SV OU Need help making a sun team

Second time writing this, but I need help fixing a sun team, anyone have suggestions?

Torkoal @ Heat Rock
Ability: Drought
Tera Type: Fire
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Solar Beam
- Rapid Spin
- Lava Plume
- Yawn
Torkoal is self explanatory, a set upper. Solar beam instead of rocks cause its the heart of the team. Keep healthy at all costs.

Iron Moth @ Heavy-Duty Boots
Ability: Quark Drive
Tera Type: Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Wave
- Fiery Dance
- Energy Ball
- Discharge
Main sun attacker with decent coverage. Fiery dance does enough damage that sun makes up for not choosing flamethrower. Gives it good attacks for flying and water.

Iron Hands @ Leftovers
Ability: Quark Drive
Tera Type: Electric
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Drain Punch
- Thunder Punch
- Ice Punch
- Volt Switch
Iron Hands is coverage. You can use it as a tank pivot thanks to Volt Switch. It's moves can be used to deal damage to most types.

Rotom-Wash @ Utility Umbrella
Ability: Levitate
Tera Type: Electric
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Protect
Main pivot, keep it healthy. Fan is used to counter sun so hydro pump does more damage. barely any counters so feel free to switch.

Clodsire @ Black Sludge
Ability: Unaware
Tera Type: Poison
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Earthquake
- Recover
- Toxic
- Stealth Rock
SDF tank and set up. Really good set up blocker, its really strong. (Im really trying to find things to say) watch out for ground and psychic types.

Garganacl @ Leftovers
Ability: Purifying Salt
Tera Type: Rock
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Salt Cure
- Recover
- Body Press
- Iron Defense
The REAL tank. Torkoal might have some bulk, but you don't want to get torkoal hurt. Salt Cure and body press is a common defense set so it should be good

If you have any comments or suggestions, please tell me, really want this team to work
 

chimp

Link Together With All
Hey!

Sun, like any weather/terrain based team, really, mostly lends itself to hyper offense. With the boost to Fire-type attacks and to stats with Chlorophyll/Booster Energy etc, combined with the limited amount of turns you have while the Sun is up, it naturally lends itself to playing fast and hitting hard.

Consider this team:
F2CCC0D5-8237-4221-BDA8-B12F139B38C7.jpeg

Most teams just could not handle the raw power of Chi-yu in the sun. This made running Torkoal worth it, because you effectively were running a Choice Scarf AND a Choice Specs on Chi-yu.

With the exception of Tusk, none of the other Pokemon really benefit that greatly from Sun, however, they share in the goal of hitting as hard as possible, while still maintining decent defensive synergy (Dragonite is immune to Ground for example, while Hatterene could keep hazards away). The point of the team is to outdamage and outspeed.

Looking at your team, the first thing I notice is a pretty glaring weakness to Ground. Five of your six are weak to Ground, and they don’t even have Tera types that would remove that weakness. Your only Ground immunity, Rotom, is prone to being worn down quickly due to its lack of healing and being vulnerable to Tusk CC and Garchomp Dragon Claw.

Having weaknesses is natural for a HO team, but, your team does not have the raw power or speed to make up for it.

If you are to keep this structure, however, I would consider changing Iron Moth’s item to Booster Energy, and give it an EV spread of 117 HP / 134 SpA / 252 Spe+ so that Booster Energy boosts its speed. The drop in SpA is made up for with the boost from the Sun. Specs is also a good choice, just to hit as hard as possible.

I would also recommend swapping Iron Hands for Great Tusk, who benefits from the Sun and whose great physical defense is comparable to Iron Hands’. I think a Choice Band set would work fine.

I’d also suggest swapping Solar Beam for SR on Torkoal, so that Clodsire can run Spikes, giving you a secondary hazard, which is great for Sun teams. I think Water Absorb instead of Unaware is valid as well, to give you a better match-up against Rain teams. This makes you weaker to opposing sweepers but the idea is to kill them before they get the chance to become sweepers. Rotom-Wash is probably best swapped with Corviknight, though if you want to keep it then I’d recommend running Heavy-Duty Boots or a Choice Scarf… I get the idea behind the Umbrella but it just doesn’t seem worth it in the long run, since Wash wants to just come in, Wisp and Volt Switch

Personally if you are to keep Garganacl, you want its Tera Type to be either Fairy or Water. In this case I’d go with Water to help against opposing Rain teams. That said, I think Dragonite would be a better option here, giving you a source of priority and another Ground immunity.

Overall, I recommend looking through the site for some sample sets; there are some for almost all OU relevant Pokemon.

Hope this helps.
 
Hey!

Sun, like any weather/terrain based team, really, mostly lends itself to hyper offense. With the boost to Fire-type attacks and to stats with Chlorophyll/Booster Energy etc, combined with the limited amount of turns you have while the Sun is up, it naturally lends itself to playing fast and hitting hard.

Consider this team:
View attachment 486783
Most teams just could not handle the raw power of Chi-yu in the sun. This made running Torkoal worth it, because you effectively were running a Choice Scarf AND a Choice Specs on Chi-yu.

With the exception of Tusk, none of the other Pokemon really benefit that greatly from Sun, however, they share in the goal of hitting as hard as possible, while still maintining decent defensive synergy (Dragonite is immune to Ground for example, while Hatterene could keep hazards away). The point of the team is to outdamage and outspeed.

Looking at your team, the first thing I notice is a pretty glaring weakness to Ground. Five of your six are weak to Ground, and they don’t even have Tera types that would remove that weakness. Your only Ground immunity, Rotom, is prone to being worn down quickly due to its lack of healing and being vulnerable to Tusk CC and Garchomp Dragon Claw.

Having weaknesses is natural for a HO team, but, your team does not have the raw power or speed to make up for it.

If you are to keep this structure, however, I would consider changing Iron Moth’s item to Booster Energy, and give it an EV spread of 117 HP / 134 SpA / 252 Spe+ so that Booster Energy boosts its speed. The drop in SpA is made up for with the boost from the Sun. Specs is also a good choice, just to hit as hard as possible.

I would also recommend swapping Iron Hands for Great Tusk, who benefits from the Sun and whose great physical defense is comparable to Iron Hands’. I think a Choice Band set would work fine.

I’d also suggest swapping Solar Beam for SR on Torkoal, so that Clodsire can run Spikes, giving you a secondary hazard, which is great for Sun teams. I think Water Absorb instead of Unaware is valid as well, to give you a better match-up against Rain teams. This makes you weaker to opposing sweepers but the idea is to kill them before they get the chance to become sweepers. Rotom-Wash is probably best swapped with Corviknight, though if you want to keep it then I’d recommend running Heavy-Duty Boots or a Choice Scarf… I get the idea behind the Umbrella but it just doesn’t seem worth it in the long run, since Wash wants to just come in, Wisp and Volt Switch

Personally if you are to keep Garganacl, you want its Tera Type to be either Fairy or Water. In this case I’d go with Water to help against opposing Rain teams. That said, I think Dragonite would be a better option here, giving you a source of priority and another Ground immunity.

Overall, I recommend looking through the site for some sample sets; there are some for almost all OU relevant Pokemon.

Hope this helps.
Chin Yu was banned...
 

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