Well this is the first time I have ever posted one of my teams for rating and I'm fairly new to battling so I'm open to all criticism (and compliments if you can think of any...). I have always been a fan of unorthodox/gimmick strategies so naturally, I wanted to make a sunny day team. Now on to the team:
Bronzong@Heat Rock
Ability: Levitate
EV: 252 HP/128 Def/128 SpD
Nature-Impish
-Sunny Day
-Explosion
-Stealth Rock
-Hypnosis
This is a pretty standard lead that sets up SR the first turn and is bulky enough to take a hit (or two) and set up sunny day, then explode if necessary. It also works later in the game if it makes it that far to dodge any ground attacks aimed at heatran or infernape and keep the sun going.
Vaporeon@ Heat Rock
Ability: Water Absorb
EV: 188 HP / 252 Def / 68 Spe
Nature- Bold
-Sunny Day
-Wish
-Protect
-Ice Beam***
Vaporeon is my handy-man of sorts; he can come in on resisted special or physical attacks due to the EVs, he keeps the sun up, and he has wish support to keep infernape, heatran, and exeggutor alive after life orb damage. The last move really has me at a loss. I would ideally have surf here, but in the sun, it is halved and the last few games, I have had trouble with 1v1 against steels. This is one of the pokes I really need help with as he performs rather average and I know he can do better.
Coco@ Life Orb
Ability: Chlorophyll
EV: 252 SpA/252 Spe/4 HP
Nature- Modest
-Solar Beam
-Explosion
-Hidden Power Fire
-Sleep Powder
Coco is my favorite Pokemon on this team. Base 125 SpA, Life orb, and a 120 base power solar beam hurts even pokemon that resist it. I am rather content with his movepool at the moment but any suggestions would be appreciated. Fire/Grass grants almost perfect type coverage and really only fails against fire types, which i just sleep and send in heatran. Chlorophyll lets it hit 418 speed which outspeeds every non-scarfed threat and even if a pokemon switches in on a resisted solar beam, I am able to hit them with a hidden power fire and most likely send them packing. Explosion is always nice with the huge speed stat to take out any big time threat.
Heatran@ Life Orb
Ability: Flash Fire
EV: 252 SpA/252 Spe/4 HP
Nature- Naive
-Solar Beam
-Explosion
-Fire Blast
-Earth Power
Heatran does what most heatran do: he comes in on predicted fire moves, forces them out because they expect a scarf, but this one has a little trick. The first instinct of most players is to send in a bulky water against a flash fire boosted heatran. However, a solar beam will OHKO any incoming Swamperts. The rest of the moveset is just for coverage: Earth power for expected heatran switches, fire blast for raw power, and explosion to finish off Blissey or something that the rest of the team has trouble with.
Infernape@ Life Orb
Ability: Blaze
EV: 64 Atk / 252 SpA / 192 Spe
Nature- Naive
-Flamethrower (Fire Blast is a possibility, but I'm usually an Accuracy guy..)
-Grass Knot
-Close Combat
-Hidden Power Electric
This infernape is a slight deviation from the usual Mixape. I decided to ditch nasty plot because the fire moves are already receiving a boost. But more importantly, I noticed a glaring Gyarados weakness and any Gyarados that switches in gets that little surprise. Close combat is used for revenge killing a TTar if I'm feeling ballsy (or if he is for staying in, I suppose). Grass knot is for bulky waters, and flamethrower is just a reliable fire move that is the main attack of this set. I am willing to change to Fire Blast if there are any key 2HKOs that can be changed to OHKOs.
Hariyama@ Heat Rock
Ability: Thick Fat
EV: 252 HP/ 180 Atk/ 76 Def
Nature- Impish
-Brick Break
-Ice Punch
-Knock Off
-Sunny Day
The dedicated Tyranitar counter. However, he can function very well as a physicall tank as well as take ice or fire attacks aimed at Coco. Brick break is to KO TTar, Ice punch is for any airborne foes (especially those of the dragon variety). Knock off is to just annoy walls or just to use on a predicted switch to scout out movesets. I gave him sunny day mainly because I like to have 3 weather changers. I am open to suggestions on the last two moveslots because they don't seem to be of much use in recent games.
Well that's it. Please comment and offer ANY criticism and advice and I will take it all into consideration. Also, if you feel that a pokemon can be completely outclassed in its particular role, please share. Thanks in advance.







Bronzong@Heat Rock
Ability: Levitate
EV: 252 HP/128 Def/128 SpD
Nature-Impish
-Sunny Day
-Explosion
-Stealth Rock
-Hypnosis
This is a pretty standard lead that sets up SR the first turn and is bulky enough to take a hit (or two) and set up sunny day, then explode if necessary. It also works later in the game if it makes it that far to dodge any ground attacks aimed at heatran or infernape and keep the sun going.

Vaporeon@ Heat Rock
Ability: Water Absorb
EV: 188 HP / 252 Def / 68 Spe
Nature- Bold
-Sunny Day
-Wish
-Protect
-Ice Beam***
Vaporeon is my handy-man of sorts; he can come in on resisted special or physical attacks due to the EVs, he keeps the sun up, and he has wish support to keep infernape, heatran, and exeggutor alive after life orb damage. The last move really has me at a loss. I would ideally have surf here, but in the sun, it is halved and the last few games, I have had trouble with 1v1 against steels. This is one of the pokes I really need help with as he performs rather average and I know he can do better.

Coco@ Life Orb
Ability: Chlorophyll
EV: 252 SpA/252 Spe/4 HP
Nature- Modest
-Solar Beam
-Explosion
-Hidden Power Fire
-Sleep Powder
Coco is my favorite Pokemon on this team. Base 125 SpA, Life orb, and a 120 base power solar beam hurts even pokemon that resist it. I am rather content with his movepool at the moment but any suggestions would be appreciated. Fire/Grass grants almost perfect type coverage and really only fails against fire types, which i just sleep and send in heatran. Chlorophyll lets it hit 418 speed which outspeeds every non-scarfed threat and even if a pokemon switches in on a resisted solar beam, I am able to hit them with a hidden power fire and most likely send them packing. Explosion is always nice with the huge speed stat to take out any big time threat.

Heatran@ Life Orb
Ability: Flash Fire
EV: 252 SpA/252 Spe/4 HP
Nature- Naive
-Solar Beam
-Explosion
-Fire Blast
-Earth Power
Heatran does what most heatran do: he comes in on predicted fire moves, forces them out because they expect a scarf, but this one has a little trick. The first instinct of most players is to send in a bulky water against a flash fire boosted heatran. However, a solar beam will OHKO any incoming Swamperts. The rest of the moveset is just for coverage: Earth power for expected heatran switches, fire blast for raw power, and explosion to finish off Blissey or something that the rest of the team has trouble with.

Infernape@ Life Orb
Ability: Blaze
EV: 64 Atk / 252 SpA / 192 Spe
Nature- Naive
-Flamethrower (Fire Blast is a possibility, but I'm usually an Accuracy guy..)
-Grass Knot
-Close Combat
-Hidden Power Electric
This infernape is a slight deviation from the usual Mixape. I decided to ditch nasty plot because the fire moves are already receiving a boost. But more importantly, I noticed a glaring Gyarados weakness and any Gyarados that switches in gets that little surprise. Close combat is used for revenge killing a TTar if I'm feeling ballsy (or if he is for staying in, I suppose). Grass knot is for bulky waters, and flamethrower is just a reliable fire move that is the main attack of this set. I am willing to change to Fire Blast if there are any key 2HKOs that can be changed to OHKOs.

Hariyama@ Heat Rock
Ability: Thick Fat
EV: 252 HP/ 180 Atk/ 76 Def
Nature- Impish
-Brick Break
-Ice Punch
-Knock Off
-Sunny Day
The dedicated Tyranitar counter. However, he can function very well as a physicall tank as well as take ice or fire attacks aimed at Coco. Brick break is to KO TTar, Ice punch is for any airborne foes (especially those of the dragon variety). Knock off is to just annoy walls or just to use on a predicted switch to scout out movesets. I gave him sunny day mainly because I like to have 3 weather changers. I am open to suggestions on the last two moveslots because they don't seem to be of much use in recent games.
Well that's it. Please comment and offer ANY criticism and advice and I will take it all into consideration. Also, if you feel that a pokemon can be completely outclassed in its particular role, please share. Thanks in advance.