Blazing Through the Opposition (Sun OU RMT) ~Revised and Ready for New Critisism!~

Hey everybody, I'm new on the Smogon Forums but have been playing competitively since the release of Diamond and Pearl. This is my first RMT so just try and bare with me.

With the Release of Black and White came the auto weather inducers DroughTails and DrizzleToad, as well as a whole plethora of offensively oriented Fire and Grass Types to abuse the sun. Basically the Goal is to set up Sun and smash through my opponent with powered up Attacks, no mercy in this scorching heat. One last note I play a lot of wifi, and before every match, every match, I write down what pokemon my opponent is using so I have an idea of what to do.

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Ninetails@Leftovers
Ability: Drought
Nature: Timid
168-Speed 252-HP 88-Sp.Def
-Flamethrower
-Toxic
-Substitute
-Hidden Power[Fighting]

This is Definsive Ninetails, speed hits 305 enough to outspeed Jolly Excadrill as Nuetral base 100's. Toxic comes in handy to poison bulky water switch-ins as well as various other threats. HP fighting lets me take on Tyranitar and Heatran fairly well provided I have a substitute up. Flamethrower is the obligatory STAB move of choice because of its PP and accuracy. So far this set has proven much more successful than the Nasty Plot set I was running earlier and I'm liking it a lot.

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Bronzong@ Leftovers
Abillity: Levitate
Nature: Sassy
252-HP 84-Atk 80-Def 92-Sp.Def (2-Spe IVs)
-Stealth Rock
-Gyro Ball
-Earthquake
-Hidden Power[Ice]

Thanks to benlisted for the idea of switching Uxie for Bronzong. He has really helped against enemy Dragon Types while still supporting the rest of the team with Stealth Rocks. Hidden Power helps in taking out Gliscor aswell as Dragonight, Garchomp and Salamence. Gyroball hits a lot of speedy threats for big damage and EQ takes care of Excadrill very nicely.

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Charizard@Choice Scarf
Ability: Solar Power
Nature: Timid
252-Sp.Atk 252-Spe 4-Def
-Fire Blast
-Air Slash
-Focus Blast
-Hidden Power[Ice]

My 1st powerhouse sweeper, with Solar Power acting as a pseudo-Choice Specs boost and a Scarf to make him faster than most threats this guy is a beast. Fire Blast in the sun Decimates anything that doesn't resist it and Air Slash is a nice secondary move with better accuracy. Focus Blast smashes through Tyranitar once again and HP[Ice] is to clean up against Dragons.

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Hitmontop@Leftovers
Ability: Intimidate
Nature: Careful
252-HP 252-Sp.Def 4-Atk
-Foresight
-Rapid Spin
-Close Combat
-Sucker Punch

with all these stealth Rock weaknesses on my team and Charizard losing 1/8 of his health per turn I needed to remove those Damn rocks from my side at all costs. In comes hitmon top to do the job aswell as adding a nice Rock resist. Foresieght lets me rapid spin against enemy ghost types and well as ruining stall teams turns of set-up in 1 go. I have EVs in Special defense to help combat Gengar and Friends, and Intimidate helps me dual wall somewhat (his HP is rather lacking tho). CC and Sucker punch are for coverage. Foresight is mandatory in removing SR, Charizard and ninetails can't afford to lose that much damage. Meanwhile Infernape and Venasaur really don't need any more residual damage.

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Infernape@Life Orb
Ability: Blaze
Nature: Jolly
252-Atk 252-Spe 4-Def
-Swords Dance
-Flare Blitz
-Close Combat
-Mach Punch

Swords Dance Infernape, with a +2 attack boost, Flare Blitz under the sun hits for insane Damage OHKO'ing anything that doesn't resist it, and a lot of things that do. CC acts as a strong secondary attack that doesn't give me a ton of recoil and Mach Punch helps pick off faster threats. This is fairly new and I am still testing him out, so far he has proven to be more successful than the previous mixed set.

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Venasaur@Life Orb
Ability: Chlorophyll
Nature: Modest
252-Sp.Atk 252-Speed 4-Def
-Growth
-Solar Beam
-Sludge Bomb
-Hidden Power[Fire]

The best Chlorophyll abuser to date, Venasaurs DW ability is its saving grace. With Growth Doubling both his offensive stats in a single turn under the sun there is no telling what kind of destruction this guy is capable of. I bring him out Mid to late game, depending on the situation. If I can get a growth under my belt a modest +2 LO Solar Beam or Sludge Bomb crushes the opponent. Even with out the +2 boost Solarbeam hits like a truck, and Hidden Power gets boosts to a base Power of 105 in the sun, so not even steel types (albeit Heatran) are safe.

Threat List
These Guys are a royal Pain the *ss, and I am not 100% sure how to deal with them.

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Latios resists both Fire and Grass Attacks. He out paces my infernape, without a Scarf and every single member on my team with a scarf. The only real attack I can Garentee on him is a Super Effective Sucker Punch, wich isnt OHKOing anytime soon. As long as he doesn't have a scarf I have some chance, but I am considering making my Venasaur Timid to out pace the Scarfed versions. With Bronzong I am able to switch into Draco Meteors and can scare him away with Gyro Ball, but I must be wary of getting Tricked.

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This guy absorbs my fire attacks and can fire off super charged ones back at me. If he has a scarf my infernape and ninetails may be introuble, so I'll often keep my ninetails in to test to test if its scarfed or not. My own sun hurts me since his flamethrower/Fire Blasts are hitting me for 50% more as well.

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Setting up rain... what could be worse for my Fire Oreinted team, Venasuar's speed is halved and Charizards Atk is reduced, not to mention my Fire attacks are 50% weaker. Specially Defensive/Specs ones I'll try to lure in with Infernape for a CC KO. Scarfed ones... idk, he doesnt exactly hit very hard with a scarf and I can switch in my ninetails again to remove his rain. Its an on going war with this guy.

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Also removing my sun for Sand, I need to watch out for Tyranitar switchins when using solar beam and Fire Blast. Hitmontop counters this guy pretty well though, with intimidate shutting down his physical attacks and resisting his STABs. Infernape can dishout 70% damage on this guy with an unboosted machpunch on the scarfed sets and obvoisly he won't stay in if not carrying a scarf.

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Once agian Hippodown comes in to ruin the fun with more stinky sand. Not weak to Fighting like tyranitar and much more bulky on the physical side hippodown is hard to overcome, If he comes in on my ninetails with a sub I can toxic him. Hitmontop can intimidate him so he doesn't hit as hard and spin away his rocks (althought I'd have to switch out again). Just an overall really annoying guy out to ruin everyone elses fun.

Possible Changes
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Ability: Victory Star
Nature: Jolly
252-Atk 252-Speed 4-Sp.Def
-Vcreate
-Fusion Bolt
-Brick Break
-UTurn

On PO this guy would Replace Charizard, however on wifi a lot of ppl b*tch since you can't really find any Victini with Vcreate unless he is Pokesav'd. I dont know anybody who's Japanese, so where am I going to find a Jolly 31 IV'd Victini with V-Create? Still I'll most likely use him on tougher opponents.
 
Bit of a shame noone's commented on this, it's by no means a bad team or RMT. Anyway, there are some things I feel may help your team improve.

You say yourself that Tales' SpAtk stat is sub par, and due to this Nasty Plot is generally an inferior choice of moveset for her - considering the main thing you need her to do is remain alive to setup sun. I'd recommend a change to a Tales set which can help you deal with one of your biggest threats - Heatran - as well as pose big problems for a lot of TTar variants. 252HP/164Spe with lefties gives you nice bulk whilst retaining the ability to revenge Excadrill. A moveset of Flamethrower or Fire Blast/ Will-o-Wisp/ Substitute/HP Fight gives you a nice STAB, a way to cripple TTar and other physical switchins, and Sub+HP Fight combined with lefties allows you to take down offensive Heatran one-on one with a 3HKO. Sub also gives you insurance against Scarf and Band Tar. The final EVs can go in SpA or SpD however you like.

Zard looks alright, but given you have Nape, Venusaur and Sucker Punch, I question your need for a third speedy revenger. I'd try out Specs over Scarf if I were you (Fire Blast 2HKOs Blissey, if you need more encouragement) to allow to simply nuke holes in the opposing team to let your other mons clean up. You could opt for HP Grass to allow you to deal with Politoed with Zard, but since most of your mons can hit it with a CC or similar it shouldn't be too much of an issue.

On Hitmontop Sucker Punch is always of dubious usefulness due to its low power, so you could easily try out SE, Payback, or Toxic in the slot if it isn't working out for you.

Infernape can work out very nicely on sun, so don't ditch him because your set isn't working. I'd try one of two things - if you like the ability to be mixed, try out a set with Flare Blitz/CC/Overheat/U-Turn, which Katakiri came up with for his sun team. It lures in things thinking you're physical/special with great ease, and in sun all its attacks really hurt, whilst being able to U-Turn out of anything you can't hit (and help Zard/Tales get in safely). If not that, then go for a standard SD/NP set with Mach Punch/Vacuum Wave to assist you in revenging things, along with getting a bigger boost to better sweep.

I'd really think about using Energy Ball on Saur - it's invaluable for cases where you need to hit Tar, Gliscor etc in SS, and SolarBeam would be useless. The added power doesn't really grab any OHKOs either, so you're just ganking yourself against weather a bit for little reason. You also don't need to run max speed, enough to beat ScarfChomp (hit 250 speed unboosted) generally is all he needs.

Now, Uxie really doesn't seem like it's doing much for this team to me. Imo you want to keep SR, but also gain something helpful against a lot of your threats - and Bronzong fits this bill quite nicely. He's got a ton of great resists, and helps you beat Excadrill, TTar, Dragons and such with ease with the standard tank set with HP Ice (see the C&C subforum).

Hope these changes help, they seem to help you deal with your threats better in theory at least.
 
Hitmontop seems a bit out of place on your team. Try using a specially denfensive Forretress. Somthing like this

Forretress @ leftovers
252HP / 4Def/ 252Sdef
nature: careful
-rapid spin
-spikes
-gyro ball
-earthquake

Obviously you got to watch out for the fire type moves thrown at Forretress but this is an excellent switch into latios (as long as it doesn't have HP fire...) and you can still rapid spin hazards away. Latios is pretty fast as well so you can ware it down with gyro ball or set up some spikes.
 
Hitmontop seems a bit out of place on your team. Try using a specially denfensive Forretress. Somthing like this

Forretress @ leftovers
252HP / 4Def/ 252Sdef
nature: careful
-rapid spin
-spikes
-gyro ball
-earthquake

Obviously you got to watch out for the fire type moves thrown at Forretress but this is an excellent switch into latios (as long as it doesn't have HP fire...) and you can still rapid spin hazards away. Latios is pretty fast as well so you can ware it down with gyro ball or set up some spikes.

Foresieght is mandatory, since I have such a big SR weakness. And Hitmontop really helps against Ttar. Thanks Benlisted, I'll tryout the bronzong.
 
Ninetales: Your version is very strong, but i think you have to put Hypnosis to sleep the opponent and use 1-2 Nasty Plot
Uxie: I don't like much your moveset... you can do it only special, if you are scared by trapper such as Wobbufett or Chandeure use Zen Headbutt and not Psychic, giving him Jolly Nature
Charizard: Perfect, but it has Choice Scarf, so i think Modest is better than Timid
Hitmontop: Try a Jolly nature, Foresight is not the best move, you can use Bullet Punch or Fake Out
Infernape: I love MixNape, but give him more EVs in Atk, Hidden Power Ice & Flare Blitz > Work Up & Fire Blast
Venusaur: Is difficult to find teams without Politoed or Hyppowdon, so i think use a very strong STAB Grass physical or special to use (not SolarBeam) is the best choice. Probably something like Giga Absorb, or a move to kill Psychic-Types
 
Ninetales: Your version is very strong, but i think you have to put Hypnosis to sleep the opponent and use 1-2 Nasty Plot
Uxie: I don't like much your moveset... you can do it only special, if you are scared by trapper such as Wobbufett or Chandeure use Zen Headbutt and not Psychic, giving him Jolly Nature
Charizard: Perfect, but it has Choice Scarf, so i think Modest is better than Timid
Hitmontop: Try a Jolly nature, Foresight is not the best move, you can use Bullet Punch or Fake Out
Infernape: I love MixNape, but give him more EVs in Atk, Hidden Power Ice & Flare Blitz > Work Up & Fire Blast
Venusaur: Is difficult to find teams without Politoed or Hyppowdon, so i think use a very strong STAB Grass physical or special to use (not SolarBeam) is the best choice. Probably something like Giga Absorb, or a move to kill Psychic-Types

Im going to go with the defensive set for ninetails, and hypnosis's 60% acc. is enough for me to never use it. Why would I use Zen headbut on uxie? Psychic has 100% acc. and I want to be slow in order for U-Turn to be effective with yawn. Plus I'm going to try out Bronzong anyway.
Infernape is going to get a revamp, prolly go Swords Dance + Mach punch or somthing.
In 5th Gen I am aware of my opponents team before the match starts, so if they have politoad or Hippo/Ttar I will know, so I always use cation befor blindly sending out my Venasaur. I may switch to the mixed set in order to put a hurt'n on Bliss/Chansey. And Giga Drain is illegal with Chlorophyll fyi.
 
Just a quick comment but why are you using Life Orb on defensives Ninetales? You want Leftovers to heal the damage you take from using Substitute or you're going to kill yourself with recoil way too quickly.

Also, get rid of Solarbeam on Venusaur. What happens when they switch in a weather changer and make you charge for a turn? Energy Ball hits hard enough after Growth and doesn't risk you getting owned by something like Abomasnow coming in your your charge turn then OHKOing you with Blizzard. Also, if you're insisting on using three attacks, go mixed with Earthquake over Sludge Bomb. Remember that Growth boosts your attack too, and this way you OHKO Heatran (assuming its Balloon has been popped) as well as having a super effective move against Fire types. However, I think your best bet is Sleep Powder in the last slot, as this guarentees you will have a turn to set up.
 
There's no point using EQ on Venuaur over Sludge Bomb when your Tales effectively lures in and kills Heatran (whilst Toxicing Chandelure, the other thing Sludge Bomb Venu is walled by). Being walled by two mons whom your team can easily take>being walled by a mutlitude of Dragon types, whom +2 Sludge Bomb easily takes care of. Together all the dragons are more common than Tran and Chan anyway. Growth boosting Atk is no reason to go mixed if you can perform better when purely special.

I would agree that you really shouldn't use SolarBeam on Venu, however. Whilst you want to be sweeping with her ideally, there are gonna be times when she's needed to help deal with a Gliscor, Hippo, or Toed in an opposing weather, and guess what, with SB you've ganked yourself against them all. It's not like you have any other reliable Grass hits on the team, so seriously, use EB, it's power difference doesn't do anything significant, but the ability to kill Hippo and Toed certainly does.
 
Life Orb was a typo, there is noway I'd switch Sludge Bomb for EQ. Sludge is just too useful believe it or not. I'f I were to go mixed with Seed Bomb and HP[Fire] I would opt for Return, but for the time being im stickin with Sludge Bomb.

Everybody wants me to use Energy Ball so badly! Alright I gues I'll give it a try lol.
 
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