I actually posted this RMT about a week ago, mistakenly under the category of Dream World. Since then, I've perused the forums a bit more, and got a feel for how things actually work on here. That being said, I'm "re-do"ing the post I made earlier into something more polished, refined, and well thought out. Also, the older post got no responses, most likely due to the Dream World tag, which provides me with even more justification :)
MY SUN TEAM
Ninetales @ Life Orb
Ability: Drought
EVs:128 HP/ 252 SpA/ 20 SpD/ 108 Spe
Nature: Modest
- Flamethrower
- Will-O-Wisp
- SolarBeam
- Sunny Day
The pivotal Sun team Ninetales. Because of its speed, Sunny Day is necessary to ensure weather is thrown up. This Ninetales has surprised me as having relatively good special bulk. Considering sun is up, I can survive a choice specced, max special attack Hydro Pump from rain team Politoeds. The power of STAB flamethrower in the sun should also not be underestimated. Will-O-Wisp is also super handy on unexpecting setup sweepers, such as DD Salamence, Dragonite, Gyarados, or Scrafty. Burn cripples any chance at a viable sweep.
Changes to consider: none at this point in time, fairly standard Ninetales.
Cloyster @ Leftovers
Ability: Skill Link
EVs:248 HP/ 84 Atk/ 176 Def
Nature: Relaxed
- Rapid Spin
- Ice Shard
- Toxic Spikes
- Icicle Spear
Donphan wasn't exactly underperforming on my team, however he definitely wasn't filling the holes in my team that Cloyster now is. He provides me with two things that Donphan didn't: reliable, powerful Ice-type moves, and Toxic Spikes. Toxic Spikes is vital for two reasons. First, it allows my Cresselia to become even more of a beast by stalling people to death with poison. Second, it allows my late-game cleaner to benefit from the nifty defense drop. But Icicle Spear really has been a blessing for my team. D-Dance Dragonite, Parashuffler Dragonite, Choice Dragonite..any Dragonite was giving my team a ton of issues. Donphan's Ice Shard just wasn't cutting it. Icicle Spear + Ice Shard scores 2HKO's on any Dragonite variation(OHKO's offensive variations), including bulky sets. With Cloyster's sky high defense, surviving moves such as Dragon Claw, Outrage, or Fire Punch is no trouble, only doing 40%, 58%, and 36% damage respectively.
Changes to consider: just added this guy, he's functioning great, none at this point.
Volcarona @ Leftovers
Ability: Flame Body
EVs: 100 HP/ 152 SpA/ 100 SpD/ 152 Spe
Nature: Calm
- HP Ground
- Flamethrower
- Bug Buzz
- Quiver Dance
Let me start off by saying I think Volcarona is one of the biggest threats in today's metagame, if used properly. Without a spinner, however, it's practically useless. Everyone knows that Mothra's special bulk is above average, but with reflect up this poke really becomes a nuisance, allowing me to setup with QD. Optimal time to switch in is usually against Ferrothorn, Scizor, Jellicent, or something else that's scared of me in the sun, force a switch and proceed to sweep after one Quiver Dance. I initially thought SolarBeam would be the move of choice for the 3rd attack slot, however HP Ground provides better coverage against some top-notch threats. I also already have two pokes running SB currently, so having it here is a bit redundant. Volcarona also buffers my team against the threat of Latios. It survives timid, scarfed Latios' most powerful move, Draco Meteor, allotting me time to setup and take it down the next turn, or whatever they switched into. Heat Wave is in over Flamethrower because of the extra damage and burn chance, which surprisingly comes in handy on occasion.
Changes to consider: Swapping this poke with a ScarfRachi(Ice Punch, Iron Head, U-Turn, Trick) for extra coverage against dragons, to get some nifty flinches, and to cripple strategies with trick. Jirachi still plays the role as a Latios buffer as well.
Cresselia @ Leftovers
Ability: Levitate
EVs: 252 HP/ 200 SpD/ 52 Def
Nature: Bold
- Reflect
- Thunder Wave
- Ice Beam
- Moonlight
One way or another, this Cresselia usually ends up being my MVP. She's known as one of the best mixed walls in the game, and for good reason. 444 HP with 470 Defense(after reflect) and 346 Special Defense is no laughing matter. Cresselia survives timid, scarfed Hydreigon Dark Pulse, as well as +1 Scrafty Crunch, walling two significant threats and allowing for T-Wave distribution. Reflect is another reason why Cresselia is so helpful, providing support to the relatively special defensive members of my team such as Ninetales, Venusaur, and Volcarona. Ice Beam is a good special attack that provides coverage against what usually are its biggest threats. Moonlight is a great source of recovery in the sun, giving back 2/3 of my health. And finally, Levitate provides insurance for Ninetales, Darmanitan, and Volcarona, with the omnipresent Earthquake in most physically offensive sets. Some might ask why Thunder Wave is in as opposed to Toxic. With Cloyster, running Toxic becomes needless, and with Thunder Wave, my slowest pokemon, Cloyster, has its offensive capabilities greatly enhanced.
Changes to consider: I find this pokemon functioning so well, there are none at the moment.
Venusaur @ Black Sludge
Trait: Chlorophyll
EVs: 204 HP / 136 Def / 160 SAtk / 8 Spd
Modest Nature (+SAtk, -Atk)
- Energy Ball
- Hidden Power [Fire]
- Sludge Bomb
- Growth
I left the metagame for nearly a year, to come back with it completely dominated by weather-abusing abilities. It's still surprising that drought + chlorophyll hasn't been banned. With 0 EV's and a 31 IV in Speed, Venusaur reaches 390, allowing it to outspeed non-boosted, non-scarfed threats. This pokemon in the sun is simply amazing. One growth and my special attack reaches 544, allowing me to obliterate bulky waters, grounds, rocks, and lots of other stuff with STAB SolarBeam. HP Fire gets a nice boost from the sun and also gets Venusaur neutral coverage against everything.Sludge Bomb is basically there for good STAB and to round out the set. Venusaur's bulk should also not be underestimated; with support from Cresselia, it has extremely well-rounded defensive stats of 364/ 340/ 261. Most cases, getting a growth off is bad news for the opponent. With speed, bulk, and amazing offensive capabilities, Venusaur acts as one of my team's main threats.
Changes to consider: making a Mixed, wall breaker set, although I don't know what moves or EV distribution I'd use.
Darmanitan @ Choice Scarf
Ability: Sheer Force
EVs: 252 Atk/ 252 Spe
Nature: Adamant
- U-Turn
- Flare Blitz
- Earthquake
- Superpower
This pokemon is the main motivation for me making a sun team. When I first played through my version of Black, I caught myself a cute Darumaka. Noticing it plowed through in game battles like none other, I did a little more research and found out just how good Darmanitan is. Flare Blitz is a devastating attack that dents anything significantly, but we'll get to that later. With choice scarf, Darmanitan outspeeds anything non-boosted or non-scarfed, acting as one of the tier's best revenge killers. Fighting, ground, and fire provide excellent coverage. U-Turn allows for Darmanitan to scout my opponent out, and Earthquake is one of my team's few Heatran checks. Superpower is mainly there to round out the set and provide good coverage against dark types. Now comes Flare Blitz. With the sun, this attack is monstrous. It scores 2HKO's against walls THAT RESIST IT, such as Gastrodon, Vaporeon, and Jellicent. Darmanitan acts as a great cleanup act late game, OHKO'ing with Flare Blitz most anything it sees that doesn't resist fire, and lots of things that do.
So that's it! I kinda touched upon some of the problems this team has. Dragons do cause me trouble, especially Dragonites. Heatran also poses troubles to me every once in awhile, however I think this team is layin' pretty solid right now. Comment, criticism, suggestions, all are welcome on my first RMT!

MY SUN TEAM

Ninetales @ Life Orb
Ability: Drought
EVs:128 HP/ 252 SpA/ 20 SpD/ 108 Spe
Nature: Modest
- Flamethrower
- Will-O-Wisp
- SolarBeam
- Sunny Day
The pivotal Sun team Ninetales. Because of its speed, Sunny Day is necessary to ensure weather is thrown up. This Ninetales has surprised me as having relatively good special bulk. Considering sun is up, I can survive a choice specced, max special attack Hydro Pump from rain team Politoeds. The power of STAB flamethrower in the sun should also not be underestimated. Will-O-Wisp is also super handy on unexpecting setup sweepers, such as DD Salamence, Dragonite, Gyarados, or Scrafty. Burn cripples any chance at a viable sweep.
Changes to consider: none at this point in time, fairly standard Ninetales.

Cloyster @ Leftovers
Ability: Skill Link
EVs:248 HP/ 84 Atk/ 176 Def
Nature: Relaxed
- Rapid Spin
- Ice Shard
- Toxic Spikes
- Icicle Spear
Donphan wasn't exactly underperforming on my team, however he definitely wasn't filling the holes in my team that Cloyster now is. He provides me with two things that Donphan didn't: reliable, powerful Ice-type moves, and Toxic Spikes. Toxic Spikes is vital for two reasons. First, it allows my Cresselia to become even more of a beast by stalling people to death with poison. Second, it allows my late-game cleaner to benefit from the nifty defense drop. But Icicle Spear really has been a blessing for my team. D-Dance Dragonite, Parashuffler Dragonite, Choice Dragonite..any Dragonite was giving my team a ton of issues. Donphan's Ice Shard just wasn't cutting it. Icicle Spear + Ice Shard scores 2HKO's on any Dragonite variation(OHKO's offensive variations), including bulky sets. With Cloyster's sky high defense, surviving moves such as Dragon Claw, Outrage, or Fire Punch is no trouble, only doing 40%, 58%, and 36% damage respectively.
Changes to consider: just added this guy, he's functioning great, none at this point.

Volcarona @ Leftovers
Ability: Flame Body
EVs: 100 HP/ 152 SpA/ 100 SpD/ 152 Spe
Nature: Calm
- HP Ground
- Flamethrower
- Bug Buzz
- Quiver Dance
Let me start off by saying I think Volcarona is one of the biggest threats in today's metagame, if used properly. Without a spinner, however, it's practically useless. Everyone knows that Mothra's special bulk is above average, but with reflect up this poke really becomes a nuisance, allowing me to setup with QD. Optimal time to switch in is usually against Ferrothorn, Scizor, Jellicent, or something else that's scared of me in the sun, force a switch and proceed to sweep after one Quiver Dance. I initially thought SolarBeam would be the move of choice for the 3rd attack slot, however HP Ground provides better coverage against some top-notch threats. I also already have two pokes running SB currently, so having it here is a bit redundant. Volcarona also buffers my team against the threat of Latios. It survives timid, scarfed Latios' most powerful move, Draco Meteor, allotting me time to setup and take it down the next turn, or whatever they switched into. Heat Wave is in over Flamethrower because of the extra damage and burn chance, which surprisingly comes in handy on occasion.
Changes to consider: Swapping this poke with a ScarfRachi(Ice Punch, Iron Head, U-Turn, Trick) for extra coverage against dragons, to get some nifty flinches, and to cripple strategies with trick. Jirachi still plays the role as a Latios buffer as well.

Cresselia @ Leftovers
Ability: Levitate
EVs: 252 HP/ 200 SpD/ 52 Def
Nature: Bold
- Reflect
- Thunder Wave
- Ice Beam
- Moonlight
One way or another, this Cresselia usually ends up being my MVP. She's known as one of the best mixed walls in the game, and for good reason. 444 HP with 470 Defense(after reflect) and 346 Special Defense is no laughing matter. Cresselia survives timid, scarfed Hydreigon Dark Pulse, as well as +1 Scrafty Crunch, walling two significant threats and allowing for T-Wave distribution. Reflect is another reason why Cresselia is so helpful, providing support to the relatively special defensive members of my team such as Ninetales, Venusaur, and Volcarona. Ice Beam is a good special attack that provides coverage against what usually are its biggest threats. Moonlight is a great source of recovery in the sun, giving back 2/3 of my health. And finally, Levitate provides insurance for Ninetales, Darmanitan, and Volcarona, with the omnipresent Earthquake in most physically offensive sets. Some might ask why Thunder Wave is in as opposed to Toxic. With Cloyster, running Toxic becomes needless, and with Thunder Wave, my slowest pokemon, Cloyster, has its offensive capabilities greatly enhanced.
Changes to consider: I find this pokemon functioning so well, there are none at the moment.

Venusaur @ Black Sludge
Trait: Chlorophyll
EVs: 204 HP / 136 Def / 160 SAtk / 8 Spd
Modest Nature (+SAtk, -Atk)
- Energy Ball
- Hidden Power [Fire]
- Sludge Bomb
- Growth
I left the metagame for nearly a year, to come back with it completely dominated by weather-abusing abilities. It's still surprising that drought + chlorophyll hasn't been banned. With 0 EV's and a 31 IV in Speed, Venusaur reaches 390, allowing it to outspeed non-boosted, non-scarfed threats. This pokemon in the sun is simply amazing. One growth and my special attack reaches 544, allowing me to obliterate bulky waters, grounds, rocks, and lots of other stuff with STAB SolarBeam. HP Fire gets a nice boost from the sun and also gets Venusaur neutral coverage against everything.Sludge Bomb is basically there for good STAB and to round out the set. Venusaur's bulk should also not be underestimated; with support from Cresselia, it has extremely well-rounded defensive stats of 364/ 340/ 261. Most cases, getting a growth off is bad news for the opponent. With speed, bulk, and amazing offensive capabilities, Venusaur acts as one of my team's main threats.
Changes to consider: making a Mixed, wall breaker set, although I don't know what moves or EV distribution I'd use.

Darmanitan @ Choice Scarf
Ability: Sheer Force
EVs: 252 Atk/ 252 Spe
Nature: Adamant
- U-Turn
- Flare Blitz
- Earthquake
- Superpower
This pokemon is the main motivation for me making a sun team. When I first played through my version of Black, I caught myself a cute Darumaka. Noticing it plowed through in game battles like none other, I did a little more research and found out just how good Darmanitan is. Flare Blitz is a devastating attack that dents anything significantly, but we'll get to that later. With choice scarf, Darmanitan outspeeds anything non-boosted or non-scarfed, acting as one of the tier's best revenge killers. Fighting, ground, and fire provide excellent coverage. U-Turn allows for Darmanitan to scout my opponent out, and Earthquake is one of my team's few Heatran checks. Superpower is mainly there to round out the set and provide good coverage against dark types. Now comes Flare Blitz. With the sun, this attack is monstrous. It scores 2HKO's against walls THAT RESIST IT, such as Gastrodon, Vaporeon, and Jellicent. Darmanitan acts as a great cleanup act late game, OHKO'ing with Flare Blitz most anything it sees that doesn't resist fire, and lots of things that do.
So that's it! I kinda touched upon some of the problems this team has. Dragons do cause me trouble, especially Dragonites. Heatran also poses troubles to me every once in awhile, however I think this team is layin' pretty solid right now. Comment, criticism, suggestions, all are welcome on my first RMT!