So, once upon a time as I was scrolling through lists of Pokemon, I came across one I have recently forgotten about: Cherrim. The only Pokemon with Flower Gift. I've been creating many teams recently but I have never gotten around to making a weather team which I think is one of the most fun types of teams, and I think Cherrim makes a weather team even more fun.
Charizard (M) @ Charizardite Y
Ability: Solar Power / Drought
Level: 50
EVs: 172 HP / 64 Def / 84 SpA / 188 Spe
Modest Nature
- Heat Wave
- Solar Beam
- Ancient Power
- Protect
The setter for sun and a powerful attacker. The EV spread, from this report, allows it to survive a Jolly Garchomp's Rock Slide and outspeed the rare but dangerous Smeargle. I chose Ancient Power over Overheat in case someone decides to put their own Charizard or a Talonflame against my team. Solar Power, while not really needed since it's removed when Mega Evolved, can possibly be used against another sun team.
Cherrim (F) @ Occa Berry
Ability: Flower Gift
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Protect
- Sunny Day
- Solar Beam
- Helping Hand
Why Cherrim? Maybe it's because of wanting to be different, but it's mainly because of its unique ability and just overall enjoyment.
So onto the set. Occa Berry actually let's it survive stuff, including fire attacks under sun, because of its ability, meaning it can take an opposing Charizard Y's heat wave under sun without needing a focus sash. Solar Beam is Cherrim's best attacking move making use of sun, and a timid nature with sunny day lets it change the weather back to sun. Protect is needed and allows Cherrim to last longer, making flower gift last longer as well. Helping Hand allows Cherrim to boost my special attackers and further boost my physical attackers.
Infernape (M) @ Life Orb
Ability: Iron Fist
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Fire Punch
- Mach Punch
- Fake Out
- Protect / Encore / Helping Hand
Fire Punch with Sun, STAB, Life Orb, Iron Fist, and Flower Gift rounds to 395 base power if I calculated correctly. Mach Punch also makes use of STAB, Iron Fist, and Flower Gift. While frail, Infernape is very powerful under Sun and makes Cherrim useful. Infernape also gets Fake Out and Encore and a nice speed to make good use of those. Infernape also has a nice bonus: it can't be burned. The last slot is undecided, but I think Protect, Encore, and Helping Hand are all useful in their own ways.
Rotom-Wash @ Sitrus Berry
Ability: Levitate
Level: 50
EVs: 252 HP / 44 Def / 212 SpA
Calm Nature
- Thunderbolt
- Will-O-Wisp
- Hydro Pump
- Protect
Rotom is a good switch in to water attacks and Earthquake. Sun hinders its usefulness somewhat, but thunderbolt makes Rotom good against any water types or rain teams. It's bulky and with a Sitrus Berry it's a good switch in if needed.
Mamoswine (F) @ Focus Sash
Ability: Thick Fat
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Ice Shard
- Earthquake
- Rock Slide
- Protect
I am weak to Rock Slide and Earthquake, and most of the users of those moves are Ground. This is where Mamoswine comes in: to threaten Pokemon like Landorus-T and Garchomp with almost no drawbacks thanks to Ice Shard. A Helping Hand boosted Ice Shard OHKO's both Landorus-T and Garchomp and the priority it gives allows me to outspeed both of them. Mamoswine is my Rock Slide user, and can also use a STAB Earthquake which both Rotom-W and Charizard don't mind at all. Since Mamoswine is still weak to common moves, Focus Sash and Protect lets it stay in longer. Mamoswime is also Physical, meaning it makes use of Flower Gift. I chose Female for the extremely rare Rivalry and Attract.
Sylveon @ Choice Scarf
Ability: Pixilate
Level: 50
EVs: 64 HP / 252 SpA / 4 SpD / 188 Spe
Timid Nature
- Hyper Voice
- Psyshock
- Hidden Power [Ground]
- Shadow Ball
This slot is undecided, but until I can think of something else it will stay. It was also taken from the same report. Scarf and the EVs let it outspeed Garchomp, making Garchomp, a huge threat, less of a threat thanks to Mamoswine and Sylveon. Psyshock, HP Ground, and Shadow Ball are coverage moves, hitting Amoongus, Heatran, and Aegislash respectively. Hyper Voice is easily Sylveon's best move and with Choice Scarf I can take care of any opposing Fighting and Dragon types.
Some Possible Leads:
While I'm probably not going to use this lead, as Charizard already covers waters with Solarbeam, Cherrim can get off its ability and let Charizard take Thunderbolts better.
Mamoswine covers Charizard's Rock Slide weakness, and Charizard can take care of Mamoswine's weaknesses.
Infernape makes full use of Cherrim's ability and can Fake Out while Cherrim sets up sun. This combo can also be in the back while Charizard and another Pokemon is leading. If it is Charizard and Cherrim leading, when Charizard faints before Cherrim I can send out Infernape and wreak havoc.
Pokemon I am not sure on:
Rotom-W is not as useful as normal under sun, and I can already take care of Flying and Grass types. However, it is useful against Rain Teams.
Sylveon can be a good attacker but I'm not sure what it can do that the rest of my team can already do besides threaten Garchomp, Salamence, and Scrafty.
So that's the team, let me know what you guys think!

Charizard (M) @ Charizardite Y
Ability: Solar Power / Drought
Level: 50
EVs: 172 HP / 64 Def / 84 SpA / 188 Spe
Modest Nature
- Heat Wave
- Solar Beam
- Ancient Power
- Protect
The setter for sun and a powerful attacker. The EV spread, from this report, allows it to survive a Jolly Garchomp's Rock Slide and outspeed the rare but dangerous Smeargle. I chose Ancient Power over Overheat in case someone decides to put their own Charizard or a Talonflame against my team. Solar Power, while not really needed since it's removed when Mega Evolved, can possibly be used against another sun team.
- 252 Atk Garchomp Rock Slide vs. 172 HP / 64 Def Mega Charizard Y: 144-172 (82.2 - 98.2%) -- guaranteed 2HKO

Cherrim (F) @ Occa Berry
Ability: Flower Gift
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Protect
- Sunny Day
- Solar Beam
- Helping Hand
Why Cherrim? Maybe it's because of wanting to be different, but it's mainly because of its unique ability and just overall enjoyment.
So onto the set. Occa Berry actually let's it survive stuff, including fire attacks under sun, because of its ability, meaning it can take an opposing Charizard Y's heat wave under sun without needing a focus sash. Solar Beam is Cherrim's best attacking move making use of sun, and a timid nature with sunny day lets it change the weather back to sun. Protect is needed and allows Cherrim to last longer, making flower gift last longer as well. Helping Hand allows Cherrim to boost my special attackers and further boost my physical attackers.
- 252+ SpA Mega Charizard Y Heat Wave vs. 4 HP / 0 SpD Occa Berry Flower Gift Cherrim in Sun: 94-112 (64.3 - 76.7%) -- guaranteed 2HKO
- 252 SpA Mega Manectric Flamethrower vs. 4 HP / 0 SpD Occa Berry Flower Gift Cherrim in Sun: 66-78 (45.2 - 53.4%) -- 34% chance to 2HKO
- 252+ SpA Mega Venusaur Sludge Bomb vs. 4 HP / 0 SpD Flower Gift Cherrim in Sun: 134-158 (91.7 - 108.2%) -- 50% chance to OHKO
- 252+ SpA Choice Specs Pixilate Sylveon Hyper Voice vs. 4 HP / 0 SpD Flower Gift Cherrim in Sun: 90-106 (61.6 - 72.6%) -- guaranteed 2HKO

Infernape (M) @ Life Orb
Ability: Iron Fist
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Fire Punch
- Mach Punch
- Fake Out
- Protect / Encore / Helping Hand
Fire Punch with Sun, STAB, Life Orb, Iron Fist, and Flower Gift rounds to 395 base power if I calculated correctly. Mach Punch also makes use of STAB, Iron Fist, and Flower Gift. While frail, Infernape is very powerful under Sun and makes Cherrim useful. Infernape also gets Fake Out and Encore and a nice speed to make good use of those. Infernape also has a nice bonus: it can't be burned. The last slot is undecided, but I think Protect, Encore, and Helping Hand are all useful in their own ways.

Rotom-Wash @ Sitrus Berry
Ability: Levitate
Level: 50
EVs: 252 HP / 44 Def / 212 SpA
Calm Nature
- Thunderbolt
- Will-O-Wisp
- Hydro Pump
- Protect
Rotom is a good switch in to water attacks and Earthquake. Sun hinders its usefulness somewhat, but thunderbolt makes Rotom good against any water types or rain teams. It's bulky and with a Sitrus Berry it's a good switch in if needed.

Mamoswine (F) @ Focus Sash
Ability: Thick Fat
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Ice Shard
- Earthquake
- Rock Slide
- Protect
I am weak to Rock Slide and Earthquake, and most of the users of those moves are Ground. This is where Mamoswine comes in: to threaten Pokemon like Landorus-T and Garchomp with almost no drawbacks thanks to Ice Shard. A Helping Hand boosted Ice Shard OHKO's both Landorus-T and Garchomp and the priority it gives allows me to outspeed both of them. Mamoswine is my Rock Slide user, and can also use a STAB Earthquake which both Rotom-W and Charizard don't mind at all. Since Mamoswine is still weak to common moves, Focus Sash and Protect lets it stay in longer. Mamoswime is also Physical, meaning it makes use of Flower Gift. I chose Female for the extremely rare Rivalry and Attract.
- -1 252+ Atk Mamoswine Helping Hand Ice Shard vs. 4 HP / 0 Def Landorus-T: 168-196 (101.8 - 118.7%) -- guaranteed OHKO
- 252+ Atk Mamoswine Helping Hand Ice Shard vs. 4 HP / 0 Def Garchomp: 232-280 (126 - 152.1%) -- guaranteed OHKO

Sylveon @ Choice Scarf
Ability: Pixilate
Level: 50
EVs: 64 HP / 252 SpA / 4 SpD / 188 Spe
Timid Nature
- Hyper Voice
- Psyshock
- Hidden Power [Ground]
- Shadow Ball
This slot is undecided, but until I can think of something else it will stay. It was also taken from the same report. Scarf and the EVs let it outspeed Garchomp, making Garchomp, a huge threat, less of a threat thanks to Mamoswine and Sylveon. Psyshock, HP Ground, and Shadow Ball are coverage moves, hitting Amoongus, Heatran, and Aegislash respectively. Hyper Voice is easily Sylveon's best move and with Choice Scarf I can take care of any opposing Fighting and Dragon types.
Some Possible Leads:


While I'm probably not going to use this lead, as Charizard already covers waters with Solarbeam, Cherrim can get off its ability and let Charizard take Thunderbolts better.


Mamoswine covers Charizard's Rock Slide weakness, and Charizard can take care of Mamoswine's weaknesses.


Infernape makes full use of Cherrim's ability and can Fake Out while Cherrim sets up sun. This combo can also be in the back while Charizard and another Pokemon is leading. If it is Charizard and Cherrim leading, when Charizard faints before Cherrim I can send out Infernape and wreak havoc.
Pokemon I am not sure on:

Rotom-W is not as useful as normal under sun, and I can already take care of Flying and Grass types. However, it is useful against Rain Teams.

Sylveon can be a good attacker but I'm not sure what it can do that the rest of my team can already do besides threaten Garchomp, Salamence, and Scrafty.
So that's the team, let me know what you guys think!
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