Hey watsup guys! My name is Sash and I’m here with my first Competitive Online OU Sunny Day Team and also my very first RMT. So far after testing my team out, I’m pleased to say that I’ve gone about 100-7 online :DDDDD. Despite the decent record I’ve attained, I been finding it difficult to contemplate on ways to prevail my flaws, so please give me any pointers that you think would improve my team. Also, I’m trying to make changes to my team so that I can appear a bit unique and somewhat less ubiquitous looking than some of the other sunny day teams out there, so feel free to also share any helpful suggestions to changes I could make to benefit the team.
Known Issues:
*My biggest problem is that my team is lacking defense and I’ve also been having issues with,
· Calm Mind, Swords Dance, & Shell Smash Users (Latias/ios, Scizor, Mawile, Scolipede, Cloyster)
· Sticky Web Galvantula
· Bulky Serene Grace Togekiss
· Terrakion
· Bulky Uber Teams
· Coverage against opposing Dragon & Ground Types
· Physical Attackers in General
Ninetails (F) @ Leftovers
Nature: Calm
Ability: Drought
Ev’s: 252 Hp/192 Sp.Def /64 Spd
Flamethrower
Toxic
Sunny Day
Roar
Ninetails is my main weather inducer, her calm nature and ev’s allow her to be somewhat of a decent special tank while out speeding a few Poke’s out there. For her item I decided to go with leftovers to increase her longevity. I’m debating on whether or not I should change it to air balloon to counter EQ or heat rock to extend the duration of the sun, since gen6 nerfed drought making it 5 turns only -_-. For her move set I choose Flamethrower because not only is it a stab move, but it also gets increased damage from the sun, has a chance of burning the foe and has 100% accuracy. Toxic explains itself. Went with sunny day simply to put sun back up whenever another weather inducer comes out or when the sun goes away after the 5th turn. Roar serves as a phasing move, and also to prevent foes from setting up.
Venusuar (M) @ Life Orb
Nature: Modest
Ability: Chlorophyll
Ev’s: 72 Hp/252 Sp.Atk/184 Spd
Giga Drain
HP Ice
Sleep Powder
Growth
Venusuar is the chlorophyll sweeper of my team, his modest nature & ev’s maximizes his special attack, and also gives him decent Hp to work with while still being able to out speed most pokes. Suar’s held item, life orb, is pretty self explanatory, but I sometimes have mixed thoughts about keeping it. For his move set I chose Giga Drain over Solarbeam to get an Hp boost, to recoil from life orb , while dishing out a notable amount of damage. Decided to go with HP Ice over HP Fire mainly for coverage against pesky ground/dragon types (like Garchomp, Zygarde) and bulky ground/flying types (like Gliscor,Landorus ) and to also wipe out other opposing grass types as well. Growth is there to make suar even more of a power house. Despite the dismal accuracy, I chose sleep powder because it incapacitates the foe and gives suar the chance to set up Growth or a good opportunity to switch out without the following poke taking any damage.
Arcanine (M)@ Life Orb
Nature: Adamant
Ability: Flash Fire
Ev’s: 72 Hp/ 252 Atk/ 8 Sp.Def/ 176 Spd
Extremespeed
Wild Charge
Close Combat
Flare Blitz
Arcanine, is my second sunny day sweeper and he’s just so bada** in the sun. Don’t really know what I’d do without him. His adamant nature and ev’s maximizes his attack and provides him with decent health and defenses while still being able to out speed a few pokes. His awesome ability Flash Fire neutralizes opposing fire attacks and increases his fire moves, making him a perfect switch in whenever I predict that the foe will use a fire attack. Life Orb puts extra bang on all of arcanine’s moves making him even more kick ass. For his move set I choose ExtremeSpeed for priority and to also pick off any weakened enemy that is in K.O range. Wild Charge is there to make short work of any bulky water or flying types that stand in his way. Close Combat serves as coverage a move and also makes a good move to use when I want to use something that doesn’t give move recoil damage. Despite the large recoil taken from it, Flare blitz was my move of choice because it gets stab and increased power from life orb and sun, making it a formidable mov
e.
Dugtrio (F) @ Focus Sash
Nature: Jolly
Ability: Arena Trap
Ev’s: 4 Hp/252 Atk /252 Spd
Sucker Punch
EQ
Stone Edge
Reversal
Dugtrio, my sunny day trapper. Her Jolly nature and ev’s follow the typical Trap Trio set, maximizing her speed stat while providing decent attack to K.O a few pokes. Decided to go with Sucker Punch mainly because it is a priority move that gives Dugtrio the chance to quickly strike first before taking a hit and also makes a great move to pick off a weakened opponent. EQ is pretty much for stab and coverage, and also to wipe out heatran with ease
. Although the accuracy is very poor on this one, I chose Stone Edge to take out ice and flying types that may be an issue for other pokes in my team. Reversal is there to get a Revenge kill on Tyranitar, lucario, or any other poke susceptible to it. Dugtrio also makes the perfect switch in on a foe that uses an electric move whenever successfully predicted.
Forretress (M) @ Leftovers
Nature: Relaxed
Ability: Sturdy
Ev’s: 248 Hp/8 Def /252 Sp.Def
Rapid Spin
Stealth Rock
Toxic Spikes
Volt Switch
Forretress has several roles on the team. He serves as the teams, physical tanker, rapid spinner, and hazard setter. Forretress’s Relaxed nature and ev’s provide him enough bulk to take hits from most offensive pokes. His ability, sturdy, keeps him alive in case he gets hit with a fire attack or any other OP special attack. Gave him leftovers to boost his longevity so that he will be able to wall upcoming physical attacks. Rapid Spin is there to spin away any entry hazards set by the foe. Stealth Rocks is there to seriously cripple pokes (like charizard, talonflame, volcarona, moltres, ho-oh) . Toxic Spikes gives the foe status issues that worsen each turn, making it easier for me to get a K.O after switching in one of my sweepers.
Espeon (M) @ Leftovers
Nature: Bold
Ability: Magic Bounce
Ev’s: 30 Def/ 100 Sp.Atk / 200 Sp.Def/180 Spd
Sunny Day
HP Fire/Morning Sun
Light Screen/Reflect
Psyshock/Psychic
Espeon, my favorite psychic type of all time : D He has truly been a godsend for my sun team. With his HA, Magic Bounce, he is able to screw over and prevent any opposing poke that attempt to phaze him. Espeon’s Bold Nature and ev’s enable it to survive a few small physical attacks while still being able deal out decent damage and out speed some pokes to. Gave it leftovers to help boost its longevity. Espeon provides me as a back up sunny day user incase ninetails gets taken out. I Gave it HP Fire to take advantage of the sun and to also surprise foes with opposing grass, ice, bug, or steel types. I want to swap something out with morning sun but I don’t know what to swap it out with, since the Espeon’s other moves are essential to the team as well. I gave Espeon light screen over reflect to give the team special bulk, but I’m feeling kind of skeptical about keeping it since the rest of my team is lacking defense. I chose psyshock over phychic because not only does it deal physical damage, but it helps with taking down special walls and other pokes that have poor defense stats.
Thank You for taking the time to check out my Sunny Day Team, again I am open to any changes, suggestions, tips, advice or special comments that you may have that would help improve team. Yeah!!! Help me make this team invincible and even more bada**!!!! ^___^
Known Issues:
*My biggest problem is that my team is lacking defense and I’ve also been having issues with,
· Calm Mind, Swords Dance, & Shell Smash Users (Latias/ios, Scizor, Mawile, Scolipede, Cloyster)
· Sticky Web Galvantula
· Bulky Serene Grace Togekiss
· Terrakion
· Bulky Uber Teams
· Coverage against opposing Dragon & Ground Types
· Physical Attackers in General

Ninetails (F) @ Leftovers
Nature: Calm
Ability: Drought
Ev’s: 252 Hp/192 Sp.Def /64 Spd
Flamethrower
Toxic
Sunny Day
Roar
Ninetails is my main weather inducer, her calm nature and ev’s allow her to be somewhat of a decent special tank while out speeding a few Poke’s out there. For her item I decided to go with leftovers to increase her longevity. I’m debating on whether or not I should change it to air balloon to counter EQ or heat rock to extend the duration of the sun, since gen6 nerfed drought making it 5 turns only -_-. For her move set I choose Flamethrower because not only is it a stab move, but it also gets increased damage from the sun, has a chance of burning the foe and has 100% accuracy. Toxic explains itself. Went with sunny day simply to put sun back up whenever another weather inducer comes out or when the sun goes away after the 5th turn. Roar serves as a phasing move, and also to prevent foes from setting up.

Venusuar (M) @ Life Orb
Nature: Modest
Ability: Chlorophyll
Ev’s: 72 Hp/252 Sp.Atk/184 Spd
Giga Drain
HP Ice
Sleep Powder
Growth
Venusuar is the chlorophyll sweeper of my team, his modest nature & ev’s maximizes his special attack, and also gives him decent Hp to work with while still being able to out speed most pokes. Suar’s held item, life orb, is pretty self explanatory, but I sometimes have mixed thoughts about keeping it. For his move set I chose Giga Drain over Solarbeam to get an Hp boost, to recoil from life orb , while dishing out a notable amount of damage. Decided to go with HP Ice over HP Fire mainly for coverage against pesky ground/dragon types (like Garchomp, Zygarde) and bulky ground/flying types (like Gliscor,Landorus ) and to also wipe out other opposing grass types as well. Growth is there to make suar even more of a power house. Despite the dismal accuracy, I chose sleep powder because it incapacitates the foe and gives suar the chance to set up Growth or a good opportunity to switch out without the following poke taking any damage.

Arcanine (M)@ Life Orb
Nature: Adamant
Ability: Flash Fire
Ev’s: 72 Hp/ 252 Atk/ 8 Sp.Def/ 176 Spd
Extremespeed
Wild Charge
Close Combat
Flare Blitz
Arcanine, is my second sunny day sweeper and he’s just so bada** in the sun. Don’t really know what I’d do without him. His adamant nature and ev’s maximizes his attack and provides him with decent health and defenses while still being able to out speed a few pokes. His awesome ability Flash Fire neutralizes opposing fire attacks and increases his fire moves, making him a perfect switch in whenever I predict that the foe will use a fire attack. Life Orb puts extra bang on all of arcanine’s moves making him even more kick ass. For his move set I choose ExtremeSpeed for priority and to also pick off any weakened enemy that is in K.O range. Wild Charge is there to make short work of any bulky water or flying types that stand in his way. Close Combat serves as coverage a move and also makes a good move to use when I want to use something that doesn’t give move recoil damage. Despite the large recoil taken from it, Flare blitz was my move of choice because it gets stab and increased power from life orb and sun, making it a formidable mov
e.

Dugtrio (F) @ Focus Sash
Nature: Jolly
Ability: Arena Trap
Ev’s: 4 Hp/252 Atk /252 Spd
Sucker Punch
EQ
Stone Edge
Reversal
Dugtrio, my sunny day trapper. Her Jolly nature and ev’s follow the typical Trap Trio set, maximizing her speed stat while providing decent attack to K.O a few pokes. Decided to go with Sucker Punch mainly because it is a priority move that gives Dugtrio the chance to quickly strike first before taking a hit and also makes a great move to pick off a weakened opponent. EQ is pretty much for stab and coverage, and also to wipe out heatran with ease
. Although the accuracy is very poor on this one, I chose Stone Edge to take out ice and flying types that may be an issue for other pokes in my team. Reversal is there to get a Revenge kill on Tyranitar, lucario, or any other poke susceptible to it. Dugtrio also makes the perfect switch in on a foe that uses an electric move whenever successfully predicted.

Forretress (M) @ Leftovers
Nature: Relaxed
Ability: Sturdy
Ev’s: 248 Hp/8 Def /252 Sp.Def
Rapid Spin
Stealth Rock
Toxic Spikes
Volt Switch
Forretress has several roles on the team. He serves as the teams, physical tanker, rapid spinner, and hazard setter. Forretress’s Relaxed nature and ev’s provide him enough bulk to take hits from most offensive pokes. His ability, sturdy, keeps him alive in case he gets hit with a fire attack or any other OP special attack. Gave him leftovers to boost his longevity so that he will be able to wall upcoming physical attacks. Rapid Spin is there to spin away any entry hazards set by the foe. Stealth Rocks is there to seriously cripple pokes (like charizard, talonflame, volcarona, moltres, ho-oh) . Toxic Spikes gives the foe status issues that worsen each turn, making it easier for me to get a K.O after switching in one of my sweepers.
Espeon (M) @ Leftovers
Nature: Bold
Ability: Magic Bounce
Ev’s: 30 Def/ 100 Sp.Atk / 200 Sp.Def/180 Spd
Sunny Day
HP Fire/Morning Sun
Light Screen/Reflect
Psyshock/Psychic
Espeon, my favorite psychic type of all time : D He has truly been a godsend for my sun team. With his HA, Magic Bounce, he is able to screw over and prevent any opposing poke that attempt to phaze him. Espeon’s Bold Nature and ev’s enable it to survive a few small physical attacks while still being able deal out decent damage and out speed some pokes to. Gave it leftovers to help boost its longevity. Espeon provides me as a back up sunny day user incase ninetails gets taken out. I Gave it HP Fire to take advantage of the sun and to also surprise foes with opposing grass, ice, bug, or steel types. I want to swap something out with morning sun but I don’t know what to swap it out with, since the Espeon’s other moves are essential to the team as well. I gave Espeon light screen over reflect to give the team special bulk, but I’m feeling kind of skeptical about keeping it since the rest of my team is lacking defense. I chose psyshock over phychic because not only does it deal physical damage, but it helps with taking down special walls and other pokes that have poor defense stats.
Thank You for taking the time to check out my Sunny Day Team, again I am open to any changes, suggestions, tips, advice or special comments that you may have that would help improve team. Yeah!!! Help me make this team invincible and even more bada**!!!! ^___^