I wanted to try my hand at making a sun and rain team. I have not tested these teams yet - they are still in their concept phase but maybe someone out there has an idea on how to make these teams better/ more fun/ more balanced so when I do try them out I am not immediately dead in the water... No pun intended.
Torkoal is essential for this sun team with its drought ability. The ability to set up the sun, act as a physical wall, set up rocks, and remove rocks is key in making sure I have some hazards on the field and can remove hazards as well. Lava Plume is for some boosted fire damage when needed while Body Press is there because torkoal's defense is busted. And obviously, a heat rock to keep the sun in play for as long as possible.
Ting-Lu is the designated special defense wall. Spikes allow more hazards to enter the field while (as many of you already know) Whirlwind is a great way to annoy the opponent and keep the hazard chip coming. Ruination removes health easily while Earthquake is there for things like glimmora or other annoying hazard setters. Plus with The Worm becoming more prevalent, Ting-Lu is able to give it some trouble.
Skele is the first of the main damage dealers on the team, although I may end up just turning skele into your basic OU build, I digress. I cannot tell you how many times I have landed sing when I wanted to miss, which is both good and bad. Landing sing means that your opponent stays asleep for you to set up torch songs boosted in the sun, while the Blunder Policy gives you a +2 speed boost if you happen to miss your sing. And since no one expects this, you're either landing a sing or getting a +2 to your speed. This makes the end game really fun since, like I said, your opponent will be expecting a typical skele build toward the end. Slack off is for more health and earth power is for more coverage but these moves are negotiable.
The second main damage dealer. As I said, I haven't played around with these mons enough to tell you one way or another about them, but zap cannon blunder policy means you're either hitting hard or getting a +2 to your speed. Plus a protosynthesis spatk boost in the sun means that sandy shock starts to pose a serious threat to walls like garganacl, dondozo, pex, etc., 2KO-ing the formers. And tera blast fire for coverage. This move is negotiable.
Not much to say about volcarona. I wanted to throw another fire mon that can set up and do major damage and that's just what it does. I am thinking of possibly swapping out volcarona for another bulky mon. Or if I swap skele to become its typical bulky set then I'll keep volcarona for the damage. Maybe a storm drain gastrodon or water absorb clodsire/ quagsire might be useful? Unsure.
Last but not least, a mon that can dish out consistent damage. I would rather keep this beast of a mon with proto boost than volcarona, but I digress. ddance for anyone who thinks you'll be stuck to one move with any band. Jaw lock to keep any unsuspecting mon from switching. and acrobatics to take advantage of the booster energy getting used up. Booster energy is there so when the sun finally does die down, and you send out this mon to clean up, you still get your boost.
One thing I had considered (just now while typing this) is swapping out volcarona for wo-chien. This would be a serious help against any rain team I may come across:
Giga drain and leech seed keep wo-chien alive for longer and allow for some chip, ruination is for consistent damage dealing (knockoff is good for switch-ins), taunt stops mons from setting up (I would think using taunt on any mon that wants to switch in), and/ or protect allows you to scout.
But anyway, let me know what you think. I don't think sun teams will ever beat rain teams as far as viability goes, but I think this team could give any rain team a run for their money (as long as you take out peliper early and can dominate the field with the sun). But more eyes and opinions are always appreciated.
Torkoal @ Heat Rock
Ability: Drought
Tera Type: Water
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Lava Plume
- Body Press
- Rapid Spin
- Stealth Rock
Ability: Drought
Tera Type: Water
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Lava Plume
- Body Press
- Rapid Spin
- Stealth Rock
Torkoal is essential for this sun team with its drought ability. The ability to set up the sun, act as a physical wall, set up rocks, and remove rocks is key in making sure I have some hazards on the field and can remove hazards as well. Lava Plume is for some boosted fire damage when needed while Body Press is there because torkoal's defense is busted. And obviously, a heat rock to keep the sun in play for as long as possible.
Ting-Lu @ Leftovers
Ability: Vessel of Ruin
Tera Type: Poison
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Spikes
- Ruination
- Whirlwind
- Earthquake
Ability: Vessel of Ruin
Tera Type: Poison
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Spikes
- Ruination
- Whirlwind
- Earthquake
Ting-Lu is the designated special defense wall. Spikes allow more hazards to enter the field while (as many of you already know) Whirlwind is a great way to annoy the opponent and keep the hazard chip coming. Ruination removes health easily while Earthquake is there for things like glimmora or other annoying hazard setters. Plus with The Worm becoming more prevalent, Ting-Lu is able to give it some trouble.
Skeledirge @ Blunder Policy
Ability: Unaware
Tera Type: Fire
EVs: 128 HP / 252 SpA / 128 Spe
Modest Nature
IVs: 0 Atk
- Torch Song
- Earth Power
- Sing
- Slack Off
Ability: Unaware
Tera Type: Fire
EVs: 128 HP / 252 SpA / 128 Spe
Modest Nature
IVs: 0 Atk
- Torch Song
- Earth Power
- Sing
- Slack Off
Skele is the first of the main damage dealers on the team, although I may end up just turning skele into your basic OU build, I digress. I cannot tell you how many times I have landed sing when I wanted to miss, which is both good and bad. Landing sing means that your opponent stays asleep for you to set up torch songs boosted in the sun, while the Blunder Policy gives you a +2 speed boost if you happen to miss your sing. And since no one expects this, you're either landing a sing or getting a +2 to your speed. This makes the end game really fun since, like I said, your opponent will be expecting a typical skele build toward the end. Slack off is for more health and earth power is for more coverage but these moves are negotiable.
Sandy Shocks @ Blunder Policy
Ability: Protosynthesis
Tera Type: Fire
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
IVs: 0 Atk
- Zap Cannon
- Discharge
- Earth Power
- Tera blast
Ability: Protosynthesis
Tera Type: Fire
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
IVs: 0 Atk
- Zap Cannon
- Discharge
- Earth Power
- Tera blast
The second main damage dealer. As I said, I haven't played around with these mons enough to tell you one way or another about them, but zap cannon blunder policy means you're either hitting hard or getting a +2 to your speed. Plus a protosynthesis spatk boost in the sun means that sandy shock starts to pose a serious threat to walls like garganacl, dondozo, pex, etc., 2KO-ing the formers. And tera blast fire for coverage. This move is negotiable.
Volcarona @ Heavy-Duty Boots
Ability: Flame Body
Tera Type: Grass
EVs: 248 HP / 108 Def / 152 Spe
Timid Nature
- Quiver Dance
- Morning Sun
- Fiery Dance
- Giga Drain
Ability: Flame Body
Tera Type: Grass
EVs: 248 HP / 108 Def / 152 Spe
Timid Nature
- Quiver Dance
- Morning Sun
- Fiery Dance
- Giga Drain
Not much to say about volcarona. I wanted to throw another fire mon that can set up and do major damage and that's just what it does. I am thinking of possibly swapping out volcarona for another bulky mon. Or if I swap skele to become its typical bulky set then I'll keep volcarona for the damage. Maybe a storm drain gastrodon or water absorb clodsire/ quagsire might be useful? Unsure.
Roaring Moon @ Booster Energy
Ability: Protosynthesis
Tera Type: Dark
EVs: 32 HP / 220 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Roost
- Jaw Lock
- Acrobatics
Ability: Protosynthesis
Tera Type: Dark
EVs: 32 HP / 220 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Roost
- Jaw Lock
- Acrobatics
Last but not least, a mon that can dish out consistent damage. I would rather keep this beast of a mon with proto boost than volcarona, but I digress. ddance for anyone who thinks you'll be stuck to one move with any band. Jaw lock to keep any unsuspecting mon from switching. and acrobatics to take advantage of the booster energy getting used up. Booster energy is there so when the sun finally does die down, and you send out this mon to clean up, you still get your boost.
One thing I had considered (just now while typing this) is swapping out volcarona for wo-chien. This would be a serious help against any rain team I may come across:
Wo-Chien @ Leftovers
Ability: Tablets of Ruin
Tera Type: Dark
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Giga Drain
- Ruination/ knock off
- Leech Seed
- protect/ taunt
Ability: Tablets of Ruin
Tera Type: Dark
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Giga Drain
- Ruination/ knock off
- Leech Seed
- protect/ taunt
Giga drain and leech seed keep wo-chien alive for longer and allow for some chip, ruination is for consistent damage dealing (knockoff is good for switch-ins), taunt stops mons from setting up (I would think using taunt on any mon that wants to switch in), and/ or protect allows you to scout.
But anyway, let me know what you think. I don't think sun teams will ever beat rain teams as far as viability goes, but I think this team could give any rain team a run for their money (as long as you take out peliper early and can dominate the field with the sun). But more eyes and opinions are always appreciated.