It's Too Hot ★ Sun Team

Angelo's Offensive OU Sun Team. The flames burn inside me, and must be unleashed on the enemy. Only the strong shall survive, and the weak shall perish. I've waited long for this moment, and it has finally presented itself. Whoever doesn't like the sun shall perish by its intense heat. Don't even try summoning opposing weather inducers, because they too will be crushed under the suns immense heat. Surrender yourself, or feel the wrath of Angelo's OU Sun Team. You have no choice!

Ninetales @ Leftovers

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Ability: Drought
EVs: 136 HP / 252 SpA / 120 Spe
Nature: Modest (+SpA, -Atk)
Name: Sunny Day
Move-set: Sunny Day, Solar Beam, Will-O-Wisp, Fire Blast
Additional information: This set focuses on keeping the sun up as much as possible, while also good against weather wars. Will-O-Wisp also burns incoming physical attackers, thus crippling them.


Chansey @ Eviolite

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Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 Spe
Nature: Bold (+Def, -Atk)
Name: Wish Support
Move-set: Wish, Protect, Toxic, Seismic Toss
Additional information: Plain and simple, providing wish support benefits any team, and a sun team is no exception. Aside from wish support, walling special attackers as well as physical attackers is another aspect that's focused on this particular set. The combination of Toxic/Protect is also very helpful in terms of wearing down opposing bulky Pokemon.


Forretress @ Leftovers

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Ability: Sturdy
EVs: 252 HP / 176 Def / 80 SpD | IVs: 0 Spe
Nature: Relaxed (+Def, -Spe)
Name: Physically Defensive
Move-set: Gyro Ball, Stealth Rock, Spikes, Rapid Spin
Additional information: Forretress is an excellent Pokemon with fantastic walling capabilities, a good entry hazard supporter, and has a good typing such as its competitor, Ferrothorn. I chose Stealth Rock over Toxic Spikes simply because, I don't have another Pokemon on my team that can set up Stealth Rock, let alone set it up as effectively as, Forretress.

Espeon @ Light Clay


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Ability: Magic Bounce
EVs: 252 HP / 4 Def / 252 Spe
Nature: Timid (+Spe, -Atk)
Name: Duel Screens
Move-set: Reflect, Light Screen, Psyshock, Baton Pass
Additional Information: Duel Screen support is always helpful in terms of beefing up the entire team, let alone its fellow team sweepers. Psyshock is for special walls, and other various ghost-types, fighting-types, etc. Baton Pass is recommended in order to escape the clutches of powerful pursuit users such as Tyranitar, and Scizor. ♬ Espeon is also the best magic bounce user in OU, and it's good for bouncing back entry hazards.


Venusaur @ Life Orb

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Ability: Chlorophyll
EVs: 4 HP / 252 SpA / 252 Spe
Nature: Modest (+SpA, -Atk)
Name: Special Growth
Move-set: Growth, Giga Drain, HP Fire (70), Sludge Bomb
Additional information: You didn't think I was running an offensive OU sun team without a sweeper did you? Well, feast your eyes on my special growth sun sweeper. After a growth in the sun, Venusaur is basically unstoppable, and has very few counters. With Duel Screen support, my Venusaur's defensive capabilities exceed further. In the end, this dinosaurs wrath combined with its immense bulk, will always trouble opposing teams.


Garchomp @ Choice Scarf

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Ability: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spe
Nature: Jolly (+Spe, -SpA)
Name: Choice Scarf
Move-set: Outrage, Dragon Claw, Fire Fang, Earthquake
Additional information: Ever since one of my favorite Pokemon of all time made its way back to OU just a few days ago, my team couldn't have asked for more. Welcome back, Garchomp, we've missed you. Garchomp's revenge killing capabilities is what my team needed all along. With a fantastic 102 base speed, Garchomp out speeds MoxieMence, and easily k0es it. Not just MoxieMence, but once equipped with a Choice Scarf, Garchomp becomes so fast, it can just about k0 any Pokemon with Stealth Rock and Spike support. That's why, having Stealth Rocks and Spikes on my team is very beneficial for my, Garchomp.

 
Hi there :x
I dont have that much to say about this team, it already looks solid, but i will try to make it even better. First of all, in my experience, Forretress is a shitty stealth rocker, stealth rock are too much important to put it on Forretress, in fact it cant always setup them easily without taking an huge hit, that you should really avoid if you want to spin later. For this reason, i would suggest you to put Stealth rock on Chansey, you can still use Softboiled instead of wish+protect to recover damages. Instead of stealth rock on forretress try Volt switch, that can help you gaining some momentum for the team. Also, i Suggest you to use use Timid nature instead of Modest on Venusaur, mainly because Scarflatios can outspeed you and this can be a problem. Other than that, great team :x
 
Neliel, you're very helpful. I'm considering replacing Spikes for Volt Switch. There is already enough pressure on my Forretress in terms of setting up Stealth Rocks, Rapid Spinning, etc. With proper predictions, Volt Switch on Forretress pops Heatran's Air Balloon allowing Garchomp a free switch in. Thus, this brings an opportunity for Garchomp a potential k0 with Earthquake. Lastly, Volt Switch allows Forretress an escape against other various trappers such as Magnezone. Thanks ★
 
Hey Orb!

I love that you added a small stall factor to an offensive Sun team and it seems to work quite well. However, there are a few EV spreads that seem a bit inefficient to me. Firstly, I'd give Ninetales 108 Spe EVs to outspeed the Breloom speed tier or you can ramp it up a bit and outspeed the Jolly Mamoswine/Neutral Kyurem speed tier with 216 Spe EVs. With the latter, you reach 290 Spe, which is enough to outspeed Pokemon like Jolly Mamoswine, Modest Kyurem, Adamant Kyurem-B, Timid Chandelure, Jolly Feraligatr, Timid Heatran, Jolly Dragonite, etc. The main reason, though, to use that much Speed is because Mamoswine does seem a bit problematic to this team. Jolly variants can easily plow through the team, really only fearing Forretress or a full HP Venusaur. Investing in Ninetales to outspeed it definitely seems worth it, especially since you run such an offensive set. I would also consider HP Ground over Will-O-Wisp on Ninetales to surprise Heatran which is only taken down by Garchomp. Like I said, since you invested so much in Sp. Atk, why not use it to the fullest?

EDIT:
Oops, when rereading my post, I totally realized I never added the other inefficient EV spread. I'd go with 224 Spe EVs on Venusaur when opting for a Modest nature. With those, you outspeed up to Scarf Garchomp in Sun, which is really the fastest Pokemon Venusaur will outspeed with Modest. That way, you can put 32 EVs into HP, increasing the bulk just a tad more.

Hope this helps! :]
 
Don't even try summoning opposing weather inducers, because they too will be crushed under the suns immense heat.

Unfortunately, that's not how it works. You really don't have anything to win you the weather war. Sunny Day on Ninetales helps, but the weather war isn't won until you've beaten the opponents inducer. Solarbeam isn't even doing half to standard Tyranitar and is barely a 2HKO on SpecsToed. And given the semi-stall nature of your team, you really don't have an answer to opposing weather, rain in particular. You're kind of pressed for a teamslot as well, so I'd recommend Nasty Plot Ninetales. This way, Ninetales can beat opposing Politoed, Tyranitar and Abomasnow one on one. Either that or finding room for a trapper like Dugtrio or the rising Gothitelle can help you win the weather war.

Aside from Garchomp, Heatran rolls all over this team, as he does with most unprepared sun teams. I personally run a Mild nature and Earthquake > Sludge Bomb on Venusaur. Even without investment, a +2 EQ annihilates Heatran and OHKO's standard Tentacruel after SR, whom Giga Drain 2HKO's (not to mention TCruel can run Liquid Ooze to compound HP loss with Venusaur's LO recoil.) Chomp can cover the dragons you miss out on if Venusaur lacks Sludge Bomb, with the exception of the Lati twins.

Going out on a limb, you could swap HP Fire for HP Ice to beat the dragons you miss coverage on and use Ninetales/Chomp to cover the myriad of OU steels. Hell, even Flamethrower on Chansey hurts Scizor and Ferro switch-ins. Just food for thought; I've used both HP's and they both have their perks but it's definitely something you could play around with to find what suits you best.
 
NP Ninetales can of course OHKO "all" weather starters after a boost, however if you NP on the switch I strongly doubt anyone is going to stay in on you; they'll probably switch to some Dragon, that doesn't care about it at all, or worse their Dugtrio; also, Tales cannot handle Tyranitar that well, since many variants aren't OHKOd and can hit back hard with Stone Edge, if they carry that. Sunny Day seems better to improve your chances to win the weather war, since it's not countered so easily by just switching to a resist, and forces the opponent to do mroe switching, which means more SR damage, more burn/toxic damage, and so on, hopefully wearing down its weather starter faster than yours.

The big problem of your team is called Heatran, and boosted Ground attacks. Heatran, as noted by Redemption, handily walls 5/6 of your team, and switching out to a resist is not that hard if Garchomp comes in, especially if said Heatran is carrying Protect / Air Balloon. Using Earthquake on Venusaur helps fixing that (if Heatran is not carrying Air Balloon), however lowering your Physical defense via Mild nature makes it more vulnerable to Ice Shard and Bullet Punch, which is dangerous, while failing to outspeed scarfed base 110, aka Lati@s, that will OHKO with Psyshock. An alternative is to run Sleep Powder on Venusaur; while this doesn't kill Heatran at all, you can then go to Chansey / Garchomp and wear it down / OHKO or just force it to switch, racking up residual damage. As an added boon, it allows to outspeed said base 110 (in conjunction with a Timid nature) and put them to sleep, avoiding a revenge kill.

Another observation, your Espeon seems largely redundant since you have already 1 Natural Cure user, 2 immunities to Poison, 1 to Burn, and a Rapid Spinner. Dual Screen support is also questionable; do you really need it? Venusaur is bulky enough to set up on its own, and the rest of your team doesn't seem to particularly appreciate it anyway. You could use that teamslot to try something that can take Ground attacks without problems; right now, every user of Earthquake with a respectable power behind its attacks can 2HKO everything on your team (think Mamoswine). To help against this, and support your Forretress to face dangerous Dragons that may set up against you, you could substitute Espeon with Cresselia, which is infinitely more bulky, can abuse Sun really well (Moonlight restores 67% of your HP) and can aid your team in various ways (Reflect, status, and general mixed walling prowess). It doesn't care about Pursuit users since CB TTar can't even 2HKO with Crunch after Reflect, and deals less than 20% if it chooses to Pursuit. A Dual Screens set is also possible if you're really desperate about it, but I don't really see the necessity of it, and it cannot abuse Sunlight as well as the Supportive set.

Support set:
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Cresselia @ Leftovers | Levitate
Bold | 252 HP / 252 Def / 4 SpD
- Reflect
- Moonlight
- Ice Beam
- Psychic / Psyshock / Thunder Wave

Dual Screen set:
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Cresselia @ Light Clay | Levitate
Bold | 252 HP / 148 Def / 40 SpD / 68 Spe
- Reflect
- Light Screen
- Lunar Dance
- Ice Beam / Psychic / Thunder Wave

Hope it helped. Good luck for your team.
 
The format for your RMT is a little weird. Please put the pokemon @ item after the picture. I had trouble figuring out what item some of your pokemon had until i realized what you did :[.

One thing I would suggest immediately for your team is to remove spikes from forretress. It's a great move, but without a spin blocker, it's not going to be that effective. Forretress already has a hard time setting up in this offensive metagame. You use up 2-3 turns setting up stealth rock and a few hazards, while they use only one to spin them all away. It's not that great of an investment. I think you should just put Voltswitch on it to take advantage of deoxys's wanting to taunt or magic coat you, and magnezone's wanting to switch in. It gives you lots of momentum and doesn't leave you vulnerable at all like spikes could. Volt switch also gives you crucial damage if they decide to bring their heatran in. It can break their potential balloon for Garchomp, and cancel out leftovers for the turn if they aren't at 100%.

Additionally, I would definitely agree with Gimmick's suggestion of lowering the EVs on Venusaur to outspeed Garchomp, but I would put those remaining EVs in Def or SpDef. The reason being is that you take less hp from Life orb (same percentage obviously) and gain more percentage from Giga drain if you happen to use it. I would also give Venusaur EQ over Sludge Bomb. Heatran definitely seems to be a problem to the team and EQ does 70% minimum. With volt switch and SR pressure from forretress that is definitely manageable. After a growth (regardless of + 1 or + 2) you easily OHKO Specially defensive heatran.

My last suggestion would be to give Garchomp a hasty nature so that Genesect gets an attack boost switching into it. Additionally you should use Fire Blast to take advantage of not using a -SpA nature. A Fire Blast is stronger than a Fire Fang on some of the pokemon that you are using the fire coverage for (Skarmory, Forretress) and Fire Blast is still a 2hko on Ferrothorn and both fire fang / fire blast are 3-4hko on Ferro in the rain.
 
Hey Orb i am back to rate your team again!

Ok seeing as i rated the team the first time to help your team get a Rapid Spin user and not be defencless against Mamoswine i suggested Forretress. Also seeing as Heatran wasn't a threat with Choice Scarf Garchomp and Chansey i suggested Special Growth Venasaur because you ended up not needing Earthqauke to much. So now i only have a few nitpicks.

Regarding your Forretress i think there is to much pressure on his role. He has to set up both Stealth Rock and Spikes for your team while he also has to Rapid Spin if hazards get on your field. Having to do all of these tasks will overload Forretress and will make his role much harder to do. This is unfortunate because Forretress is such a valuable member to your team. To Help remedy this i suggest Volt Switch>Stealth Rock on Forretress. With this change implemented Forretress has less pressure to set up entry hazards and Rapid Spin while he can act as a bulky pivot with a slow Volt Switch. However with this change you have no user of Stealth Rock to fix this i suggest Stealth Rock>Protect on Chansey. While Protect is useful for gaining Wish recovery and scouting. Chansey will pretty much always be able to heal with Wish when in on a special attacker and Stealth Rock is just to important to strip off half of Volcarona's heallth and break Dragonites Multiscale.

Good luck with the team i hope i helped (again) ;)

Tl;dr

Forretress
.Volt Switch--->Stealth Rock

Chansey
.Stealth Rock--->Protect



~Superpowerdude
 
All right, so I've made a few changes regarding my Venusaur, and Forretress. I've also replaced Espeon for Cresselia. I took away Sludge Bomb on my Venusaur, and decided putting in Sleep Powder instead. Reason being, I now have a counter for Pokémon that are looking into a possible revenge kill. In addition, I have a good counter for opposing Heatran's as well.

As for the changes regarding my Forretress, I simply replaced Spikes for Volt Switch. At least I won't be vulnerable now, and with proper prediction, I can pop Heatran's Air Balloon. Forretress already has a lot of pressure on him in terms of setting up Stealth Rocks, and Rapid Spinning. Plus, he's an important asset, and losing him so soon isn't worth it. I also have a chance of escaping trappers such as Magnezone.

Cresselia and Espeon can both provide great support for a sun team. Unfortunately, ganj4lF makes a good point. :) My team wasn't really in need of a duel screen Pokémon, and I had no idea why I had one in the first place. I guess it's because Espeon had magic bounce, but I do have a rapid spinner after all. Duel screen support is always nice, but it's only for teams who truly need one. My team is already quite bulky without it. I'm now running the Smogon support set on my Cresselia, and I'm actually quite pleased with the results.

Thank you everyone for your feedback, I really do appreciate it. I'm still looking for more suggestions regarding how I can improve my team even more. It'll be nice if more people posted, and informed me of what they think of my team as of now with all the changes I've mentioned in this particular post. ;D
 
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