Thousand Sunny is a sun team I made quite quickly while trying to make a usable sun team. I've found this team surprisingly good considering how rare manual sun is. I sorta made it as a joke but used properly it is quite good. I don't think I've ever seen a team that I have no chance of winning against, not to say that there aren't annoyances.
At a glance:
After I decided to make a manual sun team the first pokemon I chose was Arcanine because he's one of the few fire types with the bulk to set up sunny day.
Next I thought I'd add another sunny day inducer, so that I could set up the sun more reliably. After a bit of looking around I decided on Cresselia.
Now I needed some sun abusers, and pokemon that could coordinate well with each other. I decided on the pair of Victini and Liligant.
Now I had to patch up some weaknesses. Chandelure looked particularly annoying, and I didn't really have any special attack absorbers so Snorlax was an obvious choice.
Last I needed a pokemon to help take hits here and there as well as give some defense vs opposing fire types so I went with Milotic.
Here are the sets I ran:
Arcanine @ Leftovers
Trait: Intimidate
EVs: 192 HP / 248 SAtk / 4 SDef / 64 Spd
Modest Nature
- Morning Sun
- Sunny Day
- Fire Blast
- SolarBeam
Sunny day Arcanine ripped straight off of smogon. This Arcanine needs the sun to function properly and can set it up himself if it isn’t up already. Despite having a slightly lower special attack, Arcanine’s fire blast still hits incredibly hard under the sun. Between intimidate, natural bulk, sunny day taking away his water weakness, leftovers and a boosted morning sun, this variant of Arcanine has great survivability. Solar beam compliments fire blast well, hitting unsuspecting Rhyperior or bulky waters that think they can come in and rain on his parade. This Arcanine is an invaluable member of the team, and forms one part of my offensive core.
Snorlax @ Leftovers
Trait: Thick Fat
EVs: 80 HP / 176 SDef / 252 Atk
Adamant Nature
- Return
- Fire Punch
- Earthquake
- Pursuit
This Snorlax set is the standard and seen everywhere for a reason; Snorlax is great. This snorlax acts as a special tank and answer to some particularly annoying threats, namely Chandelure. That thing is so annoying, its flash fire stops me from freely spamming fire type moves and it gets a free switchin to my Arcanine which it completely walls. Fortunately, all I have to do when I see a Chandelure is bring in my Snorlax. Not only does he resist both stabs but he has pursuit to really put a hurt on that thing. I’m perfectly ok with letting my snorlax get tricked or burned while killing a Chandelure as the mere presence of a flash fire user alters the way I play quite drastically. I gave Snorlax fire punch over crunch to help with bronzong and stuff and help take advantage of sun, but crunch would still be usable.
Lilligant (F) @ Life Orb
Trait: Chlorophyll
EVs: 252 Spd / 252 SAtk / 4 SDef
Modest Nature
- Giga Drain
- Quiver Dance
- Sleep Powder
- Hidden Power [Rock]
Lilligant is an offensive powerhouse. I have ended many games with a Lilligant sweep. With chlorophyll she can act as a failsafe revenge killer in the sun, outspeeding every common scarf user in the tier. Even without the sun she can still wreak havoc on teams that underestimate her. Sleep powder is a great move on a setup sweeper, although the accuracy is infuriating at times. I went with hp rock instead of the sun boosted hp fire because I felt like I already had enough fire type coverage on my team and being able to kill opposing fire types is incredibly handy. Hp rock just works better with this team. Lilligant is the second part of my offensive core, and does her job incredibly well.
Victini @ Choice Scarf
Trait: Victory Star
EVs: 252 Atk / 252 Spd / 4 SDef
Jolly Nature
- V-create
- Bolt Strike
- U-turn
- Zen Headbutt
Victini is already a threat, but under the sun he takes the word threat to a whole new meaning. To give you an idea, he will always 2hko max def eviolite Gligar under the sun. Practically nothing is safe from his sun boosted v-creates, and with a scarf attached not many pokes are going to be outspeeding him either. Victini also gives me a hard hitting physical attacker to help compliment my other two special attackers; Lilligant and Arcanine. Don’t underestimate Victini’s 100/100/100 defenses either. I’ve found that to use him to his fullest potential you need to be a little adventurous with your switches, especially if they don’t have any hazards up. Victini is an essential part of my team’s offense, and usually plays a key role in the battle.
Cresselia (F) @ Heat Rock
Trait: Levitate
EVs: 4 SDef / 252 HP / 252 Def
Bold Nature
- Sunny Day
- Moonlight
- Psychic
- Hidden Power [Fighting]
Cresselia is one of the bulkiest pokes in the game, and that makes her great for this role. A heat rock helps my team make the most of her sunny days, so it’s required. Under the sun moonlight gets a boost which helps compensate for her lack of recovery item. She’s also my answer to threats like Mienshao who would otherwise walk through my team quite easily. She can also act as a status absorber without too much worry. I don’t even really mind much if she eats a toxic as she rarely stays in for more than a couple of turns anyway. When using her in battle it’s important to not get carried away with sunny day. Yes this is a sun team, but it doesn’t require constant sun to be effective. Rather keep an eye out for the opportune moment to cast sunny day and turn the tides of battle. Switching her in whenever the sun goes out just to put it up again is simply a waste of turns, and her hp. I like to keep Cresselia at a high hp throughout the battle incase I absolutely need to set up sunny day. There have been a decent number of battles that I’ve won where a threatening sweeper is about to sweep me but the amazing bulk of Cresselia has allowed me to set up a sunny day before dying, allowing my Lilligant to outspeed and ko the threat.
Milotic @ Leftovers
Trait: Marvel Scale
EVs: 252 Def / 252 HP / 4 SAtk
Bold Nature
- Scald
- Recover
- Dragon Pulse
- Toxic
If I had to choose the weakest link on the team, it would definitely be Milotic. That’s not to say she’s bad, I just hardly ever see her do something useful. She’s needed to help me deal with certain physical attackers that the rest of my team doesn’t want to handle. This includes but is not limited to fire types like opposing Darmanitan/Victini’s. She is also my primary answer to another annoyance: rain dance Kingdra. She has decent special and physical defense, and with the 4 spa ev’s she will 2hko Kingdra with dragon pulse. I have strongly considered replacing her with Blastoise. My team is quite weak to hazards, especially stealth rocks so Blastoise is appealing in that aspect. However, I honestly think that Milotic’s access to recovery and ability to hurt Kingdra outway Blastoise’s rapid spin. Let me know if you disagree though, as I would be willing to try it (or any other poke that fills a similar role). Like I said a pokemon like Milotic is required but she rarely sees use in battles.
As a whole, I think the team is decent. One advantage to using a sun team that it does well against opposing weather teams. Hail teams are especially easy matches, and I can go toe to toe rain teams. One shortcoming is that I don’t carry any hazards or rapid spin on this team and I have 2 pokes weak to stealth rock. This is annoying, but not as game breaking as some people think. I can usually overcome this problem; it just puts a limit on how much I can play around. Feel free to try the team out, and let me know of any suggestions you have that could improve it.
At a glance:
After I decided to make a manual sun team the first pokemon I chose was Arcanine because he's one of the few fire types with the bulk to set up sunny day.
Next I thought I'd add another sunny day inducer, so that I could set up the sun more reliably. After a bit of looking around I decided on Cresselia.
Now I needed some sun abusers, and pokemon that could coordinate well with each other. I decided on the pair of Victini and Liligant.
Now I had to patch up some weaknesses. Chandelure looked particularly annoying, and I didn't really have any special attack absorbers so Snorlax was an obvious choice.
Last I needed a pokemon to help take hits here and there as well as give some defense vs opposing fire types so I went with Milotic.
Here are the sets I ran:
Arcanine @ Leftovers
Trait: Intimidate
EVs: 192 HP / 248 SAtk / 4 SDef / 64 Spd
Modest Nature
- Morning Sun
- Sunny Day
- Fire Blast
- SolarBeam
Sunny day Arcanine ripped straight off of smogon. This Arcanine needs the sun to function properly and can set it up himself if it isn’t up already. Despite having a slightly lower special attack, Arcanine’s fire blast still hits incredibly hard under the sun. Between intimidate, natural bulk, sunny day taking away his water weakness, leftovers and a boosted morning sun, this variant of Arcanine has great survivability. Solar beam compliments fire blast well, hitting unsuspecting Rhyperior or bulky waters that think they can come in and rain on his parade. This Arcanine is an invaluable member of the team, and forms one part of my offensive core.
Snorlax @ Leftovers
Trait: Thick Fat
EVs: 80 HP / 176 SDef / 252 Atk
Adamant Nature
- Return
- Fire Punch
- Earthquake
- Pursuit
This Snorlax set is the standard and seen everywhere for a reason; Snorlax is great. This snorlax acts as a special tank and answer to some particularly annoying threats, namely Chandelure. That thing is so annoying, its flash fire stops me from freely spamming fire type moves and it gets a free switchin to my Arcanine which it completely walls. Fortunately, all I have to do when I see a Chandelure is bring in my Snorlax. Not only does he resist both stabs but he has pursuit to really put a hurt on that thing. I’m perfectly ok with letting my snorlax get tricked or burned while killing a Chandelure as the mere presence of a flash fire user alters the way I play quite drastically. I gave Snorlax fire punch over crunch to help with bronzong and stuff and help take advantage of sun, but crunch would still be usable.
Lilligant (F) @ Life Orb
Trait: Chlorophyll
EVs: 252 Spd / 252 SAtk / 4 SDef
Modest Nature
- Giga Drain
- Quiver Dance
- Sleep Powder
- Hidden Power [Rock]
Lilligant is an offensive powerhouse. I have ended many games with a Lilligant sweep. With chlorophyll she can act as a failsafe revenge killer in the sun, outspeeding every common scarf user in the tier. Even without the sun she can still wreak havoc on teams that underestimate her. Sleep powder is a great move on a setup sweeper, although the accuracy is infuriating at times. I went with hp rock instead of the sun boosted hp fire because I felt like I already had enough fire type coverage on my team and being able to kill opposing fire types is incredibly handy. Hp rock just works better with this team. Lilligant is the second part of my offensive core, and does her job incredibly well.
Victini @ Choice Scarf
Trait: Victory Star
EVs: 252 Atk / 252 Spd / 4 SDef
Jolly Nature
- V-create
- Bolt Strike
- U-turn
- Zen Headbutt
Victini is already a threat, but under the sun he takes the word threat to a whole new meaning. To give you an idea, he will always 2hko max def eviolite Gligar under the sun. Practically nothing is safe from his sun boosted v-creates, and with a scarf attached not many pokes are going to be outspeeding him either. Victini also gives me a hard hitting physical attacker to help compliment my other two special attackers; Lilligant and Arcanine. Don’t underestimate Victini’s 100/100/100 defenses either. I’ve found that to use him to his fullest potential you need to be a little adventurous with your switches, especially if they don’t have any hazards up. Victini is an essential part of my team’s offense, and usually plays a key role in the battle.
Cresselia (F) @ Heat Rock
Trait: Levitate
EVs: 4 SDef / 252 HP / 252 Def
Bold Nature
- Sunny Day
- Moonlight
- Psychic
- Hidden Power [Fighting]
Cresselia is one of the bulkiest pokes in the game, and that makes her great for this role. A heat rock helps my team make the most of her sunny days, so it’s required. Under the sun moonlight gets a boost which helps compensate for her lack of recovery item. She’s also my answer to threats like Mienshao who would otherwise walk through my team quite easily. She can also act as a status absorber without too much worry. I don’t even really mind much if she eats a toxic as she rarely stays in for more than a couple of turns anyway. When using her in battle it’s important to not get carried away with sunny day. Yes this is a sun team, but it doesn’t require constant sun to be effective. Rather keep an eye out for the opportune moment to cast sunny day and turn the tides of battle. Switching her in whenever the sun goes out just to put it up again is simply a waste of turns, and her hp. I like to keep Cresselia at a high hp throughout the battle incase I absolutely need to set up sunny day. There have been a decent number of battles that I’ve won where a threatening sweeper is about to sweep me but the amazing bulk of Cresselia has allowed me to set up a sunny day before dying, allowing my Lilligant to outspeed and ko the threat.
Milotic @ Leftovers
Trait: Marvel Scale
EVs: 252 Def / 252 HP / 4 SAtk
Bold Nature
- Scald
- Recover
- Dragon Pulse
- Toxic
If I had to choose the weakest link on the team, it would definitely be Milotic. That’s not to say she’s bad, I just hardly ever see her do something useful. She’s needed to help me deal with certain physical attackers that the rest of my team doesn’t want to handle. This includes but is not limited to fire types like opposing Darmanitan/Victini’s. She is also my primary answer to another annoyance: rain dance Kingdra. She has decent special and physical defense, and with the 4 spa ev’s she will 2hko Kingdra with dragon pulse. I have strongly considered replacing her with Blastoise. My team is quite weak to hazards, especially stealth rocks so Blastoise is appealing in that aspect. However, I honestly think that Milotic’s access to recovery and ability to hurt Kingdra outway Blastoise’s rapid spin. Let me know if you disagree though, as I would be willing to try it (or any other poke that fills a similar role). Like I said a pokemon like Milotic is required but she rarely sees use in battles.
As a whole, I think the team is decent. One advantage to using a sun team that it does well against opposing weather teams. Hail teams are especially easy matches, and I can go toe to toe rain teams. One shortcoming is that I don’t carry any hazards or rapid spin on this team and I have 2 pokes weak to stealth rock. This is annoying, but not as game breaking as some people think. I can usually overcome this problem; it just puts a limit on how much I can play around. Feel free to try the team out, and let me know of any suggestions you have that could improve it.