RISING SUN: THE REVIVAL OF A SUN TEAM
Before I go into any detail concerning the team, I want to say that this is a very old team. This team was originally made during Black and White, so I was very interested whether or not the team still functions quite as well as it did before. This was one of the first teams I made, around the same time I got into competitive battling. So, I find my self kind of attached to it. It is the best team I've ever put together. Hopefully we can make it better. :D
So... lets get down to business. Lets start off with what the team looked like originally...
This team, was just perfect. I seemed to look ready for anything. It's still perfect... right? Wrong! This team is not perfect in the current metagame as it was back in Black and White, but it has great potential. Even though it doesn't do as good as before, I am determined to bring this team back to its golden age. Some of the movesets are pretty old and don't really do too good anymore. But hey, in OU if I wanted to use all the new and abused stuff, I wouldn't of brought back an old sun team. After many battles I made some updates to the team. I kept it true, so no pokemon were switched out. All I did was tweak some ev spreads, moves, and items.
Without further ado...
I present...
The Team
Ninetales @ Air balloon (Was originally Leftovers)
Trait: Drought
Nature: Timid
EVs: 252 SpA / 252 Spe / 4 SpD (Don't know exact spread, had some evs in SpA, SpD, and Spe)
Sunny Day
Solarbeam
Fire Blast (Was originally Flamethrower)
Nasty Plot (Was originally Will-O-Wisp)
She is mandatory for any sun team. I personally, have always seen her as a liability. Why? She has one of the most important niches of this team. How could such a pokemon be seen as a weak link? Well, she never had the best stats. But that has changed. I decided to switch from a more bulky and defensive setup to a more offensive one. Sunny day is Ninetales supreme answer to any other weather inducers who think they can switch in and own the field. Solarbeam is a strong move to take advantage of the sun and provide coverage. Fire blast acts as Ninetales' main firepower in the sun. Nasty plot was chosen over Will-O-Wisp for a couple reasons. It gives Ninetales' a chance to hit harder, and is more reliable. Will-O-Wisp is pretty common on Ninetales, so I've found myself getting exploited. Air balloon works perfectly in conjunction with Nasty plot, and I find it helped more than leftovers. She is my team's lead. I like to start off with the sun up so my team can react and act to anything; even other weather like hail, rain, and sand.
Heatran @ Air Balloon
Trait: Flash Fire
Nature: Modest
EVs: 252 SpA / 252 Spe / 4 SpD
Fire Blast
Earth Power
Hidden power Ice
Flame Charge
My team just needed something to counter opposing sun teams or just fire types, as I did seek perfection. Heatran is just... amazing at this. Fire blast in the sun, especially when powered up by Flash Fire hits considerably hard and acts as the main move of this setup. Earth power provides coverage against opposing fire types and rock types. Hidden power ice acts as her counter to dragons. And there's... yes... Flame Charge. If given the chance, I will get one in. After just one, Heatran reaches 380 speed, which is enough to sweep a majority, if not all un-scarfed or boosted pokemon. Heatran is usually used to take earthquakes or occasionally special attacks nobody else can really take; like a Draco Meteor from Latios.
Victini @ Choice Scarf (Was Originally Choice Band)
Trait: Victory Star
Nature: Jolly
EVs: 252 Atk / 252 Spe / 4 HP
V-create
Bolt Strike (Was originally Fusion Bolt)
Zen Headbutt
U-turn
Victini is the star of this team. V-create, in the sun makes you cower in fear just thinking about it, and so further description is not necessary. Bolt Strike replaced the spot of Fusion Bolt, as the former had less power and no added affect that could really be used while the latter had more power and a chance for paralysis. Zen Headbutt is coverage against Dark and Psychic types, and also deals with Tentacruel nicely. U-turn is for scouting purposes. I opted for Choice Scarf over Choice Band because I found that it couldn't really compete with all the faster pokemon that dwell in OU. While Victini misses out on quite a bit of power, it is made up for with being able to hit a lot of fast threats first. As a scarfed mon, Victini is obviously used most commonly as the team's revenge killer.
Hitmontop @ Leftovers
Trait: Intimidate
Nature: Careful (I think he was originally Impish)
EVs: 252 HP / 252 SpD / 4 Atk (Don't remember, but think he had evs in HP and Def)
Rapid Spin
Sucker Punch
Close Combat
Toxic
Hitmontop's role on this team is quite important. He is its protector, keeping away all entry hazards this team despises. Sucker Punch is to deal with any psychic types that think they can take him out. Close Combat is just there for some STAB and to help deal with walls like Chansey and Ferrothorn. Toxic is for dealing with bulky pokemon like Jellicent he can't directly damage.
Gliscor @ Toxic Orb
Trait: Poison Heal
Nature: Impish
EVs: 252 HP / 184 Def / 72 Spe (Originally had 252 Atk and some in HP and Spe)
Swords Dance
Earthquake
Ice Fang
Protect
Gliscor is one of my favorite pokemon to use in OU because he's a Juggernaut; nearly invincible. I haven't seen anybody else run this setup anymore and I honestly don't know why. It still works as good as it did before, at least for me. Swords Dance works wonders on Gliscor and allows him to act as a wrecking ball. Earthquake is there for strong STAB and coverage. Ice fang helps take out opposing Gliscor and dragons. Protect is there to help extend his longevity, and can help stall out pokemon that got poisoned by other teammates.
Jellicent @ Leftovers
Trait: Water Absorb
Nature: Bold
EVs: 248 HP / 252 Def / 8 SpD
Hex
Taunt
Toxic
Recover
Last, but not least, is the teams only counter to water types: Jellicent. Jellicent is a very bulky pokemon indeed, and acts as a solid counter to rain. Hex, in combination with toxic allows for some additional damage to the opposing pokemon, and keeps Jellicent from being taunt bait. Taunt is there to annoy slower walls like Ferrothorn and Forretress. Recover allows for reliable, instant recovery, allowing for him to successfully stall.
Thanks for taking the time to see and read about this awesome team. :)
Feel free to give it a go!:
Ninetales (F) @ Air Balloon
Trait: Drought
Shiny: Yes
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
- Sunny Day
- SolarBeam
- Fire Blast
- Nasty Plot
Gliscor @ Toxic Orb
Trait: Poison Heal
Shiny: Yes
EVs: 252 HP / 184 Def / 72 Spd
Impish Nature
- Swords Dance
- Earthquake
- Ice Fang
- Protect
Hitmontop (M) @ Leftovers
Trait: Intimidate
EVs: 252 HP / 4 Atk / 252 SDef
Careful Nature
- Rapid Spin
- Sucker Punch
- Close Combat
- Toxic
Jellicent (M) @ Leftovers
Trait: Water Absorb
EVs: 248 HP / 252 Def / 8 SDef
Bold Nature
- Hex
- Taunt
- Toxic
- Recover
Heatran @ Air Balloon
Trait: Flash Fire
Shiny: Yes
EVs: 252 SAtk / 4 SDef / 252 Spd
Modest Nature
- Fire Blast
- Earth Power
- Hidden Power [Ice]
- Flame Charge
Victini @ Choice Scarf
Trait: Victory Star
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- V-create
- Bolt Strike
- Zen Headbutt
- U-turn
Before I go into any detail concerning the team, I want to say that this is a very old team. This team was originally made during Black and White, so I was very interested whether or not the team still functions quite as well as it did before. This was one of the first teams I made, around the same time I got into competitive battling. So, I find my self kind of attached to it. It is the best team I've ever put together. Hopefully we can make it better. :D
So... lets get down to business. Lets start off with what the team looked like originally...






This team, was just perfect. I seemed to look ready for anything. It's still perfect... right? Wrong! This team is not perfect in the current metagame as it was back in Black and White, but it has great potential. Even though it doesn't do as good as before, I am determined to bring this team back to its golden age. Some of the movesets are pretty old and don't really do too good anymore. But hey, in OU if I wanted to use all the new and abused stuff, I wouldn't of brought back an old sun team. After many battles I made some updates to the team. I kept it true, so no pokemon were switched out. All I did was tweak some ev spreads, moves, and items.
Without further ado...
I present...
The Team

Ninetales @ Air balloon (Was originally Leftovers)
Trait: Drought
Nature: Timid
EVs: 252 SpA / 252 Spe / 4 SpD (Don't know exact spread, had some evs in SpA, SpD, and Spe)
Sunny Day
Solarbeam
Fire Blast (Was originally Flamethrower)
Nasty Plot (Was originally Will-O-Wisp)
She is mandatory for any sun team. I personally, have always seen her as a liability. Why? She has one of the most important niches of this team. How could such a pokemon be seen as a weak link? Well, she never had the best stats. But that has changed. I decided to switch from a more bulky and defensive setup to a more offensive one. Sunny day is Ninetales supreme answer to any other weather inducers who think they can switch in and own the field. Solarbeam is a strong move to take advantage of the sun and provide coverage. Fire blast acts as Ninetales' main firepower in the sun. Nasty plot was chosen over Will-O-Wisp for a couple reasons. It gives Ninetales' a chance to hit harder, and is more reliable. Will-O-Wisp is pretty common on Ninetales, so I've found myself getting exploited. Air balloon works perfectly in conjunction with Nasty plot, and I find it helped more than leftovers. She is my team's lead. I like to start off with the sun up so my team can react and act to anything; even other weather like hail, rain, and sand.

Heatran @ Air Balloon
Trait: Flash Fire
Nature: Modest
EVs: 252 SpA / 252 Spe / 4 SpD
Fire Blast
Earth Power
Hidden power Ice
Flame Charge
My team just needed something to counter opposing sun teams or just fire types, as I did seek perfection. Heatran is just... amazing at this. Fire blast in the sun, especially when powered up by Flash Fire hits considerably hard and acts as the main move of this setup. Earth power provides coverage against opposing fire types and rock types. Hidden power ice acts as her counter to dragons. And there's... yes... Flame Charge. If given the chance, I will get one in. After just one, Heatran reaches 380 speed, which is enough to sweep a majority, if not all un-scarfed or boosted pokemon. Heatran is usually used to take earthquakes or occasionally special attacks nobody else can really take; like a Draco Meteor from Latios.

Victini @ Choice Scarf (Was Originally Choice Band)
Trait: Victory Star
Nature: Jolly
EVs: 252 Atk / 252 Spe / 4 HP
V-create
Bolt Strike (Was originally Fusion Bolt)
Zen Headbutt
U-turn
Victini is the star of this team. V-create, in the sun makes you cower in fear just thinking about it, and so further description is not necessary. Bolt Strike replaced the spot of Fusion Bolt, as the former had less power and no added affect that could really be used while the latter had more power and a chance for paralysis. Zen Headbutt is coverage against Dark and Psychic types, and also deals with Tentacruel nicely. U-turn is for scouting purposes. I opted for Choice Scarf over Choice Band because I found that it couldn't really compete with all the faster pokemon that dwell in OU. While Victini misses out on quite a bit of power, it is made up for with being able to hit a lot of fast threats first. As a scarfed mon, Victini is obviously used most commonly as the team's revenge killer.

Hitmontop @ Leftovers
Trait: Intimidate
Nature: Careful (I think he was originally Impish)
EVs: 252 HP / 252 SpD / 4 Atk (Don't remember, but think he had evs in HP and Def)
Rapid Spin
Sucker Punch
Close Combat
Toxic
Hitmontop's role on this team is quite important. He is its protector, keeping away all entry hazards this team despises. Sucker Punch is to deal with any psychic types that think they can take him out. Close Combat is just there for some STAB and to help deal with walls like Chansey and Ferrothorn. Toxic is for dealing with bulky pokemon like Jellicent he can't directly damage.

Gliscor @ Toxic Orb
Trait: Poison Heal
Nature: Impish
EVs: 252 HP / 184 Def / 72 Spe (Originally had 252 Atk and some in HP and Spe)
Swords Dance
Earthquake
Ice Fang
Protect
Gliscor is one of my favorite pokemon to use in OU because he's a Juggernaut; nearly invincible. I haven't seen anybody else run this setup anymore and I honestly don't know why. It still works as good as it did before, at least for me. Swords Dance works wonders on Gliscor and allows him to act as a wrecking ball. Earthquake is there for strong STAB and coverage. Ice fang helps take out opposing Gliscor and dragons. Protect is there to help extend his longevity, and can help stall out pokemon that got poisoned by other teammates.

Jellicent @ Leftovers
Trait: Water Absorb
Nature: Bold
EVs: 248 HP / 252 Def / 8 SpD
Hex
Taunt
Toxic
Recover
Last, but not least, is the teams only counter to water types: Jellicent. Jellicent is a very bulky pokemon indeed, and acts as a solid counter to rain. Hex, in combination with toxic allows for some additional damage to the opposing pokemon, and keeps Jellicent from being taunt bait. Taunt is there to annoy slower walls like Ferrothorn and Forretress. Recover allows for reliable, instant recovery, allowing for him to successfully stall.
Thanks for taking the time to see and read about this awesome team. :)
Feel free to give it a go!:
Ninetales (F) @ Air Balloon
Trait: Drought
Shiny: Yes
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
- Sunny Day
- SolarBeam
- Fire Blast
- Nasty Plot
Gliscor @ Toxic Orb
Trait: Poison Heal
Shiny: Yes
EVs: 252 HP / 184 Def / 72 Spd
Impish Nature
- Swords Dance
- Earthquake
- Ice Fang
- Protect
Hitmontop (M) @ Leftovers
Trait: Intimidate
EVs: 252 HP / 4 Atk / 252 SDef
Careful Nature
- Rapid Spin
- Sucker Punch
- Close Combat
- Toxic
Jellicent (M) @ Leftovers
Trait: Water Absorb
EVs: 248 HP / 252 Def / 8 SDef
Bold Nature
- Hex
- Taunt
- Toxic
- Recover
Heatran @ Air Balloon
Trait: Flash Fire
Shiny: Yes
EVs: 252 SAtk / 4 SDef / 252 Spd
Modest Nature
- Fire Blast
- Earth Power
- Hidden Power [Ice]
- Flame Charge
Victini @ Choice Scarf
Trait: Victory Star
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- V-create
- Bolt Strike
- Zen Headbutt
- U-turn