Brace yourselves, for the following paragraph is my analysis of the metagame that has emerged after my posting of Deep Sea of Mare. Well Smogon, it's been a bit since I last posted an RMT. It's become fairly evident that rain is the most dominant weather in OU, thanks to all the new abusers that were heaped upon the already substantial pile of abusers present. Rain has become so dominant that Pokemon previously tossed onto teams just to counter rain, such as Kingdra and Seismitoad, are seeing more widespread use, because of the near ubiquity of rain teams. In that vein of thought, other weather teams are shifting themselves around to deal with the incessant presence of rain teams. Many sand teams have started to use both Tyranitar and Hippowdon to ensure that the sand is maintained, while several sun teams have decided to use trappers and / or back-up inducers with Sunny Day to ensure that the sun remains on the battlefield. Of course, a few rain teams employ trappers, but the overall dominion of rain in OU has lowered the necessity of this service for them. The release of Genesect has granted several team archetypes a new, powerful scout that aims to take Scizor's mantle of best U-turn abuser in OU. Genesect also brought another major component to VoltTurn teams, which took a major dive in use thanks to the new-found emphasis on weather.
With that analysis out of the way, let's move on to the actual team itself. Due to the overwhelming amount of rain teams and rain counters out in OU, I've decided to build myself a sun team. While building a team that revolves around one Pokemon may seem to be a disastrous, fruitless endeavor, it works out in the end if enough support is given. Before I started team building, I examined the OU tier in search of a set-up sweeper that could not be revenge killed by Ditto that didn't rely on a sub to win. Before long, I chose Volcarona. Ditto cannot revenge kill Volcarona due to the boosts that Quiver Dance gives in Special Defense. Many teams these days lack a Volcarona counter outside of Terrakion, Landorus, Stealth Rock, and / or another weather inducer. Being able to get rid of those three counters to Volcarona isn't difficult. This team ended up ended up surprising me by being more successful than every other sun team I've made and posted. Two of an offensive sun team's biggest foes are rain stall and sand teams that use both Tyranitar and Hippowdon. I can safely say that this team has never lost to a rain stall team or a team with both Tyranitar and Hippowdon in it. The only times I've lost with this team are when Lady Luck has struck me down and / or I've made an error in judgment during battle.
For this team, I decided to use a Pendulum motif because their tracks are simply amazing. To finish this introduction, the name of the team comes from the name of an alt that I used to test this team with on Pokemon Showdown! I managed to break into the top 100 on my first day of laddering, which is significant for me because I do not ladder for more than one day. I've also chosen this team to commemorate my 300th post and obtaining of a Pre-Contributor badge.
As I mentioned earlier, Volcarona was my choice for a set-up sweeper, mainly because Imposter Ditto cannot revenge kill it. This lets Volcarona make set-up bait out of the supposedly greatest revenge killer present in the OU metagame. This is amplified seeing that many teams out there only have Stealth Rock, Terrakion, Landorus, Ditto, and / or an opposing weather inducer on their team as their attempt at containing Volcarona.
Of course, Volcarona is not a Pokemon that one can throw on their team and call it a day, unlike Terrakion and Starmie. It must be supported so it can reach its full potential. The first method of support came from Ninetales, which provides eternal sun via Drought, powering up Volcarona's moves while reducing its weakness to water and removing residual damage that other forms of weather can bring to the field.
Of course, Volcarona and Ninetales are vulnerable to some of the most common Pokemon present in OU, such as Tyranitar and Politoed. What method ensures that these problem Pokemon stay out of Ninetales's pretty hair and worries? Trapping! Now, Heatran may not look like much of a trapper, but it has access to a special move named Magma Storm, which is just a stronger Fire Spin. Heatran was also chosen because of its excellent Fire / Steel typing, which gave it many valuable resistances that aided the team immensely.
Of course, having one trapper is never enough when you're using a sun team. If you were to ask me the number of trappers I'd recommend for a sun team, I'd say two at least, so key threats are covered more reliably. Dugtrio was chosen for the team since it gives the team another Pokemon that can be used to trap opposing weather inducers and a means of eliminating Terrakion, a problem Pokemon for the team at the moment. Dugtrio also gave the team a solution for opposing Heatran and Volcarona.
Of course, every team has a problem. At this stage of team building, I realized that I failed to rectify one of Volcarona's and the team's main problems: Stealth Rock. Stealth Rock shaves 50% of Volcarona's HP upon switching in, 25% of Ninetales's HP, and robs Dugtrio of its Focus Sash, all just for switching in. While I had the option of using Espeon and / or Xatu, I decided to use Forretress instead. Rapid Spin support is incredibly valuable for the team, increasing the survival rate of this team immensely. Forretress also takes some pressure from Heatran to deal with dragons and Landorus.
A sun team naturally should have at least one Chlorophyll Pokemon. This lets sun teams abuse their one advantage against rain teams: the ability to abuse Speed-doubling abilities. Of course, Venusaur has the most overall utility among all the Chlorophyll Pokemon released despite lacking access to its egg moves, thanks to its respectable bulk and Grass / Poison typing. Venusaur grants the team a resistance to Water-type attacks and a potent revenge killer and annoyer under the sun. With that, the team was completed, and testing shows that the team was indeed a success.

[BOX]Ninetales is the first member of the team, and the most important supporter of Volcarona, thanks to its incredible Dream World ability: Drought. I chose a more defensive take on Ninetales since it is more offensively inept than every other weather sweeper locked in OU. The bulk this set possesses has allowed me to win the weather war against nearly every type of team out there, and that is the main appeal of this set. While I normally would've gone with an offensive set, those offensive sets lacking Sunny Day and / or Nasty Plot are soundly beat by the near ubiquitous Scarf Politoed present in OU. I The defensive set on-site was a good option, but I don't particularly enjoy having to stall out the opposing weather inducer. The defensive set on-site is also massive Heatran bait. While this set is a variant on the specially defensive set on-site, it contains everything this team needs to win the weather war: the ability to pHaze, change the weather at will, cripple the opponent, and not be complete Taunt fodder.
The moves on this set are very important for Ninetales to accomplish its task as a sun provider for Volcarona. The first move, Roar, allows Ninetales to pHaze out Pokemon, such as Latias, Volcarona, and Reuniclus, that like to use Ninetales as set-up fodder. Will-O-Wisp is a great move that allows Ninetales to incapacitate physical attackers, such as Landorus, Terrakion, Dragonite, and the aforementioned Tyranitar, that particularly enjoy switching into Ninetales, expecting no opposition from it. Sunny Day helps Ninetales preserve its bulk and force switches if an opposing weather inducer decides to switch in to remove the sunlight. Flamethrower is there so Ninetales isn't complete Taunt bait. Flamethrower also allows Ninetales to deal a crippling blow to those weak to it. Even without investment, Ninetales's Flamethrower can OHKO Breloom, Forretress, and Ferrothorn, and 2HKO some other targets. The EVs give Ninetales enough speed to outpace max speed Cloyster, Adamant Mamoswine, and Adamant Dragonite, with the remaining EVs thrown in to maximize special bulk. The IVs minimize Foul Play and confusion damage (once again, situational, but it's something that I always do with Pokemon that attack from the special end). Recently, I've been testing HP Rock over Sunny Day. It's worked well, but I'm divided between that and Sunny Day. I'm also divided between Shed Shell and Leftovers as Ninetales's held item.
If an opposing weather team is being faced, Ninetales is typically kept away for the first few turns of battle, only coming out when it's needed to place the sun on the field. Unintentionally, Ninetales acts as a lure for physical attackers. Its frailty draws many of them in, looking for a free switch to wreak havoc on the team, only for them to take a Will-O-Wisp to the face. Dragonite is a particularly special case, since most carry Lum Berry. Usually, what I'll try to do is burn Dragonite on the switch, exhausting their Lum Berry. Since Dragonite cannot OHKO Ninetales without a boost, I'm free to use Will-O-Wisp one more time, potentially crippling it, while saving the team a bunch of headaches. Doing this allows me to determine the set Dragonite is using, and plan accordingly. The same strategy is used against Cloyster. Against special set-up attackers, Ninetales can pHaze them out with Roar, negating their boosts and forcing them to take more damage as they switch in. While it won't cripple them, special sweepers don't exactly appreciate eating a Will-O-Wisp. Overall, Ninetales is one of the most important members of the team, and is one that I will never change.
Ninetales's ability, alongside its feminine form, earned it the name Girl in the Fire. While Girl in the Fire may have no lyrics, the smooth guitar really is the most memorable part of the song. Ninetales mirrors the lack of lyrics with its lack of offensive power, but mirrors the guitar with the immense support it provides.[/BOX]

[BOX]Heatran is the first of two trappers present in the team, and easily the most offensively inclined among the two, granting it the job of eradicating the bulkier weather inducers. This variant of Heatran was chosen over the standard three attacks due to the many services it provides. The specially defensive variant of Heatran is nice, but it is too slow to be used effectively in an offensive team such as this one. Choice variants are pretty darn cool, but they didn't exactly fit the motif this team has, since they could potentially be set-up fodder for Dragons. I particularly liked the offensive Substitute set, but it lacked the ability to deal with opposing Air Balloon Heatran, which I didn't like. I would've used the TormenTran set, but it simply could not deal with opposing weather inducers the way the set I'm using does. The weather trapper set turned out to be the best for the team, due to its ability to eradicate opposing Tyranitar, Hippowdon, and Politoed if played correctly.
All of the moves Heatran carries are equally important towards accomplishing its mission as a weather inducer trapper. Sunny Day gives Heatran the ability to switch the weather around on its own, without having to rely on Ninetales to keep the sun up. Magma Storm is an excellent move on Heatran, and is the main source of damage on this set. Not only does it trap the opponent, but it also negates Leftovers recovery, beneficial when facing down a defensive Politoed or Tyranitar. SolarBeam is a powerful move, and is another one of the reasons why Heatran can beat many of the commonplace weather inducers in OU. Earth Power gives Heatran the ability to deal with opposing Heatran, a large headache to Volcarona and most of the team. The EVs maximize Heatran's offensive potential, and the IVs minimize confusion and Foul Play damage. Air Balloon was chosen over other options such as Leftovers so I could beat opposing Heatran more easily.
Heatran's main role is seen when facing down teams with a weather inducer not named Ninetales. The usual process of trapping begins when Heatran is brought in on a Pokemon that it knows it can force out with the threat of powerful Fire-type moves. From there, the obvious weather inducer will come in, expecting a free turn to set up and wreak havoc, only to take a Magma Storm to the face. Once Heatran has the opposing weather inducer in its grasp, Sunny Day is used. This weakens Tyranitar's respectable Special Defense, and reduces the power of Politoed's STAB moves. Sunny Day also lets Heatran throw a SolarBeam at the now-trapped weather inducer, 2HKOing defensive variants of Politoed and Tyranitar, and OHKOing the offensive variants. This also lets me determine the set that the opponent's weather inducer is using, granting me an even larger advantage over the opponent. When facing a weatherless team, Heatran isn't exactly dead weight, due to its trapping functions and incredible power under the sun. When facing a weatherless team, Heatran becomes a powerful wall-breaker and secondary trapper, relegating the role of primary trapper to Dugtrio. In the end though, all this does is pave the way for Volcarona to sweep the opposing team. While it may not be the star of the show, Heatran is another invaluable member that is not likely to be replaced.
Heatran was given the name Propane Nightmares because its mere presence in the battlefield is enough to give opposing teams of all types nightmares. The song itself also has fire-based motifs scattered throughout itself, and Heatran brings plenty of fire to the battlefield. Random thought processes, eh?[/BOX]

[BOX]Forretress is the most support-oriented member of the team, and the least effective member in the offensive sense. However, the support it brings the team is invaluable. It removes Stealth Rock from my side of the field, and inserts Stealth Rock into the opponent's side. While there is a specially defensive set listed on-site, the physically defensive set is better in today's metagame because of the sudden increase in power of special sweepers. That increase in power has ruined the viability of the specially defensive set, eliminating that option from my books. If I wanted to use a specially defensive steel, I'd have chosen Heatran or Jirachi. Besides, Ninetales can take a special hit if the team needs her to.
When selecting Forretress, I had to compare it to other available Rapid Spinners. The first two spinners I compared were Starmie and Forretress. Starmie had impressive offenses and the ability to frighten rain teams, but Forretress had a more beneficial typing that helped against Dragons, who are a scourge to almost every sun team out there. I then decided to compare Donphan to Forretress (come on Jirachi, make a comment about this, I dare you!). While Donphan arguably had an easier time against Terrakion and Landorus, it faltered against powerful Dragons that could work their way past Donphan's admittedly impressive physical bulk. Claydol suffered from this as well. Cloyster was a cool idea, but it had a nasty Stealth Rock weakness that I didn't appreciate.I'd use Excadrill in this slot, but it's banned from OU.
Stealth Rock is the obligatory hazard that Forretress sets, and is one of the reasons I selected it over other spinners such as Starmie. Having Stealth Rock on Forretress gives Dugtrio and Heatran an extra move slot, allowing them to specialize themselves further as trappers. Rapid Spin increases the survival rate of the team immensely by clearing the field of Stealth Rock and other hazards that would otherwise tear through the team. Volt Switch gives Forretress the option of holding Leftovers without fear of Magnezone trapping and killing it too soon. Gyro Ball gives Forretress the ability to retaliate against Pokemon such as Landorus, Terrakion, Stoutland, and Tyranitar. The EVs give Forretress a rather large amount of physical bulk, with the remainder tossed into Special Defense, to pad its small Special Defense. The IVs maximize the power of Forretress's Gyro Ball, and lets it get a Rapid Spin off after Impish Ferrothorn.
If I'm facing a sand team, I'll usually lead with Forretress and move based on what they have out. If they lead with Hippowdon, I'll lay Stealth Rock alongside it, and use Volt Switch the next turn to scout what they use as their primary counter to Forretress. If they lead with a Tyranitar, I'll usually switch off to Dugtrio the first time around to trap and kill off Tyranitar so it doesn't give the rest of the team headaches. Against Dragon spam teams, I'll leave Forretress alive so it can absorb the Outrages from such teams. Against stall, I'll use Forretress as a pivot so I can get the more important members in safely. Of course, I'll keep Forretress alive so it can spin away the hazards that stall teams depend upon.
The Terminal was an appropriate name for Forretress because Forretress is the terminal by which hazards come and go from this team. Much like Girl in the Fire, The Terminal has no lyrics. Forretress's lack of offensive potential mirrors the lack of lyrics in The Terminal, but it emulates the faster parts by granting momentum with Volt Switch.[/BOX]

[BOX]Dugtrio is an interesting case of ups and downs. For two generations, it was just a fast, frail Ground-type languishing in UU. Then, GAME FREAK decided to adorn Dugtrio with the nearly exclusive Arena Trap upon the release of FireRed and LeafGreen, raising its potential as a revenge killer through the roof. Then, Diamond and Pearl decided to upgrade everything the metagame, dropping Dugtrio down to UU, simply because it couldn't hit hard enough. Black and White brought Drizzle and Drought to OU, bringing Dugtrio's viability back to speed, due to its ability to trap and kill nearly every relevant weather inducer present in OU. Of course, Dugtrio still has the issue of not hitting hard enough. The set chosen for this team, while maintaining the issue of a lack of power, possesses enough power to break through its designated targets: offensive variants of Politoed, Ninetales, and Tyranitar. Granted, they're only 2HKOed at best, but Dugtrio's Arena Trap and incredible speed turn that into a non-issue, usually being able to get off two attacks before going down.
The moves are fairly self-explanatory. Earthquake is the obligatory STAB move, dealing a substantial amount of damage to those that are weak to it. It's also my main solution for dealing with opposing weather inducers when Dugtrio is at full health. Stone Edge allows Dugtrio to get a small hit in against Latios, while it's able to 2HKO Staraptor (sorry ep!) and other Pokemon weak to Rock-type attacks. Reversal is Dugtrio's strongest move once it's knocked down to Focus Sash range, and often the one that is used to deal a finishing blow to the opponent's weather inducer. Memento allows Dugtrio to punish set-up sweepers that don't particularly care about Stone Edge or Earthquake, such as Virizion. Memento also allows Dugtrio to punish the Rapid Spinners that want to get a free spin off, and is one of the ways in which Volcarona can force a set-up opportunity. The EVs were placed in relevant stats, and the IVs guarantee that two Seismic Tosses from the likes of Chansey and Blissey will maximize the power of Reversal while making Dugtrio as frail as possible.
As mentioned in Forretress's section, Dugtrio is switched into Tyranitar near the beginning of the battle, so Dugtrio can perform its duties as a weather trapper. Since a stunning minority of Tyranitar carry Shed Shell, this trapping process often goes nearly uninterrupted, allowing me to perpetuate the sun's influence on the field. Trapping Politoed is not as easy, since Dugtrio's paltry base 80 attack can only carry it so far. Usually, I'll use Earthquake the first turn to determine the set it's using. Only Timid ScarfToed can outpace Dugtrio, so obtaining that information can prove to be extremely handy. In the case that it is a Timid ScarfToed, I'll move according to the move it's locked into. If Politoed is locked into Hydro Pump, I'll stay in, hoping for a miss so I can get a heavy hit in using Reversal. Should it hit, Ninetales gets a free switch-in, allowing it to stir up trouble. If it's locked into Ice Beam, then that's free switch bait for Ninetales and Heatran. Should the opposing rain team carry a Dugtrio, I'll opt to stay in and use Reversal. If the Politoed isn't a Timid ScarfToed, I'll stay in after using Earthquake to kill it off with Reversal. Against weatherless stall teams, I'll use Dugtrio to deal with Chansey and Blissey, who could otherwise cause headaches for the rest of the team.
Dugtrio was given the name Granite because Granite is a fast, short track inspired by video game boss fights. Also, Dugtrio is a Ground-type, so Granite was the best name for it.[/BOX]

[BOX]Volcarona is the main sweeper present in this team. While it may neither be the namesake for the team, nor the most powerful initially, it's the queen of the team, and is the reason that every Pokemon was picked. The backstory behind the selection of Volcarona was explained in the introduction of this RMT. Choosing a set was the main issue. While I am a fan of the offensive sets with Life Orb, they faced the issue of being potentially revenge killed by Ditto, who could then rampage through the rest of the team with its stolen STAB attacks. The ChestoRest variants are cool, but I didn't exactly like the dependence on the Chesto Berry that the set forced upon itself. I've contemplated using a Substitute Volcarona, but the bulky set seemed most appealing due to its ability to accumulate multiple boosts, while being able to check boosted Techniloom and Scizor. From there, the rest of the team was chosen to help facilitate a Bulky Volcarona sweep.
The four moves chosen for this Volcarona assure that a sweep will happen. Quiver Dance was the boosting move of choice, boosting Volcarona's best stats, while assuring that Imposter Ditto will be unable to revenge kill it. Fiery Dance has a good chance of increasing Volcarona's power, furthering its sweep. Bug Buzz is Volcarona's other STAB move, which does plenty to the Psychics and Fire resists roaming around OU. However, due to the power behind a boosted Fiery Dance, Bug Buzz sees little use. Still, it's effective if I ever have to face a Blissey or Chansey down with Volcarona. Roost grants Volcarona a very reliable source of recovery, and helps perpetuate its sweep. The EVs give it enough speed to outpace Tornadus-T after one Quiver Dance and a very respectable amount of bulk to abuse Flame Body with.
Volcarona is brought in when a set-up opportunity arises in the late-game. From there, its first objective is to accumulate a few Quiver Dances before letting loose on the opponent's team. Fiery Dance is the main move to abuse under the sun, due to its massive power. Bug Buzz is used to eliminate pesky Psychics and Water-types around OU that are cheeky enough to switch into a Fiery Dance. Roost gives Volcarona the ability to set up on Pokemon such as Tentacruel and Jellicent, who would otherwise pick Volcarona off with weak attacks, allowing it to ravage stall teams rather nicely. Offensive teams crumble once Volcarona obtains more than one boost, and stall does the same after two. This is assuming that the opponent's Heatran is down and out. All in all, Volcarona is one of the best sweepers I've ever used, and is one that I'd recommend to everyone.
Unlike the other team members, I have no reason for naming Volcarona Sounds of Life. I just thought that the song was pretty and suited Volcarona more than anything else Pendulum has produced.[/BOX]

[BOX]Venusaur is the last supporter on the team, and is the designated revenge killer under the sun. Venusaur's presence is much like a safety blanket that covers nearly every form of offense out there, whether that offense be opposing sun teams or Dragon spam teams. I didn't need a full-on sweeper, so the Growth sets were eliminated from the options. While the Sunny Day set was nice for supporting Volcarona, it simply didn't have what I was looking for in Venusaur. The SubSeed set is too slow for my tastes. In the end, this custom set, which I encountered in a previous RMT, turned out to be what the team needed: a safety blanket against nearly every form of offense in OU.
The moves do require some explanation. Sleep Powder cripples everything except for Magic Bounce Pokemon, which are dealt with by the other team members. Sleep Powder helps Venusaur contain potential problem Pokemon such as opposing Heatran and Hydreigon, making them set-up fodder for Volcarona. Giga Drain is Venusaur's most reliable STAB, killing off Terrakion foolish enough to stay in on Venusaur and dealing a great amount of damage to those neutral to it, while extending Venusaur's time on the field. Hidden Power Ice covers every Dragon, Gliscor, and Landorus present in OU very effectively. Earthquake is a relatively unexpected move on Venusaur, scoring heavy hits on opposing Heatran, Ninetales, and Magnezone, expecting a weak Hidden Power Fire. Earthquake also relieves pressure from Dugtrio to deal with Heatran. The EVs are somewhat arbitrary, with the Speed EVs being the only section of note. The EVs allow Venusaur to outpace +2 Cloyster, Scarf Latios, Scarf Terrakion, and the standard Modest Venusaur. The other EVs were tossed into the attacking stats, with this distribution working the best out of all the distributions I tried. Life Orb magnifies Venusaur's power, and makes up for the lack of Growth on it.
Venusaur isn't a sweeper per se. It's more of a revenge killer that can clean up should the opponent manage to kill off Volcarona mid-sweep. Venusaur also allows me to not worry about offensive DD Dragonite and ScarfMence, both normally threats to sun teams. Shell Smash Cloyster is also soundly revenge killed by this Venusaur, eliminating it from this team's list of worries. Early on, Venusaur is used to scout the opponent's team, sleeping one threat and threatening with its powerful Giga Drains. In the mid-game, Venusaur is used to assassinate various threats to Volcarona's sweep, such as Landorus, Terrakion, and the aforementioned Dragons. It's also in the mid-game that Venusaur's roles as a revenge killer and lure are manifested. During the mid-game, people tend to blindly switch their Heatran into a Giga Drain, expecting no opposition from Venusaur, only to take an Earthquake the next turn. It's a large surprise that has caught many people off-guard as I was running up the ladder. In the endgame, if it's too risky for Volcarona to sweep a weakened team (a rare occurrence), Venusaur is used to sweep through the opponent's team. Venusaur is the best Chlorophyll sweeper that I have used on this team so far. However, I am always willing to take suggestions for this slot of the team.
Again, there's no exact reason I named Venusaur Hold Your Colour. I just like how the song sounds, and thought it fitted Venusaur perfectly. The rhythm of the song seems to be personified when using Venusaur, and that's that.[/BOX]
There's not much more that can be said about this team that what already has been said. Sun still is a powerful weather to abuse, and it most certainly has its advantages against rain and sand, two weather types often seen as superior. While it may look a bit unoriginal, I thoroughly believe that this sun team was one of the best teams I've ever designed. It's a blast to use, and unlike rain teams, it's not entirely screwed over if Kingdra shows up on the field.
Before I finish this RMT off, thanks to everyone in #tr_rule for being awesome dudes to talk with! Also, thanks for nominating me for my badge Delko! To my friends Harsha and Expert Physics, I can't refer to you as just my unofficial tutees and co-admins anymore. You two have grown into full-fledged battlers and people of your own, and it makes me proud to see how far you two have gone. Maybe someday I'll catch up to you both. This RMT is for you guys, so have at it! If you liked it, be sure to comment, and if you use this team, leave a Luvdisc please.
With that analysis out of the way, let's move on to the actual team itself. Due to the overwhelming amount of rain teams and rain counters out in OU, I've decided to build myself a sun team. While building a team that revolves around one Pokemon may seem to be a disastrous, fruitless endeavor, it works out in the end if enough support is given. Before I started team building, I examined the OU tier in search of a set-up sweeper that could not be revenge killed by Ditto that didn't rely on a sub to win. Before long, I chose Volcarona. Ditto cannot revenge kill Volcarona due to the boosts that Quiver Dance gives in Special Defense. Many teams these days lack a Volcarona counter outside of Terrakion, Landorus, Stealth Rock, and / or another weather inducer. Being able to get rid of those three counters to Volcarona isn't difficult. This team ended up ended up surprising me by being more successful than every other sun team I've made and posted. Two of an offensive sun team's biggest foes are rain stall and sand teams that use both Tyranitar and Hippowdon. I can safely say that this team has never lost to a rain stall team or a team with both Tyranitar and Hippowdon in it. The only times I've lost with this team are when Lady Luck has struck me down and / or I've made an error in judgment during battle.
For this team, I decided to use a Pendulum motif because their tracks are simply amazing. To finish this introduction, the name of the team comes from the name of an alt that I used to test this team with on Pokemon Showdown! I managed to break into the top 100 on my first day of laddering, which is significant for me because I do not ladder for more than one day. I've also chosen this team to commemorate my 300th post and obtaining of a Pre-Contributor badge.



As I mentioned earlier, Volcarona was my choice for a set-up sweeper, mainly because Imposter Ditto cannot revenge kill it. This lets Volcarona make set-up bait out of the supposedly greatest revenge killer present in the OU metagame. This is amplified seeing that many teams out there only have Stealth Rock, Terrakion, Landorus, Ditto, and / or an opposing weather inducer on their team as their attempt at containing Volcarona.
Of course, Volcarona is not a Pokemon that one can throw on their team and call it a day, unlike Terrakion and Starmie. It must be supported so it can reach its full potential. The first method of support came from Ninetales, which provides eternal sun via Drought, powering up Volcarona's moves while reducing its weakness to water and removing residual damage that other forms of weather can bring to the field.



Of course, Volcarona and Ninetales are vulnerable to some of the most common Pokemon present in OU, such as Tyranitar and Politoed. What method ensures that these problem Pokemon stay out of Ninetales's pretty hair and worries? Trapping! Now, Heatran may not look like much of a trapper, but it has access to a special move named Magma Storm, which is just a stronger Fire Spin. Heatran was also chosen because of its excellent Fire / Steel typing, which gave it many valuable resistances that aided the team immensely.




Of course, having one trapper is never enough when you're using a sun team. If you were to ask me the number of trappers I'd recommend for a sun team, I'd say two at least, so key threats are covered more reliably. Dugtrio was chosen for the team since it gives the team another Pokemon that can be used to trap opposing weather inducers and a means of eliminating Terrakion, a problem Pokemon for the team at the moment. Dugtrio also gave the team a solution for opposing Heatran and Volcarona.





Of course, every team has a problem. At this stage of team building, I realized that I failed to rectify one of Volcarona's and the team's main problems: Stealth Rock. Stealth Rock shaves 50% of Volcarona's HP upon switching in, 25% of Ninetales's HP, and robs Dugtrio of its Focus Sash, all just for switching in. While I had the option of using Espeon and / or Xatu, I decided to use Forretress instead. Rapid Spin support is incredibly valuable for the team, increasing the survival rate of this team immensely. Forretress also takes some pressure from Heatran to deal with dragons and Landorus.






A sun team naturally should have at least one Chlorophyll Pokemon. This lets sun teams abuse their one advantage against rain teams: the ability to abuse Speed-doubling abilities. Of course, Venusaur has the most overall utility among all the Chlorophyll Pokemon released despite lacking access to its egg moves, thanks to its respectable bulk and Grass / Poison typing. Venusaur grants the team a resistance to Water-type attacks and a potent revenge killer and annoyer under the sun. With that, the team was completed, and testing shows that the team was indeed a success.

Code:
[COLOR="#002e63"]Girl in the Fire (Ninetales) @ Leftovers
Trait: Drought
EVs: 176 HP / 224 SDef / 108 Spd
Calm Nature
IVs: 0 Atk
- Roar
- Will-O-Wisp
- Sunny Day
- Flamethrower
Propane Nightmares (Heatran) @ Air Balloon
Trait: Flash Fire
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
IVs: 0 Atk
- Sunny Day
- Magma Storm
- SolarBeam
- Earth Power
The Terminal (Forretress) @ Leftovers
Trait: Sturdy
EVs: 252 HP / 192 Def / 64 SDef
Relaxed Nature
IVs: 0 Spd
- Stealth Rock
- Rapid Spin
- Gyro Ball
- Volt Switch
Granite (Dugtrio) @ Focus Sash
Trait: Arena Trap
EVs: 252 Atk / 252 Spd
Hasty Nature
IVs: 21 HP / 0 Def / 0 SDef
- Earthquake
- Stone Edge
- Reversal
- Memento
Sounds of Life (Volcarona) @ Leftovers
Trait: Flame Body
EVs: 240 HP / 60 Spd / 208 Def
Bold Nature
IVs: 0 Atk
- Quiver Dance
- Fiery Dance
- Bug Buzz
- Roost
Hold Your Colour (Venusaur) @ Life Orb
Trait: Chlorophyll
EVs: 184 Spd / 128 Atk / 196 SAtk
Naive Nature
IVs: 30 Spd
- Sleep Powder
- Giga Drain
- Hidden Power [Ice]
- Earthquake[/COLOR]
Code:
[COLOR="#002e63"]Ninetales (F) @ Leftovers
Trait: Drought
EVs: 176 HP / 224 SDef / 108 Spd
Calm Nature (+SDef, -Atk)
- Roar
- Will-O-Wisp
- Sunny Day
- Flamethrower
Heatran (F) @ Air Balloon
Trait: Flash Fire
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Sunny Day
- Magma Storm
- SolarBeam
- Earth Power
Forretress (F) @ Leftovers
Trait: Sturdy
EVs: 252 HP / 192 Def / 64 SDef
Relaxed Nature (+Def, -Spd)
- Stealth Rock
- Rapid Spin
- Gyro Ball
- Volt Switch
Dugtrio (F) @ Focus Sash
Trait: Arena Trap
EVs: 252 Atk / 252 Spd
Hasty Nature (+Spd, -Def)
- Earthquake
- Stone Edge
- Reversal
- Memento
Volcarona (F) @ Leftovers
Trait: Flame Body
EVs: 240 HP / 208 Def / 60 Spd
Bold Nature (+Def, -Atk)
- Quiver Dance
- Fiery Dance
- Bug Buzz
- Roost
Venusaur (M) @ Life Orb
Trait: Chlorophyll
EVs: 128 Atk / 196 SAtk / 184 Spd
Naive Nature (+Spd, -SDef)
- Sleep Powder
- Giga Drain
- Hidden Power [Ice]
- Earthquake[/COLOR]









[BOX]Ninetales is the first member of the team, and the most important supporter of Volcarona, thanks to its incredible Dream World ability: Drought. I chose a more defensive take on Ninetales since it is more offensively inept than every other weather sweeper locked in OU. The bulk this set possesses has allowed me to win the weather war against nearly every type of team out there, and that is the main appeal of this set. While I normally would've gone with an offensive set, those offensive sets lacking Sunny Day and / or Nasty Plot are soundly beat by the near ubiquitous Scarf Politoed present in OU. I The defensive set on-site was a good option, but I don't particularly enjoy having to stall out the opposing weather inducer. The defensive set on-site is also massive Heatran bait. While this set is a variant on the specially defensive set on-site, it contains everything this team needs to win the weather war: the ability to pHaze, change the weather at will, cripple the opponent, and not be complete Taunt fodder.
The moves on this set are very important for Ninetales to accomplish its task as a sun provider for Volcarona. The first move, Roar, allows Ninetales to pHaze out Pokemon, such as Latias, Volcarona, and Reuniclus, that like to use Ninetales as set-up fodder. Will-O-Wisp is a great move that allows Ninetales to incapacitate physical attackers, such as Landorus, Terrakion, Dragonite, and the aforementioned Tyranitar, that particularly enjoy switching into Ninetales, expecting no opposition from it. Sunny Day helps Ninetales preserve its bulk and force switches if an opposing weather inducer decides to switch in to remove the sunlight. Flamethrower is there so Ninetales isn't complete Taunt bait. Flamethrower also allows Ninetales to deal a crippling blow to those weak to it. Even without investment, Ninetales's Flamethrower can OHKO Breloom, Forretress, and Ferrothorn, and 2HKO some other targets. The EVs give Ninetales enough speed to outpace max speed Cloyster, Adamant Mamoswine, and Adamant Dragonite, with the remaining EVs thrown in to maximize special bulk. The IVs minimize Foul Play and confusion damage (once again, situational, but it's something that I always do with Pokemon that attack from the special end). Recently, I've been testing HP Rock over Sunny Day. It's worked well, but I'm divided between that and Sunny Day. I'm also divided between Shed Shell and Leftovers as Ninetales's held item.
If an opposing weather team is being faced, Ninetales is typically kept away for the first few turns of battle, only coming out when it's needed to place the sun on the field. Unintentionally, Ninetales acts as a lure for physical attackers. Its frailty draws many of them in, looking for a free switch to wreak havoc on the team, only for them to take a Will-O-Wisp to the face. Dragonite is a particularly special case, since most carry Lum Berry. Usually, what I'll try to do is burn Dragonite on the switch, exhausting their Lum Berry. Since Dragonite cannot OHKO Ninetales without a boost, I'm free to use Will-O-Wisp one more time, potentially crippling it, while saving the team a bunch of headaches. Doing this allows me to determine the set Dragonite is using, and plan accordingly. The same strategy is used against Cloyster. Against special set-up attackers, Ninetales can pHaze them out with Roar, negating their boosts and forcing them to take more damage as they switch in. While it won't cripple them, special sweepers don't exactly appreciate eating a Will-O-Wisp. Overall, Ninetales is one of the most important members of the team, and is one that I will never change.
Ninetales's ability, alongside its feminine form, earned it the name Girl in the Fire. While Girl in the Fire may have no lyrics, the smooth guitar really is the most memorable part of the song. Ninetales mirrors the lack of lyrics with its lack of offensive power, but mirrors the guitar with the immense support it provides.[/BOX]

[BOX]Heatran is the first of two trappers present in the team, and easily the most offensively inclined among the two, granting it the job of eradicating the bulkier weather inducers. This variant of Heatran was chosen over the standard three attacks due to the many services it provides. The specially defensive variant of Heatran is nice, but it is too slow to be used effectively in an offensive team such as this one. Choice variants are pretty darn cool, but they didn't exactly fit the motif this team has, since they could potentially be set-up fodder for Dragons. I particularly liked the offensive Substitute set, but it lacked the ability to deal with opposing Air Balloon Heatran, which I didn't like. I would've used the TormenTran set, but it simply could not deal with opposing weather inducers the way the set I'm using does. The weather trapper set turned out to be the best for the team, due to its ability to eradicate opposing Tyranitar, Hippowdon, and Politoed if played correctly.
All of the moves Heatran carries are equally important towards accomplishing its mission as a weather inducer trapper. Sunny Day gives Heatran the ability to switch the weather around on its own, without having to rely on Ninetales to keep the sun up. Magma Storm is an excellent move on Heatran, and is the main source of damage on this set. Not only does it trap the opponent, but it also negates Leftovers recovery, beneficial when facing down a defensive Politoed or Tyranitar. SolarBeam is a powerful move, and is another one of the reasons why Heatran can beat many of the commonplace weather inducers in OU. Earth Power gives Heatran the ability to deal with opposing Heatran, a large headache to Volcarona and most of the team. The EVs maximize Heatran's offensive potential, and the IVs minimize confusion and Foul Play damage. Air Balloon was chosen over other options such as Leftovers so I could beat opposing Heatran more easily.
Heatran's main role is seen when facing down teams with a weather inducer not named Ninetales. The usual process of trapping begins when Heatran is brought in on a Pokemon that it knows it can force out with the threat of powerful Fire-type moves. From there, the obvious weather inducer will come in, expecting a free turn to set up and wreak havoc, only to take a Magma Storm to the face. Once Heatran has the opposing weather inducer in its grasp, Sunny Day is used. This weakens Tyranitar's respectable Special Defense, and reduces the power of Politoed's STAB moves. Sunny Day also lets Heatran throw a SolarBeam at the now-trapped weather inducer, 2HKOing defensive variants of Politoed and Tyranitar, and OHKOing the offensive variants. This also lets me determine the set that the opponent's weather inducer is using, granting me an even larger advantage over the opponent. When facing a weatherless team, Heatran isn't exactly dead weight, due to its trapping functions and incredible power under the sun. When facing a weatherless team, Heatran becomes a powerful wall-breaker and secondary trapper, relegating the role of primary trapper to Dugtrio. In the end though, all this does is pave the way for Volcarona to sweep the opposing team. While it may not be the star of the show, Heatran is another invaluable member that is not likely to be replaced.
Heatran was given the name Propane Nightmares because its mere presence in the battlefield is enough to give opposing teams of all types nightmares. The song itself also has fire-based motifs scattered throughout itself, and Heatran brings plenty of fire to the battlefield. Random thought processes, eh?[/BOX]

[BOX]Forretress is the most support-oriented member of the team, and the least effective member in the offensive sense. However, the support it brings the team is invaluable. It removes Stealth Rock from my side of the field, and inserts Stealth Rock into the opponent's side. While there is a specially defensive set listed on-site, the physically defensive set is better in today's metagame because of the sudden increase in power of special sweepers. That increase in power has ruined the viability of the specially defensive set, eliminating that option from my books. If I wanted to use a specially defensive steel, I'd have chosen Heatran or Jirachi. Besides, Ninetales can take a special hit if the team needs her to.
When selecting Forretress, I had to compare it to other available Rapid Spinners. The first two spinners I compared were Starmie and Forretress. Starmie had impressive offenses and the ability to frighten rain teams, but Forretress had a more beneficial typing that helped against Dragons, who are a scourge to almost every sun team out there. I then decided to compare Donphan to Forretress (come on Jirachi, make a comment about this, I dare you!). While Donphan arguably had an easier time against Terrakion and Landorus, it faltered against powerful Dragons that could work their way past Donphan's admittedly impressive physical bulk. Claydol suffered from this as well. Cloyster was a cool idea, but it had a nasty Stealth Rock weakness that I didn't appreciate.
Stealth Rock is the obligatory hazard that Forretress sets, and is one of the reasons I selected it over other spinners such as Starmie. Having Stealth Rock on Forretress gives Dugtrio and Heatran an extra move slot, allowing them to specialize themselves further as trappers. Rapid Spin increases the survival rate of the team immensely by clearing the field of Stealth Rock and other hazards that would otherwise tear through the team. Volt Switch gives Forretress the option of holding Leftovers without fear of Magnezone trapping and killing it too soon. Gyro Ball gives Forretress the ability to retaliate against Pokemon such as Landorus, Terrakion, Stoutland, and Tyranitar. The EVs give Forretress a rather large amount of physical bulk, with the remainder tossed into Special Defense, to pad its small Special Defense. The IVs maximize the power of Forretress's Gyro Ball, and lets it get a Rapid Spin off after Impish Ferrothorn.
If I'm facing a sand team, I'll usually lead with Forretress and move based on what they have out. If they lead with Hippowdon, I'll lay Stealth Rock alongside it, and use Volt Switch the next turn to scout what they use as their primary counter to Forretress. If they lead with a Tyranitar, I'll usually switch off to Dugtrio the first time around to trap and kill off Tyranitar so it doesn't give the rest of the team headaches. Against Dragon spam teams, I'll leave Forretress alive so it can absorb the Outrages from such teams. Against stall, I'll use Forretress as a pivot so I can get the more important members in safely. Of course, I'll keep Forretress alive so it can spin away the hazards that stall teams depend upon.
The Terminal was an appropriate name for Forretress because Forretress is the terminal by which hazards come and go from this team. Much like Girl in the Fire, The Terminal has no lyrics. Forretress's lack of offensive potential mirrors the lack of lyrics in The Terminal, but it emulates the faster parts by granting momentum with Volt Switch.[/BOX]

[BOX]Dugtrio is an interesting case of ups and downs. For two generations, it was just a fast, frail Ground-type languishing in UU. Then, GAME FREAK decided to adorn Dugtrio with the nearly exclusive Arena Trap upon the release of FireRed and LeafGreen, raising its potential as a revenge killer through the roof. Then, Diamond and Pearl decided to upgrade everything the metagame, dropping Dugtrio down to UU, simply because it couldn't hit hard enough. Black and White brought Drizzle and Drought to OU, bringing Dugtrio's viability back to speed, due to its ability to trap and kill nearly every relevant weather inducer present in OU. Of course, Dugtrio still has the issue of not hitting hard enough. The set chosen for this team, while maintaining the issue of a lack of power, possesses enough power to break through its designated targets: offensive variants of Politoed, Ninetales, and Tyranitar. Granted, they're only 2HKOed at best, but Dugtrio's Arena Trap and incredible speed turn that into a non-issue, usually being able to get off two attacks before going down.
The moves are fairly self-explanatory. Earthquake is the obligatory STAB move, dealing a substantial amount of damage to those that are weak to it. It's also my main solution for dealing with opposing weather inducers when Dugtrio is at full health. Stone Edge allows Dugtrio to get a small hit in against Latios, while it's able to 2HKO Staraptor (sorry ep!) and other Pokemon weak to Rock-type attacks. Reversal is Dugtrio's strongest move once it's knocked down to Focus Sash range, and often the one that is used to deal a finishing blow to the opponent's weather inducer. Memento allows Dugtrio to punish set-up sweepers that don't particularly care about Stone Edge or Earthquake, such as Virizion. Memento also allows Dugtrio to punish the Rapid Spinners that want to get a free spin off, and is one of the ways in which Volcarona can force a set-up opportunity. The EVs were placed in relevant stats, and the IVs guarantee that two Seismic Tosses from the likes of Chansey and Blissey will maximize the power of Reversal while making Dugtrio as frail as possible.
As mentioned in Forretress's section, Dugtrio is switched into Tyranitar near the beginning of the battle, so Dugtrio can perform its duties as a weather trapper. Since a stunning minority of Tyranitar carry Shed Shell, this trapping process often goes nearly uninterrupted, allowing me to perpetuate the sun's influence on the field. Trapping Politoed is not as easy, since Dugtrio's paltry base 80 attack can only carry it so far. Usually, I'll use Earthquake the first turn to determine the set it's using. Only Timid ScarfToed can outpace Dugtrio, so obtaining that information can prove to be extremely handy. In the case that it is a Timid ScarfToed, I'll move according to the move it's locked into. If Politoed is locked into Hydro Pump, I'll stay in, hoping for a miss so I can get a heavy hit in using Reversal. Should it hit, Ninetales gets a free switch-in, allowing it to stir up trouble. If it's locked into Ice Beam, then that's free switch bait for Ninetales and Heatran. Should the opposing rain team carry a Dugtrio, I'll opt to stay in and use Reversal. If the Politoed isn't a Timid ScarfToed, I'll stay in after using Earthquake to kill it off with Reversal. Against weatherless stall teams, I'll use Dugtrio to deal with Chansey and Blissey, who could otherwise cause headaches for the rest of the team.
Dugtrio was given the name Granite because Granite is a fast, short track inspired by video game boss fights. Also, Dugtrio is a Ground-type, so Granite was the best name for it.[/BOX]

[BOX]Volcarona is the main sweeper present in this team. While it may neither be the namesake for the team, nor the most powerful initially, it's the queen of the team, and is the reason that every Pokemon was picked. The backstory behind the selection of Volcarona was explained in the introduction of this RMT. Choosing a set was the main issue. While I am a fan of the offensive sets with Life Orb, they faced the issue of being potentially revenge killed by Ditto, who could then rampage through the rest of the team with its stolen STAB attacks. The ChestoRest variants are cool, but I didn't exactly like the dependence on the Chesto Berry that the set forced upon itself. I've contemplated using a Substitute Volcarona, but the bulky set seemed most appealing due to its ability to accumulate multiple boosts, while being able to check boosted Techniloom and Scizor. From there, the rest of the team was chosen to help facilitate a Bulky Volcarona sweep.
The four moves chosen for this Volcarona assure that a sweep will happen. Quiver Dance was the boosting move of choice, boosting Volcarona's best stats, while assuring that Imposter Ditto will be unable to revenge kill it. Fiery Dance has a good chance of increasing Volcarona's power, furthering its sweep. Bug Buzz is Volcarona's other STAB move, which does plenty to the Psychics and Fire resists roaming around OU. However, due to the power behind a boosted Fiery Dance, Bug Buzz sees little use. Still, it's effective if I ever have to face a Blissey or Chansey down with Volcarona. Roost grants Volcarona a very reliable source of recovery, and helps perpetuate its sweep. The EVs give it enough speed to outpace Tornadus-T after one Quiver Dance and a very respectable amount of bulk to abuse Flame Body with.
Volcarona is brought in when a set-up opportunity arises in the late-game. From there, its first objective is to accumulate a few Quiver Dances before letting loose on the opponent's team. Fiery Dance is the main move to abuse under the sun, due to its massive power. Bug Buzz is used to eliminate pesky Psychics and Water-types around OU that are cheeky enough to switch into a Fiery Dance. Roost gives Volcarona the ability to set up on Pokemon such as Tentacruel and Jellicent, who would otherwise pick Volcarona off with weak attacks, allowing it to ravage stall teams rather nicely. Offensive teams crumble once Volcarona obtains more than one boost, and stall does the same after two. This is assuming that the opponent's Heatran is down and out. All in all, Volcarona is one of the best sweepers I've ever used, and is one that I'd recommend to everyone.
Unlike the other team members, I have no reason for naming Volcarona Sounds of Life. I just thought that the song was pretty and suited Volcarona more than anything else Pendulum has produced.[/BOX]

[BOX]Venusaur is the last supporter on the team, and is the designated revenge killer under the sun. Venusaur's presence is much like a safety blanket that covers nearly every form of offense out there, whether that offense be opposing sun teams or Dragon spam teams. I didn't need a full-on sweeper, so the Growth sets were eliminated from the options. While the Sunny Day set was nice for supporting Volcarona, it simply didn't have what I was looking for in Venusaur. The SubSeed set is too slow for my tastes. In the end, this custom set, which I encountered in a previous RMT, turned out to be what the team needed: a safety blanket against nearly every form of offense in OU.
The moves do require some explanation. Sleep Powder cripples everything except for Magic Bounce Pokemon, which are dealt with by the other team members. Sleep Powder helps Venusaur contain potential problem Pokemon such as opposing Heatran and Hydreigon, making them set-up fodder for Volcarona. Giga Drain is Venusaur's most reliable STAB, killing off Terrakion foolish enough to stay in on Venusaur and dealing a great amount of damage to those neutral to it, while extending Venusaur's time on the field. Hidden Power Ice covers every Dragon, Gliscor, and Landorus present in OU very effectively. Earthquake is a relatively unexpected move on Venusaur, scoring heavy hits on opposing Heatran, Ninetales, and Magnezone, expecting a weak Hidden Power Fire. Earthquake also relieves pressure from Dugtrio to deal with Heatran. The EVs are somewhat arbitrary, with the Speed EVs being the only section of note. The EVs allow Venusaur to outpace +2 Cloyster, Scarf Latios, Scarf Terrakion, and the standard Modest Venusaur. The other EVs were tossed into the attacking stats, with this distribution working the best out of all the distributions I tried. Life Orb magnifies Venusaur's power, and makes up for the lack of Growth on it.
Venusaur isn't a sweeper per se. It's more of a revenge killer that can clean up should the opponent manage to kill off Volcarona mid-sweep. Venusaur also allows me to not worry about offensive DD Dragonite and ScarfMence, both normally threats to sun teams. Shell Smash Cloyster is also soundly revenge killed by this Venusaur, eliminating it from this team's list of worries. Early on, Venusaur is used to scout the opponent's team, sleeping one threat and threatening with its powerful Giga Drains. In the mid-game, Venusaur is used to assassinate various threats to Volcarona's sweep, such as Landorus, Terrakion, and the aforementioned Dragons. It's also in the mid-game that Venusaur's roles as a revenge killer and lure are manifested. During the mid-game, people tend to blindly switch their Heatran into a Giga Drain, expecting no opposition from Venusaur, only to take an Earthquake the next turn. It's a large surprise that has caught many people off-guard as I was running up the ladder. In the endgame, if it's too risky for Volcarona to sweep a weakened team (a rare occurrence), Venusaur is used to sweep through the opponent's team. Venusaur is the best Chlorophyll sweeper that I have used on this team so far. However, I am always willing to take suggestions for this slot of the team.
Again, there's no exact reason I named Venusaur Hold Your Colour. I just like how the song sounds, and thought it fitted Venusaur perfectly. The rhythm of the song seems to be personified when using Venusaur, and that's that.[/BOX]








Before I finish this RMT off, thanks to everyone in #tr_rule for being awesome dudes to talk with! Also, thanks for nominating me for my badge Delko! To my friends Harsha and Expert Physics, I can't refer to you as just my unofficial tutees and co-admins anymore. You two have grown into full-fledged battlers and people of your own, and it makes me proud to see how far you two have gone. Maybe someday I'll catch up to you both. This RMT is for you guys, so have at it! If you liked it, be sure to comment, and if you use this team, leave a Luvdisc please.