Empire of the Sun

Empire of the Sun - OU RMT by End Fashion

Empire of the Sun
By End Fashion

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Introduction

Yes, yes it is End Fahion again with another stupid Sunny Day team. When will he stop annoying us with this shyte? Following the success of my UU Sunny Day team (not a plug of Bulbagarden, but that was a far more active topic than the Smogon topic) I decided to try my hand at an OU team again. A long time ago I came up with an OU Sunny Day team that functioned fairly well (and somehow became archived), but admittedly never felt quite right. For example, it only had one Chlorophyll Pokemon in Tangrowth, and even then he ended up playing a supportive role. In the end the team felt more like a balanced team with a little Sunny Day sprinkled on top. Hardly satisfying.

This time around, I have been dedicated to using Pokemon designed specifically to function in the sun. I have had to re-learn the OU metagame and try to form a solid squad that can be both offensive and sufficiently defensive should the need arise. Being in the OU tier meant I got to play with higher tier Pokemon, which I hoped would allow me to assemble an even more powerful squad than my UU team.

The plan failed.

In frustration, I practically threw the game away. As a joke, I started using my UU team in OU, in a way being able to blame my use of UU Pokemon vs OU Pokemon for my losses. The funny part was, I lost less often with the old UU team than any OU team I tried to fabricate. With this in mind, I decided the best option may be to stop trying to build from scratch, and rather, build upon what I already had in front of me: my best team to date.

So here I present to you my new OU Sunny Day team. I don't for one second expect it to reach the heights in OU that the original team did in UU. However, at this point I see it as my best effort yet. As I get back into the game, I may stumble across areas to improve the team. But for now, here is the team, and an analysis of how it has evolved from the original. Initial changes from the original team will be marked in red, whilst subsequent changes from this topic will be marked in blue.


Synopsis

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Comprehensive Analysis

1. Lead
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Ambipom (M) @ Heat Rock
Ability: Technician
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Sunny Day
- Taunt
- Fake Out
- U-turn​


a. Original set.

Jumpluff (M) @ Heat Rock
Ability: Chlorophyll
EVs: 232 HP/24 Def/252 Spd
Jolly nature (+Spd, -SAtk)
- Sleep Powder
- U-turn
- Sunny Day
- Encore


b. What's changed?

The Pokemon. Duh.

c. Why Ambipom?
Some of you may question why, in the step up to OU, I would just switch to another UU lead. The main reason is that Jumpluff has excellent speed and the ability to shut down opponents in UU, but in OU it is outpaced and outclassed by common leads. Ambipom on the other hand has a number of qualities that make him a superstar. The main reason is Fake Out, allowing me to beat the common Azelf, and breaking the scarf of the likes of Infernape. As the game progresses, that Fake Out can be used to wear down opponents, softening them up for the sweepers. Taunt lets me stop entry hazards and status, which helps. U-Turn scouts switches which may occur in reaction to me putting the sun up.

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2. Physical muscle

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Arcanine (M) @ Choice Band / Life Orb
Ability: Intimidate
EVs: 252 Atk/4 Def/252 Spd
Adamant nature (+Atk, -SAtk)
- Flare Blitz
- Extremespeed
- Iron Head
- Crunch​


a. Original set.
Arcanine (M) @ Leftovers
Ability: Intimidate
EVs: 192 HP/252 Atk/64 Spd
Adamant nature (+Atk, -SAtk)
- Flare Blitz
- Extremespeed
- Toxic / Will-o-Wisp
- Morning Sun

b. What's changed?
Arcanine has moved from a passive attacker to fully-blown assault vehicle. Under the sun, a Choice Band Flare Blitz is doing masses of damage against anything that doesn't absorb it. ExtremeSpeed is great with the Choice Band, netting some kills late in the game, and surprising a lot of switch-ins expecting to sponge a fire attack and outpace Arcanine, just to be hit with ExtremeSpeed twice for a lot of damage. Without the Leftovers and Morning Sun, Flare Blitz makes Arcanine a kamikaze powerhouse. I decided on the Choice Band change beacuse I found that Arcanine's tanking ability is not as reliable in OU given the power of the sweepers in this tier.

c. Why keep Arcanine?
Arcanine can roll with the most used Pokemon in the game - Scizor. That in itself is a good reason to keep Arcanine on the team. Secondly, Arcanine simply has fierce power with a Choice Band, and fits right in with the offensive nature of OU. OU is the home of defensive and offensive threats such as Clelebi and a plethora of steels. Intimidate also curbs Infernape's attack, reducing the power of Close Combat, and resists everything in MixApe's special arsenal. Finally, Arcanine is cool.

d. Choice Band vs. Life Orb
So far Choice Band has worked well for me, giving me a big power boost without having to worry about the Life Orb recoil on top of the Flare Blitz recoil. However, Life Orb would offer more flexibility.

d. The moves.
i. Flare Blitz
STAB 120 base power pumped up by both Choice Band and the sun makes this one hell of an attack, with enough furosity to OHKO the likes of Umbreon, max HP / Def Dusknoir 79% of the time with Stealth Rock, and land clean 2HKOs on max HP / Def Cresselia and Uxie.

ii. ExtremeSpeed

With the Choice Band, ExtremeSpeed becomes a useful finisher should Arcanine last the game. Since a lot of threats outpace Arcanine, this allows him to do some damage to either preserve himself, or at least take some damage off before going down.

iii. Crunch

Mostly to take out Latias, which without defensive EVs will be OHKOd with Stealth Rock in play. Without Life Orb or any boosts, Surf with the sun up fails to 2HKO Arcanine (although Dragon Pulse has a 97% chance to).

iv. Iron Head

Just for coverage against Rock-types, though I rarely use it. It will find more use if I run Life Orb since I can still hit guys like Tyranitar coming in to set up on a Choice Band forced switch. Thunder Fang is optional to take out standard bulky Gyarados, managing to OHKO with Stealth Rock and Intimidate factored in (using Life Orb).

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3. Sun Support

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Spiritomb (M) @ Heat Rock
Ability: Pressure
EVs: 252 HP/144 Def/112 SDef
Sassy nature (+SDef, -Spd)
- Sunny Day
- Sucker Punch
- Will-o-wisp
- Hidden Power [Fire] / Pain Split​


a. Why Spiritomb?
Spiritomb is a good defensive sort, and importantly, a spin blocker. This team needs Stealth Rock support to help the sweepers, particularly against the likes of Salamence and Gyarados. Spiritomb's dark typing give Sucker Punch STAB, which is useful particularly against the likes of Latias and the Rotom formes.

b. Original set
Spiritomb (M) @ Heat Rock
Ability: Pressure
EVs: 252 HP/140 Atk/116 SDef
Careful nature (+SDef, -SAtk)
- Sunny Day
- Pursuit / Sucker Punch
- Rest / Momento
- Will-o-wisp / Toxic

c. What's changed?

I've made Spiritomb more defensive for the OU setting, since its dark typing make it neurtral to Scizor's U-Turn. I was finding that move was taking a striking amount of HP off Spiritomb. HP Fire in the sun offers some coverage against said Scizor and other steels, however Pain Split offers recovery and can wear opponents down allowing me to finish them off with Sucker Punch.

d. Other considerations
Rotom-H springs to mind as a replacement. Rotom is a better counter for steels, particularly Scizor and Metagross. Rotom also makes Gyarados think twice without setup. On the downside, I lose the usefulness of Sucker Punch and gain weaknesses in common ghost and dark attacks. Hariyama is the other main contender for this position, being able to threaten huge threats to this team such as Tyranitar and Weavile, whilst with Thick Fat still being able to stand up to Heatran enough to take it out. The con of this is losing a spin blocker, since Stealth Rock is so valuable to the team. Cresselia is the third option, with her bulk and access to Moonlight. This does however add more weakness to Tyranitar, ie. Choice Band Pursuit.

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4. Stealth Rock

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Regirock @ Heat Rock
Ability: Clear Body
EVs: 252 HP/36 Atk/220 SDef
Careful nature (+SDef, -SAtk)
- Stealth Rock
- Sunny Day
- Counter / Earthquake / Thunder Wave
- Explosion​


a. Why Regirock?
Regirock is one solid defensive unit. Despite his weakness to common steel and ground moves in OU, he tends to survive almost anything thrown at him first time around. This includes the likes of Scizor's Bullet Punch, Salamence and Tyranitar's Earthquakes, and so forth. This makes Coutner such a stellar move, since any attack doing between 50-99% damage is a free OHKO. A lot of players are suckered into going for the kill with their Scizor, Swampert or Metagross, just to be Countered to death. The downside is that Regirock is my best switch-in on Heatran if I need to, and I have little to attack it back with. Heatran needs the sun and Flash Fire to ensure a 2HKO with Fire Blast on Regirock with Stealth Rock factored in. If I maxed out special defense and used Leftovers, Heatran would only 2HKO 58% of the time. If I can avoid activating Flash Fire, Fire Blast only manages 34% max with the sun. Earth Power only gets 41% max (figures for standard ScarfTran). Overall, Regirock gives me much needed resistances to fire and flying attacks.

b. What's changed?
Nothing has changed. I sometimes wish I had Earthquake on here to take out Heatran, however I often use Sunny Day then Explosion to get my sweepers in, and Counter has already been explained. I will be testing out the third move slot sometime. Thunder Wave can be used to shut down Heatran and make my sweepers more viable without the sun.

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5. Special Sweeper
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Exeggutor (M) @ Life Orb
Ability: Chlorophyll
EVs: 4 HP/252 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Solarbeam
- Psychic
- Hidden Power [Fire]
- Sleep Powder​


a. Why Exeggutor?
Like Tangrowth, Exeggutor becomes extremely fast in the sun. Secondly, Exeggutor has a top tier special attack stat to work off, and with the sun up he gets access to the best special grass attack (barring Seed Flare) in the game. Some may argue that Leaf Storm is better, but seriously, use that once and you have to switch out. The only drawback with this, in OU particularly, is the presence of auto-weather Pokemon. Being caught in a charge phase against the likes of Tyranitar and Abomasnow is usually lights out for Exeggutor.

b. What's changed?

Again, no changes hare. I think that set is about as good as I'm going to get. Solarbeam being switched to Energy Ball or Grass Knot may work out to be safe against weather changers, but it has less power for a sweep.

EDIT: Made the change to Grass Knot after I finally took a good look at its base power figures.

b. The moves.
i. Grass Knot
With the possibility of being shut down with Sandstorm, Solarbeam is not the most reliable move to be using. Grass Knot still hits the likes of Tyranitar and Hippowdon for 120 base power, and Suicune for 100 base power which is enough to OHKO with Stealth Rock on all standard Smogon sets without any boosts.

ii. Psychic

Basically the only other usable special attack outside of a Hidden Power. It hits most things for neutral although I rarely rely on it. Importantly though, common Salamence are OHKOd with Stealth Rock up, as well as pretty much all the fire-types bar Heatran.

iii. Hidden Power [Fire]

Weather boosted HP Fire takes out other grass-types, steel-types, and ice-types who otherwise wall the set, besides Heatran... again.

iv. Sleep Powder
Initially this was Substitute, however Sleep Powder puts special walls and counters to sleep, allowing me to switch out freely and go to another sweeper. Substitute allowed me to avoid status and scout Pursuit / Sucker Punches which are not as common in OU as UU. Sleep Powder (when it hits) allows me to switch freely. It is especially useful in situations where I am suckered into activating stuff like Flash Fire on Heatran, allowing me to (unless they only have one turn of sleep) get in something like Tangrowth. Blissey is a good one since Natural Cure nullifies sleep clause should she switch out.

c. Major threats to Exeggutor

Tyranitar is probably the biggest threat, being able to come in on SolarBeam and get me stuck in a charged attack for a mere base 60. STAB Crunch then finishes me off. Hippowdon and Abomasnow also cause the same problem. For this reason, Grass Knot may be better than SolarBeam as a safety measure, however it lacks the power across the board.

Weavile and Mamoswine are big threats also, with a very powerful STAB Ice Shards. Arcanine can come in with Intimidate and resistance and force them out with Flare Blitz, although he may come in on an EQ by Mamoswine if they predict. Heatran completely walls this set and can cause some major issues to the team if Tangrowth is out of play. Latias also walls me, and again can cause some problems. Finally, there is Blissey, who really forces me out.

d. Other considerations
I am going to test out Infernape here as I see a problem against stall teams. Constantly switching between physical and special attackers is what stall thrives on with its well planned defensive core. MixApe will help out a lot, whilst having its STAB boosted by the sun. That said, I really like Exeggutor and it’s not like it has been a massive failure or shown up as a weakness on the team. On the contrary, Exeggutor has done a ton of work and won me a great deal of battles.

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6. Physical sweeper
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Tangrowth (M) @ Life Orb
Ability: Chlorophyll
EVs: 40 HP/252 Atk/216 Spd
Jolly nature (+Spd, -SAtk)
- Earthquake
- Power Whip
- Rock Slide
- Swords Dance​


a. Why Tangrowth?
First, Chlorophyll. Under the sun he reaches 418 speed, which is enough to outpace most common threats in the metagame. Second, coverage. With Earthquake at its disposal, Tangrowth can take on fire types who think they can scare me out - namely Heatran. Same can be said for flying and bug types with Rock Slide. Aside from that, Tangrowth has the best physical STAB grass attack in the game. Finally, access to Swords Dance makes Tangrowth a powerful and often underestimated sweeper, particularly with Stealth Rock support. I need to be protective of Tangrowth, as he is the only one who can take out Heatran cleanly.

b. Original set

Tangrowth (M) @ Expert Belt
Ability: Chlorophyll
EVs: 252 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- Earthquake
- Power Whip
- Rock Slide
- Swords Dance

c. Nature: Jolly vs Adamant
In UU, I run Adamant. In OU, I run Jolly. Why? UU does not have ScarfTran, who I must get rid of, and Tangrowth is about the only one who can do it. The Jolly nature allows me to spare some EVs and put them into HP.

d. Life Orb or Expert Belt?

OU is a far more offensive tier than UU, but also houses more Pokemon who are neutral to my attacks. Life Orb gives me more power against these guys, ultimately making that 10% health drop a worthy investment.

e. The moves.

i. Earthquake
Ground beats fire, the #1 counter to this guy. Also lets me take chunks out of opposing steels.

ii. Power Whip
Power Whip has 120 base power, and is STAB. Accuracy is a bit iffy, and has honestly cost me countless matches from missing in the past. Still, I can always claim "hax" and rage quit haha. Anyway, this is Tangrowth's primary neutral attack tool.

iii. Rock Slide
Again for coverage. Salamence and Gyarados look out. Without a Swords Dance it is not as effective, as Intimidate puts me at -1 attack power.

iv. Swords Dance
How to make a Sweeper in one easy step.


What's next?

Next I need to get a decent counter to Rain Dance on the team. A fast scarf user such as Latias would work as a revenge killer, for a lot of threats in OU. Gardevoir has the pace to utilise Trace to revenge sweep Rain Dance teams too, although not much use outside that. Porygon2 is better defensively and can do the same thing, being able to combat the likes of Salamence and Gyarados also. Without a good wall breaker like Infernape, I am also more susceptible to stall teams. Infernape could slot in over Arcanine, however I like Arcanine's increased bulk. I'll be looking at making Thunder Wave my primary status ailment besides Exeggutor's Sleep Powder.
 
On Tangrowth, I'd change the EVs so you have 40HP/252Atk/216Spe, as there's no point on going to 422 speed, when 418 is enough to outpace Heatran. You'd much rather have the rest in bulk.

If you want to run Exeggutor, I'd take out Solarbeam and replace with Grass Knot, as if you're playing in OU, Tyranitar, Hippowdon and Abomasnow are WAY too common. Since the only thing taking less damage from Grass Knot is Vaporeon (Which Tangrowth handles pretty well anyway), you're better off with Grass Knot. I'd also recommend Explosion over Psychic for Exeggutor to take out something when you're health is down (Or Blissey). I presonally don't like Exeggutor very much, and you are in need of Mixed attacker here, so I'd replace either Eggy or Arcanine for Infernape, using the "Specially Based MixApe" set, it helps to break down walls.

You also have a massive Salamence weakness (If it's not sunny). I'd recommend replacing Spiritomb with Cresselia, and it could also help with dealing with Rain teams, using this set:

Cresselia (F) @ Heat Rock
Ability: Levitate
EVs: 252 HP/252 Def/4 SAtk
Bold nature (+Def, -Atk)
- Sunny Day
- Moonlight
- Ice Beam
- Thunder Wave


This could probably help you against hard-hitting Rain sweepers too, as Modest Max Special Attack EV'd Kingdra's Hydro Pump does 60.14% - 70.95%, meaning you can Thunder Wave it (Don't switch it into an attack), then set up the Sun, bringing the damage down to 20.27% - 23.87%, meaning you can either i) Recover a lot of health with Moonlight (Gets boosted by Sun), or switch to a Sweeper and go to town (Weather vs Weather teams pretty much mean whoever has the weather on their side wins). Ice Beam is for Salamence and Dragonite, mainly.
 
You gave me some good advice on my Sunny Day team... so I have to return the favor.

A long time ago I came up with an OU Sunny Day team that functioned fairly well (and somehow became archived), but admittedly never felt quite right. For example, it only had one Chlorophyll Pokemon in Tangrowth, and even then he ended up playing a supportive role. In the end the team felt more like a balanced team with a little Sunny Day sprinkled on top. Hardly satisfying.
Lol... I noticed that too.

Ambipom:
As you already know from my Sunny Day team... I'm not a big fan of fragile Sunny Day users. With the over usage of auto-weather changers and Sunny Day only lasting 8 turns at a time... you are going to need to bring out the sun as much as possible. Obviously you can't bring out the Sun if your Sunny Day users aren't around... but I'm guessing that your strategy with Ambipom is to get the Sun up asap... rather than later in the battle.
On the positive side Ambipom is a great lead with Taunt... and with it's Speed... chances are you'll be able to get a Sunny Day up quickly.

Arcanine:
At first glance I would tell you to drop Crunch... but after seeing the rest of the team... I noticed that Crunch is really your only answer for Latias (who will just stall out Spiritomb Sucker Punches). Latias is a huge problem because it walls both of your Chlorophyll Sweepers.
I don't know how long a Choice Band Flare Blitzing Arcanine will last without Rapid Spin support because it will do a lot of switching. If you decide to go without a Rapid Spinner you should go with a Morning Sun + Life Orb set and drop either Extreme Speed or Iron Head.

Spiritomb:
It works great as a Spin-Blocker but I think you should make it a little more offensive to deal with Latias... or you can give it Taunt to force Latias into attacking instead of stalling with Recover/Calm Mind.

Regirock:
I'm still not seeing your strategy when it comes to setting up the sun. Why would you sacrifice your bulky Sunny Day user by letting it to Explode? Like I said before... you're going to need to set up the Sun as much as possible. Sunny Day teams aren't like Rain Dance teams where you can just set up the weather and have one or two Pokemon sweep an entire opposing team. Sun Sweepers just don't have the attacking type coverage... so your going to have to wear your opponent down over time while still managing to keep the Sun up. I would definitely try to keep Regirock around by replacing Explosion with Hammer Arm... now Tyranitar and Abomasnow will be taken care of if they decided to switch in to erase the Sun. It also hits Heatran fairly hard.

Exeggutor:
I know your aware of the risk of using Solar Beam... and in my opinion it just isn't worth the reward. Like you said... Solar Beam just makes Exeggutor Tyranitar bait.
You could try Leaf Storm and pair it with Power Swap to shift Exeggutor's stat drops to it's opponent... but I wouldn't know which move to replace it with.
Still... With all that said... I agree with Shrang on all the points he/she made on Exeggutor.
If you're big on using a Speedy Sunny Beamer... you could try this set out:
Blaziken @ Expert Belt/Life Orb
Agility
Solar Beam
Super Power
Fire Blast/Flare Blitz/Blaze Kick
Two of the three auto-weather changers are OHKOed by it's two STAB attacks and will think twice about switching-in to block Solar Beam... but this set still doesn't solve a Sunny Day team's second major threat after Tyranitar... Dragons.

Tangrowth:
Alright... I see you're a huge Sweeping Tangrowth fan because it's on almost all of your teams. I tried to use it a long time ago but it just didn't work for me... ill explain why. The problem is it's attack typing. Grass + Rock + Ground is walled by so many Pokemon in OU. A Standard Choice Band Scizor switches in on a Tangrowth Swords Dance... isn't OHKOed by an boosted Earthquake (w/o an +Atk nature)... and hits back with a U-Turn that has a 50% chance of OHKOing or a Bug Bite that has an guaranteed chance of OHKOing. Skarmory and Bronzong also completely wall this set. However, Tangrowth has the option of using a boosted Hidden Power Fire to deal with these threats. But if you remove Swords Dance then you lose boosted Rock Slides to deal with Salamence, Gengar, and Zapdos. So what do you do? I think if you do decide to use Tangrowth as your Sweeper... you should make it a Mixed Sweeper and remove Earthquake. Try Power Whip, Swords Dance, Rock Slide, and Hidden Power Fire. Now you have coverage over more Pokemon... but you do lose your coverage over Heatran. However, this is really a blessing in disguise because now you don't have to worry about ScarfTran and you can drop Tangrowth's Speed. Simply change it's nature to Naughty (+Atk, -SpDef) and now you're firing off stronger Rock Slides and Power Whips... you're even guaranteed to OHKO Standard Infernape with Power Whip after a Swords Dance. Still... this set has no answer for Latias.

Conclusion:
Try focusing more on addressing a Sunny Day teams three major counters... Tyranitar, Latias, and Heatran. You can add a Pursuiter to deal with Latias.
Toxic Spikes and Stealth Rock severely hurt your team... especially when your main attackers have either Life Orb or Choice Band. Still... all three of them have access to recovery moves... so you have that option if you don't want to add a Wish Supporter, Heal Beller, Rapid Spinner, or Poison Pokemon.
I hope my advice helps... good luck.
 
Thanks for the feedback. I've gone with Grass Knot over Solarbeam as I should have done in the first place. I also changed the EVs on Tangrowth.

Arcanine:
At first glance I would tell you to drop Crunch... but after seeing the rest of the team... I noticed that Crunch is really your only answer for Latias (who will just stall out Spiritomb Sucker Punches). Latias is a huge problem because it walls both of your Chlorophyll Sweepers.
I don't know how long a Choice Band Flare Blitzing Arcanine will last without Rapid Spin support because it will do a lot of switching. If you decide to go without a Rapid Spinner you should go with a Morning Sun + Life Orb set and drop either Extreme Speed or Iron Head.
I think I might drop ES for Morning Sun. Still gotta test out the Life Orb set.

Regirock:
I'm still not seeing your strategy when it comes to setting up the sun. Why would you sacrifice your bulky Sunny Day user by letting it to Explode?
Exploding is like using Azelf as a suicide lead. The difference here is that instead of relying on speed and a Focus Sash to do the job, it relies on defense. If I recall correctly, +2 Life Orb Earthquake from Salamence only barely OHKOs Regirock, to show how much defense it carries. Explosion has saved my ass against Torment Heatran too, who Torments Earthquake from behind a substitute so I can't use it agian. Explosion lets me get in the likes of Tangrowth who can then KO, since it has enough power to break the sub. It is basically a killswitch to take something potentially troublesome out, and get a free switch in. I should point out that at times I see the usefulness in letting something be KOd to move forward safely.

Exeggutor:
I'm saddened by how much people underestimate Exeggutor when given the right support. Even if it doesn't complete a full sweep, it does enough to weaken teams. Using Sleep Powder to nullify a counter for a short period seems to be overlooked.

Tangrowth:
Alright... I see you're a huge Sweeping Tangrowth fan because it's on almost all of your teams. I tried to use it a long time ago but it just didn't work for me... ill explain why. The problem is it's attack typing. Grass + Rock + Ground is walled by so many Pokemon in OU. A Standard Choice Band Scizor switches in on a Tangrowth Swords Dance... isn't OHKOed by an boosted Earthquake (w/o an +Atk nature)... and hits back with a U-Turn that has a 50% chance of OHKOing or a Bug Bite that has an guaranteed chance of OHKOing. Skarmory and Bronzong also completely wall this set. However, Tangrowth has the option of using a boosted Hidden Power Fire to deal with these threats. But if you remove Swords Dance then you lose boosted Rock Slides to deal with Salamence, Gengar, and Zapdos. So what do you do? I think if you do decide to use Tangrowth as your Sweeper... you should make it a Mixed Sweeper and remove Earthquake. Try Power Whip, Swords Dance, Rock Slide, and Hidden Power Fire. Now you have coverage over more Pokemon... but you do lose your coverage over Heatran. However, this is really a blessing in disguise because now you don't have to worry about ScarfTran and you can drop Tangrowth's Speed. Simply change it's nature to Naughty (+Atk, -SpDef) and now you're firing off stronger Rock Slides and Power Whips... you're even guaranteed to OHKO Standard Infernape with Power Whip after a Swords Dance. Still... this set has no answer for Latias.
I only like the mixed set for its ability to take out Scizor and opposing grassers. Otherwise I think your set is completely hampering the type coverage which you touted as being really poor to begin with. I need Tangrowth to have Earthquake.
 
Im short of time so maybe ill rate properly later best as you pointed out, you have trouble with heatran, latias, and T-tar. Now I do know this sounds silly on a sunney day team but a swampert can help out on your weaknesses to these pokemon. I know it sounds stupid but pokemon that stop heatran, Latias and T-tar are mostly bulky waters or your own T-tar. I chose swampert becasue its weaknesses are covered by the rest of the team and because it has a STAB that can help against both T-tar and Heatran which is not weakened by Earthquake. Not sure what it would go over though but it is really just an idea to help against the pokemon that give you trouble. Personally I would not swap Spiritomb for Rotom H unless your heatran problem is solved.
 
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