Pokepaste:
Introduction
Sun isn't something that most people think about (hail is currently the hot topic rn), but I do think its a lot better then people give it credit for. However, I don't like the other sun builds that people are using, as they typically go all out on offense with pokemon such as scovillain and espeon, but that only makes them more MU fishy. This team does the opposite, and tries to make sun's usually bad mu's better through better defensive mons and hazard stacking, allowing the team to have great wallbreaking power while not giving up on defensive attributes. This team is probably my magnum opus during SCL meta, and I spammed it a ton in both tests and ladder, including using it during a portion of my hilligant reqs.
The Team
Ninetales @ Heat Rock
Ability: Drought
Tera Type: Grass
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Healing Wish
- Encore
- Scorching Sands
Not much to talk about here ngl, its just the standard set as I feel that works best. Could go energy ball over scorching sands to hit hippo, but generally you can mix and match this ninetales set to your desire.
Venusaur @ Life Orb
Ability: Chlorophyll
Tera Type: Ground
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Growth
- Giga Drain
- Sludge Bomb
- Earth Power
Since its sun, we ofc have to use a chlorophyll mon, and venusaur was the choice on the team. I think venu is the best chloro mon in the tier to use on sun as its typing and good coverage allows it to help against both HO and fat by having coverage not much likes taking. I went with sludge bomb+earth power here since it hits the majority of the tier for good damage, and doesn't rely on sun being always active the way weather ball does. Sludge bomb can hit Pokemon such as Noivern, Talonflame and Cyclizar that otherwise can wall Venusaur, while Earth Power hits Steel types and Alolan Muk for super effective damage. Initially I had tera dark to become immune to psychic type attacks and resist foul play, but Tera Ground felt a lot better due to its ability to ignore t-wave while also boosting up the power of Earth Power to OHKO hoodra and amuk.
Entei @ Heavy-Duty Boots
Ability: Inner Focus
Tera Type: Normal
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Extreme Speed
- Sacred Fire
- Stone Edge
- Solar Beam
Entei is the second sun abuser of the team, and it pairs really well with Venusaur. Entei can chip down threats such as Hippowdon that can reset weather or stall it out, while also being key in revenge killing faster threats such as Mienshao and Gardevoir that Venu may struggle against. Solar Beam is the main tech on this set, luring in Water types such as Gastrodon, Quagsire, and Slowbro that can otherwise easily take it on, as if they decide to tera to take it, they suddenly struggle to switch into sun boosted Sacred Fire. Everything else on the set is standard though.
Flygon @ Loaded Dice
Ability: Levitate
Tera Type: Steel
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Scale Shot
- U-turn
Flygon is the rocker of the team and I found it also incredibly effective at chipping down mons for the rest of the team. This spot initially was gligar, but Flygon could be the volt+ground immune while also outputting good damage. It can also check raikou and keeps it ground immunity after tera. Not much to explain here ngl, pretty standard set that can setup rocks, chip things, then pivot to teammates.
Klefki @ Eject Button
Ability: Prankster
Tera Type: Ghost
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Spikes
- Thunder Wave
- Switcheroo
- Play Rough
Klefki is our steel and spiker of the team, and is using a decently innovative set I think. The main draw of this set is eject button switcheroo, which has a lot of interactions which I'll try to explain here. You can do the normal thing of klefki taking a hit, and then pivoting to another mon. However, there are things that can be done before and after the item has been expended. If you haven't expended the item, you can potentially trick away it to a defensive pokemon like hippowdon. This actually is incredibly useful, as they have to not only take spikes chip, but have to switch out after the hit. This means while hippowdon can technically take something such as +2 necrozma photon geyser, it has to take spikes chip, and then the hit, only to be forced out again and no longer healthy enough to take another hit. You can also use it as a knock off by stealing an item from the opponent once eject button has been expended. Theres also other interactions such as being a trick absorber, removing important items from offensive mons etc, but I think you get the jist of it. Everything else is pretty standard, but the team really comes online when you start experimenting with klefki.
Necrozma @ Lum Berry
Ability: Prism Armor
Tera Type: Fairy
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Photon Geyser
- Earthquake
- Morning Sun
Finally, we have Necrozma. Necrozma is the main fat buster of the team, which can otherwise be a bit of a pain if they have defog options. SD is kinda underrated rn, with its ability to brute force past quagsire (tera dark not withstanding) being incredibly useful alongside having longevity due to morning sun, which is actually bolstered in sun to heal 75%. Photon Geyser+Earthquake hits the majority of the tier for neutral damage, and with an Adamant nature, can allow Necro to hit harder initially, though Jolly is also decent. Lum Berry allows Necrozma to take status in a pinch, which is incredibly useful to setup on the likes of Talonflame, Slowbro, Umbreon etc. Tera Fairy is a good neutral tera, as it allows Necrozma to setup on Mienshao, and resist the common dark and bug moves aimed at it, while also taking ghost moves.
Conclusion
Really happy with this team, and I do hope that it can inspire better sun builds, because I do truly hope it can show the playstyles true power. Thank you to hjk for helping me with some of the fine tuning for the team.



