Hey y’all, this is my first time posting on RMT! I built this sun team as soon as I got home from work after Walking Wake dropped. To be completely honest, my goal was to create the most brainless, powerful sun team possible and it’s been such a blast to use. Lemme briefly break down the sets.
PACKWATCH (Torkoal) @ Heat Rock
Ability: Drought
Tera Type: Grass
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Lava Plume
- Body Press
- Yawn
- Rapid Spin
Not much to say about the only sun setter in SV OU right now. Yawn is cool and can neutralize opposing threats to bring in one of your own. I also wanna point out the fact that this is one of two mons with rapid spin on the team because keeping hazards off the field is pretty important.
[I couldn’t find a little png of Walking Wake but just imagine a blue and purple t-rex]
WALKIN TO UR WAKE (Walking Wake) @ Choice Specs
Ability: Protosynthesis
Tera Type: Water
EVs: 244 SpA / 12 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Steam
- Flamethrower
- Dragon Pulse
- Draco Meteor
Say hello to Suic- I mean Special Dracov- I mean Walking Wake. I wanted to get +1 speed in the sun so that’s why it only has 244 SpA EVs (don’t worry, you still have 520 SpA with specs). Hydro Steam hitting 180 bp due to sun and stab makes this one of the most powerful water types in the tier. Further taking advantage of the weather with flamethrower and having another nuke in draco provides coverage that not many mons can consistently deal with without predicting. Dragon pulse is just there if you wanna click a dragon move and not miss I guess idk feel free to switch that and experiment. Anyway, menace does not begin to describe this thing.
Chris Bosh (Charizard) @ Choice Specs
Ability: Solar Power
Tera Type: Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Overheat
- Flamethrower
- Solar Beam
- Dragon Pulse
Overheat strong. That’s what you’re clicking 80% of the time with this thing. If you really don’t wanna miss and/or don’t need to do 842097089570 damage there’s flamethrower. Solar beam and dragon pulse might come in handy in certain desperate situations.
Accordion (Ceruledge) @ Focus Sash
Ability: Weak Armor
Tera Type: Fighting
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Bitter Blade
- Close Combat
- Shadow Sneak
This is the setup sweeper on the team. Ideally you’re eating a hit with sash, getting the boost from weak armor, and setting up with SD to put in work. I’ve considered running solar blade on this instead of CC; if anybody is feeling curious and wants to see if that is better (could help with mons like pex) please try it out and provide input! Also while this team has no shortage of speed control, having priority and focus sash on something makes me feel a little bit less susceptible to losing out of nowhere on turn 3.
Mammoth Graveyard (Great Tusk) @ Leftovers
Ability: Protosynthesis
Tera Type: Ghost
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Earthquake
- Ice Spinner
- Stealth Rock
- Rapid Spin
SV OU’s poster child is here to spin hazards away, eat every physical attack possible (especially in sun with the +1 def boost), and set up rocks to help the threats on this team do what they do. I like running ice spinner instead of body press or knock off because Dragonite can be kinda scary against this team. O yeah and tera ghost to block opposing spin is nice.
Rarren Moon (Roaring Moon) @ Choice Band
Ability: Protosynthesis
Tera Type: Dragon
EVs: 220 Atk / 36 SpD / 252 Spe
Jolly Nature
- Outrage
- Crunch
- Earthquake
- U-turn
I’m almost embarrassed to admit that this was my first time using Roaring Moon. This thing is brazy with a band. Again, I played around with the EVs to get +1 speed in the sun. Effectively switching in with a dragon dance and coverage like this almost makes me feel bad. Scaring out opposing mons and clicking U-turn lets you build momentum and switch into one of your other breakers. Outrage with tera dragon is an absolute nuke but can leave you vulnerable to getting revenge killed by a fairy type or first impression or something else.
Haven’t had too much time to ladder with this team yet but it’s been giving me decent success in the 1600s and I’m confident that it can lift me even higher. It’s past 2AM right now so sorry if I made some mistakes or my analysis wasn’t super in-depth. O also when I first built this Ceruledge accidentally had shadow ball instead of shadow sneak so that was pretty funny. Feel free to test the team out and lmk if you like it!
PACKWATCH (Torkoal) @ Heat Rock
Ability: Drought
Tera Type: Grass
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Lava Plume
- Body Press
- Yawn
- Rapid Spin
Not much to say about the only sun setter in SV OU right now. Yawn is cool and can neutralize opposing threats to bring in one of your own. I also wanna point out the fact that this is one of two mons with rapid spin on the team because keeping hazards off the field is pretty important.
[I couldn’t find a little png of Walking Wake but just imagine a blue and purple t-rex]
WALKIN TO UR WAKE (Walking Wake) @ Choice Specs
Ability: Protosynthesis
Tera Type: Water
EVs: 244 SpA / 12 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Steam
- Flamethrower
- Dragon Pulse
- Draco Meteor
Say hello to Suic- I mean Special Dracov- I mean Walking Wake. I wanted to get +1 speed in the sun so that’s why it only has 244 SpA EVs (don’t worry, you still have 520 SpA with specs). Hydro Steam hitting 180 bp due to sun and stab makes this one of the most powerful water types in the tier. Further taking advantage of the weather with flamethrower and having another nuke in draco provides coverage that not many mons can consistently deal with without predicting. Dragon pulse is just there if you wanna click a dragon move and not miss I guess idk feel free to switch that and experiment. Anyway, menace does not begin to describe this thing.
Chris Bosh (Charizard) @ Choice Specs
Ability: Solar Power
Tera Type: Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Overheat
- Flamethrower
- Solar Beam
- Dragon Pulse
Overheat strong. That’s what you’re clicking 80% of the time with this thing. If you really don’t wanna miss and/or don’t need to do 842097089570 damage there’s flamethrower. Solar beam and dragon pulse might come in handy in certain desperate situations.
Accordion (Ceruledge) @ Focus Sash
Ability: Weak Armor
Tera Type: Fighting
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Bitter Blade
- Close Combat
- Shadow Sneak
This is the setup sweeper on the team. Ideally you’re eating a hit with sash, getting the boost from weak armor, and setting up with SD to put in work. I’ve considered running solar blade on this instead of CC; if anybody is feeling curious and wants to see if that is better (could help with mons like pex) please try it out and provide input! Also while this team has no shortage of speed control, having priority and focus sash on something makes me feel a little bit less susceptible to losing out of nowhere on turn 3.
Mammoth Graveyard (Great Tusk) @ Leftovers
Ability: Protosynthesis
Tera Type: Ghost
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Earthquake
- Ice Spinner
- Stealth Rock
- Rapid Spin
SV OU’s poster child is here to spin hazards away, eat every physical attack possible (especially in sun with the +1 def boost), and set up rocks to help the threats on this team do what they do. I like running ice spinner instead of body press or knock off because Dragonite can be kinda scary against this team. O yeah and tera ghost to block opposing spin is nice.
Rarren Moon (Roaring Moon) @ Choice Band
Ability: Protosynthesis
Tera Type: Dragon
EVs: 220 Atk / 36 SpD / 252 Spe
Jolly Nature
- Outrage
- Crunch
- Earthquake
- U-turn
I’m almost embarrassed to admit that this was my first time using Roaring Moon. This thing is brazy with a band. Again, I played around with the EVs to get +1 speed in the sun. Effectively switching in with a dragon dance and coverage like this almost makes me feel bad. Scaring out opposing mons and clicking U-turn lets you build momentum and switch into one of your other breakers. Outrage with tera dragon is an absolute nuke but can leave you vulnerable to getting revenge killed by a fairy type or first impression or something else.
Haven’t had too much time to ladder with this team yet but it’s been giving me decent success in the 1600s and I’m confident that it can lift me even higher. It’s past 2AM right now so sorry if I made some mistakes or my analysis wasn’t super in-depth. O also when I first built this Ceruledge accidentally had shadow ball instead of shadow sneak so that was pretty funny. Feel free to test the team out and lmk if you like it!
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