[Insert Sun Pun Here]: An OU Sun Team

At A Glance:
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Intro:
Hi everyone! 2sly4u here with my first Gen V team! Since I was just starting out in B/W, I wanted to adapt a strategy that was easy to pick up so I could ease myself into the metagame. After a day or so test battling and completely rebuilding my team more than a few times, I've finally found a team that's helped me win a bit more than half my matches. As you'll see most [read: all] of the sets are completely standard since I wanted to get a feel for this generation before I got all fancy. However, original sets are more than welcome. Without further ado, the Team Building Process!

Team-Building Proccess

After some thought as to what kind of team I wanted, I chose Sun because I've loved Venusaur ever since the days of RBY. I decided on an offense-driven Sun team with Venusaur as my star sweeper, so he and Ninetales started me off.
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Since I was running weather, I wanted a surefire way to get rid of opposing Weather starters. I decided to try out Wobbuffet for his ability to beat Tyranitar and offensive Politoed, while also being useful against weather less teams. (Abomnasnow is lol and Defensive Toed and Hippo are beaten by Venusaur)
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Now, I needed a powerful Fire-type to take advantage of the Sun. I've been on an Infernape kick lately and I wanted to keep my SR-weaknesses to a minimum, so I gave him a try. He didn't disappoint, so he became my fourth member.
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I had no clue who to use in the last slots, so I just threw to random pokemon on my team and began testing. Right away, I noticed that Infernape was having trouble breaking walls and revenge killing on his own. I added Darmanitan to help him out, and Infernape's production more than doubled. I knew I had found my fifth member.
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To be honest, the sixth slot is a revolving door; I haven't been entirely happy with anybody. Right now, I'm running Donphan for his ability to remove Rocks, a huge boon if I need to win a weather war.
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In-Depth Look (Changes will be underlined)

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Ninetales@Life Orb
Timid Nature, 252SpA/4SpD/252Spe
Fire Blast
Energy Ball
HP Fighting
Will-O-Wisp
Ninetales is on my team for one reason only: Drought. The basis of my entire team, permanent sun turns my three sweepers into complete monsters, capable of running through almost anything. Since my team was so offense driven, I decided to run a more threatening version of Ninetales as opposed to the support variant. Fire Blast is STAB, choses over Flamethrower because 81 SpA is horrible and she needs all the power she can get, even in Sun. Energy Ball lets me pose at least some semblance of a threat to Politoed and Hippowdon, as well as any Bulky Waters. HP Fighting is supposed to handle Tyranitar, but even with a Life Orb it still does pathetic damage. Will-O-Wisp forces pokemon like Dragonite and Gyarados the think twice before switching in. I've been thinking about switching to a Choice Specs set in increase my longevity.

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Venusaur@Leftovers
Lonely Nature, 252Att/4SpA/252Spe
Growth
Seed Bomb
HP Fire
Earthquake

Venusaur is the inspiration for my entire team. Thanks to his fantastic new ability and the new mechanics of Growth, he's finally worth using above UU. As an added bonus, he absorbs Toxic Spikes, a huge necessity since nothing on my team can handle them. I chose the mixed set because I hate Blissey. Really, that's it. Admittedly I have less raw power than the Special set, but the ability to lure in would-be counters and destroy them more than makes up for it. Seed Bomb is my STAB, while HP Fire lets my roast pokemon like Skarmory who see Seed Bomb and think they can wall me. Earthquake rounds out my coverage and easily defeats pokemon like opposing Infernape and Heatran. I chose Leftovers over Life Orb because I didn't notice a loss of any notable OHKOs while playing and I loved the added survivability.

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Wobbuffet@Leftovers
Bold Nature, 28HP/228Def/252SpD
Counter
Mirror Coat
Encore
Tickle/Safeguard

When I first put Wobbuffet on my team, I was almost certain he would end up getting dropped. Strangely enough, he's probably the MVP of my team. Thanks to his fantastic bulk and Shadow Tag, he's essentially a free KO on my opponent's most dangerous pokemon. He also has amazing synergy with Venusaur because of Encore, which guarantees me at least one free Growth. Counter and Mirror coat let me OHKO at least one pokemon. I've tried both Tickle and Safeguard in the last slot, and can't decide. Both have won me a match once, but neither sees much use. I also know that the standard EV set calls for more Speed, but I'd rather have a second chance at Counter/Mirror coat than the ability to outspend Blissey, who my team handles well enough already.

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Infernape@Choice Scarf
Hasty Nature, 176 Att/80 SpA/252Spe
Close Combat
Overheat
Stone Edge
U-Turn

Infernape is my mixed wall breaker and revenge killer, as suggested by San Pellegrio. Close Combat is STAB, while Overheat gives me a way to handle physical walls. Thanks to the small investment in SpA and the Sun, it does tons of damage even after being used once. Stone Edge gives me a way to damage Dragonite and Volcarona.. U-Turn lets me maintain momentum if I have nothing better to do. He's a bit too weak for my liking, but he does a nice job of softening up my opponent's Fire resists and late-game cleaning. Even so, I've been testing out ScarfCini in this slot to abuse the almighty V-Create.


Virizion@Leftovers
Hasty Nature, 64Att/192SpA/252Spe
Giga Drain
HP Ice
Close Combat
Work Up

Virizion replaces Darmanitan, and covers a lot of my old weaknesses. After a Work Up, She's capable of doing a lot of damage with her STAB Giga Drain, while HP Ice covers Dragons and Gliscor. Close Combat makes up the mixed aspect of this set, OHKOing some would-be checks such as Blissey. Virizion maintains most of Darmanitan's coverage, but also had advantageous match ups against every weather starter except Ninetales, who the rest of my team handles fine. Credit to San Pellegrio.


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Xatu@Leftovers
Bold Nature, 252 HP/252Def/4SpD
Psychic
U-Turn
Thunder Wave
Roost

Xatu replaces Donphan as my hazards setter. Because my team is fast-paced, I decided to use a Magic Bounce abuser instead of a true spinner, which saves me valuable turns I would otherwise use Spinning and setting up hazards. He also can help my team when my opponent isn't using hazards by spreading paralysis and bouncing harmful statuses my opponent's way. He has great synergy with Wobbuffet, who appreciates the Paralysis to facilitate his Encore-abuse. In return, Wobby can encore status moves for Xatu to reflect back at my enemies. U-Turn lets me maintain momentum if I predict a switch, while Roost is standard recovery.


Conclusion:
Thanks for reading through my first Gen V RMT. Although I'm sure it's not amazing, I at least hope it's a decent first attempt. I hope you all enjoyed it, and I'm looking forward to all your suggestions!
 
Hi 2sly4u,

one thing I noticed at first glance is that your team could run
into serious problems if the opposing fire counter is named Chandelure,
especially the Sub/Cm variant, since Infernape can't do much to him and
with Darmatitan you have to predict the switch and StoneEdge it.
Venusaur falls quickly prey to it and Ninetales can't do much too him either.
If it gets a sub up even Donphan and Wobbuffet might run into problems.
Chandelure isn't seen that often in OU anymore, but since you already pointed out, that you don't really need U-turn on infernape I suggest replacing it with Stone-Edge to be on the safe side.
 
^agreed there

another thing I might suggest you consider is Forry. Not Ferro, but the good old Forretress. Why? He gets a great ability in sturdy, sets up spikes which, frankly, are better on a sun team to wear down poli and T-tar, plus he can scout with Volt Switch, meaning he can take damage for you and switch to any of your Pokémon without letting them take damage. He synergises well with your whole team, as your team needs a lot of prediction and Forry helps relieve that pressure. The only problem is that leaves you without an Ice-type move. This is where perhaps HP on Infernape might be a possibility, but LO Jolly Darmanitan can OHKO max/max Bold Gliscor with Flare Blitz, so why can't scarf handle standard 'scor?
 
Hey.

First off, I notice a very big problem; not having any Steel types on the team. That means Dragon offense team will have no problem sweeping your team after setting up. For example, this Dragonite set will destroy your team.

Dragonite @ Leftovers
Trait: Multiscale
EVs: 252 Atk | 252 Spe | 4 SDef
Adamant Nature (-SAtk, +Atk)
~ Substitute
~ Roost
~ Dragon Dance
~ Dragon Claw

Seeing you don't have any Steel types, sweeping will be an easy task. I'd recommend a physically defensive Forretress, as seen below, to get rid of your Dragon problems, whilst setting up some hazards, instead of using Donphan.

Forretress @ Leftovers
Trait: Sturdy
EVs: 252 HP | 176 Def | 80 SpD
Impish Nature (-SAtk, +Def)
~ Spikes
~ Toxic Spikes
~ Rapid Spin

I also see a big Volcarona problem. It can start setting up on your team and destroy it. To deal with it, instead of using a Wobbuffet, use Chansey, with this set.

Chansey @ Eviolite
Trait: Natural Cure
EVs: 252 HP | 252 Def | 4 SDef
Bold Nature (-Atk, +Def)
~ Wish
~ Seismic Toss
~ Toxic
~ Heal Bell

Not only can it take special hits all day, it has Wish support for its teammates, and can use Heal Bell to get rid of their status, which is great. With these two, your team will be much better defensively, to be offensive with having less pressure to take hits.

Nice team, and good luck.
 
Thanks everyone for their suggestions. I've tried all of them out, and I generally like them. I changed Infernape's fourth move the Stone Edge, and it worked like a dream. I'm also using Forry again (I'd tried him out before), but I don't really notice any marked improvement; nothing on my old team liked switching into Dragon moves, but Wobbuffet revenges them all like a dream, or Encores their setup moves so I can scare them away with Infernape or Darmanitan. I'll leave Donphan in the OP for now while testing them both out. I also used Chansey over Wobb for a few matches, and did horribly. Volcarona is annoying, but I've been able to handle it so far. However, I'm open to other ways of dealing with her (switching Darmanitan and Infernape's items, maybe?)
 
First off, this is directed towards Kira. Sun teams don't usually have Steels because they are meant to maintain offensive pressure and beat Dragons with prowess. Besides, Donphan does more than enough. I'll rate the team soon.
 
I just played you and things went ok for you. Until you lost forretress, and I rapid spin your hazards away. After that your whole team was weak to earthquake and I plowed through them all with ease with d'nite. I think I had 4 pokes left after it was all said and done.
Here's my suggestions.
I liked the wobbuffet, but you are using him a little too early on in the game. He's useless if I want to set up stealth rock, or anything else that isn't attack related.
My biggest changes I would suggest for you. I played with a sun team for about 2 weeks and just moved on from playing it to try something else.
1) every sun team needs a choice scarfed victini. V-Create is the strongest sun move, period. If its a slow team, you are guaranteed 1 ohko with him. You lose some speed, than switch, if you think you're faster than the switched in poke, v-create and kill again. If not switch out, repeat. I'd ditch infernape for him.
2) Magic Bounce!! Seriously. Nothing kills a sun teams momentum like Hazards, and setting them up. Ditch Forretress, get an espeon. I would recommend dual screens, psychic, and hidden power move of your choice.
Espeon (F) @ Light Clay
Trait: Magic Bounce
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Psychic
- Light Screen
- Reflect
- Hidden Power [Ground]
3) Darmanitan seems overkill, 3 fire pokes is just too much. With Magic Bounce, I find a hit and switch fast poke to be so useful! Noobs never see it coming and you can switch to espeon and bounce hazards back. Pros do see it coming and you can switch to a poke that resists the attack. I would switch for a max speed choice scarfed rotom, who helps with your huge ground weakness.
S.O.B. (Rotom-W) @ Choice Scarf
Trait: Levitate
EVs: 172 HP / 108 SAtk / 228 Spd
Modest Nature (+SAtk, -Atk)
- Hydro Pump
- Volt Switch
- Thunder
- Hidden Power [Fire]
I reccomend this guy. His speed gets to around 400 so you can outspeed most everything thats not choice scarfed as well. HP fire is for grass threats, Volt Switch is to switch set up pokes into a magic bounce, and really helps out with breloom, who gets owned by magic bounce. Thunder is for those times you lose the weather war, and noone likes a guaranteed to hit stab thunder in their face.
Good luck with your team.
 
Thanks cosmicflinch. I'll test everything out. However, if anything I'm join to run Xatu instead of Espeon. Right now, I have no pokemon with instant recovery, and could really use a Ground immunity. I'm hesitant to try Rotom because his best STAB is neutered by Sunshine. However, I'll try Victini over Darmanitan, since I think Infernape's mixed capabilities are important to the team's success.
 
My first point would be to maybe try Hidden Power (Ice) over Stone Edge on ape, it wrecks Gliscor, Dragonite, Salamence, Landorus (I could go on) without worrying about Stone Edge's shaky accuracy, it may eliminate a check to Volcarona, however you can handle it with the like of Ninetails, Darmanitan, Donphan's Ice Shard and even Ape's Mach Punch. And possibly try a bulkier Ninetails set, Life Orb obviously reduces the amount of time Ninetails can stay alive. (To win the weather war)
 
Hey,

With sun teams, the problem is usually less of covering threats than finding a way to get rid of opposing weathers and "weather counters". You absolutely need something to handle rain teams, since that is the weather you have the least insurance against right now. You have 5 water weaks, and a water resist that is your main sweeper, which is never a good situation to be in. I think that a Work Up Virizion here over Darmanitan (who is redundant with Nape) would be really helpful to remove rain threats like Rotom-w, Politoed and anything that gets a rain stab, since your team can't constantly rely on having sun up. Using something like 64 Atk / 192 SpAtk / 252 Spe (not sure if the evs are right, use whatever is closest), a Hasty nature and Work Up | Close Combat | Giga Drain | HP Ice, you should retain coverage of things like Dragonite and gliscor, while gaining coverage on Landorus, Chansey and water types. This allows you to scarf infernape to beat Dragonite and Volcarona - and outspeeding crucial 101+ mons - easier than you currently have it. Mach Punch can be replaced with U-turn and Venusaur can run a + speed nature with 176 Speed EVs to ensure it outspeeds SS Cloyster.

Using Sunny Day on Ninetails over HP Fighting can help with getting extra hazard damage on the opponent, and giving you positive momentum, while using Air Balloon of even Leftovers will increase the survivablity of Ninetails which is currrently horrendous with an LO, especially given Ninetails' relative fragility compared to other weather starters.

GL
 
Xatu is a great idea. I suggest rotom still, as volt turn is your main move here. It rocks politoed, who most rain teams lead with, and you need a poke to win that war. If you lose it, he helps as well. Win, win. It also gives you a switch into magic bounce, which is huge for a magic bounce team! Most stealth and spikes laying pokes are slow, so you land the hit, and bounce spikes/status back at them.
 
If Ttar's a problem, you can always switch to Specially Defensive or Sunny Day Ninetales. Both sets work well against opposing weather leads, and with Lefties, have good survivability. The Sunny Day set in particular has good offensive presence (you mentioned preferring an offensive variant). I've run both sets on my own sun team, and they both can turn the tables on enemy weather starters with ease when used correctly. Here are the sets as seen in the Strategy Pokedex if you want to give either one a try:

Sunny Day Set
Ninetales @ Leftovers/Life Orb
Ability: Drought
Nature: Modest (+Sp. Atk, -Atk.)
EVs: 128 HP, 252 Sp. Atk., 20 Sp. Def., 108 Spd.
- Sunny Day
- SolarBeam
- Fire Blast/Flamethrower
- Will-o-Wisp/Toxic/Protect

Specially Defensive Set
Ninetales @ Leftovers/Air Balloon
Ability: Drought
Nature: Calm (+Sp. Def., -Atk.)
EVs: 252 HP, 120 Sp. Def., 136 Spd.
- Flamethrower
- Will-o-Wisp/Toxic
- Substitute
- Hidden Power [Fighting]/Hypnosis/Protect

Have fun, and go nuts. ;)
 
Thanks to everyone, especially San Pellegrino. I've made most the changes you suggested, and they've worked wonders. I've been flying up the ladder (well, at least relative to where I was before). As for Ninetales, I'll switch the item to an Air Balloon as suggested. However, I think I'm going to keep HP Fighting since it lets me at least scratch Tyranitar.
@Evire: Thanks for the tip. I tested out HP Ice and loved it...until I ran into Volcarona that 6-0ed me. Gliscor is wrecked by Overheat anyways.
 
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