Welcome,
I decided to build a sun team and after few test battles it seems that it doesn't work out pretty well, so I'd like to have your opinion on it, what to change.
I decided to build a sun team and after few test battles it seems that it doesn't work out pretty well, so I'd like to have your opinion on it, what to change.
TEAM AT A GLANCE






Team in details:
Ninetales
@ Leftovers
Trait: Drought
EVs: 252 HP/120 SpD/136 Spe, Calm Nature (+SpD, -Atk)
Moveset:
- Will-O-Wisp
- Hidden Power [Fighting]
- Flamethrower
- Substitute
The one and only sun summoner. Fills the role of attacking and crippling lead. Will-o-wisp can absolutely stop incoming Tyranitar, main enemy, the Sand Streamer. Also HP Fighting is there to 2HKO him in the Sandstorm. Flamethrower is ridiculously powerful in the sun, able to deal significant damage to anything that doesn't resist it. The last one, Substitute, is there to scout moves and provide a free attack after a switch.
Venusaur
@ Life Orb
Trait: Chlorophyll
EVs: 252 SpA/252 Spe/4 HP, Modest Nature (+SpA, -Atk)
Moveset:
- Sleep Powder
- Growth
- Solarbeam
- Hidden Power [Fire]
The main and my favourite sun sweeper. Put to sleep any incoming threats making it useless for a moment, Growth on the switch, bringing Venusaur's special attack to ridiculous levels and proceed do deconstruct teams with Solarbeam + HP Fire combo, extremely dangerous in the sun, although completely walled by Fire-types that not already put to sleep or at low health.
Vaporeon
@ Leftovers
Trait: Water Absorb
EVs: 248 HP/252 Def/8 SpD, Bold Nature (+Def, -Atk)
Moveset:
- Scald
- Wish
- Protect
- Baton Pass
The main supporter of the team, also able to block physical sweepers with the Scald, not doing much damage, but causing burn. This Vaporeon is also very durable, having the Wish + Protect combo, allowing it to stay alive for long long time. Low speed allow Vaporeon to Baton Pass Wish last and not imperil low health dudes to die on any attack targeted at Vaporeon.
Heracross
@ Choice Scarf
Trait: Guts
EVs: 252 Atk/252 Spe/4 HP, Adamant Nature (+Atk, -SpA)
Moveset:
- Close Combat
- Megahorn
- Night Slash
- Stone Edge
The guy I absolutely adore, the second main sweeper in the team. It simply spreads fear in enemy's ranks with its powerful STAB moves Close Combat and Megahorn. That does lots of damage to anything that doesn't resist it. Night Slash and Stone Edge are there only for coverage, but also really strong. He's also the team's status absorber with its Guts, becoming more of a beast with it.
Dragonite
@ Leftovers
Trait: Multiscale
EVs: 252 HP/212 Spe/44 Atk, Jolly Nature (+Spe, -SpA)
Moveset:
- Dragon Dance
- Dragon Claw
- Fire Punch
- Roost
The standard Bulky Dragon Dance set. Everything that resists Dragon Claw will be handled with Fire Punch in the sun. Dragon Dance gives it an extra kick, which Dragonite may need with that little investment in attack. Roost allows to go back to full and activate Multiscale, so much needed for Dragonite.
Starmie
@ Leftovers
Trait: Natural Cure
EVs: 252 SpA/252 Spe/4 HP, Timid Nature (+SpA, -Atk)
Moveset:
- Rapid Spin
- Ice Beam
- Thunder
- Surf
Ninetales, being very fragile to entry hazards and sometimes having to set up sun a few times, needs a Rapid Spinner, and Starmie fills that role pretty well. That also allows Multiscale to activate, because of no damage to D-nite when switching in. I know that Thunder may seem redundant on a sun team, having only 50% accuracy, but it counters Politoed nicely, 2HKOing it and Starmie can take a max SpA Specs Hidden Power Grass from Politoed 85% of the time. And when this is done, Starmie can deal some damage with other moves before dying and setting up the rain again.
I consider turning it into a normal set (Thunder->Thunderbolt) or giving it more bulk at cost of speed to make it survive HP Grass 100% of the time.
Please, tell me, what should I change to make this team a bit more effective. Thanks in advance.
Ninetales

Trait: Drought
EVs: 252 HP/120 SpD/136 Spe, Calm Nature (+SpD, -Atk)
Moveset:
- Will-O-Wisp
- Hidden Power [Fighting]
- Flamethrower
- Substitute
The one and only sun summoner. Fills the role of attacking and crippling lead. Will-o-wisp can absolutely stop incoming Tyranitar, main enemy, the Sand Streamer. Also HP Fighting is there to 2HKO him in the Sandstorm. Flamethrower is ridiculously powerful in the sun, able to deal significant damage to anything that doesn't resist it. The last one, Substitute, is there to scout moves and provide a free attack after a switch.
Venusaur

Trait: Chlorophyll
EVs: 252 SpA/252 Spe/4 HP, Modest Nature (+SpA, -Atk)
Moveset:
- Sleep Powder
- Growth
- Solarbeam
- Hidden Power [Fire]
The main and my favourite sun sweeper. Put to sleep any incoming threats making it useless for a moment, Growth on the switch, bringing Venusaur's special attack to ridiculous levels and proceed do deconstruct teams with Solarbeam + HP Fire combo, extremely dangerous in the sun, although completely walled by Fire-types that not already put to sleep or at low health.
Vaporeon

Trait: Water Absorb
EVs: 248 HP/252 Def/8 SpD, Bold Nature (+Def, -Atk)
Moveset:
- Scald
- Wish
- Protect
- Baton Pass
The main supporter of the team, also able to block physical sweepers with the Scald, not doing much damage, but causing burn. This Vaporeon is also very durable, having the Wish + Protect combo, allowing it to stay alive for long long time. Low speed allow Vaporeon to Baton Pass Wish last and not imperil low health dudes to die on any attack targeted at Vaporeon.
Heracross

Trait: Guts
EVs: 252 Atk/252 Spe/4 HP, Adamant Nature (+Atk, -SpA)
Moveset:
- Close Combat
- Megahorn
- Night Slash
- Stone Edge
The guy I absolutely adore, the second main sweeper in the team. It simply spreads fear in enemy's ranks with its powerful STAB moves Close Combat and Megahorn. That does lots of damage to anything that doesn't resist it. Night Slash and Stone Edge are there only for coverage, but also really strong. He's also the team's status absorber with its Guts, becoming more of a beast with it.
Dragonite

Trait: Multiscale
EVs: 252 HP/212 Spe/44 Atk, Jolly Nature (+Spe, -SpA)
Moveset:
- Dragon Dance
- Dragon Claw
- Fire Punch
- Roost
The standard Bulky Dragon Dance set. Everything that resists Dragon Claw will be handled with Fire Punch in the sun. Dragon Dance gives it an extra kick, which Dragonite may need with that little investment in attack. Roost allows to go back to full and activate Multiscale, so much needed for Dragonite.
Starmie

Trait: Natural Cure
EVs: 252 SpA/252 Spe/4 HP, Timid Nature (+SpA, -Atk)
Moveset:
- Rapid Spin
- Ice Beam
- Thunder
- Surf
Ninetales, being very fragile to entry hazards and sometimes having to set up sun a few times, needs a Rapid Spinner, and Starmie fills that role pretty well. That also allows Multiscale to activate, because of no damage to D-nite when switching in. I know that Thunder may seem redundant on a sun team, having only 50% accuracy, but it counters Politoed nicely, 2HKOing it and Starmie can take a max SpA Specs Hidden Power Grass from Politoed 85% of the time. And when this is done, Starmie can deal some damage with other moves before dying and setting up the rain again.
I consider turning it into a normal set (Thunder->Thunderbolt) or giving it more bulk at cost of speed to make it survive HP Grass 100% of the time.
Please, tell me, what should I change to make this team a bit more effective. Thanks in advance.