ORAS OU OU Sun Team

Hi guys, Today i'm gonna share with you my sun team, i've played for a short time but you can give me some ideas to make the team better, you should know this is my 1st sun team.



THE TEAM:


houndoom-mega.gif


Houndoom-Mega @ Houndoominite
Ability: Flash Fire
EVs: 40 HP / 8 Def / 208 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Nasty Plot
- Fire Blast
- Dark Pulse
- Hidden Power [Ice]

This is my mega pokemon which can use the sun to break everything after one Nasty Plot, Fire Blast take adventage of the sun, Nasty Plot and Solar Power to do 2HKO to Pokemon like Chansey, Dark Pulse is the secondary STAB move which can hit Dragon Types such as Latios and every Pokemon that resist Fire Blast, I decided to use Hidden Power ice to deal with garchomp after mega evolve because is a great trouble for the team.


ninetales.gif


Ninetales @ Heat Rock
Ability: Drought
EVs: 248 HP / 200 Def / 60 SpD
Bold Nature
IVs: 0 Atk
- Fire Blast
- Pain Split
- Will-O-Wisp
- Confuse Ray

Like Tyranitar in a Sand Rush Team, The principal function of this Pokemon is set up the sun for the sweepers, Heat Rock provides more turns to the sun, the EVs and Bold Nature are to take many physicall attackers like Mega Lopunny while can take the special attackers like Rotom-W, Fire Blast is the offensive move that can do heavy damage with the sun, Pain Split is for more longevity in the battle to let it set up the sun, Will-O-Wisp is for cripple physicall attackers, Confuse Ray is for have some annoy in the team.


victini.gif


Victini @ Choice Scarf
Ability: Victory Star
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- V-create
- Bolt Strike
- U-turn
- Brick Break

One of my favorites Fire Pokemon, V-Create has 180 base power which is powered by the STAB and the sun making it useful to break another walls but drop your Defense, Special Defense and Speed leaving it free to be revenge killed or use it to set up, Bolt Stike is a coverage move to deal with bulky Waters like Slowbro, U-Turn keeps the momentum for another pokemon of the team, then brick break is for Tyranitar and Heatran, Choice Scarf, Jolly Nature and the EVs gives the oportunity to outspeed Pokemon like Mega Lopunny and revenge kill it.


shiftry.gif


Shiftry @ Life Orb
Ability: Chlorophyll
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely Nature
- Knock Off
- Leaf Storm
- Sucker Punch
- Swords Dance

A friend told me the Fire Spam is more efective in sun teams but i've tried with a chlorophyl sweeper, so i choosed shiftry because it can set up and it is a mixed sweeper that can surprise Pokemon like Hippowdon or Rotom-W, Knock Off is the main STAB that is used to remove the item of the opposing Pokemon and deal heavy damage, Leaf Storm is the second STAB which i use to deal with physically defensive pokemon except Skarmory, Sucker Punch can be used to deal with Pokemon that are more faster before the sun, Swords Dance is to be more destructive under the sun, Lonely Nature is to hit more harder with Leaf Storm while can hit very well with Knock Off, the EVs doesn't need much explanation than 252 to Attack and 252 to Speed to hit as harder possible.


empoleon.gif


Empoleon @ Leftovers
Ability: Torrent
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Flash Cannon
- Toxic
- Defog

Many Pokemon can take adventage seting Stealth Rock on my side of the field, so entry hazard remover is crucial for the team, i use Empoleon because it has a great special defense and has a lot of resistances, Leftovers are for some passive recovery, Torrent is the default ability, Scald is the main STAB and the offensive move that has 30 % chance to burn, Flash Cannon is the second STAB which is for do a lot of damage to Fairy Types, Defog is for remove entry hazards, The EVs are put in HP and special defense to take many attacks as it can be possible.


garchomp.gif


Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Fire Blast

I need Stealth Rock for some passive damage so i wanted to use Garchomp because the residual damage that it does is very good, also can deal heavy damage, Earthquake is the main STAB that do a lot of damage to many Pokemon, Dragon Tail prevent Pokemon that want to boost, Fire Blast is powered by the sun and also can hit very well Pokemon such as Scizor, Ferrothorn and Skarmory, The Impish Nature is to take more physical attacks, The Evs in speed are to outspeed every Pokemon that has 70 Base speed while it can take attacks.



THE TEAM IN BATTLE:

houndoom.gif
ninetales.gif
victini.gif
shiftry.gif
empoleon.gif
garchomp.gif






garchomp.gif
landorus-therian.gif


Ground Types can deal with everything on the team, Shiftry is very frail and the residual damage that takes of the Life Orb does not help.


latios.gif
latias.gif


Dragon Types are another threat because i can't hit them very well.



Houndoom-Mega @ Houndoominite
Ability: Flash Fire
EVs: 40 HP / 8 Def / 208 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Nasty Plot
- Fire Blast
- Dark Pulse
- Hidden Power [Ice]

Ninetales @ Heat Rock
Ability: Drought
EVs: 248 HP / 200 Def / 60 SpD
Bold Nature
IVs: 0 Atk
- Fire Blast
- Pain Split
- Will-O-Wisp
- Confuse Ray

Victini @ Choice Scarf
Ability: Victory Star
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- V-create
- Bolt Strike
- U-turn
- Brick Break

Shiftry @ Life Orb
Ability: Chlorophyll
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely Nature
- Knock Off
- Leaf Storm
- Sucker Punch
- Swords Dance

Empoleon @ Leftovers
Ability: Torrent
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Flash Cannon
- Toxic
- Defog

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Fire Blast


 
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To help circumvent your weakness to Ground moves (which is a problem because you have basically no switch ins), you should consider using Latios or Latias over Empoleon. Both of them get access to Defog, and they can outspeed lots of opposing Dragons like Garchomp, OHKO'ing them with a Draco Meteor. Latias in particular would be better for your team, I think, because not only does Empoleon have a more specially defensive spread (which Latias excels at), you also want a Defog user with a lot of longevity -- if your user is KO'd early because of a lure, your whole team is in trouble. I recommend using this set:
Latias @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
-Draco Meteor
-Psyshock/Roost
-Defog
-Healing Wish
Another benefit Latias provides is Healing Wish. With it, you can fully heal a damaged Pokémon for the endgame (and it activates before Stealth Rock, so if Latias finds itself trapped by a Pursuit user like Bisharp with rocks up, it can heal, say, a 20% Victini up to 75%).
What do the EV spreads do?
Also, with Latias I think you can change Hidden Power Ice on Houndoom to Solar Beam. It hits Water types like Keldeo a lot harder which is important because they can otherwise switch in on V-Creates, etc. Speaking from experience because I've used NP Houndoom in sun before (once I OHKO'd Chansey with a crit which was hilarious).
Not sure if Sucker Punch is necessary for Shiftry because it's already incredibly fast with sun. Try something like Explosion because your team is weak to Mega Altaria (and Empoleon doesn't even hit it very hard with Flash Cannon).
Thanks for reading! Hopefully I helped you out :)
 
Hi, sun teams aren't optimal nor ideal in this meta as they are pretty bad but oh well, here we go. I think i may have to revamp this whole team as no offense it's pretty bad :(

Mega houndoom should not be the mega on a sun team as there is a much better fit in the form of mega charizard y. It's a pretty scary nuke that can dent teams with relative ease, but unfortunately has a very bad weakness to stealth rocks. Luckily this can be resolved with a defogger in which i'll talk about later in this rate. Speed tier is less but it just has a very impressive damage output. As well as more bulk along with more longevity via roost so that it isn't worn down quickly and susceptible to residual damage. It just bodies any offensive pivots that attempt to switch into it really and among the few that actually can (lati twins) are just pursuit bait. Going back to why full sun is not optimal leads me to my next suggestion of tyranitar. Now of course like any other usual mon, mega charizard y has some problems. Most notably with talon and the latis. Being able to pursuit trap latis and starmie as well as deal with talon, along with most likely ensuring that they stay up if latis are their defogger is pretty cool. In addition tyranitar is a pretty cool electric check too. Going back to pursuit trapping starmie and or latis, they threaten the team a lot with their powerful hydro pumps and draco's respectively. Scarf tyranitar provides a way of speed control and is there because it is a bird check, and deals with the aforementioned.

Moving on,
excadrill looks like it can work as not only is it a fairy check but it can provide spin support as well as act as a potential wincon. Primarily being able to check fairies is cool because as you can see, this team lacks mega gardevoir switchins so far. At least there should be a way to revenge kill it safely. It takes off pressure off the team with spin support, especially off of mega charizard y who dislikes rocks a lot. Being able to come on clef for free most of the time is nice
as none of the members would like a thunder wave. It is a fearsome threat that can overwhelm teams with its high offensive prowess and speed under sand in courtesy of sand rush. In the next slot,
keldeo works here due to its ability to reliably counter dark types like weavile, tyranitar , and bisharp. Utilizing a rest-talk set keldeo can stay healthy throughout the overall course of the match to consistently deal with these threats. As well as giving the team a reliable way to pressure chansey without fearing too much about paralysis or toxic and passive damage like that. This change helps with not only dealing with a counter to mega charizard y, but also with some of the aforementioned threats. Also giving the team a way to reliably switch into heatran without much fear, a lure power herb solarbeam can be surprising but keld can live one and get a rest off. But yes, it's a great dark resist, and fire resist as it pressures them both with its STAB attacks while fearing little from them.

Almost there hold on but so far with these changes, the team looks weak to mega manectric and some electric types in general like against thundurus incarnate who carry focus blast. Which is why I feel that a lati twin can work here,
latias or latios. They are good electric checks as well as water resists, keldeo and volcanion seem to pressure the build also with their powerful water stab, hydro pump and super scald can do a lot to keldeo who shouldn't be switching in the first place as it relies on a speed tie with the opposing keld and can't really do anything to volcanion as secret sword merely 3 hit KOes. Latias is able to provide healing wish support which can bring back a member to full if they are weakened, ideally excadrill can be healed up and ready to clean up. As well as consistently being able to check those electrics and water types with roost. Now here latios is a possible option too as not only does it check those electrics and waters but it provides the team with a secondary wincon in the form of calm mind. Calm mind boosted draco meteor's will take a chunk off of resists even. Fat blobs who think they can eat up a draco can catch a boosted psyshock. Note that latias is more defensively oriented as in its bulkier at the cost of less power while latios is more offensively orriented, at the cost of less bulk. Finally to wrap this team up, landorus therian fits here. Being able to provide amazing role compression, set up rocks and check physical attackers in general as well as sand is an optimal choice. In addition it provides momentum so that it can bring a member in safely. Stealth rock is mandatory, 100% needed on a team as not only does it provide useful chip damage but can cost you the game by putting something in range of an attack that can pick off.
So yep those are my suggestions, sorry that i essentially had to revamp your whole team but hey it is what it is. Sets will be included below so that you're not confused, have a good day n_n.

Mega-Charizard_Y_icon.png

Charizard @ Charizardite Y
Ability: Blaze
EVs: 40 HP / 252 SpA / 216 Spe
Modest Nature
- Fire Blast
- Solar Beam
- Focus Blast
- Roost

248.png

Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stone Edge
- Pursuit
- Superpower
- Crunch

530.png

Excadrill @ Air Balloon
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rapid Spin
- Swords Dance

647-r.png

Keldeo-Resolute @ Rocky Helmet
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Rest
- Sleep Talk

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Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Calm Mind
- Roost

645-s.png


Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 228 Def / 8 SpD / 20 Spe
Impish Nature
- Earthquake
- Stone Edge/Toxic
- Stealth Rock
- U-turn
Sorry but that isn't a very good rate in my opinion. First of all, that's not even a sun team, it's a sand team with Mega Charizard Y on it, and this is "Rate My Team" instead of "Make My Team". You also say that Mega Houndoom is bad for a sun team when it's basically made for a sun team, without offering any reasons why. It needs sun support but otherwise it's faster, hits harder and gets a boosting move that makes it literally unstoppable.
Mega Charizard Y, on the other hand, plays the game differently, focusing less on offense and Speed but more on bulk, and it, likewise, needs hazard removal support. It gets access to Roost, a move that guarantees it will stay around a while. The two megas are different but neither is better in my experience.
So please, don't judge. There are good sun teams and bad sun teams, and if you think this one is bad, try focusing on improving it, not making a new one.
 
Why would you want to use mega houndoom when you force sun support to be offered by mons like ninetales, which can be obviously stopped from happening by using mega charizard y. Like i said its dual weather but whatever you fail to understand that. I'm aware that the theme of the team should be sun i guess but like i said it's not good in the meta, do you really think a team that gets steamrolled by tyranitar is good? Im aware there is a tankchomp but having 5 mons weak to it is nothing but being vulnerable, putting immense pressure on garchomp as it needs to handle other threats too lol. I can edit my post to offer better suggestions but really why are you telling me that my rates are not good when you're making him weaker to tyranitar? I don't want to clutter this rmt so like if you have any problems message me or whatever, i cant understand your flawed logic.
If the user wants to play MHoundoom there's something wrong with that. You're free to disagree, and you're free to not rate the team aswell.
You should avoid changing the whole team anyway, as it's not what someone looking for improvements wants to hear most of the time. You literally gave the guy a whole different team without respecting any of the ideas he was trying to have fun with. A rate should try to make the most out of an existing team, if you're not able to do that it's fine, but you don't have to criticize so harshly what they came up with.
With that said, you should probably go ahead and make the change the first poster suggested.
 
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