I just started playing Little Cup recently and I instantly fell in love with it, so naturally the first thing I did was create a weather-based team. And obviously, that weather was Sun.
Vulpix @ Heat Rock
Ability: Drought
Level: 5
EVs: 236 HP / 36 Def / 236 SpD
Nature: Calm
- Will-O-Wisp
- Toxic
- Roar
- Pain Split
Besides setting up the sunlight necessary for the whole team, Vulpix is a great bulky mon that can use Roar to shuffle teams while weakening them by dishing out Toxics and Will-O-Wisps as you please. Pain Split is there to restore HP after being worn down, while Heat Rock extends the duration of Sun, obviously.
Helioptile @ Berry Juice
Ability: Solar Power
Level: 5
EVs: 120 Def / 188 SpA / 200 Speed
Nature: Timid
- HP Psychic
- Dark Pulse
- Surf
- Volt Switch
Backed by Solar Power, Helioptile is a fast special sweeper that can do some serious damage when switched in at the right time. Its STAB is in Volt Switch, a fast and powerful Electric type no opponent will enjoy taking a hit from. Fighting- and Ground-/Rock-types can be countered with HP Psychic and Surf, while Dark Pulse hits common stalling Psychics found in LC. Berry Juice is a good HP restorer.
Cottonee @ Berry Juice
Ability: Prankster
Level: 5
EVs: 228 HP / 92 Def / 188 SpD
Nature: Modest
- Substitute
- Taunt
- Sunny Day
- Solar Beam
Ah, Prankster. This Ability is perfect for Cottonee, as it lends it increased priority for SubTaunting and activating more sun in case Drought runs out. It also takes advantage of the sunlight with Solar Beam, a powerful STAB move. Berry Juice helps restore health that runs out with Subbing and taking hits from Taunt.
Deerling @ Life Orb
Ability: Chlorophyll
Level: 5
EVs: 196 Atk / 76 SpD / 236 Speed
Nature: Adamant
- Jump Kick
- Seed Bomb
- Return
- Wild Charge
With Chlorophyll and Life Orb, Deerling becomes a monster in physical sweeping. Invested Speed and Attack EVs ensure that it hits first and it hits hard, often OHKOing with ease. Jump Kick butchers Ice- and Normal-types, Seed Bomb slaughters with STAB, Return also slaughters with STAB, and Wild Charge is there to fend off Flying-types like Fletchling. Many times I've made a comeback from 6-1 with Deerling to win the game. God, I love this thing.
Charmander @ Life Orb
Ability: Solar Power
Level: 5
EVs: 112 Def / 200 SpA / 196 SpD
Nature: Modest
- Fire Blast
- Dragon Pulse
- HP Grass
- Air Cutter
Charmander pretty much serves as a backup special sweeper should Helioptile fail. A Life Orb- and Solar Power-backed Fire Blast KOs anything but the bulkiest of Water-types, which is what HP Grass is for. Dragon Pulse is a decent move that can come in handy against Dragon-types that resist Fire Blast. Air Cutter is there for its awesome critical hit ratio and helpfulness against Fighting-types.
Phantump @ Sitrus Berry
Ability: Harvest
Level: 5
EVs: 196 HP / 116 Def / 196 SpD
Nature: Calm
- Substitute
- Leech Seed
- Curse
- Will-O-Wisp
Harvest and Substitute, along with Leech Seed, make a Phantump in Sun incredibly hard to KO. Though it lacks Prankster, it uses status moves like Curse and Will-O-Wisp excellently to cripple foes while constantly restoring its own health with Harvested Sitrus Berries.
So tell me what you think! This is my first time posting on the forums and I only started playing PS recently, so I'd really appreciate any advice. Thanks :)

Vulpix @ Heat Rock
Ability: Drought
Level: 5
EVs: 236 HP / 36 Def / 236 SpD
Nature: Calm
- Will-O-Wisp
- Toxic
- Roar
- Pain Split
Besides setting up the sunlight necessary for the whole team, Vulpix is a great bulky mon that can use Roar to shuffle teams while weakening them by dishing out Toxics and Will-O-Wisps as you please. Pain Split is there to restore HP after being worn down, while Heat Rock extends the duration of Sun, obviously.

Helioptile @ Berry Juice
Ability: Solar Power
Level: 5
EVs: 120 Def / 188 SpA / 200 Speed
Nature: Timid
- HP Psychic
- Dark Pulse
- Surf
- Volt Switch
Backed by Solar Power, Helioptile is a fast special sweeper that can do some serious damage when switched in at the right time. Its STAB is in Volt Switch, a fast and powerful Electric type no opponent will enjoy taking a hit from. Fighting- and Ground-/Rock-types can be countered with HP Psychic and Surf, while Dark Pulse hits common stalling Psychics found in LC. Berry Juice is a good HP restorer.

Cottonee @ Berry Juice
Ability: Prankster
Level: 5
EVs: 228 HP / 92 Def / 188 SpD
Nature: Modest
- Substitute
- Taunt
- Sunny Day
- Solar Beam
Ah, Prankster. This Ability is perfect for Cottonee, as it lends it increased priority for SubTaunting and activating more sun in case Drought runs out. It also takes advantage of the sunlight with Solar Beam, a powerful STAB move. Berry Juice helps restore health that runs out with Subbing and taking hits from Taunt.

Deerling @ Life Orb
Ability: Chlorophyll
Level: 5
EVs: 196 Atk / 76 SpD / 236 Speed
Nature: Adamant
- Jump Kick
- Seed Bomb
- Return
- Wild Charge
With Chlorophyll and Life Orb, Deerling becomes a monster in physical sweeping. Invested Speed and Attack EVs ensure that it hits first and it hits hard, often OHKOing with ease. Jump Kick butchers Ice- and Normal-types, Seed Bomb slaughters with STAB, Return also slaughters with STAB, and Wild Charge is there to fend off Flying-types like Fletchling. Many times I've made a comeback from 6-1 with Deerling to win the game. God, I love this thing.

Charmander @ Life Orb
Ability: Solar Power
Level: 5
EVs: 112 Def / 200 SpA / 196 SpD
Nature: Modest
- Fire Blast
- Dragon Pulse
- HP Grass
- Air Cutter
Charmander pretty much serves as a backup special sweeper should Helioptile fail. A Life Orb- and Solar Power-backed Fire Blast KOs anything but the bulkiest of Water-types, which is what HP Grass is for. Dragon Pulse is a decent move that can come in handy against Dragon-types that resist Fire Blast. Air Cutter is there for its awesome critical hit ratio and helpfulness against Fighting-types.

Phantump @ Sitrus Berry
Ability: Harvest
Level: 5
EVs: 196 HP / 116 Def / 196 SpD
Nature: Calm
- Substitute
- Leech Seed
- Curse
- Will-O-Wisp
Harvest and Substitute, along with Leech Seed, make a Phantump in Sun incredibly hard to KO. Though it lacks Prankster, it uses status moves like Curse and Will-O-Wisp excellently to cripple foes while constantly restoring its own health with Harvested Sitrus Berries.
So tell me what you think! This is my first time posting on the forums and I only started playing PS recently, so I'd really appreciate any advice. Thanks :)