So i built a team around Sun and i want some feedback on it, here we go.
Here is the team (screenshots from pokemonshowdown, also i'm sorry that the order of pokemon in the team is all over the place)
Cloyster @ Leftovers
Trait: Skill Link
EVs: 248 HP / 84 Atk / 176 Def
Impish Nature
- Icicle Spear
- Rapid Spin
- Spikes
- Hydro Pump
i wanted to put cloyster in because entry hazards are a huge threat to a sun team (especially Volcarona) and i needed spin support. i added in Spikes so i had some entry hazards to place. icicle spear and hydro pump are pretty standard STAB moves (although hydro pump is weakened in the rain i needed something to deal with enemy fire pkmn trying to take advantage of my sun). i chose to go heavy on HP and defense EVs and give it leftovers to play to cloyster's strengths which is its resilience and longevity. the main point is to keep it alive long enough to provide spin support throughout the game.
Starmie @ Leftovers
Trait: Natural Cure
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
- Psychic
- Ice Beam
- Thunderbolt
- Rapid Spin
again another spin support. i thought i needed another just in case something goes wrong with cloyster i can't be left without spin, this might be overkill though. starmie also has ice blot/beam coverage and a huge speed stat making it pretty good at exploiting weaknesses in opponent teams. i chose to add psychic because hydro pump is weakened in the sun and psychic is another good STAB move (although i'm now second guessing that choice). again leftovers are to help keep it alive for as long as possible. EVs are pretty standard.
Dragonite @ Lum Berry
Trait: Multiscale
EVs: 44 Atk / 212 Spd / 252 HP
Adamant Nature
- Dragon Dance
- Outrage
- Fire Punch
- Earthquake
Dragonite is my non sun dependent sweeper, i chose to go with bulky DD because i want it to tank a few hits while building DD so it can sweep easily. DD is standard. outrage is questionable, it's power is great but i'm not sure if it's worth getting locked into the move (maybe go for dragon claw and then switch lum berry for leftovers?). fire punch provides a pseudo-STAB move. for the last slot i wanted to go for roost to help keep it's hp up while building DD but i ran into a lot of problems for my team from Heatran so i used earthquake to help deal with him.
Volcarona @ Leftovers
Trait: Flame Body
EVs: 240 HP / 216 Def / 52 Spd
Bold Nature
- Quiver Dance
- Fiery Dance
- Bug Buzz
- Morning Sun
Volcarona is a really good fire type sweeper. i again went bulky to give it a chance to build up quiver dances. fiery dance is better than fire blast for its accuracy and possible stat changes. bug buzz is my anti tyranitar move (other weather teams are a threat to the sun so i need to take tyranitar out quickly). morning sun and leftovers again are to help keep it alive (although leftovers are less important due to morning sun, maybe go for a life orb instead?).
Ninetales @ Leftovers
Trait: Drought
EVs: 252 SAtk / 120 Spd / 136 HP
Modest Nature
- Sunny Day
- Energy Ball
- Fire Blast
- Will-O-Wisp
Ninetales is the standard sun inducer, sunny day is there for predicting when the opponent is going to try to negate the sun by switching in other weather inducers. energy ball gives some coverage and can be used to take a quick shot at a politoed switching in, i chose it over solarbeam because i seem to get into a lot of weather wars and solarbeam only excels in the sun making it useless elsewhere. again leftovers and EV choices are so that i keep my weather inducer alive for as long as possible.
Venusaur @ Life Orb
Trait: Chlorophyll
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature
- Growth
- SolarBeam
- Hidden Power [Fire]
- Synthesis
Venusaur is great in the sun. he is my cholophyll sweeper but the problem is that out of the sun he's almost useless. growth and synthesis are a lot better in the sun. solarbeam is great in the sun but locks you in when out of the sun. hidden power gives a pseudo-STAB move in the sun but is not great out of the sun. i'm thinking of switching to Giga Drain to give it more use out of the sun (and making it easier to deal with politoed and establish weather control), this then relieves the need for synthesis and frees up a move slot.
Threats:
the big threat i have encountered are establishing weather control (especially against poiltoed) and water pokemon in general (although this might be fixed with my proposed changes to Venusaur, before i only had starmie's bolt to deal with them).
thank you for reading my post and am grateful for any feedback you give
Here is the team (screenshots from pokemonshowdown, also i'm sorry that the order of pokemon in the team is all over the place)


Cloyster @ Leftovers
Trait: Skill Link
EVs: 248 HP / 84 Atk / 176 Def
Impish Nature
- Icicle Spear
- Rapid Spin
- Spikes
- Hydro Pump
i wanted to put cloyster in because entry hazards are a huge threat to a sun team (especially Volcarona) and i needed spin support. i added in Spikes so i had some entry hazards to place. icicle spear and hydro pump are pretty standard STAB moves (although hydro pump is weakened in the rain i needed something to deal with enemy fire pkmn trying to take advantage of my sun). i chose to go heavy on HP and defense EVs and give it leftovers to play to cloyster's strengths which is its resilience and longevity. the main point is to keep it alive long enough to provide spin support throughout the game.
Starmie @ Leftovers
Trait: Natural Cure
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
- Psychic
- Ice Beam
- Thunderbolt
- Rapid Spin
again another spin support. i thought i needed another just in case something goes wrong with cloyster i can't be left without spin, this might be overkill though. starmie also has ice blot/beam coverage and a huge speed stat making it pretty good at exploiting weaknesses in opponent teams. i chose to add psychic because hydro pump is weakened in the sun and psychic is another good STAB move (although i'm now second guessing that choice). again leftovers are to help keep it alive for as long as possible. EVs are pretty standard.
Dragonite @ Lum Berry
Trait: Multiscale
EVs: 44 Atk / 212 Spd / 252 HP
Adamant Nature
- Dragon Dance
- Outrage
- Fire Punch
- Earthquake
Dragonite is my non sun dependent sweeper, i chose to go with bulky DD because i want it to tank a few hits while building DD so it can sweep easily. DD is standard. outrage is questionable, it's power is great but i'm not sure if it's worth getting locked into the move (maybe go for dragon claw and then switch lum berry for leftovers?). fire punch provides a pseudo-STAB move. for the last slot i wanted to go for roost to help keep it's hp up while building DD but i ran into a lot of problems for my team from Heatran so i used earthquake to help deal with him.
Volcarona @ Leftovers
Trait: Flame Body
EVs: 240 HP / 216 Def / 52 Spd
Bold Nature
- Quiver Dance
- Fiery Dance
- Bug Buzz
- Morning Sun
Volcarona is a really good fire type sweeper. i again went bulky to give it a chance to build up quiver dances. fiery dance is better than fire blast for its accuracy and possible stat changes. bug buzz is my anti tyranitar move (other weather teams are a threat to the sun so i need to take tyranitar out quickly). morning sun and leftovers again are to help keep it alive (although leftovers are less important due to morning sun, maybe go for a life orb instead?).
Ninetales @ Leftovers
Trait: Drought
EVs: 252 SAtk / 120 Spd / 136 HP
Modest Nature
- Sunny Day
- Energy Ball
- Fire Blast
- Will-O-Wisp
Ninetales is the standard sun inducer, sunny day is there for predicting when the opponent is going to try to negate the sun by switching in other weather inducers. energy ball gives some coverage and can be used to take a quick shot at a politoed switching in, i chose it over solarbeam because i seem to get into a lot of weather wars and solarbeam only excels in the sun making it useless elsewhere. again leftovers and EV choices are so that i keep my weather inducer alive for as long as possible.
Venusaur @ Life Orb
Trait: Chlorophyll
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature
- Growth
- SolarBeam
- Hidden Power [Fire]
- Synthesis
Venusaur is great in the sun. he is my cholophyll sweeper but the problem is that out of the sun he's almost useless. growth and synthesis are a lot better in the sun. solarbeam is great in the sun but locks you in when out of the sun. hidden power gives a pseudo-STAB move in the sun but is not great out of the sun. i'm thinking of switching to Giga Drain to give it more use out of the sun (and making it easier to deal with politoed and establish weather control), this then relieves the need for synthesis and frees up a move slot.
Threats:
the big threat i have encountered are establishing weather control (especially against poiltoed) and water pokemon in general (although this might be fixed with my proposed changes to Venusaur, before i only had starmie's bolt to deal with them).
thank you for reading my post and am grateful for any feedback you give