Rising Sun Team (Gen V Drought Team)

Sup, Aberrant17 here. I've been testing a Sunny Day team for a few months now, and I'd to hear some opinions on what I've put together so far. Suggestions and constructive criticism are welcome and appreciated. Thanks in advance.

RULES (Read them or else!)

First of all, while I greatly appreciate the input of the Smogon community and the Pokemon community at large (as I'm relying on said input to improve my team), there are a few guidelines I'd like to address:

1. Read before you post. I've had instances in the past when people have asked questions like "Why does [INSERT POKEMON HERE] have [INSERT MOVE/ITEM/ABILITY/ETC. HERE], even though the question was already answered in the thread. Before you post a question, read the thread. I usually explain why I have a specific move, or item, or type of Hidden Power (especially the type of Hidden Power). At the very least, please read my explanations in the team overview (see MEET THE TEAM below) before posting "y u hav HP [INSERT TYPE HERE]".

2. DETAILS DETAILS DETAILS. Like I said before, the purpose of this thread (and RMT threads in general) is to improve the team in question. If a team has a problem, it only stands to reason that it should be pointed out. However, don't just stop there. How is it a problem? How do I correct it? How is the solution better than what I had before? I'm open to ideas, especially ones presented in an intellectual, well-constructed argument.

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TEAM BUILDING PROCESS

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1. Naturally, Sun support was the first issue to be addressed. There's only one Drought user in OU, so the choice was obvious.

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2. My Fire-type sweeper was next. I wanted something with a lot of power, but had scouting capabilities to maintain momentum. Iron Fist Infernape would be the logical choice, but I do not have one in-game at this time of writing. No matter, I have something even better. ;) I'm more than familiar with Darmanitan's capabilities as a sweeper, having used one during my in-game playthrough. Once again, easy choice. And like Infernape, it learns U-Turn.

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3. My choice of Chlorophyll sweeper was a bit trickier. I wanted a special attacker to complement Darmanitan's physical offense so I don't get completely walled. However, I also wanted it to provide reliable sleep support, and to be able to outspeed opposing weather inducers, even without sun. Lilligant fulfills all these requirements (barring Choice Scarf, of course), so the spot goes to her.

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4. The next step was to chose my Spin/Hazard support. Starmie has been an excellent Spinner since Gen II. With Natural Cure and Recover, it doesn't mind entry hazards. BoltBeam also gives me excellent coverage, providing a blunt answer to Politoed, Gliscor, and the Dragons that like to make life hard for me (i.e. the accursed Lati twins).

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5. But I'm still without hazards of my own to set up. As I was looking at the resumes of potential candidates, one in particular caught my attention. Apparently, this individual not only had access to Stealth Rock, but also Spikes, Shell Smash, Earthquake, and excellent dual STAB, one of which is super effective against the Eon Dragons which are the bane of my existance. He also takes neutral damage from Fire, and loses his Water-type weakness in the sun. Crustle, welcome to the team (also, he has 4 PhD's).

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6. Did I mention that I hate Lati@s? I did? Good, I was afraid I forgot that little detail. Actually, Dragons in general pose a threat to sun teams, so a Steel-type is a necessity on this team, even if he adds an extra Fire weakness. But my GAWD, this thing... it's been created for the express purpose of annihilating the Psychic Dragons! Steel-typing, Dark STAB, access to Thunder Wave, Pursuit, and Sucker Punch? How is this thing UU!?! BTW, did I mention that I hate Lati@s? I did? Oh, and his Steel STAB hits Ttar super effectively too.

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7. Waitwaitwaitwait WAIT a minute! This is Gen V! I have a Fighting-weak Pokemon with no way to hit Fighting types for super effective damage! O.o What's wrong with me!?!?!?
...well, that's a question for my psychiatrist, but in the meantime, there's an easy fix: Metagross has the same Dragon resistance, access to Pursuit, and a Psychic-typing (complete with STAB move). I was somewhat surprised to find out that it didn't have TWave, but the gains are worth the loss of paralysys support, IMO. It's been fun, Bisharp. Now piss off.

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8. There are some things that are bothering me about this team: nothing has Flash Fire, I can't phaze set up sweepers, etc. I'm still testing the team and throwing on different Pokemon to see what fits and what doesn't but thus far, the lineup of Ninetales, Darmy, Lilli, Starmie, Crustle, and Metagross has provided the best results.

MEET THE TEAM

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Ran Yakumo
Sun Summoning Canine
Ninetales @ Leftovers
Ability: Drought
Nature: Timid (+Spd, -Atk)
EVs: 252 HP, 92 Sp. Def, 164 Spd
Moves:
- Flamethrower: Obligatory STAB/Sun abuse move.
- Hidden Power [Fighting]: For Ttar, Heatran, Terrakion, etc.
- Will-o-Wisp: For Ttar. ...and physical attackers in general. >.>
- Substitute: Let's Ninetales stall, scout, and survive.​

My weather support, and thus the Pokemon around which the entire team revolves. Since so much is dependent on Ninetales, I decided to make its survivability a priority. My previous set had Stall/PHazing capabilities, but I changed it back to the typical Specially Defensive set with HP [Fighting] to better fit the offensive nature of the team. This also gives it a chance to confront the Standard and Specially Defensive Ttar variants directly (you'd be surprised how few of them carry Stone Edge or EQ).​

I have no planned changes for this set. The only changes I'm considering at present are the EV spread. I don't know if Ninetales still needs the EVs in Speed now that Excadrill's been banned to Uber. If anyone could give their thoughts on this matter, I'd appreciate it.​

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HWG (Heavy Weapons Guy)
Trollfaced, Simian Blitz Tactician
Darmanitan @ Choice Scarf
Ability: Sheer Force
Nature: Adamant (+Atk, -Sp. Atk)
EVs: 4 HP, 252 Atk, 252 Spd
Moves:
- Flare Blitz: STAB, and best move under the sun. Pun not intended, I swear.
- Earthquake: Excellent type coverage, one of the best moves in the game.
- U-Turn: For scouting, and to murder Psychic-types.
- Rock Slide: Completes his perfect type coverage, and gets boosted by Sheer Force.​

Hits like a truck and commits murders with a smile. This monkey with a permanent trollface got my attention even before the release of BW, thanks to its Sheer Force ability. He hasn't disappointed yet: after a run with Life Orb and a (short) hiatus, he's now running a Choice Scarf, which gives him the ability to hit as fast as he does hard: even Latios can't outspeed him without a Scarf of his own.​

For those who are curious about his temporary leave of absence, I was testing a Banded Arcanine: I was desperate for a Flash Fire Pokemon and hoped the replacement could fill in Darmy's shoes. Long story short, it didn't, and the cheeky monkey was back on the mound before the inning was even over.​

Fun Fact: Flare Blitz + STAB + Sheer Force + Sun = 351 Base Power. The more you know. ;)​

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Crazy Dayzee
Deceptively Devious Dryad
Lilligant @ Lum Berry
Ability: Chlorophyll
Nature: Timid (+Spd, -Atk)
EVs: 252 Sp. Atk, 4 Sp. Def, 252 Spd
Moves:
- Giga Drain: Reliable STAB with recovery.
- Hidden Power [Fighting]: General coverage move.
- Quiver Dance: 2nd best boosting move in the game.
- Sleep Powder: Sleep support to buy me time and shut down potential threats.​

My Chlorophyll sweeper. Mostly standard set, the only difference of note is probably the Hidden Power type. I figured that as long as Darmanitan has a Ground move, I'll have my other sun sweeper provide Fighting-type coverage, which is useful against enemy Steel-types. On an unrelated note, Quiver Dance is amazing, although I usually associate the move with Volcarona (which I used to run). As for Sleep Powder, shutting down a potential counter and softening up resistance before the sweep is invaluable. This move has probably saved my hide more times than I'll ever know.​

The fate of Lilligant is...uncertain. To be honest, I'd rather be running Chlorophyll Venusaur. Not only does it have more bulk and physical attack power, but its Poison-typing allows it to absorb Toxic Spikes. However, I do not have one at this time of writing, so I make due with what I've got.​

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Darvant
Enigmatic, Rotating Lifeform
Starmie @ Life Orb
Ability: Natural Cure
Nature: Timid (+Spd, -Atk)
EVs: 4 HP, 252 Sp. Atk, 252 Spd
Moves:
- Rapid Spin
- Thunderbolt
- Ice Beam
- Recover​

One of the most versatile threats in the game since Gen I. It can sweep, it can sponge... But it's on the team because it can spin. Aside from the spinning utility and Boltbeam coverage, Starmie also give the team an extra Water resist. Life Orb is there so that it doesn't get completely walled by the likes of Jellicent.​

I originally intended Starmie's roll to be filled by Forretress. In fact, I intended Forretress to perform the duties that are currently being handled by half the team (see below). However, each of these team members offers something that Forretress cannot, be it sweeping potential, status support, etc. In Starmie's case, it's special attack coverage and an answer to Rain teams.​

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Nipper
Earth-Moving Crustacean
Crustle @ White Herb
Ability: Sturdy
Nature: Jolly (+Spd, -Sp. Atk)
EVs: 4 HP, 252 Atk, 252 Spd
Moves:
- X-Scissor: Reliable STAB. Excellent coverage with Rock.
- Rock Blast: Breaks Subs. Invaluable.
- Shell Smash: Best boosting move in the game.
- Stealth Rock: Like I need to explain this one.​

I cannot stress enough how delighted I am to have this thing on my team. This is actually a simple Shell Smash set, I just threw in Stealth Rock so my team could have entry hazard support. However, that one move brings with it a huge surprise factor. Once they see him lay up rocks, the last thing they expect to see is a Shell Smash. It's just not logical! And that's why there is merit to being illogical from time to time. ;) Note on Rock Blast: I chose it for its ability to break through Substitutes. And because I've had bad experiences with Stone Edge missing three times in a row.​

The moves are staying the way they are. The wall breaking capabilities of a Shell Smash Crustle are too valuable to pass up for Spikes, and my team needs Stealth Rock more than Crustle needs EQ (I've already got Ground coverage, anyway).​

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Hanmuru Doll
Prototype Dragon Slayer
Metagross @ Choice Band
Ability: Clear Body
Nature: Adamant (+Atk, -Sp. Atk)
EVs: 4 HP, 252 Atk, 252 Spd
Moves:
- Bullet Punch: STAB priority. Destroys Ttar and Terrakion.
- Zen Headbutt: For the Fighting-types that proliferate the Gen V metagame. Oh, and STAB.
- Pursuit: So I can be rid of those accursed Lati twins once and for all.
- Trick: For walls, set up sweepers, and the like.​

A godsend, IMO. My answer to all variants of a certain pair of feathery, aerodynamically designed Dragons who have made my life miserable ever since I entered this metagame. The only thing Metagross seems to fear is either a Tricked Specs (rare) or an HP Fire (significantly less rare). The ability to resist both their STABs and Pursuit-trap them is just phenomenal. Even SubCM Latias can be shut down if I Trick it my Band early enough. Actually, this also shuts down a plethora of defensive Pokemon who have given me woes in the past: Defensive Heatran, Jellicent (insert Pringles joke here), Sigilyph (rare, but effective), Reuniclus (Jello Bastard), Blissey (Whore), Chansey (Whore Jr.)...​

Metagross' spot on the team is secure, unless I come across something that can do its job better. I realize that more checks for this Pokemon exist now than did a generation before, but I don't think it's anything for which some good prediction can't compensate.​

PLANNED CHANGES

1. At present, I'm trying to get my hands on a Forretress (read: catch a Pineco) for this team. As usual, however, the RNG doesn't like to cooperate, and swarms are appearing everywhere except Route 16. I might have to peruse the trade forums for one (the less said about the GTS, the better). Since it can fill the role of Spinner, Stealth Rocker, and Dragon resist, it can easily open up slots for other vital teammates. As a result, a lot of the changes I want to make to the team will hinge on whether or not I can get this metallic bagworm.

2. I'm considering dropping Crustle's Stealth Rock for Earthquake. Of course, I need entry hazards for Sturdy opponents and other vital KOs, so this won't happen until I get Forretress or something else that can run hazard support.

3. The lack of Flash Fire support bothers me. However, I'm having a hard time finding a place for one on my team. I've tried replacing Darmanitan with one, but suffice it to say that the difference in power is too significant to drop him. As hinted above, I'll likely be able to make room for one once I can add a Forretress to my lineup. Heatran is a good candidate... if I can find one. >.>

4. It probably goes without saying, but I'll be dropping Starmie once I get my Forretress. I won't need 2 Spinners.

5. As I mentioned in Lilligant's section, I want to run Chlorophyll Venusaur on this team. However, I don't have one, so my hands are tied. God only knows what I'd have to give in return for one in a trade...

HONORABLE MENTIONS

*UNDER REVISION*

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Bisharp @ Air Balloon
Ability: Defiant
Nature: Adamant (+Atk, -Sp. Atk)
EVs: 252 HP, 252 Atk, 4 Def
Moves:
- Sucker Punch: High power STAB and priority.
- Iron Head: STAB and chance to flinch. Gels with TWave, for when I'm feeling sadistic.
- Thunder Wave: Paralysis support for fast sweepers. Gels with Iron Head.
- Swords Dance: For walls, set up sweepers, and the like.

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Arcanine @ Choice Band
Ability: Flash Fire
Nature: Adamant (+Atk, -Sp. Atk)
EVs: 4 HP, 252 Atk, 252 Spd
Moves:
- Flare Blitz: Gets STAB, boost from sun, and potential boost from Flash Fire.
- Extremespeed: For revenge-killing. Because I'm a vindictive little bastard.
- Wild Charge: For the inevitable bulky Water switch-in.
- Close Combat: Murders Ttar, Heatran, and Terrakion.

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Victini @ Choice Scarf
Ability: Victory Star
Nature: Adamant (+Atk, -Sp. Atk)
EVs: 4 HP, 252 Atk, 252 Spd
Moves:
- V-Create: The most powerful move under the sun. Period.
- Fusion Bolt: For bulky Waters expecting a V-Create.
- Brick Break: Destroys Ttar, Heatran, Terrakion, etc.
- U-Turn: For scouting and Psychics.

So why the hell is he off the team!? Well, I put him on as a potential replacement for Darmanitan. However, even with V-Create, a 40 point drop in Base Attack is a HUGE loss, especially after factoring in Sheer Force. I needed my Fire sweeper to be able to hit hard with all of their attacks, not just one or two. Sad

THREAT LIST

*UNDER REVISION*

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Heatran:
Where do I even begin with this thing? Flash Fire? Check. Fire STAB? Check. Stealth Rock? Check. This thing is versatile enough to run a variety of sets, all of which are a potential menace to my team. Offensive variants carry Earth Power and Fire STAB, which hit 2/3 of my team for super effective damage. Specially Defensive variants simply won't die, and many variants carry Stealth Rock and/or Air Balloon, so... well, I don't think I need to elaborate on THAT, now do I? It's mere presence is an issue, since Flash Fire keeps me from spamming Flare Blitz as long as this volcanic beast has a pulse.

Actually, Heatran by itself is not an issue, since half my team carry a SE move. The problem lies in that it's usually part of a solid defensive core. I often find it partnered with the likes of Gyarados, Celebi, Latias, and other Ground/Fighting resists, which means a misprediction can easily become a "gg".

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Tyranitar:
Not as big a threat as you'd think. I built this team with the green titan in the forefront of my mind, and will be able to hit it for SE damage almost invariably. Even my Ninetales is built specifically to defeat the Specially Defensive set. The only reason I'd ever fear it is if it ran Fire and Rock or Ground attacks, in which case, I'd have no save switch in. Even then, I'd be able to beat it so long as it lacks Scarf.

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Politoed:
This is the weather inducer I'm worried about. Defensive variants will spread status around my team like Blissey spreads VD, and if it's Scarfed or Specs'd... The best answers I have for this thing are Starmie and Lilligant, neither of which can safely switch into it unless it's Choice locked. Of course, I can always revenge kill it, but having to lose something to a frog is a prospect that is both humiliating and all too real.

Frogs suck. Of course, I've known that ever since I first played Star Fox 64, but still...

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Dragon-types:
Just one of many types I had to consider when making this team. Actually, aside from the Lati twins (see below), the only dragons that seem to pose a huge threat to me are MixMence and Multiscale Dragonite. Both are Stealth Rock weak and get wrecked by Crustle after a Shell Smash, so I'm not worried. Haxorus and Hydreigon have never really posed a huge problem for me for some reason, but I have the type coverage to crush either one should they rear their ugly heads.

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Lati@s
These bastard twins get a special mention because the amount of trouble they've caused me since the start of Gen V. Their blistering speed, vast movepools, resistances, and overall versatility make containing them a considerable chore, as there are few Pokemon that can actually handle them AND perform well on a sun team.

I've actually had more success with Scarfed U-Turns and Pursuit trapping than Ice attacks. With Ice-type moves, I've ran into problems such as Base Power, distribution, lack of STAB, not targeting physical Defense, etc. As much as I hate on these guys, they tend to go down so long as you can get in a decent hit.

CLOSING THOUGHTS

...and there you have it. Thanks in advance for the critique. (Sorry if I harped a bit on my disdain of the Lati Dragons. ^.^) This team is still a work in progress, and I'll continue to make changes and revisions until I'm satisfied with the results. Again, thanks in advance for your advice and input.

--Aberrant17
 
Decent team, I have been playing a lot of sun recently so I suggest the following:

-With Ninetails, 160 speed is all thats needed to outspeed exadrill in the sun, an thats fast enough for most things too. The rest can be dumped into special attack or special defense. Also substitute is meh, willow-wisp or roar is suggested over it.

-Machamp isn't that great, use Conkeldurr.

-Currently, Sawsbuck does what Venusaur does much better, with a higher attack and a better movepool. If you want to keep Venusaur, I suggest you make it either mixed or purely special. If not, then just switch to Sawsbuck.

-Nindoking is arguably the most debatable pokemon here, it doesn't really add anything to your sun team. I suggest you switch it for some support, commonly sun teams are weak to there fellow fire types, perhaps switch it out for a pokemon that can deal with that, such as Heatran, Arcanine, Chandelure, or Snorlax.
 
Please explain your hidden power rock on volcarona, Ive never seen that before.

This is a set from Smogon's Gen V OU Analyses, which suggested two types for Hidden Power: Ground and Rock. I originally ran Ice to deal with dragons, but changed it since I could hit Lati@s with Bug Buzz anyway. As for why I chose Rock over Ground, Rock was the recommended choice and allows me to maintain coverage against Flying-types like Gyarados and Salamence.
 
Unfortunately for us Sun pilots, Donphan is our best choice when it comes to spinning. Others are just weak to SRocks, Pursuit or get badly trolled by Ferrothorn.

And you lack Fire resistance. If you're not worried about your Sun turning up against you, then scratch that.

Scarfwynaut is right. If it's not mixed/purely special, go with Sawsbuck. Nature Power becomes Earthquake in battle and Sawsbuck hits a lot harder.

On Volcarona, may I advise Lum Berry? More often than not it'll translate into another Quiver Dance, at which point it's probably gg.

And I know you're set on Nidoking, but he really seems quite off. If you must, make it a failsafe against Rain and slap Thunder in Thunderbolt's place to knock out Toeds.
 
And I know you're set on Nidoking, but he really seems quite off. If you must, make it a failsafe against Rain and slap Thunder in Thunderbolt's place to knock out Toeds.

Thunderbolt is a better idea because Thunder only has 50 accuracy in the sun or a sandstorm.
Also put Donphans defense evs into special defense and make him careful.
 
Run Conkeldurr, he's the better of the Fighting-types you mentioned. Bulk and power is a key factor. Secondly, run Modest and SolarBeam on Venusaur, he has better Special Attack. If you want Volcarona to survive, screw Hidden Power and put in Morning Sun, heals 2/3 of your health in the sun. You don't need to worry about coverage because with a few Quiver Dances and Life Orb, not to mention possibly a few boosts from Fiery Dance, Gyarados won't be taking Fiery Dance lightly. Not sure of a better Spinner, but if I find something, I'll post it.
 
Thunderbolt is a better idea because Thunder only has 50 accuracy in the sun or a sandstorm.
Also put Donphans defense evs into special defense and make him careful.

He won't be using electric attacks against 95% of the sun/sand members of a serious weather team. And he needs help against Rain so, having a 100% accurate Life Orb/Sheer Force boosted Thunder is a great check. If his prediction skills are any good, a surprise Thunder on a Toed switch might end a weather war in his favor anytime.
 
Is there a reason volc has hp rock? I know it was in
smogons analysis but you do have the freedom to be different. A lot of
volcaronas run rest and chesto berry because stealth rock is always in a battle whether you want it or not and volc can only do so much under the rock pressure
 
Although Sawsbuck is a fairly good sweeper in the sun, it's frailty comparmises the effectiveness of your team. Also, the lack of a fighting resist that isn't Volcorona (4x stealth rock weakness) doesn't help either. I suggest putting in Venasaur instead:
name: Mixed Growth
move 1: Growth
move 2: Seed Bomb
move 3: Return / Earthquake
move 4: Hidden Power Fire / Sleep Powder
item: Life Orb
ability: Chlorophyll
nature: Lonely
evs: 252 Atk / 4 SpA / 252 Spe
ivs: 30 Def / 30 SpA / 30 Spe

Although the lonely nature hurts its bulkiness, Venasaur puts up a much better fight against Toxicroak. Also, its posion typing relieves the stress of spinning toxic spikes with Donphan (it cna also switch in on toxic attacks meant to completely cripple it). The mixed set also helps against things that would normally trouble Sawsbuck (such as Ferrothorn).
 
Is there a reason volc has hp rock? I know it was in
smogons analysis but you do have the freedom to be different. A lot of
volcaronas run rest and chesto berry because stealth rock is always in a battle whether you want it or not and volc can only do so much under the rock pressure

As I mentioned before, I need the coverage against Flying-types. Without HP Rock, I can get walled by Gyarados, Salamence, and Dragonite, which would be disasterous for my team. It also keeps me from being setup bait for Thunderus and Tornadus. Finally, I get hit opposing Fire-types for super effective damage (barring Infernape and Heatran, who are still hit neutrally). As much as I like to deviate from the norm, the fact remains that HP Rock, in combination with Volcarona's STAB, provides virtually unresisted coverage throughout the metagame, and that is invaluable for a sweeper. It's not a lack of creativity that prompted me to pick that move: I simply recognized that it offered me a way to get past foes with which I would've otherwise struggled and which I could expect to encouter on a regular basis.
 
Kick out Conkeldurr and use Bulky Up scrafty instead. Then never look back.

Bulk up conkeldurr gets wasted by rain teams, and just isn't that good of a pokemon. Meanwhile, bulk up scrafty can still be your status sponge. And he has thwe special bulk to actually take hits. He does add another fighting weakness so you'd probably have to alter your team up a bit. The STAB crunch for dealing with the likes of reuniclus is beneficial. He still scares sand teams. Gliscor is fearful of ice punch, etc.

If you absolutely must run conkeldurr though (please don't), then ditch payback. It is useless on him. All the things you want to hit for SE damage will either go first and kill you (espeon, gengar, chandelure, sigilyph) or will go after you as you hit them with a base 50 power attack and kill you anyway (slowbro, slowking, etc).
 
Good looking team. I have just a couple suggestions.

First is that you might want to look at Latias over Heatran. As it is your team is very susceptible to Ground moves, and Latias patches that up nicely. It also has a resistance to fire, allowing it to check the common Sun pokemon that Heatran does. And lastly it is able to take a SpecsToed on and win, which is by far the biggest problem your team looks to have.

Second suggestion is trying out Tentacruel over Donphan. With a Specially defensive set it can sponge all the special attacks that you need it too. It provides Rapid Spin, and has good type synergy with the pokemon that most need that spin, Volcarona and Ninetales. Also it again helps with the massive water weakness you team carries. Use the 4th Gen support spread, it helps the most.

And I suggest Machamp over Conkledurr. Anyway you look at it Conkledurr sucks, taking rain hits pathetically. With a little investment Machamp takes those same hits better, and provides a 100% chance for confusion. Never underestimate how annoying Machamp is. A Bulky spread would probably be best for you, allowing him to come in and wreak havoc.
 
Hi

Very good looking sun team, I got some suggestions though.

First thing I notice is that nothing on your team is capable of switching into Water type attacks, despite the fact that Water damage is halved in Sun (Sawsbuck is too frail as well). The Latias suggestion made by the user above me is a good one, although Latias will have a hard time taking constant Water hits, and the with the popular combination of Volt Switch Rotom-> + Tyranitar, Latias is an easy prey. Therefor I suggest Gastrodon. Gastrodon single-handedly handles Rain pretty effective. It also covers Thunderus, Heatran, and the likes much easier. I would use Gastrodon instead of Donphan with a moveset of Toxic / Ice Beam / Recover / Earth Power, with Max HP and SDef.

Now that Donphan is removed you lack both a Stealth Rock user and a Spinner. To fix the first problem you can use Stealth Rock on Heatran and remove the Choice Scarf in exchange for Air Balloon. Stealth Rock can replace Overheat and Fire Blast can be used instead of Flamethrower, the accuracy drop is made up by the sheer power of a Sun boosted Fire Blast. Air Balloon as an item makes it easier to switch in on things as Excadrill and Gliscor, although you can use Life Orb instead for the extra power. Don't worry about the loss of "speed" as you have a Chlorophyl and a Speed boosting pokemon anyway. To fix the problem of the spinner you can use Hitmontop instead of Conkeldurr. As with the residual damage from Flame Orb, entry hazards, etc Conkeldurr has a hard time to actually check Tyranitar and Excadrill. With Intimidate, Hitmontop can do this much easier. A moveset of Close Combat / Rapid Spin / Sucker Punch / Foresight will suffice. Foresight allows you to spin no matter what.

Since Heatran lures in and takes care of Dragons etc (with HP Ice), you could consider running a more defensive Volcarona set. An EV spread of 248 HP / 252 Def / 8 SDef and Morning Sun instead of Hidden Power [Rock] will fit much better. A bulkier set and a 75% recovery move makes setting up much easier. Oh, and obviously Leftovers will be the preferred item then.

Hope these suggestion helped and good luck with the team.
 
CB Arcanine lol. What a joke. Use DARMANITAN. Who needs coverage when you can just wreck everything with Flare Blitz alone? Trust me, I know from experience that pretty much nothing can switch into even Scarf Darmanitan. He was so powerful, he doubled as a stallbreaker on my Sun team in addition to flawless revenge-killing. Imagine that, a Scarfed 'mon breaking stall? Hard to believe, but it's true. Band or LO I've never tried, but your probably looking at clean OHKOs on basically anything you outspeed and a swift, efficient death to all forms of stall. Plus, Darmanitan can U-turn out of Ttar and Politoed switch-ins back to Ninetales, racking up damage while keeping your weather advantage ;).
 
If you don't like Arcanine locked into one move, you could try a Life Orb or Expert Belt. Both allow you to switch moves and EBelt can bluff a Band. I do not know if the loss of power is too noticeable as a LO Flash Fire Flare Blitz is still going to hurt.

(I would also would like to know what Darmanitan set you used.)
 
Sorry, I got Dynamic Punched in the head by a Machamp recently. *-* I honestly don't know what I was thinking. I'll add a Choice Scarf to my Christmas shopping list.
 
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