Hello fellow Smogonites! Merry Christmas and Happy Holidays to you all! Long-time lurker coming at you (finally) with a team worthy of critique, IMHO. As you probably guessed from the title, this is a Sunny Day team, but with my own spin. This team operates on a couple of key principles I have found to be true in my experience with this and countless other sun teams:
1. Grass-types are a no-no on Sunny Day teams. (For the most part!) Despite Grass-types being the sole benefactors of Chlorophyll and/or Solar Power abilities, the weakness to Fire they have inherently makes them unusable in sunny weather, contrary to popular opinion stating otherwise.
2. As of 4th Gen, there is no such thing as a bulky Fire-type outside of Heatran. This is important... you'll see shortly.
Introducing Team Shining Finger!
Ambipom (M) @ Heat Rock
Ability: Technician
EVs: 6 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Fake Out
- Taunt
- Return
- Sunny Day
---
Ambipom here is my anti-lead / suicide lead, and has served me quite well. Ambipom happens to be the fastest Sunny Day user in the tier, so using it was a no-brainer.
Taunt serves to aid my team in preventing Stealth Rock from being laid (very VERY important!) and also helps me battle Rain teams who try and change the weather on me.
Fake Out is a given, as it is practically Ambi's signature move; it also lets me deal with random Choice Scarfers whose neutral STAB moves would crush me (Espeon comes to mind) for lack of resistances.
Return is the last move on the set, and a move I use surprisingly little; however, it has come in handy when I feel I need to weaken a bulky water or some other problem poke before I bring in my sun sweepers. It leaves me totally helpless against ghosts, Froslass in particular, is it's the most common match-up.
Finally, Ambipom makes such a great lead because it is so common in the UU environment. It doesn't scream "Hi I'm using a Sunny Day team" like Electrode does with rain teams. Usually this ambiguity helps to not spoil the surprise too early in the match. Despite losing power by not running Silk Scarf or a Life Orb, Heat Rock is essential at times for setting up the sun early in the match, even at times doing so at the cost of losing Ambipom. Losing him early doesn't seem worth it when it's for less than 8 turns.
Moltres @ Lum Berry
Ability: Pressure
EVs: 218 HP/40 Spe/252 SAtk
Modest nature (+SAtk, -Atk)
- Agility
- Fire Blast
- Solarbeam
- Ancientpower
---
Moltres here recently replaced Blaziken as my first sweeper.... actually more like a lure. Despite sending my SR weakness through the roof, its performance over Blaziken speaks for itself. Once the sun is out, Moltres tends to bring out exactly what I need to weaken or remove first: bulky waters, priority users, and Rhyperior.
After an Agility, Moltres outspeeds max speed Hitmonlee with a Choice Scarf. Even if it takes a hit on the turn it uses Agility, odds are it will survive unless it's a rock attack, or if it has switched into SR (duh). Solarbeam OHKOs Rhyperior and 2HKOs all UU bulky waters. That leaves opposing Fire-types, which is where Ancientpower comes in. Hoever, unless the Fire-type is a Flash Fire poke, Moltres, or Charizard, Ancientpower is usually not needed, as Fire Blast does slightly more damage. With the given EVs Moltres is never 2HKOd by Arcanine's CB ExtremeSpeed or any STAB Surf in UU (in the sun), although I admit there are probably more efficient ways to spread the EVs I just dumped into HP.
Victreebel (M) @ Heat Rock
Ability: Chlorophyll
EVs: 6 HP/252 Spe/252 SAtk
Modest nature (+SAtk, -Atk)
- Solarbeam
- Sunny Day
- Sludge Bomb
- Sleep Powder
---
Despite my "no grass-types in the sun" rule I've adhered to before, I finally broke down and tried it. Despite not changing out my whole philosophy on sun teams, I have a new appreciation for the variety they bring to the table.... I have to say I <3 my Victreebel :D
This is a generic Sunnybeamer set; pretty self-explanatory. I am aware that Tangrowth can do the same thing with better defenses and movepool, but I have run some damage calcs, and since Tangrowth is unable to beat either Raikou nor Arcanine (with Intimidate) with Earthquake, I feel Victreebel's superior speed makes it a nice trade-off.
Charizard (M) @ Choice Specs
Ability: Blaze
EVs: 6 Def/252 Spe/252 SAtk
Naive nature (+Spd, -SDef)
- Fire Blast
- Dragon Pulse
- Solarbeam
- Focus Punch
---
Yes I know what you're thinking, and yes, I hate Stealth Rock--a LOT. Thankfully, between Ambipom and Hitmontop, I can make sure it stays off the field the majority of the time. Charizard makes an amazingly powerful mid- / late-game sweeper, especially if I can get him in for free on the turn one of my Sunny Day users sacrifices itself to set it up for him. Double-STAB Specs Fire Blast is beastly, and if Moltres has done its job, Charizard's counters should be easy pickings.
Chansey continues to be a pain, as it can manage to stall out the sun if Fire Blast misses even once, and so Focus Punch is in the last slot in case she decides to get cheeky.
The rest of the moveset speaks for itself; Dragon Pulse is pretty much filler though as I don't like using Hidden Power.
Hitmontop (M) @ Leftovers
Ability: Technician
EVs: 252 HP/252 Atk/6 Def
Adamant nature (+Atk, -SAtk)
- Mach Punch
- Bullet Punch
- Rapid Spin
- Sunny Day
---
With both of my Fire-types having that oh-so-sexy 4x Rock Weakness, a Spinner was no longer a luxury I could manage to do without. Hitmontop has proven to be the most reliable, and and has been an integral part of the team since. As an added bonus, it also provides much-needed priority.
Rapid Spin is a given--the whole reason I'm using Hitmontop in the first place; the other moves are also self-explanatory. Hitmontop used to carry Pursuit, but I sometimes felt strapped for an emergency Sunny Day user, and with Rotom use declining on the ladder lately, it got the axe. Still not sure if I need to go all out and replace the item though. Thoughts?
Dugtrio (M) @ Life Orb
Ability: Arena Trap
EVs: 6 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Earthquake
- Stone Edge
- Sucker Punch
- Shadow Claw
---
With Raikou on every other team, and my team having a frightening weakness to him (and Thunder Wave in general), I turned, like many others have lately, to Dugtrio. It also makes a decent back-up check to Rotom and Mismagius, provided I predict properly. While the sun is out, Dugtrio is even able to survive Aqua Jets from Kabutops and answer with an OHKO with Earthquake.
Finally, on to the weaknessess:
Ambipom is able to beat most leads, either by using Taunt, or by forcing a switch. However, Opposing Ambipom leads deal massive damage if I lose the speed tie, and Lead Alakazam also makes a huge dent in Ambipom. If it runs Protect, Ambipom even loses the ability to hit it for ~70% with Fake Out.
Now that Uxie is gone from the team, I have no one that can set stealth rock; this has been sorely missed; any suggestions on this would be duly appreciated (For the record, I only got rid of Uxie because I needed to make room for Dugtrio).
As mentioned before, Chansey is a giant thorn in my side with this team; although she is (inexplicably) relatively rare, I have trouble finding room for a counter to her. I suppose Dugtrio could help in this regard, but I have honestly yet to face a Chansey on the UU ladder since adding Dug to the roster.
Other problem pokemon of note are TrickScarfers, since my sweepers require freedom to switch moves, Charizard needs his Specs boost, and my supporters need their Heat Rocks. Thoughts on this?
Finally, and unexpectedly, Froslass can wear my team down if it manages to survive into the mid-game, as not even my Fire-types (due to their secondary typing) resist her Ice Beam. My best answer is Hitmontop and his Bullet Punch, but it is often not even a 3HKO. However, Froslass surviving past the first few turns is rare, as Moltres will usually take her out with Fire Blast after the initial Sunny Day set-up by Ambipom, or at worst Dugtrio OHKOs non-sashed variants with Shadow Claw. Don't even get me started on TrickScarf Froslass.... *shivers*
In general, this team has a lack of resistances to several types due to a relative lack of variety. Strong neutral Psychic-, Dark-, Normal-, and the rare Dragon-type attacks can do quite a number on this team, especially when boosted. Again, I am aware this is part of the nature of the Sunny Day beast, but if everyone were to accept the facts as presented we'd still think the Earth is the center of the universe, am I right?? ;)
Also, I sometimes miss having a Flash Fire poke on the team; this is mostly due to Victreebel, but is a minor complaint, as it is one of the inherent problems with using Sunny Day; however if this can be circumvented or mitigated I'd surely care to know how.
Thanks for reading (and critiquing)! Hope you enjoyed, and I apologize ahead of time if I missed anything important. This is only my second RMT, but I sure had a blast writing it!
Former Members:
EDIT: Major revamp made to team; changes are in bold.. Also made minor grammatical corrections.
1. Grass-types are a no-no on Sunny Day teams. (For the most part!) Despite Grass-types being the sole benefactors of Chlorophyll and/or Solar Power abilities, the weakness to Fire they have inherently makes them unusable in sunny weather, contrary to popular opinion stating otherwise.
2. As of 4th Gen, there is no such thing as a bulky Fire-type outside of Heatran. This is important... you'll see shortly.
Introducing Team Shining Finger!

Ambipom (M) @ Heat Rock
Ability: Technician
EVs: 6 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Fake Out
- Taunt
- Return
- Sunny Day
---
Ambipom here is my anti-lead / suicide lead, and has served me quite well. Ambipom happens to be the fastest Sunny Day user in the tier, so using it was a no-brainer.
Taunt serves to aid my team in preventing Stealth Rock from being laid (very VERY important!) and also helps me battle Rain teams who try and change the weather on me.
Fake Out is a given, as it is practically Ambi's signature move; it also lets me deal with random Choice Scarfers whose neutral STAB moves would crush me (Espeon comes to mind) for lack of resistances.
Return is the last move on the set, and a move I use surprisingly little; however, it has come in handy when I feel I need to weaken a bulky water or some other problem poke before I bring in my sun sweepers. It leaves me totally helpless against ghosts, Froslass in particular, is it's the most common match-up.
Finally, Ambipom makes such a great lead because it is so common in the UU environment. It doesn't scream "Hi I'm using a Sunny Day team" like Electrode does with rain teams. Usually this ambiguity helps to not spoil the surprise too early in the match. Despite losing power by not running Silk Scarf or a Life Orb, Heat Rock is essential at times for setting up the sun early in the match, even at times doing so at the cost of losing Ambipom. Losing him early doesn't seem worth it when it's for less than 8 turns.

Moltres @ Lum Berry
Ability: Pressure
EVs: 218 HP/40 Spe/252 SAtk
Modest nature (+SAtk, -Atk)
- Agility
- Fire Blast
- Solarbeam
- Ancientpower
---
Moltres here recently replaced Blaziken as my first sweeper.... actually more like a lure. Despite sending my SR weakness through the roof, its performance over Blaziken speaks for itself. Once the sun is out, Moltres tends to bring out exactly what I need to weaken or remove first: bulky waters, priority users, and Rhyperior.
After an Agility, Moltres outspeeds max speed Hitmonlee with a Choice Scarf. Even if it takes a hit on the turn it uses Agility, odds are it will survive unless it's a rock attack, or if it has switched into SR (duh). Solarbeam OHKOs Rhyperior and 2HKOs all UU bulky waters. That leaves opposing Fire-types, which is where Ancientpower comes in. Hoever, unless the Fire-type is a Flash Fire poke, Moltres, or Charizard, Ancientpower is usually not needed, as Fire Blast does slightly more damage. With the given EVs Moltres is never 2HKOd by Arcanine's CB ExtremeSpeed or any STAB Surf in UU (in the sun), although I admit there are probably more efficient ways to spread the EVs I just dumped into HP.

Victreebel (M) @ Heat Rock
Ability: Chlorophyll
EVs: 6 HP/252 Spe/252 SAtk
Modest nature (+SAtk, -Atk)
- Solarbeam
- Sunny Day
- Sludge Bomb
- Sleep Powder
---
Despite my "no grass-types in the sun" rule I've adhered to before, I finally broke down and tried it. Despite not changing out my whole philosophy on sun teams, I have a new appreciation for the variety they bring to the table.... I have to say I <3 my Victreebel :D
This is a generic Sunnybeamer set; pretty self-explanatory. I am aware that Tangrowth can do the same thing with better defenses and movepool, but I have run some damage calcs, and since Tangrowth is unable to beat either Raikou nor Arcanine (with Intimidate) with Earthquake, I feel Victreebel's superior speed makes it a nice trade-off.

Charizard (M) @ Choice Specs
Ability: Blaze
EVs: 6 Def/252 Spe/252 SAtk
Naive nature (+Spd, -SDef)
- Fire Blast
- Dragon Pulse
- Solarbeam
- Focus Punch
---
Yes I know what you're thinking, and yes, I hate Stealth Rock--a LOT. Thankfully, between Ambipom and Hitmontop, I can make sure it stays off the field the majority of the time. Charizard makes an amazingly powerful mid- / late-game sweeper, especially if I can get him in for free on the turn one of my Sunny Day users sacrifices itself to set it up for him. Double-STAB Specs Fire Blast is beastly, and if Moltres has done its job, Charizard's counters should be easy pickings.
Chansey continues to be a pain, as it can manage to stall out the sun if Fire Blast misses even once, and so Focus Punch is in the last slot in case she decides to get cheeky.
The rest of the moveset speaks for itself; Dragon Pulse is pretty much filler though as I don't like using Hidden Power.

Hitmontop (M) @ Leftovers
Ability: Technician
EVs: 252 HP/252 Atk/6 Def
Adamant nature (+Atk, -SAtk)
- Mach Punch
- Bullet Punch
- Rapid Spin
- Sunny Day
---
With both of my Fire-types having that oh-so-sexy 4x Rock Weakness, a Spinner was no longer a luxury I could manage to do without. Hitmontop has proven to be the most reliable, and and has been an integral part of the team since. As an added bonus, it also provides much-needed priority.
Rapid Spin is a given--the whole reason I'm using Hitmontop in the first place; the other moves are also self-explanatory. Hitmontop used to carry Pursuit, but I sometimes felt strapped for an emergency Sunny Day user, and with Rotom use declining on the ladder lately, it got the axe. Still not sure if I need to go all out and replace the item though. Thoughts?

Dugtrio (M) @ Life Orb
Ability: Arena Trap
EVs: 6 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Earthquake
- Stone Edge
- Sucker Punch
- Shadow Claw
---
With Raikou on every other team, and my team having a frightening weakness to him (and Thunder Wave in general), I turned, like many others have lately, to Dugtrio. It also makes a decent back-up check to Rotom and Mismagius, provided I predict properly. While the sun is out, Dugtrio is even able to survive Aqua Jets from Kabutops and answer with an OHKO with Earthquake.
Finally, on to the weaknessess:
Ambipom is able to beat most leads, either by using Taunt, or by forcing a switch. However, Opposing Ambipom leads deal massive damage if I lose the speed tie, and Lead Alakazam also makes a huge dent in Ambipom. If it runs Protect, Ambipom even loses the ability to hit it for ~70% with Fake Out.
Now that Uxie is gone from the team, I have no one that can set stealth rock; this has been sorely missed; any suggestions on this would be duly appreciated (For the record, I only got rid of Uxie because I needed to make room for Dugtrio).
As mentioned before, Chansey is a giant thorn in my side with this team; although she is (inexplicably) relatively rare, I have trouble finding room for a counter to her. I suppose Dugtrio could help in this regard, but I have honestly yet to face a Chansey on the UU ladder since adding Dug to the roster.
Other problem pokemon of note are TrickScarfers, since my sweepers require freedom to switch moves, Charizard needs his Specs boost, and my supporters need their Heat Rocks. Thoughts on this?
Finally, and unexpectedly, Froslass can wear my team down if it manages to survive into the mid-game, as not even my Fire-types (due to their secondary typing) resist her Ice Beam. My best answer is Hitmontop and his Bullet Punch, but it is often not even a 3HKO. However, Froslass surviving past the first few turns is rare, as Moltres will usually take her out with Fire Blast after the initial Sunny Day set-up by Ambipom, or at worst Dugtrio OHKOs non-sashed variants with Shadow Claw. Don't even get me started on TrickScarf Froslass.... *shivers*
In general, this team has a lack of resistances to several types due to a relative lack of variety. Strong neutral Psychic-, Dark-, Normal-, and the rare Dragon-type attacks can do quite a number on this team, especially when boosted. Again, I am aware this is part of the nature of the Sunny Day beast, but if everyone were to accept the facts as presented we'd still think the Earth is the center of the universe, am I right?? ;)
Also, I sometimes miss having a Flash Fire poke on the team; this is mostly due to Victreebel, but is a minor complaint, as it is one of the inherent problems with using Sunny Day; however if this can be circumvented or mitigated I'd surely care to know how.
Thanks for reading (and critiquing)! Hope you enjoyed, and I apologize ahead of time if I missed anything important. This is only my second RMT, but I sure had a blast writing it!
Former Members:




EDIT: Major revamp made to team; changes are in bold.. Also made minor grammatical corrections.