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
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
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
- Weak, slow, easy to wear down
- Must have Heat Rock
- No reliable recovery
- Makes the team effectively start with 5 Pokémon
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
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!
- 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 :(
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
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
- 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
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.
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
- No reliable recovery
- 4MSS: really wants Knock Off
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
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
- 4MSS: really wants Earthquake
- Fairyphobic
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
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
- Scared of Knock Off
- 4MSS: wants Earth Power
- Frail
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
- This team crumbles to certain special walls and anything that reduces speed.
- Gholdengo is evil.
- Without sun, I'm pretty much S.O.L.
- 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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