National Dex Rate my National Dex Sun Team! Peaked at 1415 so far, and I'd love to crack the 1500s with it! Any suggestions on improving things?

I'm trying to bust into National Dex play, and this team has been rather effective in laddering so far. It's currently sitting at 30-13 on the ladder.

Paste: https://pokepast.es/9e4de4802f698f2f

Stellaluna (Gliscor) (F) @ Toxic Orb
Ability: Poison Heal
EVs: 184 HP / 252 Atk / 72 Spe
Adamant Nature
- Earthquake
- Defog
- Roost
- U-turn

Gliscor is a huge part of the defensive backbone of the team. I rely on it heavily to switch into physical threats. Notably, I find myself switching it into Landorus (Once toxic orb is popped), Mega Scizor, Garchomp, Mega Loppunny. (If it's not triple axel.) Gliscor is also the only solid Heatran answer I have so it's important for that.

Flapjack (Charizard-Mega-Y) @ Charizardite Y
Ability: Solar Power
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Roost
- Solar Beam
- Scorching Sands

Zard Y is my primary wallbreaker and secondary sun setter. Fire blast is disgustingly strong and Solar Beam is especially helpful for all the Megapert rain teams running around. Zard can take one sun boosted eruption from full health scarftran and kill with scorching sands (Though one of the things I would like on this team if there's any room for it, is a little insurance for scarftran.)

Doot (Torkoal) @ Heat Rock
Ability: Drought
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Lava Plume
- Rest
- Rapid Spin
- Stealth Rock

Torkal does Torkal things for this team. I run heat rock for max sun turns and the fact that he can spin and set up rocks is always helpful. I wish I could say more about him, but he is the obligatory setter. I will say that Torkal specifically has been super helpful against Rilla-Zone teams. Part of me wonders if I could be running something more helpful than rest, as I haven't clicked it as of yet.

Planthony (Venusaur) @ Life Orb
Ability: Chlorophyll
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Growth
- Giga Drain
- Weather Ball
- Sludge Bomb

Venusaur's speed tier under sun is pivotal for this team's success. It's my primary fairy answer and is ludicrously strong and easy to pivot into with Gliscor. I've considered running earth power to alleviate the scarftran problem, but I'm having trouble fitting in because Giga drain helps saur's longevity so thoroughly.

Scree (Latios) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Psychic
- Roost
- Mystical Fire

I love, love, love life orb Latios on this squad. 110 speed is a super useful speed tier for the team and makes for a great lead against squads that are clearly running lead defensive Lando, or to immediately threaten Pelliper. I've been pleasantly surprised at the raw damage it's still able to output.

Aunt Fanny (Magearna-Original) @ Weakness Policy
Ability: Soul-Heart
EVs: 252 HP / 52 Def / 24 SpA / 180 Spe
Timid Nature
IVs: 30 Atk
- Draining Kiss
- Stored Power
- Shift Gear
- Calm Mind

Magearna, truly the textbook definition of a balanced pokemon. In all reality, I think this squad really plays to a lot of Weakness policy Magearna's strengths making it into a threat that can truly win at any turn. Its ability to consistently tank non-banded Lando-T EQs or Moltres fire blasts and sweep instantly has bagged this team a good deal of its victories. The MVP for sure.

As far as major problems I've noticed Scarftran has been the most glaring, and Ash-Gren requires some finessing but I'm sure there are other matchups I should be aware of that may give the team trouble! I very much look forward to receiving some feedback on this squad! It's my first time posting, so I really appreciate all the help in advance.
 
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Hello there!

Unfortunately, Sun as a playstyle is not considered viable in Nat Dex OU for many reasons, including the prevalence of rain and sand, it struggling against the many very consistent Stealth Rockers we have, and Venusaur in general lacking firepower and consistency compared to other top threats. Mega Charizard Y, on the other hand, is very viable in National Dex, being one of the best wallbreakers in the tier when sufficiently supported. So I will adjust this team to build around Zard Y.

Charizard-Mega-Y @ Charizardite Y
Ability: Blaze
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Roost
- Solar Beam
- Scorching Sands
Minor tweak here, Blaze prevents Zard losing 1/8 of its health for no reason in other Zard Y's sun.

Magearna @ Weakness Policy
Ability: Soul-Heart
EVs: 252 HP / 52 Def / 24 SpA / 180 Spe
Timid Nature
IVs: 30 Atk
- Draining Kiss
- Stored Power
- Shift Gear
- Calm Mind
Magearna has a wider movepool than Mag-O, so using Mag-O just tells your opponent you're not running certain moves. The set itself is fine.

Weavile @ Choice Band
Ability: Pickpocket
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Triple Axel
- Knock Off
- Ice Shard
- Pursuit

Weavile is not just a great physical breaker, it is also one of the best Pursuit Trappers in National Dex, and an all-around great insurance policy VS Ice-weak sweepers like Garchomp. With Pursuit, it can pick off two of Zard Y's biggest counters: Mega Latias and Blissey.
252 Atk Choice Band Weavile switching boosted Pursuit vs. 252 HP / 4 Def Latias-Mega: 318-374 (87.3 - 102.7%) -- 93.8% chance to OHKO after Stealth Rock
252 Atk Choice Band Weavile switching boosted Pursuit vs. 252 HP / 252+ Def Blissey: 336-396 (47 - 55.4%) -- 74.2% chance to 2HKO

Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 52 Def / 76 SpD / 136 Spe
Jolly
Nature
- Earthquake
- Defog
- Roost
- U-Turn
Just an EV switch-up here, Gliscor needs a fair amount of bulk to properly check what its meant to, and the speed helps it switch into Heatran without dying. Tbh Gliscor isn't an amazing fit here, but it's by far the most viable out of the 4 I wanted to change.

Corviknight @ Leftovers
Ability: Pressure
EVs: 252 HP / 184 Def / 72 SpD
Impish Nature
- Defog
- Brave Bird
- U-turn
- Roost

Such as Corviknight. Bird is the word with this team it seems, and Corviknight has a formidable reputation as the best Defogger in the tier, with good reason. Being able to pivot in Weavile safely helps it Pursuit Trap things too. Having 2 Defoggers helps you keep hazards off your side so Weavile and Zard Y can run amok.

Kommo-o @ Leftovers
Ability: Bulletproof
EVs: 248 HP / 204 SpD / 56 Spe
Careful Nature
- Stealth Rock
- Drain Punch
- Earthquake
- Toxic/Protect

Finally, we need a Water resist and secondary Electric resist, as well as a Stealth Rock setter. Enter Kommo-o. Toxic cripples Pokemon trying to switch into it, Protect lets it scout Z-moves and rack up extra Leftovers recovery.

Threats:
Aegislash-this team lacks a hard Ghost resist (Weavile is too frail), but Kommo-o is immune to Shadow Ball.
Stacked Physical Sweepers-Corviknight is pretty much a blanket check to most physical sweepers, so be wary of it being weakened.
Bans-Magearna is getting banned soon.

Best of luck!
 
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