My first RMT-- OU Offensive Sunny Day Team

This is my first RMT, and I'm pretty sure it's my first post here on Smogon as well. I've been lurking for a long time now, and have dabbled in competitive battling here and there. Here I bring you my Offensive Sunny Day team that I've been testing for awhile against friends and on PO. It's won me a decent amount of battles but I never really kept track. The last time I played this team was about a week ago, so bear with me. D: Without further ado, here they are (Changes made in red):

Le Team:

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Jackie (F) @ Life Orb
Trait: Regenerator
EVs: 252 Atk/ 252 Spe/ 4 SpA
Naive Nature (+Spe -SpD)
-Hi Jump Kick
-U-Turn
-HP Ice
-Fake Out

Fake Out for damage. U-Turn to get more damage in, Hi Jump Kick for STAB, and HP Ice for hitting dragons. I usually use Mienshao as a lead if I don't need my sun up immediately. It also acts as a somewhat effective revenge killer, but I hate how Lati@s outspeeds and and how Fake Out is the only form of priority on my team. Halp?


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Apeshit (M) @Choice Band
Trait: Iron Fist
EVs: 252 Atk/ 252 Spe/ 4 HP
Adamant Nature (+Atk -SpA)
-Flare Blitz
-Close Combat
-Mach Punch
-U-Turn

Kind of doing the jobs of Mienshao and Darmanitan, Apeshit has the priority I kind of had with Jackie, as well as the Flare Blitz abuse that Coco utilized, though not to the same degree. On the plus side, it's faster. I usually lead with this against opposing weather teams for lack of a better lead.



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Coco (F) @ Choice Band
Trait: Sheer Power
EVs: 252 Atk/ 252 Spe/ 4 Def
Adamant Nature (+Atk -SpA)
-Flare Blitz
-U-Turn
-Rock Slide
-Superpower

Heavy hitter. Flare Blitz destroys things in sun, it's ridiculous. Usually my late-game sweeper, it Flare Blitzes everything in sight after faster threats are dead. U-Turn to rack up damage caused by Mienshao's U-Turn, Rock Slide for coverage, and Superpower to hit TTar. I don't like how it's outsped by a lot of things, so I'm considering swapping out for a Choice Scarf instead. Flare Blitz backed by sun is still gonna hurt without being banded. What do you guys think?


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Ruby @ Life Orb
Trait: Natural Cure
EVs: 252 SpA/ 252 Spe/ 4 HP
Timid Nature (+Spe -Atk)
-Psyshock/Psychic
-Ice Beam
-Thunderbolt/Thunder
-Rapid Spin

Offensive spinner, in case Magic Bounce doesn't keep rocks off the field. Can't decide between Psyshock and Psychic, so it's sort of one or the other for both Ruby and Espeonage. Thunder is for rain abusers. Not much else to say.

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Jungle Jim (M) @ Life Orb
Trait: Chlorophyll
EVs: 252 Atk/ 252 Spe/ 4 SpA
Naughty Nature (+Atk -SpD)
-Growth
-Power Whip
-Earthquake
-HP Fire

I love Growth in sun. +2 Atk and SpA? YES PLEASE. Power Whip for STAB, Earthquake to hit cheeky fire-types trying to take advantage of my sun, and HP Fire to hit fellow grass-types. I really like this set, but it's kind of on the slow side, even with Chlorophyll. It's nice how Tangrowth is bulky though.


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Oasis (M) @ Life Orb
Trait: Chlorophyll
EVs: 252 SpA/ 252 Spe/ 4 HP
Modest Nature (+SpA -Atk)
-Growth
-Energy Ball
-Sludge Bomb
-HP Fire

With bulk on both sides, higher speed, and the ability to soak up Toxic Spikes, Venusaur does more for my team than Tangrowth does. I choose to run HP Fire over Sleep Powder because it hits steel types trying to ruin my fun, and because I have a slightly less reliable form of sleep in Ninetales. This thing wrecks shit once I get it in.


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Espeonage (M) @ Light Clay
Trait: Magic Bounce
EVs: 252 SpA / 252 Spe / 4 Def
Timid Nature
-Light Screen
-Reflect
-Psychic/Psyshock
-HP Fighting

Dual Screener to get my other guys in. Max speed and SpA to hit things after I've set up, HP Fighting for Tyranitar. I like this set lots. I wish it wasn't walled so easily by the Latis, Reuniclus, and pretty much every other psychic type, but hey, what can I do with just two move slots after my dual screens?

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Nein Tails (F) @ Choice Specs/Expert Belt
Trait: Drought
Timid Nature (+Spe -Atk)
EVs: 252 SpA / 252 Spe/ 4 Def
-Overheat
-Solarbeam
-HP Fighting
-Hypnosis

I know. I know. I know. Solarbeam on Ninetales. I know. But Solarbeam backed by Specs hits hard on stuff once the opponent's weather inducer is out of the way. The extra power also catches people off-guard. Hypnosis on a choice set is weird, but when it's used while leading I get a free guy in as the opponent switches. I play this set aggressively and hit stuff hard. Considering using an Expert Belt to fake Specs, then surprising the opponent with a Hypnosis or HP Fighting for Tar.

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(BAN ME PLEASE) (F) @ Air Balloon
Trait: Flash Fire
Timid Nature (+Spe -Atk)
EVs: 252 SpA / 252 Spe / 4 Def
-Stealth Rock
-Fire Blast
-Earth Power
-HP Grass Roar

This is the "glue" to my team; it gives me Fire immunity, with the balloon I have Ground immunity, and I needed a dragon-resist and someone to set up rocks. Switch in on someone trying to burn me or take advantage of sun, hit back with one of my moves or set up rocks as they switch. I'm considering getting rid of HP Grass for Roar, since it's overlapping coverage with Tangrowth, which I don't like, and having a Phazer on this team would be nice.

Conclusion:

I love hyper offensive teams. Keeping pressure on the opponent is fun and watching my sun-boosted moves wreak havoc on their team is satisfying. But this team has a lot of faults and problems. I don't recall a lot of threats, but I remember Latios being a huge one. Latios, as well as pretty much anything that outspeeds this team and resists it, will destroy me. AND SPEED BOOST SHARPEDO, DEER GOD WHY. I hate DW Sharpedo with a passion. But besides those threats, this team handles things pretty well. I'd love to see what you guys can do to make this team one of my best.
 
im sorry but this is not a true hyper offensive team. True hyper offensive teams have 2 main characteristics that you fail to observe. If you want to make a successful HO, follow these suggesstions:
1. never, NEVER use choice items. They completly ruin your momentum when you are forced to switch due to a totally unfavorable move matchup. replace all choice items for life orbs (especially in daramuka's case, sheer force negates recoil damage from LO) or other offensive items like expert belts.

2. Use all of one type of attacker, with maybe 1 mixed attacker. Your team has 3 of each special and physical. The reason HO teams use only one style of attackers is that it limits the number of counters the team has, and then beats those counters through sheer force over time.
 
Oh, gotcha. Sorry that I mislabeled it. I guess this team would fall under the category of "Offense", then.
 
I also think Starmie and Infernape are good ideas. Anyway, do have a way to counter opposing weather inducers. Maybe I missed something.
 
Hi! you got yourself an original sun team, for your latios problem i could only suggest swapping tangrowth with venusaur as he can hit latios very hard with sludge bomb after a growth and still conserve all the useful coverage with energyball and HP fire, also im not sure about having solarbeam on tales because you don`t have a sure weather counter like dugtrio or wobbu to stop T-tars or toeds from entering while you charge. notice that you have 2 choiced pkmn on your team which can get you into tough spots sometimes as you have no reliable way to keep stealth rock out of the field even with espeon around.
 
Thanks for the help so far, guys. :D I've switched out Tangrowth, Darmanitan, and Mienshao, and they've been playing pretty well. Keep the suggestions coming!
 
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