Rate my team-sunny day OU

Ninetales
Nature:
Timid (+speed - attack)
EV: 252 Speed/252/Sp. Atk/ 4 HP
Ability: Drought
Items: Leftovers
Moves: Solar Beam, Flamethrower, Sunny Day, Roar

Nine tails usually is my lead pokemon to set up for the rest of the fight. It's Drought ability sets up a free five turn sunny day incase of a 1HKO. Between Solar Beam and Flamethrower Ninetales has a pretty decent spread of damage types. The only thing she has issues dealing damage to is dragon and other fire types. And every type she is weak to Solar Beam does a good job of dealing with. Sadly she is very weak against faster non ground types with earthquake that I cant roar away. Sunny day is just there for assurance of keeping it sunny against other weather based teams. Roar is my catch all ability. It prevents scary baton pass teams and it helps her be less vulnerable lock downs. Outside of that she is just a set up pokemon that has potential to be a special sweeper early.

Venusaur
Nature:
Modest (+Sp. Atk - Attack)
EV: 252 Sp. Atk/ 184 Speed/72hp
Ability: Chlorophyll
Items: Black Sludge
Moves: Sunny Day, Sleep Powder, Synthesis, Solar Beam

Venusaur is my secondary attacker that has major utility built in. Its speed during sunny day is almost unbeatable. Sunny day is there for obvious reasons, mainly incase someone takes out my sun or if the turns expire while ninetales is still in play. Sleep Powder is there for unmanageable threats and to change momentum of the fight. Synthesis is also there incase i need Venusaur to be a pivot point pokemon, its also not bad when its sunny out against the slow control teams. Solar Beam is there for obvious overpowering sunny day reasons. I have been noticing that only having the one offensive attack can be a little bit of a hindrance, but it usually doesnt come up.

Nidoking
Nature:
Timid (+Speed - Attack)
EV: 252 Sp. Atk/ 252 Speed/4 HP
Ability: Sheer Force
Items: Life Orb
Moves: Sludge Bomb, Fire Blast, Thunderbolt, Earth power

Nidoking is my catch all pokemon. Some of his base stats are subpar but his potential moves list with good types makes him a good asset for the team. He also gets away with having subpar stats considering how much extra damage he gets off of sheer force, life orb and the STAB bonuses. I dont have much to say about his abilities other than they are there to be able to deal damage to a multitude of things, however I opted out of Ice Beam to make room for Fire Blast, which fits the Sunny Day weather team better. Especially since I already have an ice move on one of my other pokemon.

Tyranitar
Nature:
Adamant (+Attack - Sp. Atk)
EV: 180 HP/ 252 Atk/ 76 Def
Ability: Sand Stream
Items: Choice Band
Moves: Stone Edge, Crunch, Superpower, Pursuit

He's just a monster. A true monster. He is what i switch into after my either my sunny day is expired or my opponent is getting to much use out of it. He has a couple strong STAB moves and not many pokemon can take him down in one or two hits. He simply is here to slow down momentum. The only issue i have with him on the team is he can render the venusaur somewhat useless at times. Which is another reason why venu has sunny day as an ability just in case i get into some weird situation between him and tyranitar. Both Mawile and Nidoking are immune to sandstorm.

Mawile
Nature:
Adamant (+Attack -Sp. Def)
EV: 252 Atk/ 180 HP/ 76 Speed
Ability: Intimidate
Item: Mawilite
Moves: Iron head, Stone Edge, Sucker Punch, Play Rough

Mega Mawile's move set and doubled attack value can be a show stopper. She answers many of my problem pokemon and isnt weak to much. Shes a very good stand alone pokemon. She also is immune to sand storm. She has alot of power house abilities that make her well rounded. Again i dont think any of her abilities need much explaining. Could see an arguement for stone edge being something else though. That move is bad when its bad and good when its good. Other than that there isnt much to say about mawile's moves.

Greninja
Nature:
Modest (+Sp. Atk -Attack)
EV: 252 Speed 252/ Sp. Atk/ 2 HP
Ability: Protean
Item: Focus Sash
Moves: U-turn, Dark Pulse, Surf, Ice Beam

Ive gotten alot of hate on playing this guy on my team, but i think what most people forget is that he isnt all about his water moves, because all moves on protean greninja are STAB moves. Not to much can naturally outspeed him out side of banded pokemon. And given his very glass cannon nature i went with the focus sash on him for now, sadly he will still die to sandstorm. U-turn can make nice sways in taking or not taking damage. Or switching into a pokemon that might be immune to the potential attack, its a very very tech move in my opinion. I also went with surf over scald here because I already have so many opportunities to burn my opponent as is. I also would rather have the extra damage rather than the potential status effect. This is also where i decided to put my ice move, I wanted the STAB bonus from greninja rather than having the bonus 30% off of nidoking's passive. Greninja is also faster than nidoking.
 
For your greninja, make your nature timid, because you NEED to attack first to change your type. Also replace u-turn. I prefer extrasensory. Plus, ditch the sash and go with the orb, because the only priority move that can cause a problem is Mach punch, and the only 2 Mach punchers I've seen in a while are infernape and conkleder (or however you spell it), both of whom I've scarcely seen in OU for a while now.
 
Firstly I would change Greninja's nature to either Hasty or Naive to give speed whilst making U-Turn a little more powerful on the switch as Greninja's role is to either revenge-kill or hit and run, because it isn't going to want to take hits at any given time whether it is a defence hindering nature or not. Timid can be used though if you don't care about the U-Turn damage. But you really do need a speed boosting nature on Greninja otherwise Pokemon such as Gengar can outspeed and hit you with a Dazzling Gleam or Focus Blast, or Terrakion and Keldeo can hit you with their powerful fighting type moves while you are still Dark-type, spelling ultimate doom for Greninja when it should be able to outspeed them.
EDIT: and also if you are running U-Turn, I would drop the Sash and pick up either a Life Orb or Choice Specs. The sash can easily be broken by entry hazards if you are pivoting with Greninja and using U-Turn meaning it could be a useless item. Life Orb or Choice Specs give great extra damage that Greninja kind of wants as it isn't the strongest hitter without a boosting item.

If you are really worried about losing the sun and feel forced to run 2 Sunny Days on the team, you may want to consider dropping the Leftovers on Ninetales for a Heat Rock on your Ninetales, which will extend the turns of Drought and Sunny Day from 5-8, making it less of a stress to constantly renew it.

And finally, you have a MAJOR ground-type weakness. 4 of your Pokemon are weak to Ground-type attacks and the other 2 don't even resist it. This can allow an opponent to just spam Earthquake or Earth Power, wearing down your team and then just switch out when it feels overly threatened. A Scarf Garchomp, Terrakion or Excadrill or Dragon Dancers such as Gyara or DNite who often run EarthQ comes to mind as fast powerful threats that will poke massive holes in this team. I'd strongly suggest a Flying type or Levitate user to help patch this.
 
Firstly I would change Greninja's nature to either Hasty or Naive to give speed whilst making U-Turn a little more powerful on the switch as Greninja's role is to either revenge-kill or hit and run, because it isn't going to want to take hits at any given time whether it is a defence hindering nature or not. Timid can be used though if you don't care about the U-Turn damage. But you really do need a speed boosting nature on Greninja otherwise Pokemon such as Gengar can outspeed and hit you with a Dazzling Gleam or Focus Blast, or Terrakion and Keldeo can hit you with their powerful fighting type moves while you are still Dark-type, spelling ultimate doom for Greninja when it should be able to outspeed them.
EDIT: and also if you are running U-Turn, I would drop the Sash and pick up either a Life Orb or Choice Specs. The sash can easily be broken by entry hazards if you are pivoting with Greninja and using U-Turn meaning it could be a useless item. Life Orb or Choice Specs give great extra damage that Greninja kind of wants as it isn't the strongest hitter without a boosting item.

If you are really worried about losing the sun and feel forced to run 2 Sunny Days on the team, you may want to consider dropping the Leftovers on Ninetales for a Heat Rock on your Ninetales, which will extend the turns of Drought and Sunny Day from 5-8, making it less of a stress to constantly renew it.

And finally, you have a MAJOR ground-type weakness. 4 of your Pokemon are weak to Ground-type attacks and the other 2 don't even resist it. This can allow an opponent to just spam Earthquake or Earth Power, wearing down your team and then just switch out when it feels overly threatened. A Scarf Garchomp, Terrakion or Excadrill or Dragon Dancers such as Gyara or DNite who often run EarthQ comes to mind as fast powerful threats that will poke massive holes in this team. I'd strongly suggest a Flying type or Levitate user to help patch this.
Choice a protean? I've never heard of that before, but hey, every person has their own opinion.
 
how do you work around with MLuke? Like CC KOs ttar, Earthquake tears Ninetales, nidoking and Mawile apart(not to mention it can take a sucker punch and get a +1 boost to justified), while Venusaur cant really touch it, as sleep powder is pretty predictable and can be easily switched out of and you do not pack HP fire to kill it after its asleep, and Greninja needs some CC defense drops in order to OHKO Lucario in the sun youve set up yourself, while it can hold a sash himself and 2HKO you with vaccum wave. And after the weather nerf, sun isnt coming up anytime you want, and as Venu only has 1 attack(and thus couldnt fill the role of a revenge killer), you really need to scarf something. I would also recommend some kind of priority that is more reliable and less predictable than sucker punch. Maybe Greninja can run shadow sneak or sth, but i dont really use him a lot. Greninja's sash is also automatically deleted by ttar's sand, so i dont really get why are you using it. As a sun team, you really need more sun abusers(most OU fire types will do, from tran to Zard) other than spicing up your nintales weakish fire moves and 2 solarbeams, while weakening your own surf.
 
Back
Top