SM OU Banded Victini Sun

SUN OU TEAM

Victini @ Choice Band
Ability: Victory Star
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- V-create
- Bolt Strike
- U-turn
- Zen Headbutt
A banded V-create in the sun is basically a guaranteed ko on most pokemon. Both bolt strike and zen headbutt can be used to sweep at the end of the match when all of the other mons are low on hp. The set is fairly standard. Victini had usually tank a hit and then claim a ko in the sun. There isn't much to say about this mon other than it is one hell of a sweeper.

Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Toxic
- Scald
- Haze
- Recover
Toxapex is a great defensive pokemon that covers a lot of my weaknesses with having two fire types in the team. Haze is always good for pokemons like volcarona or sd mimikyu. Toxic recover is always a good stall at the end of the game if it comes to that. It is a fairly basic toxapex set and works really well in this team as it can take a hit and then just switch out and get all of it's health back.

Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Solar Beam
- Focus Blast
- Roost
Zard Y is my Drought pokemon and my way to get sunny day up. As well as getting sun up, he is also a good attacker and can claim ko's with flamethrower and solar beam. Roost is always good to have incase stealth rocks go up. Focus blast is also a good move for types like rock that come in because rock is four times effective against Charizard.

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Leech Seed
- Spikes
- Gyro Ball
- Power Whip
Ferrothorn is a bit of a risk as he is already four times weak to fire and in sun it would be even worse. It is worth it though because if the opposing pokemon does not have a fire or fighting move, I get at least one layer of spikes and maybe some damage with Iron Barbs. Leech seed is also a good way to force mons to switch out because they will not want to give away all of that damage. The 0 speed IV's and sassy nature are to maximize gyro ball which is usually a hard hitting attack and very good against the tapus.

Greninja-Ash @ Choice Specs
Ability: Battle Bond
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Ice Beam
- Water Shuriken
- Scald
- Dark Pulse
ASh Gren is a very good sweeper when we have lost sun. All of these moves are able to take out multiple mons with the combination of specs and stab for water shuriken scald and dark pulse. We have a very good psysical attcker in Victini so it is important to also have a very goop special attacker. Here we have Greninja. His high speed and special attack make him a deficult mon to stop.

Tornadus-Therian (M) @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
- Taunt
- Defog
- Hurricane
- U-turn
I begin with this mon every gme and taunt right away. The fastest stealth rocker that you will see in OU is landorus therian and torn is much faster than him. This is a way for us to stop rocks from coming out, which is very important when you have charizard on the team and can take fifty percent of it's health just from rocks. Tornadus therian is also my defogger incase the opponent dies end up getting up any form of hazards. Hurricane is a good STAB attack but I do not use it in sun and u-turn is always good for pivoting.

ALL FEEDBACK IS APPRECIATED.
Thanks!!
 
Hi, this is a pretty interesting idea. I'd like to make some suggestions to improve this team as it's pretty flawed the way it is.

Major Changes:
-->

Tapu Fini over Toxapex gives you a much better Ash Greninja measure and can wear down Heatran with Nature's Madness to where it't not an issue anymore that can also utilitze Defog, which is super important for this team seeing as you have Charizard Y and Victini, with Zard Y already requiring 2 methods of removal in itself and now Victini on top of it, removing Stealth Rock is a major component of success to this team. Removing Spikes is a nice bonus as well. This Fini can also wear down Toxapex with Natures Madness, who'd otherwise be quite annoying.

-->

Excadrill over Ferrothorn gives you yet another method of hazard removal, which gives you as much insurance vs Stealth Rock as possible. It also brings a Ground-type to stop Volt Switch spam and Excadrill handles Tapu Koko, boosted Shift Gear Magearna lacking Focus Blast, and Tapu Lele who are otherwise massive annoyances for your team and brings Stealth Rock, which you crucially lacked before. The speed EVs outspeed max speed modest Heatran so you can handle it if Tapu Fini is weakened or dead.

-->

Protean Greninja over Ash Greninja gives you a fast attacker while its main attacking methods not being hindered by sun. It can even run Groundium Z to lure Toxapex and Tyranitar for Charizard and Victini. It's also running Spikes to pressure switch-ins to it, Charizard Y, and Victini as much as possible and makes simply pivoting around not an option. Also, Protean catches many people off guard who expect Ash Greninja at first and even after Protean is revealed, you can leave your opponent unknowing your moveset which can give you an advantage.

Minor Changes:
Knock Off over Taunt allows Tornadus to rid things like Toxapex, Tapu Fini, and Rotom-W of their Leftovers or pinch berries, which makes them easier for Charizard, Victini, and Greninja to break through. A spread of 248 HP / 8 Def / 252 Spe with a Timid nature should be used to minimize the residual damage from Stealth Rock and sand while performing the same task you originally gave it. It's moreso just optimization. Taunt is also less necessary given all the ways you have to remove hazards and Knock Off's utility helps more on this team in general.

Threat List:
1555665038058.png
Garchomp: Can outspeed a lot of your team if its max speed z, and outspeeds all but 2 members if its a slower helmet variant. If it’s z rock, it can set Stealth Rock relatively easily while getting up Swords Dance and killing something, even your Tapu Fini. If helmet, it can get up Stealth Rock while not being easy to kill while even punishing Victini's attemps to pivot with U-Turn or V-Create to get chip really hard. Try to keep Stealth Rock off the field and keep Tapu Fini healthy, baiting the Z Rock by letting Garchomp set up then go Excadrill on the predicted Z Rock to ease Tapu Fini's ability to check Garchomp due to the fact it can live +2 Earthquake. This is by far this teams worst matchup.

Mega Diancie: This thing can outspeed every single member on your team except Greninja and Tornadus. However, you need to use up your z move to kill with Greninja and Tornadus can't do anything except U-Turn out. Meanwhile, Diancie can set Stealth Rock, wear down your hazard removers a lot, and generally be really annoying. However, Tapu Fini and Excadrill can both take a hit or two so try to keep them healthy so they can effectively check Diancie at least once and try to wear Diancie down by getting up your Stealth Rock. Diancie also can't come in on any member of your team except Tornadus so keep that in mind.

Mega Latias: Thanks to its amazing bulk and access to reliable recovery as well as a Stealth Rock neutrality and immunity to Spikes, this thing is super hard for you to kill. It can get off a Recover on everything except for Tapu Fini, Excadrill (if it isn't already burned), and Victini. Latias also outspeeds everything except Tornadus and Greninja who can only U-Turn on it and do pitiful damage with Ice Beam respectively. Meanwhile, Latias can Calm Mind on nearly Pokemon and proceed to sweep you. Try to get a Toxic on it with Excadrill and force Recover as much as you can to potentially PP stall it and to not let it set up Calm Mind to sweep you.

Rotom-W: This thing can keep itself healthy in some situations with Pain Split while managing to wall the vast majority of your team and can Volt Switch around or even Thunder Wave your team if it has it. However, it's easily worn down by Victini, Charizard, and Tapu Fini while Tornadus can also Knock Off on it, making it not nearly as easy to keep healthy. Excadrill can also Earthquake it thanks to Mold Breaker. This thing can be managed easily with smart play and hazard management.

Import: https://pokepast.es/adc25bb900a559b6

Hope you consider these and hope I helped!
 
Last edited:
Hi, this is a pretty interesting idea. I'd like to make some suggestions to improve this team as it's pretty flawed the way it is.

Major Changes:
-->

Tapu Fini over Toxapex gives you a much better Ash Greninja measure and can wear down Heatran with Nature's Madness to where it't not an issue anymore that can also utilitze Defog, which is super important for this team seeing as you have Charizard Y and Victini, with Zard Y already requiring 2 methods of removal in itself and now Victini on top of it, removing Stealth Rock is a major component of success to this team. Removing Spikes is a nice bonus as well. This Fini can also wear down Toxapex with Natures Madness, who'd otherwise be quite annoying.

-->

Excadrill over Ferrothorn gives you yet another method of hazard removal, which gives you as much insurance vs Stealth Rock as possible. It also brings a Ground-type to stop Volt Switch spam and Excadrill handles Tapu Koko, boosted Shift Gear Magearna lacking Focus Blast, and Tapu Lele who are otherwise massive annoyances for your team and brings Stealth Rock, which you crucially lacked before. The speed EVs outspeed max speed modest Heatran so you can handle it if Tapu Fini is weakened or dead.

-->

Protean Greninja over Ash Greninja gives you a fast attacker while its main attacking methods not being hindered by sun. It can even run Groundium Z to lure Toxapex and Tyranitar for Charizard and Victini. It's also running Spikes to pressure switch-ins to it, Charizard Y, and Victini as much as possible and makes simply pivoting around not an option. Also, Protean catches many people off guard who expect Ash Greninja at first and even after Protean is revealed, you can leave your opponent unknowing your moveset which can give you an advantage.

Minor Changes:
Knock Off over Taunt allows Tornadus to rid things like Toxapex, Tapu Fini, and Rotom-W of their Leftovers or pinch berries, which makes them easier for Charizard, Victini, and Greninja to break through. A spread of 248 HP / 8 Def / 252 Spe with a Timid nature should be used to minimize the residual damage from Stealth Rock and sand while performing the same task you originally gave it. It's moreso just optimization. Taunt is also less necessary given all the ways you have to remove hazards and Knock Off's utility helps more on this team in general.

Threat List:
1555665038058.png
Garchomp: Can outspeed a lot of your team if its max speed z, and outspeeds all but 2 members if its a slower helmet variant. If it’s z rock, it can set Stealth Rock relatively easily while getting up Swords Dance and killing something, even your Tapu Fini. If helmet, it can get up Stealth Rock while not being easy to kill while even punishing Victini's attemps to pivot with U-Turn or V-Create to get chip really hard. Try to keep Stealth Rock off the field and keep Tapu Fini healthy, baiting the Z Rock by letting Garchomp set up then go Excadrill on the predicted Z Rock to ease Tapu Fini's ability to check Garchomp due to the fact it can live +2 Earthquake. This is by far this teams worst matchup.

Mega Diancie: This thing can outspeed every single member on your team except Greninja and Tornadus. However, you need to use up your z move to kill with Greninja and Tornadus can't do anything except U-Turn out. Meanwhile, Diancie can set Stealth Rock, wear down your hazard removers a lot, and generally be really annoying. However, Tapu Fini and Excadrill can both take a hit or two so try to keep them healthy so they can effectively check Diancie at least once and try to wear Diancie down by getting up your Stealth Rock. Diancie also can't come in on any member of your team except Tornadus so keep that in mind.

Mega Latias: Thanks to its amazing bulk and access to reliable recovery as well as a Stealth Rock neutrality and immunity to Spikes, this thing is super hard for you to kill. It can get off a Recover on everything except for Tapu Fini, Excadrill (if it isn't already burned), and Victini. Latias also outspeeds everything except Tornadus and Greninja who can only U-Turn on it and do pitiful damage with Ice Beam respectively. Meanwhile, Latias can Calm Mind on nearly Pokemon and proceed to sweep you. Try to get a Toxic on it with Excadrill and force Recover as much as you can to potentially PP stall it and to not let it set up Calm Mind to sweep you.

Rotom-W: This thing can keep itself healthy in some situations with Pain Split while managing to wall the vast majority of your team and can Volt Switch around or even Thunder Wave your team if it has it. However, it's easily worn down by Victini, Charizard, and Tapu Fini while Tornadus can also Knock Off on it, making it not nearly as easy to keep healthy. Excadrill can also Earthquake it thanks to Mold Breaker. This thing can be managed easily with smart play and hazard management.

Import: https://pokepast.es/0dc5f63fdcfb98e4

Hope you consider these and hope I helped!
Might want to change that import. The Greninja is holding Groundium Z without Dig.

Also, as for what I'd change in the team, I think Air Slash over Hurricane on Torn should be considered, as its accuracy isn't made garbage by the sun.
 
Might want to change that import. The Greninja is holding Groundium Z without Dig.

Also, as for what I'd change in the team, I think Air Slash over Hurricane on Torn should be considered, as its accuracy isn't made garbage by the sun.
Thank you for catching my mistake on the import, I've edited it. But no, Air Slash is so pathetically weak its just better to deal with the accuracy imo. If anything, doing Heat Wave over Hurricane is a more logical idea.
 
Hi, this is a pretty interesting idea. I'd like to make some suggestions to improve this team as it's pretty flawed the way it is.

Major Changes:
-->

Tapu Fini over Toxapex gives you a much better Ash Greninja measure and can wear down Heatran with Nature's Madness to where it't not an issue anymore that can also utilitze Defog, which is super important for this team seeing as you have Charizard Y and Victini, with Zard Y already requiring 2 methods of removal in itself and now Victini on top of it, removing Stealth Rock is a major component of success to this team. Removing Spikes is a nice bonus as well. This Fini can also wear down Toxapex with Natures Madness, who'd otherwise be quite annoying.

-->

Excadrill over Ferrothorn gives you yet another method of hazard removal, which gives you as much insurance vs Stealth Rock as possible. It also brings a Ground-type to stop Volt Switch spam and Excadrill handles Tapu Koko, boosted Shift Gear Magearna lacking Focus Blast, and Tapu Lele who are otherwise massive annoyances for your team and brings Stealth Rock, which you crucially lacked before. The speed EVs outspeed max speed modest Heatran so you can handle it if Tapu Fini is weakened or dead.

-->

Protean Greninja over Ash Greninja gives you a fast attacker while its main attacking methods not being hindered by sun. It can even run Groundium Z to lure Toxapex and Tyranitar for Charizard and Victini. It's also running Spikes to pressure switch-ins to it, Charizard Y, and Victini as much as possible and makes simply pivoting around not an option. Also, Protean catches many people off guard who expect Ash Greninja at first and even after Protean is revealed, you can leave your opponent unknowing your moveset which can give you an advantage.

Minor Changes:
Knock Off over Taunt allows Tornadus to rid things like Toxapex, Tapu Fini, and Rotom-W of their Leftovers or pinch berries, which makes them easier for Charizard, Victini, and Greninja to break through. A spread of 248 HP / 8 Def / 252 Spe with a Timid nature should be used to minimize the residual damage from Stealth Rock and sand while performing the same task you originally gave it. It's moreso just optimization. Taunt is also less necessary given all the ways you have to remove hazards and Knock Off's utility helps more on this team in general.

Threat List:
1555665038058.png
Garchomp: Can outspeed a lot of your team if its max speed z, and outspeeds all but 2 members if its a slower helmet variant. If it’s z rock, it can set Stealth Rock relatively easily while getting up Swords Dance and killing something, even your Tapu Fini. If helmet, it can get up Stealth Rock while not being easy to kill while even punishing Victini's attemps to pivot with U-Turn or V-Create to get chip really hard. Try to keep Stealth Rock off the field and keep Tapu Fini healthy, baiting the Z Rock by letting Garchomp set up then go Excadrill on the predicted Z Rock to ease Tapu Fini's ability to check Garchomp due to the fact it can live +2 Earthquake. This is by far this teams worst matchup.

Mega Diancie: This thing can outspeed every single member on your team except Greninja and Tornadus. However, you need to use up your z move to kill with Greninja and Tornadus can't do anything except U-Turn out. Meanwhile, Diancie can set Stealth Rock, wear down your hazard removers a lot, and generally be really annoying. However, Tapu Fini and Excadrill can both take a hit or two so try to keep them healthy so they can effectively check Diancie at least once and try to wear Diancie down by getting up your Stealth Rock. Diancie also can't come in on any member of your team except Tornadus so keep that in mind.

Mega Latias: Thanks to its amazing bulk and access to reliable recovery as well as a Stealth Rock neutrality and immunity to Spikes, this thing is super hard for you to kill. It can get off a Recover on everything except for Tapu Fini, Excadrill (if it isn't already burned), and Victini. Latias also outspeeds everything except Tornadus and Greninja who can only U-Turn on it and do pitiful damage with Ice Beam respectively. Meanwhile, Latias can Calm Mind on nearly Pokemon and proceed to sweep you. Try to get a Toxic on it with Excadrill and force Recover as much as you can to potentially PP stall it and to not let it set up Calm Mind to sweep you.

Rotom-W: This thing can keep itself healthy in some situations with Pain Split while managing to wall the vast majority of your team and can Volt Switch around or even Thunder Wave your team if it has it. However, it's easily worn down by Victini, Charizard, and Tapu Fini while Tornadus can also Knock Off on it, making it not nearly as easy to keep healthy. Excadrill can also Earthquake it thanks to Mold Breaker. This thing can be managed easily with smart play and hazard management.

Import: https://pokepast.es/adc25bb900a559b6

Hope you consider these and hope I helped!
I prefer taunt on torn as I can stop people from getting up rocks
 
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A tip is to put rocky helmet on Ferrothorn just to punish physical attackers even more, although sacrificing some recovery.
Heres a set ferrothorn set i like to use
Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 4 HP / 252 Def / 252 SpD
Sassy Nature
IVs: 0 SpA / 0 Spe
- Stealth Rock
- Leech Seed
- Spikes
- Gyro Ball
Stealth rocks over power whip just because it punishes the opponents even more, and can help against Zard Y if you dont have any supereffective moves to use on it. (If toxapex and greninja is knocked out) And more bulk with the EVs like this.
Also maybe switch out focus blast for HP fighting, grass or water if you want more accuracy, cuz if focus blast misses you might lose Zard and also maybe make your victini easier to counter.
Another tip for more power is to switch battle bond for protean allowing for easier kill on the dangerous mega diancie because with battle bond if you havent knocked out a pokemon its weakness to fairy and lower stats diancie could destroy it i not careful.
If you really want rage quit stall switch scald for protect, not baneful bunker because if the opponent gets poisoned by it it cant get affected by toxic allowing healing moves to stop the stall.
These are my tips to help the team win battles. Hope to see you on showdown, im Eevee6 there.
 

tears

Talking to me like they were they realist out
A tip is to put rocky helmet on Ferrothorn just to punish physical attackers even more, although sacrificing some recovery.
Heres a set ferrothorn set i like to use
Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 4 HP / 252 Def / 252 SpD
Sassy Nature
IVs: 0 SpA / 0 Spe
- Stealth Rock
- Leech Seed
- Spikes
- Gyro Ball
Stealth rocks over power whip just because it punishes the opponents even more, and can help against Zard Y if you dont have any supereffective moves to use on it. (If toxapex and greninja is knocked out) And more bulk with the EVs like this.
Also maybe switch out focus blast for HP fighting, grass or water if you want more accuracy, cuz if focus blast misses you might lose Zard and also maybe make your victini easier to counter.
Another tip for more power is to switch battle bond for protean allowing for easier kill on the dangerous mega diancie because with battle bond if you havent knocked out a pokemon its weakness to fairy and lower stats diancie could destroy it i not careful.
If you really want rage quit stall switch scald for protect, not baneful bunker because if the opponent gets poisoned by it it cant get affected by toxic allowing healing moves to stop the stall.
These are my tips to help the team win battles. Hope to see you on showdown, im Eevee6 there.
I highly disagree with this Ferrothorn set as it loses a lot of longevity with rocky helmet, and spikes are not needed as they are being run on Greninja and on top of that, Ferrothorn will need HP investment to be bulky. The damage is very noticeable as seen here (Ash Gren is a good example):

252 SpA Choice Specs Greninja-Ash Dark Pulse vs. 4 HP / 252+ SpD Ferrothorn: 144-171 (49.6 - 58.9%) -- 99.6% chance to 2HKO

opposed to this:

252 SpA Choice Specs Greninja-Ash Dark Pulse vs. 252 HP / 252+ SpD Ferrothorn: 144-171 (40.9 - 48.5%) -- guaranteed 3HKO after Leftovers recovery
(I went max spdef because they did)

On the physical side, it's not much better. Physically Defensive Ferrothorn is not preferable as hard-hitting special threats such as Tapu Lele, Ash Greninja and much more chunk it for a lot, and if I'm looking at the pokémon in OU correctly, most of the tiers physical threats beat it.

Really disagree with that set man. In my opinion, it is better to stick to the standard stuff unless you know what role the spread provides for you. Sorry if this came off as very passive-aggressive. I'm just trying to explain the flaws in running that set.
 

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