First Sun team

Azelf @ Heat Rock
Timid Nature
252 Spd/ 252 SpA / 4 HP

Explosion
Fire Blast
Stealth Rock
Sunny Day

As a lead, Azelf can set up the sun, set up rocks, but can also get out a quick kill on a skarmory or forretress lead with Fire Blast. FB only gets stronger once the sun is up. Explosion is a really useful move as well, as it has allowed Azelf to go out with a bang and take out pokes which may have otherwise been serious threats.


Shiftry @ Life Orb
Adamant Nature
252 Atk/252 Spd/ 4 Hp

Low Kick
Explosion
Sucker Punch
Seed Bomb

Shiftry is supposed to function as a physical sweeper, using STAB faint attack and seed bomb, brick break if Chansey or T-tar shows up. Expolsion is there for the same reason as it is on Azelf.

Exeggutor @ Life Orb
Modest Nature
252 Spd/ 252 SpA / 4 Hp

Ancient Power
Hidden Power Fire
Leaf Storm
Psychic

The special sweeper on my team. When the sun is up, Exeggutor proves to be highly effective. I am thinking about switching out the Choice Specs for Life orb though, the inability to switch moves has cost me before.

Tangrowth @ Life Orb
Jolly
252 Atk/ 252 Spd/ 4 SpD
Earthquake
Power Whip
Rock Slide
Swords Dance

Physical wall. Can switch in to alot, surprise killing a few heatran for me. It has good physical bulk, but lacks the necessary punch at times. As my sole EQ user, it has been invaluable.

Cresselia @ Leftovers
252 Hp/ 129 Def/ 129 SpD

Ice Beam
Moonlight
Sunny Day
Thunder Wave

Mixed wall. Easily the MVP on my team for the time I have been using it. Even without the sun up, the thing is a definate pain to kill. With reliable recovery boosed to 75% in the sun, cresselia can easily have snough time to set up the sun again or t-wave a threat. Ice Beam wrecks Gliscor, Dragonite, and Flygon; pokemon which may have given me problems otherwise.

Infernape @ Life Orb
194 Atk/ 252 Spd/ 64 SpA

Close Combat
Fire Blast
Hidden Power (Ice)
ThunderPunch

Switched to over Rotom-W. Infernape gets a sun-boosted STAB Fire Blast, and the infamous Close Combat. I went mixed on the Infernape for maximum effectiveness on both Thunderpunch and HP Ice. Grass Knot may be more effective against bulkier waters, but the other grass types can take care of them. Gyarados and Tentacruel however, are better dealt with through T-punch. HP Ice is there for Dragons
 
Hi Sour L3mons!

Props for trying to use a Sun team in OU. However, your team needs a bit of work if you want to be competitive.

First and foremost, you need a way to kill opposing Hippowdon, Abomnasnows, and Tyranitars. These three have abilities that cancel out your sun, rendering your team slow, weak, and vulnerable. I'm not too worried about Hippowdon and Abomnasnow, as both are uncommon. Plus, Hippo won't like taking STAB Grass attacks and 'Snow gets fried by Fire moves (which you should be using more of). So, let's focus on removing opposing Tyranitars. Although uncommon in OU, Choice Band Dugtrio will always take Tyranitar out of the match if it can get in safely. Even Choice Scarf T-Tar variants are outsped and OHKO'd by Earthquake (assuming you get down SR). With T-Tar out of the way, you can safely start your Sun sweep again. Here's my set:

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Dugtrio@Choice Band
Jolly Nature, 252Att, 4SpD, 252Spe
Earthquake
Stone Edge
Night Slash
Pursuit/Sunny Day

Earthquake is STAB, while Stone Edge hits Flying-types for super-effective damage. Night Slash is for Ghosts. Pursuit is the usual option in the last slot, but Sunny Day is useable too, even with a Choice Band. With it, you can Death fodder him to get your Sun back up later in the match. use him over Rotom.

Now that Tyranitar is taken care of, we can move on to some other things. I have a few nitpicks.

1) Weather teams are all about hyper offense; don't bother with Walls, because then you're wasting your precious Sun-boosted turns. Make Tangrowth into a Chlorophyll-abusing physical attacker:

465_tangrowth_front_norm.png

Tangrowth@Life Orb/Leftovers
Ability: Chlorophyll
Jolly Nature, 252Att, 4Def, 252 Spe
Swords Dance
Power Whip
Earthquake
Rock Slide

Swords Dance on your first turn, then start attacking. Power Whip is for a strong STAB, while Earthquake nails Fire-types and Steels. Rock Slide hits Fliers hard. As for your item, I'd recommend the Life Orb for the boost in power.

2) Your Shiftry has a strange moveset. Faint Attack and Brick Break are almost totally outclassed by Sucker Punch and Low Kick. However, If you keep Tangrowth, I'd get rid of Shiftry in exchange for a fire-type such as...

3)Typhlosion. Right now, your team is almost all Grass-Types. this can be a problem, since A) without Sun, you're screwed and B) Scizor absolutely and utterly destroys you. Typhlosion gives you both a U-Turn and Bullet Punch resist, and can use the Sun boost and his already good speed to wreak havok on unprepared teams.

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Typhlosion@Life Orb
Timid Nature, 252SpA, 4 SpD, 252 Spe
Fire Blast
Solarbeam
HP Ground/ HP Rock
Focus Blast/Sunny Day

Get in when you can, then attack with your boosted power. Fire Blast is STAB and mauls everything that doesn't resist it in the sun. Solarbeam decimates Water-Types, but ONLY USE IT IF YOU ARE SURE YOU OPPONENT DOESN"T HAVE TYRANITAR. Speaking of Tyranitar, Focus Blast OHKOs him, though Sunny Day is okay too if you want another Weather abuser. The Hidden Power is up to you. Rock has good coverage against the common Dragon-types, but HP Ground hits the arguably more important Heatran.

4) Take off Exeggcutor's Specs and give him a Life Orb. Sun turns are too valuable to waste time switching out of unfavorable moves. Also, replace Ancientpower with Sleep Powder. Ancientpower's boost is unreliable at best, and it has underwhelming base power.

5) Something else (Anything else) over Cresslia. As your team is now (Without any of my changes), you have 5(!!!!!) weaknesses to Bug, and two of those are 4x. I'd use Heatran. Heatran gives you a 4x Bug resist, and is yet another check to he ever-present Scizor.

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Heatran@Heat Rock
Timid Nature, 252SpA, 4 SpD, 252Spe
Sunny Day
Flamethrower
Earth Power
Solar Beam/HP Grass/HP Ice

Sunny Day is for weather support, while Flamethrower has perfect accuracy and is boosted by the sun. Earth Power is necessary on basically all Heatran so it can combat other Fire-types Solarbeam is stronger, but HP grass is more reliable so the choice is up to you. HP ice is an option if you want to nail Dragons, who can otherwise give you problems.
 
Thanks, your advice has been helpful. I was considering a dugtrio, and Tangrowth hasn't exactly been pulling its weight on the offensive end. The only thing I really disagree with though is the Cresselia drop. That has been the most useful thing I have carried on this team. I'll try it and experiment a bit, update my previous post later on.
 
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