[Gen 9] OU - Hyper Offense Sun Team
Team Link: https://psim.us/t/2047519
Introduction:
Hi everyone! This is an aggressive Gen 9 OU Sun team focused on fast wallbreaking and sweeping. The main goal is to set up harsh sunlight early and overwhelm opposing teams with boosted Fire-type attacks and Protosynthesis sweepers. Any feedback on how to improve my matchups is welcome!
The Team:
O criador do sol (Torkoal) @ Heat Rock
Ability: Drought
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
Tera Type: Grass
- Rapid Spin
- Stealth Rock
- Lava Plume
- Will-O-Wisp
O MAIS FORTE (Great Tusk) @ Leftovers
Ability: Protosynthesis
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
Tera Type: Ground
- Headlong Rush
- Close Combat
- Bulk Up
- Ice Spinner
LANÇA-METEOROS (Walking Wake) @ Life Orb
Ability: Protosynthesis
EVs: 72 HP / 40 Def / 184 SpA / 212 Spe
Timid Nature
Tera Type: Water
- Hydro Steam
- Draco Meteor
- Flamethrower
- Flip Turn
ESPADA AMALDIÇOADA (Ceruledge) @ Focus Sash
Ability: Weak Armor
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
Tera Type: Normal
- Swords Dance
- Bitter Blade
- Shadow Sneak
- Close Combat
Iron Moth @ Choice Specs
Ability: Quark Drive
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
Shiny: Yes
Tera Type: Fire
- Overheat
- Fiery Dance
- Sludge Wave
- Energy Ball
Hatterene @ Leftovers
Ability: Magic Bounce
EVs: 252 HP / 196 Def / 60 SpD
Bold Nature
IVs: 0 Atk
Tera Type: Water
- Calm Mind
- Healing Wish
- Psychic Noise
- Dazzling Gleam
Team Breakdown:
Torkoal: My dedicated lead that sets up 8 turns of sunlight with Drought and Heat Rock. It provides essential Stealth Rock support to secure KOs for my sweepers and keeps the field clear with Rapid Spin so Ceruledge keeps its Focus Sash intact. Lava Plume and Will-O-Wisp help cripple physical attackers.
Great Tusk: My main physical wallbreaker and setup sweeper. Under the sun, Protosynthesis boosts its Attack to massive levels, allowing Tera Ground Headlong Rush and Close Combat to break through bulky cores. Bulk Up lets it snowball, while Ice Spinner hits Flying-types and Dragons.
Walking Wake: My primary special wallbreaker that abuses the sun with Life Orb Hydro Steam. Draco Meteor nukes opposing Dragons and neutral targets, while Flamethrower gives extra Fire coverage. Flip Turn keeps offensive momentum when facing special walls.
Ceruledge: My late-game cleaner and emergency revenge killer. Focus Sash paired with Weak Armor allows it to survive a physical hit, gain +2 Speed, and set up Swords Dance on the same turn. Tera Normal provides a crucial immunity to Ghost-type moves like Shadow Ball, letting it sweep with sun-boosted Bitter Blade.
Iron Moth: A terrifying special cleaner with Choice Specs. Under the sun, Overheat and Fiery Dance deal massive damage even to resisted targets, while Fiery Dance can snowball its Special Attack. Sludge Wave and Energy Ball hit Fairy, Water, and Ground-types like Ursaluna.
Hatterene: My hazard control and defensive pivot. Magic Bounce blocks entry hazards and status moves from ruining my offensive momentum. Leftovers gives it longevity to use Calm Mind and Psychic Noise, while
Healing Wish brings Great Tusk or Ceruledge back to full health for a second sweep.
Team Link: https://psim.us/t/2047519
Introduction:
Hi everyone! This is an aggressive Gen 9 OU Sun team focused on fast wallbreaking and sweeping. The main goal is to set up harsh sunlight early and overwhelm opposing teams with boosted Fire-type attacks and Protosynthesis sweepers. Any feedback on how to improve my matchups is welcome!
The Team:
O criador do sol (Torkoal) @ Heat Rock
Ability: Drought
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
Tera Type: Grass
- Rapid Spin
- Stealth Rock
- Lava Plume
- Will-O-Wisp
O MAIS FORTE (Great Tusk) @ Leftovers
Ability: Protosynthesis
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
Tera Type: Ground
- Headlong Rush
- Close Combat
- Bulk Up
- Ice Spinner
LANÇA-METEOROS (Walking Wake) @ Life Orb
Ability: Protosynthesis
EVs: 72 HP / 40 Def / 184 SpA / 212 Spe
Timid Nature
Tera Type: Water
- Hydro Steam
- Draco Meteor
- Flamethrower
- Flip Turn
ESPADA AMALDIÇOADA (Ceruledge) @ Focus Sash
Ability: Weak Armor
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
Tera Type: Normal
- Swords Dance
- Bitter Blade
- Shadow Sneak
- Close Combat
Iron Moth @ Choice Specs
Ability: Quark Drive
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
Shiny: Yes
Tera Type: Fire
- Overheat
- Fiery Dance
- Sludge Wave
- Energy Ball
Hatterene @ Leftovers
Ability: Magic Bounce
EVs: 252 HP / 196 Def / 60 SpD
Bold Nature
IVs: 0 Atk
Tera Type: Water
- Calm Mind
- Healing Wish
- Psychic Noise
- Dazzling Gleam
Team Breakdown:
Torkoal: My dedicated lead that sets up 8 turns of sunlight with Drought and Heat Rock. It provides essential Stealth Rock support to secure KOs for my sweepers and keeps the field clear with Rapid Spin so Ceruledge keeps its Focus Sash intact. Lava Plume and Will-O-Wisp help cripple physical attackers.
Great Tusk: My main physical wallbreaker and setup sweeper. Under the sun, Protosynthesis boosts its Attack to massive levels, allowing Tera Ground Headlong Rush and Close Combat to break through bulky cores. Bulk Up lets it snowball, while Ice Spinner hits Flying-types and Dragons.
Walking Wake: My primary special wallbreaker that abuses the sun with Life Orb Hydro Steam. Draco Meteor nukes opposing Dragons and neutral targets, while Flamethrower gives extra Fire coverage. Flip Turn keeps offensive momentum when facing special walls.
Ceruledge: My late-game cleaner and emergency revenge killer. Focus Sash paired with Weak Armor allows it to survive a physical hit, gain +2 Speed, and set up Swords Dance on the same turn. Tera Normal provides a crucial immunity to Ghost-type moves like Shadow Ball, letting it sweep with sun-boosted Bitter Blade.
Iron Moth: A terrifying special cleaner with Choice Specs. Under the sun, Overheat and Fiery Dance deal massive damage even to resisted targets, while Fiery Dance can snowball its Special Attack. Sludge Wave and Energy Ball hit Fairy, Water, and Ground-types like Ursaluna.
Hatterene: My hazard control and defensive pivot. Magic Bounce blocks entry hazards and status moves from ruining my offensive momentum. Leftovers gives it longevity to use Calm Mind and Psychic Noise, while
Healing Wish brings Great Tusk or Ceruledge back to full health for a second sweep.