SS OU Showdown sun team!

Stick (Venusaur) (M) @ Life Orb
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Growth
- Sludge Bomb
- Giga Drain
- Weather Ball

This is my boi stick, he comes in when the sun is out and is a solid sweeper with growth if I can predict a switch into a high spdf mon. Giga drain was chosen over solar beam because I find the extra sustain to be worth it so it's less likely to be taken out by life orb damage. Sludge bomb is a heavy hitting STAB move which I use to take on fairies (especially useful on the tapus). And weather ball is really nice, heavy-hitting coverage.

Judy (Slurpuff) (F) @ Sitrus Berry
Ability: Unburden
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Belly Drum
- Drain Punch
- Facade
- Play Rough

The queen herself. Judy is my set-up sweeper. Comes in and sets up on bulkier mons and then obliterates most in her path. Slurpuff's move pool is rather shallow so this is as good as it gets for physical attacks, though they all suit well. Drain punch hits stell types like ferro well and brings her back up to full health and facade makes her capable of toxapex murder as toxapex will often burn or poison. I do question whether or not making her slightly bulkier so that she can survive her setup would be better?

Umbreon (F) @ Leftovers
Ability: Synchronize
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Wish
- Protect
- Foul Play
- Heal Bell

Typical cleric umbreon. Sponges pretty much all special attacks and quite a lot of physical ones too (where she can hit back hard with foul play). Wish-protect can stall out statused/life orb mons really well, and occasionally can fully struggle stall the enemy. Heal bell is to stop her from dying to toxic and to heal the rest of the team from debilitating statuses (mostly para). I have had toxic instead of heal bell in the past, but have found that not having heal bell has led to more losses than not having toxic.

Slowbro (M) @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Slack Off
- Teleport
- Ice Beam

My physical tank. Really solid lead for my team. I find that people don't often expect ice beam which can take out some big threats for my team like dragapult and landorous. Scald can really heavily disable phys attackers and rocky helmet chip is exceptionally useful. Teleport allows me to safely switch in mons like slurpuff. Slack off is a very reliable recovery and allows for rocky helmet stall on most contact attacks which aren't super-effective.

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

Sun-setter, rocker and spinner. A sun-boosted lava plume will do a surprisingly large amount of damage from my experience too. Toxic feels a bit meh and I do struggle to get it off, but I really think toxic can allow for some solid stalling from either umbreon or slowbro. Rapid spin is nice but if they have a ghost type he can struggle. Torkoal is probably the mon I feel is the least capable on my team, but naturally sun is necessary for a sweeper such as venusaur, and as the sun is the core of my team, I'd like to keep at least venusaur even if that means swapping torkoal for another setter.

Urshifu-Rapid-Strike @ Choice Band
Ability: Unseen Fist
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Surging Strikes
- Aqua Jet
- Close Combat
- Thunder Punch

My newest addition. He's a wall breaker and priority abuser. Needed some electric power and thunder punch fits it well. I previously used dd gyarados with flynium z in national dex (where this team originated) and I think urshifu fills in the gap pretty well. I'm still somewhat new and do find that choice band does lead to difficult predictions on my part. I often find that if I expect the target to switch they stay in and if I think they'll stay in, they'll switch, I think I'll learn more with practice though.

This team has evolved a lot with me and my knowledge of pokemon and I'm pretty proud of it, but I definitely think there could be improvements.
 
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As per the usual lately I'm going to give a rundown of the issues in the team:

1. I'm unsure of why you are running Slowbro with Scald on a sun team, the sun severely cripples Scald. Plus, by running Scald & Ice Beam you leave yourself without pressure from Future Sight, I consider that a huge no no in terms of team offense.

2. Slurpuff doesn't really earn a spot in this team, although I have tried it myself and know its niche well. In a meta where there are answers galore for Slurpuff and others like it, I would argue it doesn't have a good position.

3. I'm also unsure of why you are running Umbreon, it doesn't really fit into this team and I can imagine it really struggles against momentum based teams. It seems like it is used to deter Psychic types, although the only one in the tier you have to worry about causes huge 50/50s and shreds your team. Overall, another mon that just wastes a slot.

4. Triplely unsure of why you are running Urshifu RS, its best STABs are halted by Sun and clicking TP or CC most of the time is far from desirable in the slightest. Plus, it only opens up the team to the Psychic 50/50s I was just talking about, as the sun has weakened its OHKO on Lele, and Lele can deny its priority moves.

5. The team has a lot of holes that need to be patched that make it not competitively viable in the OU. Plus, the National Dex has many variants that the OU does not have, making team trading from one tier to the other an undesirable decision. It's like putting a freshwater fish in saltwater.

Consider redoing the team completely from the base of Torkoal and Venusaur, they are good cores for Sun. Outside of that I don't have much to say, just have fun.
 
This sun team has a lot of major flaws. I'll try to patch them up as best I can

First off, drop Slurpuff, Umbreon and Urshifu. Venusaur already serves as your sweeper so you do not need Slurpuff while Umbreon has no place in a tier populated by monsters like Tornadus Therian and Urshifu has no business being on a sun team when its main stab gets cut in half under the sun

So first off, add :Heatran: to your team. Specs eruption Heatran is one of the most difficult mons to switch into. Even Slowking takes 51% minimum from full power specs eruption under the sun so you definitely want to take advantage of that fact. Only Blissey has hope of avoiding a two shot kill but it still takes 51% maximum

After Heatran, you definitely need a ground type. Opposing Heatran can and will prove to be problematic for a sun team especially if you don't click earth power on your own and you are not running earth power on Venusaur, further cementing this issue. As such, I would suggest adding :Garchomp: to your team as it can deal with opposing Heatrans and your sun will power up its fire blast

For the last slot, you need a defogger. Your weather summoner has no reliable recovery and vulnerable to stealth rocks and as such, you need one that can reliably remove rocks from your side on the field otherwise it will greatly limit Torkoal's ability to set up the sun. There are many options for this slot but whatever you do, do not put a metal bird on this slot as your own sun would only amplify their fire weakness. I'll just suggest :Zapdos: as it's the one that I can think off the top of my head and it's not that bad of a pick since it has heat wave

Last change is to go :Heavy-Duty Boots: over :Rocky Helmet: on :Slowbro:. Soccer bunny is now gone and as such, there is no need for you to put on a helmet. Don't bother to use scald as well as your sun would weaken it so replace it with future sight to apply additional pressure

Here are the changes

Torkoal @ Heat Rock
Ability: Drought
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Toxic
- Lava Plume
- Rapid Spin
- Stealth Rock

Heatran @ Choice Specs
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Eruption
- Fire Blast
- Solarbeam
- Earth Power

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

Garchomp @ Life Orb
Ability: Rough Skin
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Draco Meteor
- Stone Edge
- Earthquake
- Fire Blast

Slowbro @ Heavy Duty Boots
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Ice Beam
- Teleport
- Slack Off
- Future Sight

Zapdos @ Heavy Duty Boots
Ability: Static
EVs: 248 HP / 252 Def /8 SpD
Bold Nature
- Defog
- Roost
- Discharge
- Heat Wave
 
Thank you all very much. I really appreciate you all taking the time to analyse my team. I look forward to trying your suggestions out! :)
 
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