So I have begun to get into competitive online battling and decided to build a sun team. It has had mixed results and I feel that I have done something wrong and I just don't know it yet. I know it can't all be my noobish playing so I decided to create an account here and get the team analyzed. So with that out of the way, on to the team.
Ninetales @ leftovers
Timid, 252 HP/92 SpDef/164 Speed
Will-o-wisp / Flamethrower / Substitute / Solar beam
Since she brings sun to negate her water weakness, she is only weak to ground and rock which are both primarily physical attacks. She can still dent physical attackers with burn and is surprisingly dangerous behind a sub. Solar beam is actually quite deadly when she has a sub up, even if another weather inducer comes in. Turn 1 they switch and she charges, turn 2 they break sub and it goes off and I can still switch out. This strategy has the bonus of being unexpected. Unfortunately she has fallen behind a bit with her little surprise so I am considering changing it to perhaps HP fighting, or maybe changing the entire set.
Arcanine @ life orb
Jolly, 4 HP/252 Atk/252 Speed
Extreme speed / Flare blitz / Close combat / Wild charge
There will be instances where offense is needed and the ability to absorb boosted fire attacks is a bonus. This provides surprising coverage and a fairly powerful priority move to help shift momentum back to my side when needed. He performs wonderfully anytime I can get him in relatively safely.
Forretress @ leftovers
Bold, 252 HP/176 Def/80 SpDef
Spikes / Toxic spikes / Rapid spin / Volt change
A true physical wall and lure for Arcanine to come in. With the fire dog known to be on the team my opponent may be less inclined to fire off a boosted 4x effective fire move. He is a second scout with volt change, but his hazards and rapid spin are really why he is here. Thanks to sturdy he should be able to fire off a final rapid spin or additional layer of entry hazards. I am having a bit of trouble with him, he doesn't seem to last anywhere near as long as I want him to. Hazards have really hurt this team so I'm considering something that can spin a bit more reliably.
Venusaur @ life orb
Modest, 4 HP/252 SpAtk/252 Speed
IVs = 2 Atk / 30 SpA / 30 Spe
Growth / Energy ball / HP fire / Sludge bomb
The most devastating sweeper under sun, he is actually rather bulky as well with 80/83/100 defenses. Arcanine and this guy form the offensive core of the team due to their excellent synergy both offensively and defensively. Even without a growth boost he has been performing well. Sludge bomb is a great attack and most people don't seem to expect it. I originally had a Jumpluff so I went with it over sleep powder, but even after the Jumpluff left the team I liked sludge bomb so much I kept it.
Swampert @ leftovers
Relaxed, 252 HP/216 Def/52 SpDef
Stealth rocks / Roar / Ice beam / EQ
I was going to go with Conkeldurr (more on that later) for added priority, but I realized that I didn’t have any stealth rocks on this team yet. The pert offers a lot more to the team than just that however. Ice beam decimates dragons and I have seen many accounts of the power of phasing moves. Plus he makes a great lead against all other weather teams. Another top performer of this team, this guy pretty much carries me defensively. While I don't think he needs to be replaced, I am open to suggestions.
Conkeldurr @ leftovers
Adamant, 252 HP/252 Atk/6 SpDef
Bulk up / Drain punch / Mach punch / Payback
I originally had a Jumpluff but it wasn’t really pulling its weight, so I decided to go with a Conkeldurr to help absorb status and bring a strong priority move and whatnot. He definitely pulls his weight and I’m very impressed with how powerful guts really is. The combo of him and Swampert is actually really good against many sand teams. Against Tyranitar he draws Gliscor like nobodies business so I usually do a double switch to Swampert who doesn't care about anything they normally pack.
I'm actually not sure what a threat list for this team would be because every time I have been beaten it feels like it was more because the other guy outplayed me than had something I really struggle with. As I said I am new, but not really terrible as this team has won most of the close games I have had. I do feel like my coverage is lacking and some moves seem unnecessary, such as solar beam on my ninetales or toxic spikes on forretress. So, comments and criticisms are welcome as this is my first attempt at a full 6 man team and there has to be something I can improve on.
Timid, 252 HP/92 SpDef/164 Speed
Will-o-wisp / Flamethrower / Substitute / Solar beam
Since she brings sun to negate her water weakness, she is only weak to ground and rock which are both primarily physical attacks. She can still dent physical attackers with burn and is surprisingly dangerous behind a sub. Solar beam is actually quite deadly when she has a sub up, even if another weather inducer comes in. Turn 1 they switch and she charges, turn 2 they break sub and it goes off and I can still switch out. This strategy has the bonus of being unexpected. Unfortunately she has fallen behind a bit with her little surprise so I am considering changing it to perhaps HP fighting, or maybe changing the entire set.
Jolly, 4 HP/252 Atk/252 Speed
Extreme speed / Flare blitz / Close combat / Wild charge
There will be instances where offense is needed and the ability to absorb boosted fire attacks is a bonus. This provides surprising coverage and a fairly powerful priority move to help shift momentum back to my side when needed. He performs wonderfully anytime I can get him in relatively safely.
Bold, 252 HP/176 Def/80 SpDef
Spikes / Toxic spikes / Rapid spin / Volt change
A true physical wall and lure for Arcanine to come in. With the fire dog known to be on the team my opponent may be less inclined to fire off a boosted 4x effective fire move. He is a second scout with volt change, but his hazards and rapid spin are really why he is here. Thanks to sturdy he should be able to fire off a final rapid spin or additional layer of entry hazards. I am having a bit of trouble with him, he doesn't seem to last anywhere near as long as I want him to. Hazards have really hurt this team so I'm considering something that can spin a bit more reliably.
Modest, 4 HP/252 SpAtk/252 Speed
IVs = 2 Atk / 30 SpA / 30 Spe
Growth / Energy ball / HP fire / Sludge bomb
The most devastating sweeper under sun, he is actually rather bulky as well with 80/83/100 defenses. Arcanine and this guy form the offensive core of the team due to their excellent synergy both offensively and defensively. Even without a growth boost he has been performing well. Sludge bomb is a great attack and most people don't seem to expect it. I originally had a Jumpluff so I went with it over sleep powder, but even after the Jumpluff left the team I liked sludge bomb so much I kept it.
Relaxed, 252 HP/216 Def/52 SpDef
Stealth rocks / Roar / Ice beam / EQ
I was going to go with Conkeldurr (more on that later) for added priority, but I realized that I didn’t have any stealth rocks on this team yet. The pert offers a lot more to the team than just that however. Ice beam decimates dragons and I have seen many accounts of the power of phasing moves. Plus he makes a great lead against all other weather teams. Another top performer of this team, this guy pretty much carries me defensively. While I don't think he needs to be replaced, I am open to suggestions.
Adamant, 252 HP/252 Atk/6 SpDef
Bulk up / Drain punch / Mach punch / Payback
I originally had a Jumpluff but it wasn’t really pulling its weight, so I decided to go with a Conkeldurr to help absorb status and bring a strong priority move and whatnot. He definitely pulls his weight and I’m very impressed with how powerful guts really is. The combo of him and Swampert is actually really good against many sand teams. Against Tyranitar he draws Gliscor like nobodies business so I usually do a double switch to Swampert who doesn't care about anything they normally pack.
I'm actually not sure what a threat list for this team would be because every time I have been beaten it feels like it was more because the other guy outplayed me than had something I really struggle with. As I said I am new, but not really terrible as this team has won most of the close games I have had. I do feel like my coverage is lacking and some moves seem unnecessary, such as solar beam on my ninetales or toxic spikes on forretress. So, comments and criticisms are welcome as this is my first attempt at a full 6 man team and there has to be something I can improve on.