SV OU Sun//Eater (Sun Hyper Offense)


I'm going to sound like a gloomy goth kid, but I detest sunlight. My eyes don't adjust well to bright light, I get overheated easily, and sunny days can give me headaches. Even though this is obviously just a game, I've always avoided sun teams. They never spoke to me.

Then, the unthinkable happened. We got a sun Pokémon that I actually like. Walking Wake piqued my interest enough to dethrone Gyarados as my favorite Pokémon, which I never thought would happen. I've loved Gyarados since post-Salamence ban Gen IV OU!

If Dracopuppersaurus Rex wants sunlight, then who am I to decline?

Sun//Eater
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Akūpāra (Torkoal) @ Heat Rock
Ability: Drought
Tera: Flying
Bold Nature
EVs: 248 HP/252 Def/8 SpD
IVs: 0 Atk
Lava Plume, Stealth Rock, Rapid Spin, Body Press

Pros
  • Physically bulky, which also powers up Body Press
  • Useful utility options
  • Drought
  • Sun boost to STAB helps make up for low power
Cons
  • Weak, slow, easy to wear down
  • Must have Heat Rock
  • No reliable recovery
  • Makes the team effectively start with 5 Pokémon
Akūpāra is the World Turtle in Hindu mythology. Since Torkoal holds the team on its back, this seemed like a fitting name.

Torkoal is the standard sun setter. It comes in, sets up Stealth Rock, tanks a hit or two, and hopefully doesn't die so I can bring it back in later to reset sun as needed.

Tera Flying is there to dodge Spikes and Toxic Spikes in prolonged games. If I can spin them away with Great Tusk and know I'll be dealing with a lot of hazards, I may need to burn my Tera on Torkoal to be able to reset sun once or twice.

Considerations
  • Lava Plume -> Weather Ball
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Ryūjin (Walking Wake) @ Life Orb
Ability: Protosynthesis
Tera: Water
Modest Nature
EVs: 252 SpA/4 SpD/252 Spe
IVs: 0 Atk
Hydro Steam, Dragon Pulse, Weather Ball, Agility

Pros
  • Solid bulk with excellent offensive and defensive typing
  • Extremely fast with Agility (634 speed)
  • Incredible immediate power in sunlight (612 with Protosynthesis and Life Orb). Stronger than standard +Spe Specs!
  • Puppy!
Cons
  • Speed is unimpressive without Agility (317)
  • Limited coverage
  • Worn down easily due to Life Orb recoil and hazard vulnerability
  • Requires 1 turn of setup, so usually can't sweep entire team before sun dies
  • Sad when puppy gets knocked out :(
Ryūjin is the dragon god of the sea in Japanese mythology. Ryūjin is considered a benevolent deity that symbolized the power of the ocean.

Because this is the star of the team and the Pokémon I built it around, I will not change from AgiliWake to a Choice set. I am adamant about this.

AgiliWake is the star of the team and primary Tera user thanks to its absurd power in sunlight. After a single turn of setup, it outspeeds practically all relevant threats and can fire off nukes uninterrupted. This set also hits significantly harder than the standard +Spe Choice Specs build.

Life Orb allows Walking Wake to remain a relevant powerhouse outside of sunlight. Since it can force a lot of switches, it also can capitalize on not needing to rely on sun for speed thanks to having Agility.

Tera Water brings Hydro Steam's damage up to astronomically high levels. While Azumarill isn't relevant anymore, I like using its old Assault Vest set as a benchmark. This version of AgiliWake can 2HKO Assault Vest Azumarill.

I opted for Weather Ball over Flamethrower because I should theoretically always be in some kind of weather. The additional power also makes it enticing. Besides, while I probably don't want to spam water attacks in it, Weather Ball hits harder than Hydro Steam in rain. Flamethrower, a guaranteed fire attack with solid power and a small burn chance, will always be tempting.

Considerations
  • Weather Ball -> Flamethrower for coverage outside of sun

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Raijin (Raging Bolt) @ Choice Specs
Ability: Protosynthesis
Tera: Dragon
Modest Nature
EVs: 252 SpA/4 SpD/252 Spe
IVs: 0 Atk
Volt Switch, Draco Meteor, Weather Ball, Thunderclap

Pros
  • Shockingly powerful (ha, puns... 738 SpA in sun with Specs!)
  • Excellent bulk
  • Faster than Kingambit, but still slow enough to be viable slow pivot
  • STAB on pivot
  • Electric coverage is extremely valuable
Cons
  • Pitiful speed
  • Coverage is lacking
  • Really wishes it could BoltBeam
  • No reliable recovery
  • Thunderclap kinda easy to predict and dodge with ground Pokémon
  • 4MSS: wants Solar Beam
Raijin is a ferocious lightning deity in Japanese mythology. He is an extreme force of nature.

Raging Bolt is good enough to rival Kingambit as a revenge killer and speed controller. That's saying a LOT. It isn't as easy to switch in on some attacks, but it does pack a plethora of resistances and sports excellent bulk to help back it up as a slow pivot.

Choice Specs gives Bolt nearly unrivaled power, but there are other potent options worth considering. HDB makes it so that it can continually pivot in and out. Assault Vest makes it a brutal special wall that synergizes nicely with Great Tusk.

Sun teams fear rain. Raging Bolt helps alleviate that problem.

Considerations
  • HDB
  • Assault Vest with 252 SpA/92 SpD/164 Spe. 92 SpD EVs + AV = 355 SpD. 164 Spe EVs = 227 Spe. Outspeeds all Kingambit, 0 Spe Gliscor, etc.
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Ganẹsá (Great Tusk) @ Heavy-Duty Boots
Ability: Protosynthesis
Tera: Steel
Jolly Nature
EVs: 4 Atk/252 Def/252 Spe
Earthquake, Body Press, Ice Spinner, Rapid Spin

Pros
  • Exceptional physical bulk (469 Def in sun!)
  • Body Press gives decent wallbreaking power
  • Great utility
  • 300 speed is extremely useful
Cons
  • No reliable recovery
  • 4MSS: really wants Knock Off
Ganẹsá, also known as Ganesh and Ganesha, is an elephant god known for removing obstacles in Hindu mythology. I'd say that fits Tusk quite well!

Great Tusk is an excellent physical pivot that can compress a lot of roles. It has solid wallbreaking potential even without investing in attack, excellent natural bulk, useful speed, and great utility.

Tera Steel is there to flip Great Tusk's weaknesses around and give me a solid switch-in to fairies and dragons. It also makes it less susceptible to hazards if I switch it in before Toxic Spikes get set up. However, I never want to burn it on this guy. Tera Ice is an option to power up Ice Spinner, but I don't know how relevant that will be. Gliscor will wall this either way.

Considerations
  • Knock Off
  • Offensive utility set with Headlong Rush, Ice Spinner, Temper Flare, and Rapid Spin
  • Fast +Spe defensive utility set

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Quetzalcoatl (Roaring Moon) @ Choice Band
Ability: Protosynthesis
Tera: Steel
Jolly Nature
EVs: 32 HP/220 Atk/4 SpD/252 Spe
Knock Off, Iron Head, Outrage, U-Turn

Pros
  • Gargantuan power and speed without need for setup moves: 554 (Band) and 555 (sun), respectively
  • Good special bulk
  • Fast pivot
  • Can Terastallize to complete classic dragon-steel defensive core
  • STAB Knock Off
  • Outrage is a nuke
Cons
  • 4MSS: really wants Earthquake
  • Fairyphobic
Quetzalcoatl is an Aztec god associated with the wind. He is depicted as a feathered serpent or dragon. Quetzalcoatlus, a pterosaur known for being one of the largest flying animals that ever existed, was named after him.

Roaring Moon is back! Here’s to hoping it stays… it was such an important part of my old team pre-ban.

Roaring Moon's primary purposes are speed control and pivoting. Generally, it'll switch in on a resisted or otherwise irrelevant attack, scare the opponent's Pokémon out, and U-Turn into a good counter to whatever the opponent brings in on the switch.

I opted for the Choice Band build here because sunlight doesn't last forever. I can't afford to spend time on Dragon Dance with this guy. Roaring Moon should take advantage of Protosynthesis as quickly as possible so that it can help facilitate sweeps.

Tera Steel boosts my team's offensive and defensive profiles by creating the classic dragon-steel core, eliminates some of Roaring Moon's huge weaknesses, and significantly buffs Iron Head's damage.

Considerations
  • Earthquake over... something?
  • Tera: Dark
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Éris (Enamorus-I) @ Choice Scarf
Ability: Contrary
Tera: Stellar
Timid Nature
EVs: 252 SpA/4 SpD/252 Spe
IVs: 0 Atk
Moonblast, Mystical Fire, Tera Blast, Healing Wish

Pros
  • Incredible power​
  • Solid speed with Choice Scarf​
  • Immunity to dragon and ground attacks as well as Spikes and Toxic Spikes​
  • Solid pivot despite frailty​
  • Tera Blast with Tera Stellar snowballs into a scary wincon​
Cons
  • Scared of Knock Off
  • 4MSS: wants Earth Power
  • Frail
Éris is the Greek goddess of strife, discord, and chaos. She isn't necessarily malevolent, but she is certainly full of mischief. Enamorus strikes me as more of a defiant and chaotic figure than anything else, so it seemed like a perfect fit.

Enamorus has been on and off of this team for a while. I've been hesitant to put her back on simply because she makes it so I'm walled even harder by Pokémon like Blissey. After all, my only physical attackers are Roaring Moon and Great Tusk. However, it's hard to turn down what she brings to the team.

Despite her frailty, her typing is excellent for pivoting. She has useful resistances and immunities in addition to obscene power. While she doesn't fix the team's fairy weakness, she does at least help me worry less about dragons and ground-types.

I opted for Mystical Fire instead of Earth Power because of the boost it gets in sunlight and the utility of lowering SpA. I wish I had room for both, but I wanted to have Tera Blast and Healing Wish on the same set.

While I don't plan on burning my Tera on Enamorus in most games, she is one of the best targets for it on the team. Tera Stellar Tera Blast is a potent wincon.

Considerations
  • Earth Power
Notes
  1. This team crumbles to certain special walls and anything that reduces speed.
  2. Gholdengo is evil.
  3. Without sun, I'm pretty much S.O.L.
  4. This team would probably benefit greatly from Scizor. Powerful priority, exceptional defensive typing, and amazing utility in Knock Off/Defog/U-Turn would all be appreciated.
Other Options
  • Kingambit
    • @ Lum Berry, Supreme Overlord, Tera: Fairy
    • Adamant, 248 HP/252 Atk/8 Def
    • Low Kick, Sucker Punch, Iron Head, Swords Dance
  • Hecate (Hatterene)
    • @ Assault Vest, Magic Bounce, Tera: Steel
    • Bold, 248 HP/252 Def/8 SpD
    • Draining Kiss, Psyshock, Mystical Fire, Nuzzle
  • Kōjin (Gouging Fire)
  • Thanatos (Scizor)
    • @ Heavy-Duty Boots, Technician, Tera: Steel
    • Adamant, 248 HP/252 Atk/4 SpD/4 Spe
    • Bullet Punch, U-Turn, Swords Dance, Defog
  • Gaia (Lilligant-H)
    • @ Life Orb, Chlorophyll, Tera: Grass/Fighting/Ice
    • Adamant, 252 Atk/4 SpD/252 Spe
    • Solar Blade, Close Combat, Triple Axel, Defog
  • Heatran
  • Venusaur
  • Ninetales
 
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Cool sun team! I'd like to make a few suggestions and see what you think.

Fundamentally, HO teams with a hazard lead are often playing 5v6. Getting up rocks and doing some minor damage must be worthwhile enough to carry the other 5 pokemon to really do well. I believe that weather like sun and rain are functionally similar, using otherwise bad pokemon like Torkoal and Pelipper to really make the other 5 shine under limited turns of weather. Again, playing 5v6, which can work if those 5 go hard.

This is why I think using an HO lead AND torkoal on the same team is a bad idea. You are basically playing 4v6 with an HO team, and I don't think that's worth it. That's why my first suggestion would be to drop Azelf, and not for a better HO lead. Let Torkoal be the unmon of this team and let's move forward with a sun.

If we look at the rest of your 4 mons (WW, Tusk, Iron Moth, Roaring Moon) what stands out to me is the lack of a dragon resist. I also think that Gliscor can be a rough matchup for sun as it can scout out your choice locks with protect and stall sun turns while getting up hazards. So I would think of Hatterene as the ideal pokemon to fill the gap here. An eject button set has been popular on most sun teams in the past, however that was before gliscor showed up, and I think a set with more longevity would help vs gliscor more.

Hatterene @ Leftovers
Ability: Magic Bounce
Tera Type: Flying
EVs: 248 HP / 204 Def / 56 Spe
Bold Nature
IVs: 0 Atk
- Draining Kiss
- Stored Power
- Mystical Fire
- Calm Mind

A set like this can freely set up on your standard gliscor sets, and mystical fire gets boosted by the sun to hurt mons like Corv/Gholdengo badly, which can help your Great Tusk down the line.

I would make Great Tusk Ice Spinner over Knock Off to improve the gliscor matchup further. You already have a very solid Knock Off user in Roaring Moon, and this will help vs Dragonite as well.

Finally, I agree with you and think Iron Head over Earthquake is a great choice on Roaring Moon. Tera Steel is optional, Dark might be better overall, but you definitely want Iron Head to outspeed and kill Speedy Booster Energy Iron Valiant under the sun.

Side note: I prefer speed boosting Specs WW under sun in this meta, but if you are attached to the modest LO agility set, I won't stop you.

Try these changes out and see how it plays. Hopefully they make the team better. Good luck!
 
Cool sun team! I'd like to make a few suggestions and see what you think.

Fundamentally, HO teams with a hazard lead are often playing 5v6. Getting up rocks and doing some minor damage must be worthwhile enough to carry the other 5 pokemon to really do well. I believe that weather like sun and rain are functionally similar, using otherwise bad pokemon like Torkoal and Pelipper to really make the other 5 shine under limited turns of weather. Again, playing 5v6, which can work if those 5 go hard.

This is why I think using an HO lead AND torkoal on the same team is a bad idea. You are basically playing 4v6 with an HO team, and I don't think that's worth it. That's why my first suggestion would be to drop Azelf, and not for a better HO lead. Let Torkoal be the unmon of this team and let's move forward with a sun.

If we look at the rest of your 4 mons (WW, Tusk, Iron Moth, Roaring Moon) what stands out to me is the lack of a dragon resist. I also think that Gliscor can be a rough matchup for sun as it can scout out your choice locks with protect and stall sun turns while getting up hazards. So I would think of Hatterene as the ideal pokemon to fill the gap here. An eject button set has been popular on most sun teams in the past, however that was before gliscor showed up, and I think a set with more longevity would help vs gliscor more.

Hatterene @ Leftovers
Ability: Magic Bounce
Tera Type: Flying
EVs: 248 HP / 204 Def / 56 Spe
Bold Nature
IVs: 0 Atk
- Draining Kiss
- Stored Power
- Mystical Fire
- Calm Mind

A set like this can freely set up on your standard gliscor sets, and mystical fire gets boosted by the sun to hurt mons like Corv/Gholdengo badly, which can help your Great Tusk down the line.

I would make Great Tusk Ice Spinner over Knock Off to improve the gliscor matchup further. You already have a very solid Knock Off user in Roaring Moon, and this will help vs Dragonite as well.

Finally, I agree with you and think Iron Head over Earthquake is a great choice on Roaring Moon. Tera Steel is optional, Dark might be better overall, but you definitely want Iron Head to outspeed and kill Speedy Booster Energy Iron Valiant under the sun.

Side note: I prefer speed boosting Specs WW under sun in this meta, but if you are attached to the modest LO agility set, I won't stop you.

Try these changes out and see how it plays. Hopefully they make the team better. Good luck!

Thank you so much! I agree that having a lead and Torkoal effectively kills off two of my team right away, so I'm glad you brought it up. On a side note, what do you think about Ninetales with Memento as a replacement?

I can try Hatterene again, though I haven't had success with her in the past. I'm definitely open to her, though! I definitely need a way to get around dragons. Just in case she doesn't work out the way I need with my playstyle (...bad prediction ), are there any others that you'd recommend? I feel like I need a way to get around Earthquake, fairy moves, and dragon moves at the same time, which isn't easy outside of something like Corviknight.

I'm definitely going to stick with Agility Wake for now because I honestly don't like Choice Items when I'm not using the Pokémon as a pivot or cleaner, but I definitely see the appeal. Power and speed without setup is a tasty combination. I think that Agility works better here since I already have speed covered in Roaring Moon and Iron Moth, but I'll keep it in mind! If I did my math right, I think this particular version has a significantly stronger Hydro Steam and Flamethrower than the +Spe Specs variant.

Honestly, I just love Walking Wake and am happy to use it!

Last question; does Iron Moth feel weird here?

Thanks again!
 
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Thank you so much! I agree that having a lead and Torkoal effectively kills off two of my team right away, so I'm glad you brought it up. On a side note, what do you think about Ninetales with Memento as a replacement?

I can try Hatterene again, though I haven't had success with her in the past. I'm definitely open to her, though! I definitely need a way to get around dragons. Just in case she doesn't work out the way I need with my playstyle (...bad prediction ), are there any others that you'd recommend? I feel like I need a way to get around Earthquake, fairy moves, and dragon moves at the same time, which isn't easy outside of something like Corviknight.

I'm definitely going to stick with Agility Wake for now because I honestly don't like Choice Items when I'm not using the Pokémon as a pivot or cleaner, but I definitely see the appeal. Power and speed without setup is a tasty combination. I think that Agility works better here since I already have speed covered in Roaring Moon and Iron Moth, but I'll keep it in mind! If I did my math right, I think this particular version has a significantly stronger Hydro Steam and Flamethrower, but weaker dragon damage.

Honestly, I just love Walking Wake and am happy to use it!

Last question; does Iron Moth feel weird here?

Thanks again!

I personally prefer torkoal to Ninetales as it offers more utility with rapid spin, stealth rock, and yawn, whereas the best Ninetales can do is Hypnosis. I don't think memento is a good idea on your weather setter, you want to keep it around and it will be a good lategame sack even without any self kill moves.

If you don't like Hatt, yea I'd recommend corv. A simple brave bird/u-turn/roost/defog set will do fine.

Iron Moth is fine here, it loves the sun because otherwise the fiery dances are very weak at the start.
 
I personally prefer torkoal to Ninetales as it offers more utility with rapid spin, stealth rock, and yawn, whereas the best Ninetales can do is Hypnosis. I don't think memento is a good idea on your weather setter, you want to keep it around and it will be a good lategame sack even without any self kill moves.

If you don't like Hatt, yea I'd recommend corv. A simple brave bird/u-turn/roost/defog set will do fine.

Iron Moth is fine here, it loves the sun because otherwise the fiery dances are very weak at the start.

Thanks again!

It isn't that I don't like Hatterene. I just suck at playing her. Granted, I was using the Eject version last time I tried.

This gives me a lot to work with. I'll update the main post later.
 
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I'm going to test Enamorus for now since it covers me against dragon and ground moves while also being an absurdly powerful wallbreaker, but Hatterene is definitely a consideration.
 
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I am pretty new to playing competitive pokémon and especially anything that isn't VGC, but so far this is my favorite sun team even though I've just tried a few games with it, only tiny thing that feels iffy for me is the booster energy on iron moth, not that I'm sure what would be a more appropriate item. And I love the Enamorus choice, amazing defensive switch-in when the enemy clicks Moonblast on one of your two very fairy-weak sweepers because if you get somewhat lucky with Contrary that's a free +1, that with specs can almost sweep on its own in some cases.
 
I am pretty new to playing competitive pokémon and especially anything that isn't VGC, but so far this is my favorite sun team even though I've just tried a few games with it, only tiny thing that feels iffy for me is the booster energy on iron moth, not that I'm sure what would be a more appropriate item. And I love the Enamorus choice, amazing defensive switch-in when the enemy clicks Moonblast on one of your two very fairy-weak sweepers because if you get somewhat lucky with Contrary that's a free +1, that with specs can almost sweep on its own in some cases.

Thank you so much! I'm glad to hear that you like it! Honestly, I still kinda suck at playing it, but that gives me a bit of hope and confirmation that my real enemy is my own bad playing

Iron Moth has felt a bit weak here, to be honest. I had it in for extra speed control and as a potential wincon, but it just doesn't feel right. I'm not sure what to add. Raging Bolt will likely replace it once the new DLC comes out, but in the meantime, I definitely want to find something else.

I'm considering Zapdos, Thundurus, or Thundurus-T as the replacement to help fight off bulky water types and rain teams.

I feel like the team is missing a reasonably spammable pivot that can help act as a good defensive backbone that provides support and forces switches. That's probably a bit too much to ask for.

If you were to replace Iron Moth, what would you choose?
 
Thank you so much! I'm glad to hear that you like it! Honestly, I still kinda suck at playing it, but that gives me a bit of hope and confirmation that my real enemy is my own bad playing

Iron Moth has felt a bit weak here, to be honest. I had it in for extra speed control and as a potential wincon, but it just doesn't feel right. I'm not sure what to add. Raging Bolt will likely replace it once the new DLC comes out, but in the meantime, I definitely want to find something else.

I'm considering Zapdos, Thundurus, or Thundurus-T as the replacement to help fight off bulky water types and rain teams.

I feel like the team is missing a reasonably spammable pivot that can help act as a good defensive backbone that provides support and forces switches. That's probably a bit too much to ask for.

If you were to replace Iron Moth, what would you choose?
Hmm after looking plenty into it it seems the choices I'd go for to fit the anti-rain role is; Zapdos or Thundurus-T for offense or Iron Hands and maybe even Rotom-W for defense. I was even thinking about Rillaboom but maybe- as I was writing this I just now found the perfect pokémon; Ogerpon-Wellspring, perfect typing, Water Absorb to make rain useless and able to safely switch into and the signature grass move that absolutely deletes any water types. It's also got both a swords dance set AND an offensive pivot set with taunt and U-turn. Only problem is that it's not that defensive especially if you don't tera it. Could even consider giving it Tera Blast to make use of the enemy rain.
 
Scrap that, forgot Ivy Cudgel is Water in that form, but can still run Power Whip or Horn Leech for STAB to threaten any Water types.
 
Thanks for the suggestion!

I'm currently leaning toward Thundurus Incarnate. Therian is probably way better, but Incarnate is faster, has the same special attack as Zapdos, and has Prankster for Taunt and Thunder Wave. I think it could be a very solid offensive pivot that makes it easier for me to sweep.

There are a lot of things to consider here.
 
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Thanks for the suggestion!

I'm currently leaning toward Thundurus Incarnate. Therian is probably way better, but Incarnate is faster, has the same special attack as Zapdos, and has Prankster for Taunt and Thunder Wave. I think it could be a very solid offensive pivot that makes it easier for me to sweep.

There are a lot of things to consider here.
That is a very good choice which I do think is better, but in that case probably have to run Leftovers on Great Tusk and Boots on Thundurus instead. Will try it out!
 
I could also just add Hatterene again to double up on fairies and hazard control.

Thundurus-I would be an aggressive anti-lead and pivot. It might be too passive, but stopping other hazard setters and keeping up momentum with Volt Switch is really enticing. STAB Volt Switch won't pick up any important KOs, but I bet the chip damage will be appreciated.

I could always go back to a utility Scizor build with Bullet Punch, U-Turn, Knock Off, and Defog... there are way too many options!

I think I'm unintentionally trying too hard to make this a Sun VoltTurn team.
 
I could also just add Hatterene again to double up on fairies and hazard control.

Thundurus-I would be an aggressive anti-lead and pivot. It might be too passive, but stopping other hazard setters and keeping up momentum with Volt Switch is really enticing. STAB Volt Switch won't pick up any important KOs, but I bet the chip damage will be appreciated.

I could always go back to a utility Scizor build with Bullet Punch, U-Turn, Knock Off, and Defog... there are way too many options!

I think I'm unintentionally trying too hard to make this a Sun VoltTurn team.
Could also work yes, hard to say which is the best. Will currently try this;

Thundurus @ Heavy-Duty Boots
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
IVs: 0 Atk
Tera Type: Electric
Timid Nature
- Nasty Plot
- Thunderbolt
- Grass Knot
- Thunder Wave (could easily be replaced with Taunt instead tho)

and running Assault Vest on Great Tusk instead.
 
Good luck!

When I test, I'll be keeping HDB on Great Tusk since it'll still be my primary Spinner.

Here's the Thundurus-I set I'm considering:

Thundurus-I @ Heavy-Duty Boots/Zap Plate
Prankster
Tera: Grass/Electric/Ice/Fire
Timid
252 SpA/4 SpD/252 Spe
Taunt, Thunder Wave, Volt Switch, Grass Knot/Tera Blast

This allows it to function as a strong anti-lead and pivot to help enable easier setup of sun and easier sweeps. Volt Switch should still hit fairly hard, but Zap Plate may work over HDB for some extra power at the cost of relying more on Great Tusk's spinning capabilities.

The Tera type obviously depends on the coverage needed. Grass bumps Grass Knot up to hopefully KO levels and still helps a little bit against ground moves, Electric makes Volt Switch hit a lot harder at the cost of not being able to switch in on fighting and ground moves, Ice forms the classic BoltBeam combo with Tera Blast, and fire gives a boosted Tera Blast in sunlight.

I'm worried this is too passive for a sun hyper offense team.
 
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Well... ouch. Losing Roaring Moon hurts. It's hard to still call this a sun team since the only real abuser is Walking Wake. I won't give up, though! Walking Wake is my favorite Pokémon, after all.

Scizor and Iron Moth are flex slots. I'm at a loss for what to do to fill the hole Roaring Moon left. Raging Bolt will hopefully do it, but who knows?

Iron Valiant has never seemed so scary.

Any ideas would be greatly appreciated.
 
You could use Scream Tail. Its fast, can wishpass, set up rocks, and do some ok chip with your choice of move. A set could look like this:
Scream Tail @ Rocky Helmet/Leftovers
Ability: Protosynthesis
Tera Type: Steel/Water/Dark
EVs: 248 HP / 8 Def / 252 Spe
Jolly/Timid Nature
- Wish
- Protect
- Stealth Rock
- literally any move you want
But, this could also turn into a more defensive pokemon, like Clefable. I also once experimented with a Tera Fire Kingambit Sun Team, so that could be worth a shot. Good luck!
 
Hi there,

I am also experiencing the sting of losing Roaring Moon to Uber and stumbled on your thread hoping to look for inspiration. You and the others posting in the thread have given me great ideas on how to improve my Sun Team.

I have some changes I can recommend to you. One being, consider Charizard with Scarf an option. In Sun and with no rocks up, that lizard goes nuclear on opponents. Second, I would recommend Healing Wish on Hatterene. It is a nice tool to rejuvenate an also dead torkoal or sweeper by healing to full and eliminating status, giving it another go at sweeping when the opponent's checks or Team in general can be put on their heels. Lastly, I would put Leftovers on Great Tusk for extra sustain, it heals hazard damage really easily anyway (other than Toxic spikes, hence the healing wish change)

Also, I am fairly certain all your nicknames for you Pokémon are mythological based. Well done on that!

Overall nice team, hope we can battle on Showdown or Console to test our teams against one another.

I will post my team for reference. Hope this helps.

https://pokepast.es/e862caf081f59f33

P.S. I'm starting to think Eject Button is not as good as Leftovers. Too many a time, I have a near perfect match-up for Hatterene to do some major damage, only to have those hopes dashed when an opponent hits it and it has to switch with Eject Button. Still mulling it over though, make of it what you will.
 
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Hi there,

I am also experiencing the sting of losing Roaring Moon to Uber and stumbled on your thread hoping to look for inspiration. You and the others posting in the thread have given me great ideas on how to improve my Sun Team.

I have some changes I can recommend to you. One being, consider Charizard with Scarf an option. In Sun and with no rocks up, that lizard goes nuclear on opponents. Second, I would recommend Healing Wish on Hatterene. It is a nice tool to rejuvenate an also dead torkoal or sweeper by healing to full and eliminating status, giving it another go at sweeping when the opponent's checks or Team in general can be put on their heels. Lastly, I would put Leftovers on Great Tusk for extra sustain, it heals hazard damage really easily anyway (other than Toxic spikes, hence the healing wish change)

Also, I am fairly certain all your nicknames for you Pokémon are mythological based. Well done on that!

Overall nice team, hope we can battle on Showdown or Console to test our teams against one another.

I will post my team for reference. Hope this helps.

https://pokepast.es/e862caf081f59f33

P.S. I'm starting to think Eject Button is not as good as Leftovers. Too many a time, I have a near perfect match-up for Hatterene to do some major damage, only to have those hopes dashed when an opponent hits it and it has to switch with Eject Button. Still mulling it over though, make of it what you will.

Thanks for your reply! I'm happy that this thread has been helpful for you.

First, I'm not necessarily opposed to Charizard, but it does have two big problems that I'm very worried about. First, Stealth Rock slaughters it and hazard stacking is a serious problem right now because of Gholdengo. It's hard to make sure that my field is clear. Also, it isn't really fast even with Choice Scarf. Yeah, it outspeeds the unboosted metagame, but there are plenty of 'mons out there that will pretty much always have a boost.

All that said, Charizard with Solar Power and a sunlight boost does sound delicious.

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Second, you also mentioned Hatterene, but I'm a bit confused about the way you said it. You recommended I run Healing Wish on it, but I'm not currently running Hatterene at all. Were you suggesting that I replace one of my current 'mons with it? If you are recommending that I replace one of my current members with Hatterene, what do you think I should drop? Similarly, what would you drop for Charizard? I'm just curious here since it seems like you're pretty big into both.

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Third, have you found that dropping Heavy-Duty Boots is hurting you? I seem to run into a lot of hazards teams, so dropping Heavy-Duty Boots for Leftovers on Great Tusk seems counterproductive. What has your experience been with that so far?

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Fourth, you're correct! I committed blasphemy and named my team after various deities from different religions.

-Torkoal is named after the World Turtle that holds the earth on its back in Hindu mythology.
-Walking Wake is named after a Japanese sea dragon god.
-Scream Tail is named after the Norse god of chaos.
-Scizor is named after the Greek god of death.
-Great Tusk's name is one of the spellings for Ganesh or Ganesha, an elephant deity in Hindu mythology.
-Enamorus is named after the Greek goddess of chaos.

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Last, sure! I'm sure you'd beat me, but it would be fun to play. I'm realsoupersand in Showdown. I don't get on very often, though. To be honest, I get intimidated by this game sometimes. I used to get way too competitive back in the 3rd and 4th generations, so I've mentally backed off.
 
Thanks for your reply! I'm happy that this thread has been helpful for you.

First, I'm not necessarily opposed to Charizard, but it does have two big problems that I'm very worried about. First, Stealth Rock slaughters it and hazard stacking is a serious problem right now because of Gholdengo. It's hard to make sure that my field is clear. Also, it isn't really fast even with Choice Scarf. Yeah, it outspeeds the unboosted metagame, but there are plenty of 'mons out there that will pretty much always have a boost.

All that said, Charizard with Solar Power and a sunlight boost does sound delicious.

---

Second, you also mentioned Hatterene, but I'm a bit confused about the way you said it. You recommended I run Healing Wish on it, but I'm not currently running Hatterene at all. Were you suggesting that I replace one of my current 'mons with it? If you are recommending that I replace one of my current members with Hatterene, what do you think I should drop? Similarly, what would you drop for Charizard? I'm just curious here since it seems like you're pretty big into both.

---

Third, have you found that dropping Heavy-Duty Boots is hurting you? I seem to run into a lot of hazards teams, so dropping Heavy-Duty Boots for Leftovers on Great Tusk seems counterproductive. What has your experience been with that so far?

---

Fourth, you're correct! I committed blasphemy and named my team after various deities from different religions.

-Torkoal is named after the World Turtle that holds the earth on its back in Hindu mythology.
-Walking Wake is named after a Japanese sea dragon god.
-Scream Tail is named after the Norse god of chaos.
-Scizor is named after the Greek god of death.
-Great Tusk's name is one of the spellings for Ganesh or Ganesha, an elephant deity in Hindu mythology.
-Enamorus is named after the Greek goddess of chaos.

---

Last, sure! I'm sure you'd beat me, but it would be fun to play. I'm realsoupersand in Showdown. I don't get on very often, though. To be honest, I get intimidated by this game sometimes. I used to get way too competitive back in the 3rd and 4th generations, so I've mentally backed off.


Hey there,

For starters, I don't have as big a problem with hazard stacking when it comes to Charizard. With Hatterene and Magic Bounce, Torkoal and Tusk to Rapid Spin, it is rare I have to put Charizard in when rocks is up on my side. Also, you would be surprised how few people run Scarf on their pokemon, and Zard outspeeds most of them. The only few pokemon it does not outspeed are those with higher base speed that are scarfed (Meowscarada, Thundurus-T, etc.) or Booster Energy Valiant or Moth. Both are usually faster than my Walking Wake anyway, so in those cases, I would have to maneuver to pick them off, not always successfully.

I'm sorry, I must have been confused. I thought you had Hatterene already. Looking back though, I see you do not. Enamorus and Scream Tail are great Fairy mons to have, so I think you're good there.

With Tusk, it depends. With regular hazard set (rocks and spikes), not at all. Tusk heals those off after one Leftovers turn (if not hit of course). With Toxic spikes it has been a problem, but I figure since Tusk is not my win con, I am OK with it. Healing Wish on hatterene helps to give Tusk (or another effected pokemon) a new lease on life if it is poisoned so it can help get the W. Boots is good too, so can't go wrong with it either. Leftovers I find give Tusk a little more ability to stay in.

As someone who is interested in mythology myself, I commend it!

Oh, I don't know about that. I just lost 130 elo today in OU, you may beat me. My gamer tag is TonezofFun. Let me know when you're free for a Battle.
 
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