Greetings, all. I've been playing competitively for about four years now and lurking here on the Smogon forums for two, and this is my favorite among the teams I've built so far. I've always been a fan of odd or underused Pokemon and playstyles, so when BW2 rolled around, I decided to abandon the sand and create a sun team that wasn't just Ninetales/Venusaur/Dugtrio/spinner/Fire-type/filler. The beta version was substantially restructured following a loss to Lavos Spawn (I'll edit with the teambuilding process later), and the current team has brought me moderate success. I figured now was as good a time as any to show my crew off for all of you and see if there was any way to improve the team. So, without further ado, I present the lords of the Tatooine skies! ---------------- Gecinse (Ninetales) (F) @ Leftovers Trait: Drought EVs: 88 HP / 252 SAtk / 168 Spd Timid Nature - Fire Blast - Solarbeam - Sunny Day - Will-O-Wisp The star of the team, Gecinse is here to summon the sunlight upon which the rest of the crew relies. I opted to use a semi-offensive set when I made the team because I was reluctant to go fully defensive with my weather inducer after a couple of years playing with Tyraniboah, and for the most part she's performed very well - although the team itself enjoys only moderate success on the whole, I win the weather war upwards of 90% of the time without relying on a trapper. Fire Blast is the strongest attack that Ninetales can learn, so it was the obligatory STAB. Will-O-Wisp is one of the most useful moves I've ever worked with, despite its bad accuracy, and has won me more weather wars than pretty much any other factor outside of U-turn shenanigans. Once I've burned the opposing weather starter on the first switch-in, I can set up Sunny Day on subsequent switches and dent it or scare it out with the threat of Solarbeam. In addition to being a weapon against Water-, Rock-, and Ground-types, Solarbeam also breaks the Balloons of predicted Heatran switch-ins, which enables the rest of the team to deal with them more quickly. Maxing out the Special Attack EVs is necessary on any offensive set. The Speed EVs were meant to outrun something specific, although I don't remember what it was anymore. I dumped the rest into HP, and in conjunction with Leftovers, they allow Gecinse to survive some attacks that she otherwise couldn't. Name origin: Gecinse is an anagram of the name of a good friend of mine. Sekot (Lilligant) (F) @ Life Orb Trait: Chlorophyll EVs: 252 SAtk / 60 Def / 196 Spd Modest Nature - Leaf Storm - Healing Wish - Sleep Powder - Hidden Power [Rock] Ordinarily, I'd have used Venusaur in this slot, since it's indisputably excellent on sun teams (and very cool, too; it's the best of the first-gen starters by far). However, as I was pondering the best Pokemon to replace the Latias I had in this slot before, I stumbled across an old RMT featuring a utility Lilligant, and I decided to give her a shot. Nobody seems to remember that Lilligant can do anything outside of Quiver Dance sweeping, but my experience has led me to the conclusion that utility Lilligant is one of the most underrated Grass-types in competitive play. She doesn't need to set up to pack a punch - a Life Orb-boosted Leaf Storm nets a guaranteed OHKO on Choice Band Tyranitar IN A SANDSTORM and all variants of Politoed, and deals massive damage to anything that doesn't resist it and isn't a pink blob. She's neutered offensively after she uses it, but that's an acceptable tradeoff. Hidden Power Rock gives Sekot an attack option that doesn't force her out, and it does major damage to most of the Pokemon that have STABs supereffective on her (it's especially useful for dealing with Moxiemence and Volcarona, which would otherwise be very annoying). On the rare occasions when Sleep Powder actually hits, it gives the team much-needed breathing room, so it's quite valuable. The real reason I use Lilligant over Venusaur, however, is Healing Wish - although it pains me to sacrifice Sekot, very little is more satisfying than fully restoring a battered Salamence or Heatran and steamrolling the enemy team. Too funny to pass up. Special Attack is maxed out, 60 EVs are invested in Defense so Sekot can survive an Ice Shard from Adamant Life Orb Mamoswine if she's starting at max HP, and the rest of the EVs are placed in Speed so she can run circles around everything when the sun is shining. Name origin: Sekot is the spirit of the sentient planet Zonama Sekot (reference: Star Wars: Rogue Planet, "New Jedi Order" novel series). Adegan (Starmie) @ Life Orb Trait: Analytic EVs: 252 SAtk / 4 SDef / 252 Spd Timid Nature - Thunderbolt - Psyshock - Rapid Spin - Ice Beam Every sun team needs to get rid of those annoying Stealth Rocks, and I maintain Starmie can spin with the best of them. While it's fairly frail compared to the Donphan and Forretress usually seen on sun teams nowadays, it brings a crucial speed advantage and offensive presence to the table that makes up for the lack of bulk, and its fantastic coverage means I don't miss its Water STAB at all. Thunderbolt is great for hitting Water-types if I don't want to risk switching Sekot in. Ice Beam rounds out Adegan's neutral coverage and blasts potentially troublesome Dragons out of the picture. Psyshock provides a fun way to take out Terrakion and Gengar and makes dealing with Jellicent and Blissey much easier. The EVs are standard for an offensive Starmie; nothing special here. Name origin: Adegan gems mined in the ice caves of Ilum are often used as focusing crystals in lightsabers. Mustafar (Heatran) (M) @ Air Balloon Trait: Flash Fire EVs: 252 SAtk / 4 SDef / 252 Spd Timid Nature - Fire Blast - Earth Power - Dragon Pulse - Stealth Rock Mustafar has been on every non-VGC team I've made in my entire competitive career. He's just that awesome. Heatran's fantastic defensive typing and Flash Fire allow it to check all sorts of opponents, and the threat of a sun-boosted STAB Fire Blast is enough to send anything that doesn't resist it and isn't a pink blob running for the hills. Earth Power provides nice coverage alongside Fire Blast and allows Mustafar to deal with opposing Heatran; this is standard fare. I use Dragon Pulse over Hidden Power Ice because it does more damage to Black Kyurem, Latios and Latias, which threaten my team much more than the other Dragons rampaging around the OU tier. (Fantastic natural bulk helps out with that - for reference, a healthy offensive Heatran in a sandstorm can tank Life Orb Latios' Surf and has a 56.25% chance to survive the same attack from Choice Specs Latios, and he brushes both off in the sunlight.) Stealth Rock is... Stealth Rock. You know the drill. The EVs are standard for an offensive Heatran; I chose a Timid nature over Modest because I deemed Speed more important than power. The Balloon allows Mustafar to straight-up murder Hippowdon and deal with Dragons much more easily if I can keep it intact. Name origin: Mustafar is a planet undergoing constant volcanic activity (this is where Obi-Wan Kenobi and Darth Vader fought at the end of Revenge of the Sith). Krayt (Salamence) (M) @ Lum Berry Trait: Intimidate EVs: 252 Atk / 4 SAtk / 252 Spd Naive Nature - Dragon Dance - Outrage - Earthquake - Fire Blast When Krayt rears his head, something usually dies. Scarf Moxiemence is all the rage nowadays, but the Dragon Dance set has always served me well. Being able to boost your Attack and Speed and smash things without needing to rely so much on prediction is a very appealing thought. Krayt's Brooklyn Rage (er, Outrage) breaks holes in all sorts of things, and is the team's only reliable method of dealing with Eviolite Chansey. Earthquake allows him to smash most of the Steel-types around and does more damage to Tyranitar (although, sadly, +1 Earthquake can't OHKO CB-tar). Fire Blast takes Ferrothorn and Skarmory out of the picture (the latter after Stealth Rock or U-turn damage), and hits for decent damage on other things if the sun is shining. The EV spread is standard fare, and a Naive nature over Hasty allows Krayt to take Bullet Punches a little better. The Lum Berry gets rid of Outrage confusion or a more debilitating status condition. As delicious as the idea of snowballing Krayt's kills with Moxie is, Intimidate affords me a little more breathing room when I'm trying to set up. Name origin: Krayt dragons are colossal reptilian predators native to Tatooine. Arjun (Landorus-Therian) (M) @ Choice Scarf Trait: Intimidate EVs: 252 Atk / 4 SAtk / 252 Spd Naive Nature IVs: 30 Spd - Earthquake - Stone Edge - U-turn - Hidden Power [Ice] Great defensive typing, decent bulk and natural Speed, Intimidate, a colossal base 145 Attack stat, and a beautiful movepool combine to make Sacred Beast Landorus one of the best Scarfers ever to exist. Earthquake and Stone Edge give Arjun fantastic neutral coverage, while Hidden Power Ice allows him to screw over Gliscor, Dragons, and opposing Landorus. U-turn is great for dealing with Lati@s and Tyranitar, and the offensive momentum it generates is crucial for a relatively frail team like this one. He's a solid revenge killer and a great annoyer. The nature and EVs are standard. Leading with Arjun allows me to bluff opponents into thinking he's running a defensive set, which often nets me an early kill or dents something as I shift to a Pokemon with a better matchup. Outside of Gecinse, Arjun is likely the most valuable player on my team. Name origin: Arjun is the name of a good friend of mine. ---------------- Here's my crew in all its glory. While a bit unorthodox, they work pretty well together. That being said, any feedback or suggestions would be greatly appreciated. May the Force be with you (OK, I'm done with the Star Wars stuff now, I swear).