I know that the speed boosting route has been largely discussed (in large part by me in Discord and other posts of mine), but I encourage everyone to look at the Sun situation from a different angle. I also encourage everyone to get on Showdown! and actually build a Sun team and play with it for a handful of games.
Here are the 3 big problems with full-on, Sun-based teams:
Supbar setters: Malaconda, Mega Charizard Y, (special mention to secondary setter Tomohawk, but it's a secondary setter for a reason)
Garbage Chlorophyll Users: Venusaur, take your pick from the rest of the bottom of the barrel
Extreme Special Bias: Heatran, Volkraken, Venusaur, etc. are all specially oriented; physical abusers either stack weaknesses or are clunky to use
Now, how can we attempt to address all 3 problems in just one CAP?
The full Speed Control way: If we give this Pokemon the weather-dependent speed boosting track, then we fix the garbage Chlorophyll users section. Great, that's a perfectly good direction to take. But...we're still stuck with subpar setters, and I'm projecting that we'll still be stuck with the extreme special bias after looking at our threatlist for Sand teams.
The new Sun settter way: If we let this Pokemon set sun for its teammates, I think we're taking advantage of Sun much better. Sun, because of the problems it has that I outlined in the list above, is essentially a weather for wallbreakers. It's just hard to keep the Sun up and hard to keep offensive teams at bay. Sun has so many holes that, instead of trying to support those bad setters, it might be nicer to just focus on the wallbreaking prowess of Sun. Think about how hard Choice Specs Volkraken is to deal with, and think about the typing synergy that Tapu Bulu and Heatran have - it extends to CAP24 + Heatran without Grassy Terrain. With Sun active, you can make a powerful, Sun-based wallbreaking core that's much easier to use than if you're using Malaconda, Mega Charizard Y, or Tomohawk. How does it address the list above? Well, you get rid of the subpar setters problem because CAP24 is the good setter. You also can get rid of the extreme special bias not because CAP24 can run physical now, but rather because you have other teammates that can run physical attacks that aren't necessarily trying to abuse sun. At this point, we wouldn't be building sun teams akin to Rain and Sand teams, but rather sun cores, with a few other teammates (again, not necessarily abusing sun) to work with CAP24. With this, the Chlorophyll section actually goes away because you've shifted your focus towards focusing on what Sun does well right now. Basically, keeping Sun up is much easier and much more effective than focusing on the full Speed Control way. In fact, there are some moves that could help with the speed control issue, just on a softer level.
Because of the bad setters AND the lack of a good weather-specific speed abusing ability for Sun teams, I don't think it's realistic to try to make it in the image of a Rain team. Rain teams have both of those problems under control; Sun does not. If CAP24, though, supports what Sun does have, wallbreakers, then you can actually make reliably looking teams with it. A team with a sun-setting CAP24 would look a little bit like this:
Sun Core: CAP24 / Volkraken / Heatran (honorable mention to Mega Charizard Y)
Rest of Team: Hazard Control / Scarfer or speed control (probably not Venusaur) / other physical breaker
For example, CAP24 / Volkraken / Heatran / Defog Tapu Koko or Heat Rock Tomohawk / Choice Band Zygarde / Choice Scarf Kartana
Now, I've spent some time saying that the other setters are pretty bad. And I agree with that to a certain extent. Here's why...
Malaconda: Arguably the best one of the bunch, it's actually much harder to use as a Sun setter than you'd think. The reason is that it really just has to click U-turn every time it comes in safely. If you send Malaconda in on, say, Tapu Koko to set sun, you're already facing problems. If Tapu Koko is Choice-locked, then you either have to hope that you Glare something useful and can U-turn out the next turn, or U-turns out, it's still doing a lot of damage, even with maximum Defense investment, and now you've got a severely chunked Malaconda with very few opportunities to set up Sun anymore. Really, it can't really do any its Glare, Rapid Spin, or Knock Off utility very well while trying to set Sun because a) it has no way to recover, especially if it holds Heat Rock, b) has basically no offensive presence, unlike Pelipper, and c) loses too much momentum for its team, which is pretty important for an offensive team. It looks great on paper, but again, try it out on Showdown to see what I mean.
Mega Charizard Y: Well first, talk about stacking Stealth Rock weakness. Mega Charizard Y, Volkraken, and Heatran - all packaged together and pretty much can't do much about Stealth Rock. Yes, hazard removal exists, but you're trying to get rid of it every single time Mega Charizard Y wants to come in. Just to reset the sun, the team/core archetype you're trying to build around. It's just not a Sun setter that lets its teammates work with it. Drought Mega Charizard Y really just wants to abuse its own Sun by itself. It can't even hold Heat Rock if it really wanted to.
Finally, let's think about the rest of the project. If Sun focuses on the wallbreaking aspects on that, it makes the stats stage much easier. There's no trying to balance out speed tiers so that both a full-Speed Control CAP for Sun works and a wallbreaking CAP for Sand works. It'd be easier just to use the speed that Sand teams really want and then go from there. There's also no balancing offensive stats between something that will be super fast (Sun) and something that will be only kind of fast (Sand). For moves, there are some good moves that CAP24 will enjoy using if it can reliably set up sun.
Overall we have to ask ourselves this question: it easier to support Sun by...
...by giving it a super reliable Speed Control CAP, which won't solve the special bias problem and the bad setters problem?
...or let it set up Sun, which can keep sun up more easily and capitalize on Sun's huge wallbreaking potential?
After some thought, I'm thinking setting up Sun might be easier.
Here are the 3 big problems with full-on, Sun-based teams:
Supbar setters: Malaconda, Mega Charizard Y, (special mention to secondary setter Tomohawk, but it's a secondary setter for a reason)
Garbage Chlorophyll Users: Venusaur, take your pick from the rest of the bottom of the barrel
Extreme Special Bias: Heatran, Volkraken, Venusaur, etc. are all specially oriented; physical abusers either stack weaknesses or are clunky to use
Now, how can we attempt to address all 3 problems in just one CAP?
The full Speed Control way: If we give this Pokemon the weather-dependent speed boosting track, then we fix the garbage Chlorophyll users section. Great, that's a perfectly good direction to take. But...we're still stuck with subpar setters, and I'm projecting that we'll still be stuck with the extreme special bias after looking at our threatlist for Sand teams.
The new Sun settter way: If we let this Pokemon set sun for its teammates, I think we're taking advantage of Sun much better. Sun, because of the problems it has that I outlined in the list above, is essentially a weather for wallbreakers. It's just hard to keep the Sun up and hard to keep offensive teams at bay. Sun has so many holes that, instead of trying to support those bad setters, it might be nicer to just focus on the wallbreaking prowess of Sun. Think about how hard Choice Specs Volkraken is to deal with, and think about the typing synergy that Tapu Bulu and Heatran have - it extends to CAP24 + Heatran without Grassy Terrain. With Sun active, you can make a powerful, Sun-based wallbreaking core that's much easier to use than if you're using Malaconda, Mega Charizard Y, or Tomohawk. How does it address the list above? Well, you get rid of the subpar setters problem because CAP24 is the good setter. You also can get rid of the extreme special bias not because CAP24 can run physical now, but rather because you have other teammates that can run physical attacks that aren't necessarily trying to abuse sun. At this point, we wouldn't be building sun teams akin to Rain and Sand teams, but rather sun cores, with a few other teammates (again, not necessarily abusing sun) to work with CAP24. With this, the Chlorophyll section actually goes away because you've shifted your focus towards focusing on what Sun does well right now. Basically, keeping Sun up is much easier and much more effective than focusing on the full Speed Control way. In fact, there are some moves that could help with the speed control issue, just on a softer level.
Because of the bad setters AND the lack of a good weather-specific speed abusing ability for Sun teams, I don't think it's realistic to try to make it in the image of a Rain team. Rain teams have both of those problems under control; Sun does not. If CAP24, though, supports what Sun does have, wallbreakers, then you can actually make reliably looking teams with it. A team with a sun-setting CAP24 would look a little bit like this:
Sun Core: CAP24 / Volkraken / Heatran (honorable mention to Mega Charizard Y)
Rest of Team: Hazard Control / Scarfer or speed control (probably not Venusaur) / other physical breaker
For example, CAP24 / Volkraken / Heatran / Defog Tapu Koko or Heat Rock Tomohawk / Choice Band Zygarde / Choice Scarf Kartana
Now, I've spent some time saying that the other setters are pretty bad. And I agree with that to a certain extent. Here's why...
Malaconda: Arguably the best one of the bunch, it's actually much harder to use as a Sun setter than you'd think. The reason is that it really just has to click U-turn every time it comes in safely. If you send Malaconda in on, say, Tapu Koko to set sun, you're already facing problems. If Tapu Koko is Choice-locked, then you either have to hope that you Glare something useful and can U-turn out the next turn, or U-turns out, it's still doing a lot of damage, even with maximum Defense investment, and now you've got a severely chunked Malaconda with very few opportunities to set up Sun anymore. Really, it can't really do any its Glare, Rapid Spin, or Knock Off utility very well while trying to set Sun because a) it has no way to recover, especially if it holds Heat Rock, b) has basically no offensive presence, unlike Pelipper, and c) loses too much momentum for its team, which is pretty important for an offensive team. It looks great on paper, but again, try it out on Showdown to see what I mean.
Mega Charizard Y: Well first, talk about stacking Stealth Rock weakness. Mega Charizard Y, Volkraken, and Heatran - all packaged together and pretty much can't do much about Stealth Rock. Yes, hazard removal exists, but you're trying to get rid of it every single time Mega Charizard Y wants to come in. Just to reset the sun, the team/core archetype you're trying to build around. It's just not a Sun setter that lets its teammates work with it. Drought Mega Charizard Y really just wants to abuse its own Sun by itself. It can't even hold Heat Rock if it really wanted to.
Finally, let's think about the rest of the project. If Sun focuses on the wallbreaking aspects on that, it makes the stats stage much easier. There's no trying to balance out speed tiers so that both a full-Speed Control CAP for Sun works and a wallbreaking CAP for Sand works. It'd be easier just to use the speed that Sand teams really want and then go from there. There's also no balancing offensive stats between something that will be super fast (Sun) and something that will be only kind of fast (Sand). For moves, there are some good moves that CAP24 will enjoy using if it can reliably set up sun.
Overall we have to ask ourselves this question: it easier to support Sun by...
...by giving it a super reliable Speed Control CAP, which won't solve the special bias problem and the bad setters problem?
...or let it set up Sun, which can keep sun up more easily and capitalize on Sun's huge wallbreaking potential?
After some thought, I'm thinking setting up Sun might be easier.
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