XY LC Never seen Sunny D with so much salt before; 1st RMT (XY LC HO Sun Team)

Hello, people of Smogon. This is my first RMT as you can see. I've been playing LC for a little while now, but only with other people's teams, and I wanted to create something of my own, but not something all that common. So I chose sun, seeing as it's really the only viable "gimmick" team in LC, and can actually be quite threatening. Now, onto the team. (Note: I do apologize for my lack of fancy animations and coding. I simply haven't figured out how to do these things yet)

Team-building process (I wanted to use one of those spoiler boxes, but couldn't figure out how :c)

First, I decided I wanted to use a sun team. This immediately means Vulpix and Bellsprout.

Fletchling was then added simply to be another hard hitter for the HO team, and Overheat.

After that came Timburr, a great physical attacker to again round out the HO core.

Snubbull was added to be a physically defensive Pokemon, as well as to check fighting types

Lastly, Tirtouga was added because I realized how much easier it is to play HO with Stealtch Rocks up.

I switched out Tirtouga and Timburr for Archen and Mienfoo respectively as per the suggestions below

Vulpix (F) @ Heat Rock
Ability: Drought
Level: 5
Shiny: Yes
EVs: 52 HP / 196 SpA / 236 Spe
Timid Nature
- Will-O-Wisp
- Fire Blast
- Quick Attack
- Energy Ball

This is my main lead, and with Drought+Heat Rock to guarantee 8 turns of sun, what a lead it is. Fire Blast hits like a nuke under sun, with Quick Attack to finish off weakened Pokemon. Energy Ball is for coverage, while WoW cripples things that I can't hit as hard as I'd like.


Fletchling (F)
Ability: Gale Wings
Level: 5
Shiny: Yes
EVs: 156 HP / 200 Atk / 92 Def / 40 SpA
Naughty Nature
- Acrobatics
- U-turn
- Swords Dance
- Overheat

Fletchling is here for filler, really, being an extremely powerful Pokemon with great STAB priority moves. Acrobatics is there for the obvious reason, ramming into things and making them cry. U-Turn provides momentum or lets me switch out of an unfavorable match-up and get a bit of damage in. Swords Dance is to provide a secondary wincon, while Overheat is a check to Pawniard, among other things, and is insane under sun.


Snubbull (F) @ Berry Juice
Ability: Intimidate
Level: 5
Shiny: Yes
EVs: 36 HP / 196 Atk / 116 Def / 116 SpD / 36 Spe
Adamant Nature
- Thief
- Play Rough
- Earthquake
- Heal Bell

Snubbull is here to check fighting-types and most other physical attackers. Play Rough is a good STAB move, and Earthquake provides coverage with it. Thief is for taking an item after being hit by Knock Off, or after Berry Juice has been used. Heal Bell allows it to fulfill a cleric role as well


Bellsprout (F) @ Life Orb
Ability: Chlorophyll
Level: 5
Shiny: Yes
EVs: 116 HP / 196 SpA / 196 Spe
Modest Nature
- Sludge Bomb
- Solar Beam
- Weather Ball
- Sleep Powder

Bellsprout. Not very threatening, until sun is up and then this thing becomes a rampaging monster. Sludge Bomb provides coverage, STAB, and a poison chance, while Solar Beam is literally a nuke under sun. Weather Ball is threat coverage, while Sleep Powder is to take care of priority and any other threat that isn't handled by the prior moves.


Ninja Kitty (Mienfoo) @ Eviolite
Ability: Regenerator
Level: 5
EVs: 196 Def / 36 SpD / 236 Spe
Jolly Nature
- Drain Punch
- Knock Off
- U-turn
- Sunny Day

Mienfoo plays a support role on this team, being a secondary way to set up Sunny Day in case Vulpix dies. U-Turn provides momentum, Knock Off for coverage and item removal, and Drain Punch for STAB and recovery.


Rocky IV (Archen) @ Berry Juice
Ability: Defeatist
Level: 5
EVs: 76 HP / 180 Atk / 196 Spe
Jolly Nature
- Acrobatics
- Stone Edge
- Earthquake
- Defog

Archen's main role is a Fletchling check, which gives this team a bit of trouble. It's also a harzard remover. Defog for that purpose, Stone Edge and Acrobatics for STAB, and Earthquake for coverage.

I haven't compiled much of a threat list yet, as no single Pokemon seems to be giving me a ton of trouble by itself. LO Pawniard is annoying, but I have decent checks for it. Probably my least favorite thing to go against is anything that brings in a weather condition besides sun, like Sand Stream, because it's annoying asf.

All that being said, I look forward to your comments and suggestions, whatever they may be~

Importable -


Sunny D (Vulpix) (F) @ Heat Rock
Ability: Drought
Level: 5
Shiny: Yes
EVs: 52 HP / 196 SpA / 236 Spe
Timid Nature
- Will-O-Wisp
- Fire Blast
- Quick Attack
- Energy Ball

Twitter (Fletchling) (F)
Ability: Gale Wings
Level: 5
Shiny: Yes
EVs: 156 HP / 200 Atk / 92 Def / 40 SpA / 20 Spe
Naughty Nature
- Acrobatics
- U-turn
- Swords Dance
- Overheat

Pitbull (Snubbull) (F) @ Berry Juice
Ability: Intimidate
Level: 5
Shiny: Yes
EVs: 36 HP / 196 Atk / 116 Def / 116 SpD / 36 Spe
Adamant Nature
- Thief
- Play Rough
- Earthquake
- Heal Bell

#GetWrektScrub (Bellsprout) (F) @ Life Orb
Ability: Chlorophyll
Level: 5
Shiny: Yes
EVs: 116 HP / 196 SpA / 196 Spe
Modest Nature
- Sludge Bomb
- Solar Beam
- Weather Ball
- Sleep Powder

Ninja Kitty (Mienfoo) @ Eviolite
Ability: Regenerator
Level: 5
EVs: 196 Def / 36 SpD / 236 Spe
Jolly Nature
- Drain Punch
- Knock Off
- U-turn
- Sunny Day

Rocky IV (Archen) @ Berry Juice
Ability: Defeatist
Level: 5
EVs: 76 HP / 180 Atk / 196 Spe
Jolly Nature
- Acrobatics
- Stone Edge
- Earthquake
- Defog
 
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Hi The Melodious One, this looks like a great sun team. Very well built!

First off, I think you should use Archen over Tirtouga because since your team is based around sun, you're going to switch around a lot and you don't want to take those annoying hazards that will hinder your Bellsprout sweep. This will also limit the number of times you switch into Vulpix, which is very important. Archen will also be an efficient counter to Fletchling(which is always a problem for sun teams) and Defog away hazards. The reason why Tirtouga is being replaced is that Scald will get weakened in the sun and you don't want your STAB to do so little damage. Vulpix has access to Will-O-Wisp anyway.

Archen @ Berry Juice
Ability: Defeatist
Level: 5
EVs: 76 HP / 180 Atk / 196 Spe
Jolly Nature
- Acrobatics
- Rock Slide / Rock Tomb / Stone Edge
- Earthquake
- Defog

Timburr's EVs are a little weird because of the speed investment, so I suggest a spread of 76 HP / 196 Atk / 76 Def / 156 SpD with an Impish Nature since Timburr is meant to be bulky, not fast. With this spread, you can hit Eviolite numbers and have enough defense to take an Acrobatics from Fletchling.

I would also like to suggest Swords Dance over Roost on Fletchling. Fletchling with Overheat is often too frail to take a hit and Roost it up to a good amount of HP. With Swords Dance, Fletchling can act as another win condition or late game cleaner. +2 Acrobatics will hit really hard and can clean up your opponent's team with no sweat. If for some reason Vulpix fainted, which makes Bellsprout dead weight, Fletchling can most likely clean up what Bellsprout and Vulpix already dented into your opponent's team.

Also, Fletchling has 20 EVs leftover so you can put them into speed, which can help you outspeed 12 speed Fletchlings. EVs: 156 HP / 196 Atk / 92 Def / 36 SpA / 20 Spe with a Naughty Nature.

That's all the suggestions I have for now. Good luck in your future battles! :)
 
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Hello The Melodious One, you have a really nice sun team going here. Some things I'd recommend:

-Seconding Eren for both points

-Remove flamethrower from Vulpix. The higher accuracy is nice, but having Fire Blast and Flamethrower on the same set is kind of redundant. It would be more useful for that slot to be Overheat or Quick Attack. Overheat helps bust walls (hopefully making you a little less hippo weak) and quick attack can be used to pick off weakened targets. If Fire blast misses too often, then keep flamethrower and replace fire blast.

-Replace Timburr with Mienfoo. I love Timburr as much as the next guy, but it's best as a wincon. Mienfoo (being the most used lc mon) brings wonderful support in Knock Off and u-turn, counters pawn, and it's hard to wear down because of Regenerator. All that aside, my main reason for this idea is that Mienfoo can learn Sunny Day, and your team has no secondary setter. Vulpix is easy to wear down, and it won't live forever. Having a back up plan, especially when that back up plan is Foo, is always a good idea.
Mienfoo @ Eviolite
Level: 5
Ability: Regenerator
EVs: 196 Def / 36 SpD / 236 Spe
Jolly Nature
- Drain Punch
- Knock Off
- U-turn
- Sunny Day
Really nice team; have fun battling with it!
 
Hi The Melodious One, this looks like a great sun team. Very well built!

First off, I think you should use Archen over Tirtouga because since your team is based around sun, you're going to switch around a lot and you don't want to take those annoying hazards that will hinder your Bellsprout sweep. This will also limit the number of times you switch into Vulpix, which is very important. Archen will also be an efficient counter to Fletchling(which is always a problem for sun teams) and Defog away hazards. The reason why Tirtouga is being replaced is that Scald will get weakened in the sun and you don't want your STAB to do so little damage. Vulpix has access to Will-O-Wisp anyway.

Archen @ Berry Juice
Ability: Defeatist
Level: 5
EVs: 76 HP / 180 Atk / 196 Spe
Jolly Nature
- Acrobatics
- Rock Slide / Rock Tomb / Stone Edge
- Earthquake
- Defog

Timburr's EVs are a little weird because of the speed investment, so I suggest a spread of 76 HP / 196 Atk / 76 Def / 156 SpD with an Impish Nature since Timburr is meant to be bulky, not fast. With this spread, you can hit Eviolite numbers and have enough defense to take an Acrobatics from Fletchling.

I also suggest Swords Dance over Roost on Fletchling. Fletchling with Overheat is often too frail to take a hit and Roost it up to a good amount of HP. With Swords Dance, Fletchling can act as another win condition or late game cleaner. +2 Acrobatics will hit really hard and can clean up your opponent's team with no sweat. If for some reason Vulpix fainted, which makes Bellsprout dead weight, Fletchling can most likely clean up what Bellsprout and Vulpix already dented into your opponent's team.

Also, Fletchling has 20 EVs leftover so you can put them into speed, which can help you outspeed 12 speed Fletchlings. EVs: 156 HP / 196 Atk / 92 Def / 36 SpA / 20 Spe with a Naughty Nature.

That's all the suggestions I have for now. Good luck in your future battles! :)


Hello The Melodious One, you have a really nice sun team going here. Some things I'd recommend:

-Seconding Eren for both points

-Remove flamethrower from Vulpix. The higher accuracy is nice, but having Fire Blast and Flamethrower on the same set is kind of redundant. It would be more useful for that slot to be Overheat or Quick Attack. Overheat helps bust walls (hopefully making you a little less hippo weak) and quick attack can be used to pick off weakened targets. If Fire blast misses too often, then keep flamethrower and replace fire blast.

-Replace Timburr with Mienfoo. I love Timburr as much as the next guy, but it's best as a wincon. Mienfoo (being the most used lc mon) brings wonderful support in Knock Off and u-turn, counters pawn, and it's hard to wear down because of Regenerator. All that aside, my main reason for this idea is that Mienfoo can learn Sunny Day, and your team has no secondary setter. Vulpix is easy to wear down, and it won't live forever. Having a back up plan, especially when that back up plan is Foo, is always a good idea.
Mienfoo @ Eviolite
Level: 5
Ability: Regenerator
EVs: 196 Def / 36 SpD / 236 Spe
Jolly Nature
- Drain Punch
- Knock Off
- U-turn
- Sunny Day
Really nice team; have fun battling with it!

Thanks for the suggestions guys, will try them and add them to the OP if they work out
 
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