive team for gen VI i'm trying to make a sun team around charizard-y (original i know :P), but i always loved sun as a theme and venusaur is one of my favorites so i thought i'd take a shot. Haven't tested this out much yet but thought i'd post it here for some advice.
Charizard-Y @ Charizardite Y
Ability: Drought (Base: Blaze)
Ev: 4HP/252SpA/252Spe Nature: Timid
Moves:
Heat Wave
Solar Beam
Ancient Power
Protect
The sun setter of the team and the usual lead. Pretty standard moves here Heat Wave Hits both opposing pokemon and ohkos and 2ohkos most things. Solar Beam for some good coverage that dosen't need a turn to charge under the sun. Ancient power is to let me counter opposing charizard-y and let's me get talonflame for a quad weakness. Charizard is here to be both a sun setter and a powerful wall breaker due to it's massive Special Attack and decent speed. It's here to come out mega-evolve and hit hard. Protect is here to make sure it can mega evolve and let it scout out moves or to stall against opposing rock slide users. Sweeper EVs and a timid nature to let it out speed some more threats at the cost of some damage.
Venusaur @ Life Orb
Ability: Chlorophyll
EVs: 4Hp/252SpA/252Spe Nature: Timid
Moves:
Giga Drain
Sludge Bomb
Sleep Powder
Protect/Growth
Standard Chlorophyll Pairs Great with Charizard as an opening or can come in later if i need to deal with a lead my opponent sends out. Giga Drain and Sludge Bomb are good stab move that also give venusaur some sustain. Sleep Powder can be great to take out a threat or to at least force the opponent to swap. I'm undecided whether i want growth or protect in the last spot. Protect is all around great in doubles allowing venusaur to stall while a partner takes out a threath, but growth is amazing under the sun and let venusaur sweep entire teams. Timid is a personnel choice as I prefer slightly faster teams over pure power.
Garchomp @ Choice Scarf
Ability: Rough Skin
EVs 252Atk/4SpA/252Spe Nature: Naive
Moves:
Outrage
Earthquake
Rock Slide
Fire Blast
Choice Scarf Garchomp Is Here to Basically be a second lead Pair for Charizard As it can take out other Charizard effectively and it has decent coverage along with charizard. It can spam earthquake with charizard and not damage it that and heatwave combined should be devasting to any lead pair that doesn't come with a flying type or levitate. Fire Blast is there to take advantage of the sun giving it some extra oomph but other recommendations are welcome. The Choice is there to allow garchomp to check threats that are faster than charizard and could OHKO it.
Mienshao @ Focus Sash
Ability: Inner focus/Regenerator
EVs: 4Hp/252Atk/252Spe Nature: Jolly
Moves:
Fake Out
High Jump Kick
Knock Off
Quick Guard/Wide Guard
Mienshao is a nice supportive attacker for this team as he can pack either wide guard or quick guard. I haven't decided which wide guard protects against rock slide while quick guard is great at stopping talon flame and sucker punch users. Meinshao is also handy for fake out to almost guarantee one of my opponents won't be making a move and he can threaten rock types with a strong high jump kick. focus sash is here to give him some leg room to work as he won't die instantly in most cases now.
Bisharp @ Focus Sash
Ability: Defiant
EVs: 4HP/252Atk/252Spe Nature: Adamant
Moves:
Sucker Punch
Iron Head
Night Slash
Protect
Bisharp is here as a nice check to psychic and ghost types with his access to sucker giving him some priority to snipe them off. While being under the sun aggravates his fire weakness he will most likely not live anyway so it's not much of an issue. Iron Head is nice to hit fairy types and the flinch chance is always nice. Night Slash is a good secondary option where sucker punch may not be reliable, and protect just for it's utility. Here i use adamant over jolly because even with a positive nature bisharp doesn't outspeed most things. I will admit that bisharp is mostly here because of how much i like the pokemon.
Klefki @ Heat Rock
Ability: Prankster
EVs: 252Hp/164Def/94SpD Nature: Calm
Moves:
Sunny Day
Safeguard
Thunder Wave
Foul Play
Klefki is the one pure supportive pokemon I am running for this team. While i was making it i decided having a second sun setter would be nice. Ninetales didn't really fit as i didn't need more damage. Then I saw Kleki. Having access to sunny day safguard and thunder wave is great letting it set up sun protect my team from satus effects and even cripple the opponents with paralysis. Foul Play is there just for some nice damage against strong physical threats.
So there's my sun team any suggestions would be appreciated.
Edit: Would also like to run this in Battle spot VCG format so any suggestions for that would be appreciated :)
Charizard-Y @ Charizardite Y
Ability: Drought (Base: Blaze)
Ev: 4HP/252SpA/252Spe Nature: Timid
Moves:
Heat Wave
Solar Beam
Ancient Power
Protect
The sun setter of the team and the usual lead. Pretty standard moves here Heat Wave Hits both opposing pokemon and ohkos and 2ohkos most things. Solar Beam for some good coverage that dosen't need a turn to charge under the sun. Ancient power is to let me counter opposing charizard-y and let's me get talonflame for a quad weakness. Charizard is here to be both a sun setter and a powerful wall breaker due to it's massive Special Attack and decent speed. It's here to come out mega-evolve and hit hard. Protect is here to make sure it can mega evolve and let it scout out moves or to stall against opposing rock slide users. Sweeper EVs and a timid nature to let it out speed some more threats at the cost of some damage.
Venusaur @ Life Orb
Ability: Chlorophyll
EVs: 4Hp/252SpA/252Spe Nature: Timid
Moves:
Giga Drain
Sludge Bomb
Sleep Powder
Protect/Growth
Standard Chlorophyll Pairs Great with Charizard as an opening or can come in later if i need to deal with a lead my opponent sends out. Giga Drain and Sludge Bomb are good stab move that also give venusaur some sustain. Sleep Powder can be great to take out a threat or to at least force the opponent to swap. I'm undecided whether i want growth or protect in the last spot. Protect is all around great in doubles allowing venusaur to stall while a partner takes out a threath, but growth is amazing under the sun and let venusaur sweep entire teams. Timid is a personnel choice as I prefer slightly faster teams over pure power.
Garchomp @ Choice Scarf
Ability: Rough Skin
EVs 252Atk/4SpA/252Spe Nature: Naive
Moves:
Outrage
Earthquake
Rock Slide
Fire Blast
Choice Scarf Garchomp Is Here to Basically be a second lead Pair for Charizard As it can take out other Charizard effectively and it has decent coverage along with charizard. It can spam earthquake with charizard and not damage it that and heatwave combined should be devasting to any lead pair that doesn't come with a flying type or levitate. Fire Blast is there to take advantage of the sun giving it some extra oomph but other recommendations are welcome. The Choice is there to allow garchomp to check threats that are faster than charizard and could OHKO it.
Mienshao @ Focus Sash
Ability: Inner focus/Regenerator
EVs: 4Hp/252Atk/252Spe Nature: Jolly
Moves:
Fake Out
High Jump Kick
Knock Off
Quick Guard/Wide Guard
Mienshao is a nice supportive attacker for this team as he can pack either wide guard or quick guard. I haven't decided which wide guard protects against rock slide while quick guard is great at stopping talon flame and sucker punch users. Meinshao is also handy for fake out to almost guarantee one of my opponents won't be making a move and he can threaten rock types with a strong high jump kick. focus sash is here to give him some leg room to work as he won't die instantly in most cases now.
Bisharp @ Focus Sash
Ability: Defiant
EVs: 4HP/252Atk/252Spe Nature: Adamant
Moves:
Sucker Punch
Iron Head
Night Slash
Protect
Bisharp is here as a nice check to psychic and ghost types with his access to sucker giving him some priority to snipe them off. While being under the sun aggravates his fire weakness he will most likely not live anyway so it's not much of an issue. Iron Head is nice to hit fairy types and the flinch chance is always nice. Night Slash is a good secondary option where sucker punch may not be reliable, and protect just for it's utility. Here i use adamant over jolly because even with a positive nature bisharp doesn't outspeed most things. I will admit that bisharp is mostly here because of how much i like the pokemon.
Klefki @ Heat Rock
Ability: Prankster
EVs: 252Hp/164Def/94SpD Nature: Calm
Moves:
Sunny Day
Safeguard
Thunder Wave
Foul Play
Klefki is the one pure supportive pokemon I am running for this team. While i was making it i decided having a second sun setter would be nice. Ninetales didn't really fit as i didn't need more damage. Then I saw Kleki. Having access to sunny day safguard and thunder wave is great letting it set up sun protect my team from satus effects and even cripple the opponents with paralysis. Foul Play is there just for some nice damage against strong physical threats.
So there's my sun team any suggestions would be appreciated.
Edit: Would also like to run this in Battle spot VCG format so any suggestions for that would be appreciated :)
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