SS UU Sun/Spikes featuring Venusaur

https://pokepast.es/6eb294bf78375f5a

This team is meant to be a offensive team, but the inclusion of Torkaol and AV Bulu could make it closer to bulky offense. The idea is to abuse hazard stacking to allowing Venusaur and Darm (the two primary sun abusers) to sweep and wallbreak respectively.

Venusaur:
Venusaur, as mentioned, is the primary sweeper of this team. Using the sun set by the bulky and semi-reliable Torkaol and Gen 8's buffed Growth, this plant dino can get passed many weakened teams (or even break early with the right set up). Growth is meant to abuse it's new sun buff to act as a Nasty Plot for Venu once the set up is ready and it get's in safely. Giga Drain and Sludge Bomb are for stab, dealing with ground, rock and fairy types mainly. Weather Ball in sun helps deal with UU's steel types. Chlorophyll is required for the sweep, as Venu is too slow otherwise (might play with Timid over Modest since it is still not the fastest in sun). Life Orb for the extra damage, with Giga Drain helping offset the recoil from the item as well.

Torkaol:
A sun sweeping team is nothing without a reliable sun setter. With the options being the recovering lacking Torkaol and the extremely frail Ninetails... I decided to take the gamble with a physically defensive Torkaol. Drought is for the sun (obviously) with Heat Rock to extend the sun turns (considering swapping to Lefties though). Lava Plume is for it burn chance to cripple switches. Since this is a hazard stacking team, Rapid Spin is taken over a Defogger in order to keep Kelfki's spike up. Rocks are for the hazard stacking element. Toxic can be used to cripple over walls (if you don't burn them before hand).

Darmanitan:
The other sun abuser of the team, Darm takes advantage of the fire stab boost to break walls for days. Flare Blitz + Rock Slide hits a lot of the meta game for neutral damage. U-turn is to keep momentum with Toxic there because there aren't any other good moves for Darm in UU (besides maybe EQ/CC for Gigalith on sand teams). Heavy Duty Boots are to allow rocks to not chip at the rock weak Darm, so that he has more opportunities to get in and start breaking some walls. For more breaking and less longevity... you can never go wrong with Choice Band.

Hydreigon:
Having a extremely ground weak core in Venu/Torkaol/Darm, some flyers were needed to deal with that. Hydreigon may be levitating, not "flying" but it's the immunity that counts. NP combined with Draco can deal any wall that's not steel type or named Chansey (oh god Chansey is UU). As for those pesky Steel types that look to soak +2 Dracos? Flamethrower combined with sun will take care of that (as well as opposing Venu looking to set up in front of it). Roost is mainly so that Hydreigon can keep itself healthy through a match. Taunt is an option to stallbreak... or Flash Cannon if Fairy types are causing you problems (but Sludge Bomb from Venu plus double fire types should be able to check most fairies).

Klefki:
Uh... second cornerstone of the build's concept yet it's the five mon I drafted for this version of the team... funny how team building works. Jokes aside, Klefki is one of the primary leads for this team to set up Spikes like it's going out of style. Thunder wave is also a fun way to annoy your opponents (and yourself when it misses). Dazzling Gleam is just there to have an attack, but other moves like Taunt. Magnet Rise is used in this version of spikes Klefki to act as a budget flyer. Thanks to Prankster (and Magnet Rise not being blocked by Darks and Fairies thanks to it not targeting the enemy), Klefki is guaranteed to be airborn before any ground type attacks hit the field (at least until a ground type priority move is added to the game). Leftover is there to give this tiny key thief a bit of staying power should you end up using it as a regular lead... and not a suicide lead (still fairly frail after all).

Tapu Bulu:
Grassy Terrain can make any pokemon a ground resist right? That was my logic when I noticed how many pokemon on the UU listing used EQ as their ground type move. Going Bulky AV Bulu to give the team a special tank to lean back on should there be a none-fire type special sweeper or wallbreaker that I need to be concerned about. Horn Leech is used over Wood Hammer to allow for more longevity. While building I learned Bulu has CC now, so slapped that on to deal with steel types. Darkest Lariet also being a move it can learn now means it has a neutral hit on poison types as well as a coverage move for ghost/psychic types (I'm looking at you, Aegislash). Megahorn is there... to fill the space. DL already hits what it hits, but I couldn't think of anything else to slap on there and I'd rather not have both Wood Hammer and Horn Leech if I can avoid it.

This is my first build I've made since returning to Showdown after a year and a half long break, so feel free to critic and judge it as harshly as possible. I personally haven't found any glaring weaknesses in my testing so far, but I'm sure something will pop up eventually.

Edit: Rain teams have been becoming a bit of a problem, will need to fine a way to more reliably deal with the weather counterpart.
 
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Hi ExoGrimz, so this is a fun looking Sun team, but there's some improvements I definitely think can be made to it.

The first thing I'd begin with is that Darmanitan is rather outclassed by Victini at the moment for the most part, better coverage and access to V-create are absolutely nuclear additions for Victini, making it nearly as powerful as Darmanitan's Flare Blitz's without any of the recoil, while having Bolt Strike for pesky Water-types.

Your team also lacks any speed control outside of Venusaur in Sun, this can be quite annoying if you end up facing teams with a Hippowdon, which is a very common Pokemon in its own right atm even outside of Sand teams where it's paired with Dracozolt. Klefki can patch up this issue somewhat with its Priority Thunder Wave, but you will still have a lot of trouble with faster wallbreakers like Terrakion, Blacephalon, and Gengar if you cant keep weather up consistently.

I would personally disagree with your comment that this team has a Poor weather matchup however, your Tapu Bulu in particular is a great check to Rain Pokemon like Kingdra and Keldeo, and the Sand threat Dracozolt. You could definitely have some issues with Thundurus on Rain due to the lack of Rock coverage on Tapu Bulu for sure though.

Major Changes

:darmanitan: -> :victini:

Victini @ Choice Scarf
Ability: Victory Star
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- V-create
- U-turn
- Bolt Strike
- Grass Knot

As mentioned previously, Victini is overall just a better fit here. Its typing lets it soft check Pokemon like Tapu Lele and Cobalion, while a Choice Scarf lets it revenge Pokemon like Gengar, Blacephalon, Gyarados and offer some speed to your team outside of Sun. Obviously in Sun Victini is absolutely nuclear too, offering a fantastic wallbreaker for you. Grass Knot in the last slot is nice here to hit Hippowdon and Rhyperior hard.

:klefki: -> :hatterene:

Hatterene (F) @ Leftovers
Ability: Magic Bounce
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Mystical Fire
- Draining Kiss
- Psyshock

Klefki was a useful addition to your team with its Prankster Thunder Wave support and Spikes, but with replacing Boots Darmanitan with Scarf Victini, the team benefits greatly from an additional form of hazard control, as Torkoal is rather unreliable at keeping Rocks off alone. Hatterene happens to be a great choice on Sun teams for this purpose, having filled a similar role with Charizard Sun teams pre DLC, and gives you a decent check to Pokemon like Latias and Terrakion.

A Calm Mind set here poses a fearsome late game cleaner after Victini has broken the opponents team, and fits wonderfully with Tapu Bulu's Grassy Terrain support, making it incredibly hard to take down. Mystical Fire also pairs greatly with Sun support, making checks like Aegislash and Jirachi struggle greatly to switch into it.

:hydreigon: -> :chansey:

Chansey @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Teleport
- Healing Wish / Toxic
- Seismic Toss
- Soft-Boiled

You were right to point out that the Sun portion of your team struggles with Ground-types here, but Personally I feel that Tapu Bulu is enough alone to check these. Hydreigon was useful as a Ghost-resist, but I personally would recommend using Chansey here on this team. It's typically a very common fit on Sun teams, as it provides a strong special wall capable of switching into threats like Latias and Noivern, while its Teleport support can easily get your Victini and Venusaur into play. This pivoting support is greatly appreciated for your team, which otherwise has no momentum. Chansey also offeres you a nice check to Volcarona, which could otherwise easily sweep your team.

Healing Wish is a nice option here to let you play far more aggressively with your Pokemon and bring back Venusaur / Victini / Hatterene late game to fulfill the role of a win condition. I would personally recommend it here, but Toxic can be used if you feel you are struggling too much with Blacephalon.


Minor Changes

:torkoal:

I would recommend running Rest instead of Toxic on your Torkoal here. This can end up making a huge difference especiallly when playing against opposing Weather teams, and gives you more opportunities to set up your Sun with Drought, making up for your Rocks weakness somewhat.

:venusaur: (optional change)

A timid nature would be a worthwhile consideration here, although an optional change. This allows you to outspeed Choice Scarf Latias and Terrakion when in Sunshine. These Pokemon have seen some usage with Choice Scarves lately as their speed tiers + coverage afford them unique abilities to check Pokemon like Dragon Dance Salamence and Gyarados, and Volcarona in Terrakions case.

:tapu-bulu:

Tapu Bulu @ Leftovers
Ability: Grassy Surge
EVs: 252 HP / 200 SpD / 56 Spe
Careful Nature
- Horn Leech
- Darkest Lariat
- Synthesis / Close Combat / Toxic
- Protect

Your addition of a Tapu Bulu to this team is a really cool option to improve your Rain and Sand matchups, with its unique ability to check both Rain threats like Keldeo and Kingdra, and Dracozolt in Sand at the same time. As a specially bulky Pokemon it also helps with stuff like Tapu Lele, and offers Grassy terrain support to some of your teammates, which i helped take advantage of with the hatterene change.

I would however recommend not running an Assault Vest here, and instead running a Protect set to get better recovery (25% after Grassy Terrain and a protect turn vs 12.5% with AV) and more reliably check these Pokemon, this will come in especially useful versus Dracozolt. Protect also allows your Tapu Bulu to serve as a fantastic Gyarados answer, as you don't want to rely on hard switching into Victini to check it, by dodging Bounce on the turn it hits.

Running Synthesis is also a nice option here alongside Protect to completely wall the aforementioned Pokemon, while running Darkest Lariat as coverage to ensure you can hit incoming Victini and Blacephalon that can abuse your Sunshine, as well as Aegislash. You can definitely consider dropping Synthesis for Toxic or Close Combat, to cripple switch-ins like Hydreigon and Incineroar, but it won't work as well in the opposing Weather matchups when you do this. I wouldn't suggest dropping Protect personallly as this will make Gyarados rather difficult to play against, but the matchup won't be impossible still.

Final Version of Team

:ss/venusaur: :ss/torkoal: :ss/victini: :ss/hatterene: :ss/chansey: :ss/tapu-bulu:

https://pokepast.es/fbf2db3a9c0c22ec

I hope you enjoy this finalised version of the team. The toughest matchup for this from some quick playtesting was definitely Terrakion, you however have adequate counterplay to it through Sun venusaur, hatterene living a +2 Lo Stone edge, and Victini revenge killing it after 50% chip, and Terrakion isnt necessarily the most common Pokemon right now, despite being a massive sleeper threat.
Venusaur @ Life Orb
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Growth
- Giga Drain
- Weather Ball
- Sludge Bomb

Torkoal @ Heat Rock
Ability: Drought
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Lava Plume
- Rapid Spin
- Stealth Rock
- Rest

Victini @ Choice Scarf
Ability: Victory Star
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- V-create
- U-turn
- Bolt Strike
- Grass Knot

Hatterene (F) @ Leftovers
Ability: Magic Bounce
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Mystical Fire
- Draining Kiss
- Psyshock

Chansey @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Teleport
- Healing Wish
- Seismic Toss
- Soft-Boiled

Tapu Bulu @ Leftovers
Ability: Grassy Surge
EVs: 252 HP / 200 SpD / 56 Spe
Careful Nature
- Horn Leech
- Darkest Lariat
- Synthesis
- Protect

The weather matchup on this team should hopefully be a bit better for you now too, with Tapu Bulu being a more consistent check, and you having ways around Thundurus with beng able to switch into Chansey -> Teleport out into Victini or into Torkoal and reset Sun.​
 
Hi ExoGrimz, so this is a fun looking Sun team, but there's some improvements I definitely think can be made to it.

The first thing I'd begin with is that Darmanitan is rather outclassed by Victini at the moment for the most part, better coverage and access to V-create are absolutely nuclear additions for Victini, making it nearly as powerful as Darmanitan's Flare Blitz's without any of the recoil, while having Bolt Strike for pesky Water-types.

Your team also lacks any speed control outside of Venusaur in Sun, this can be quite annoying if you end up facing teams with a Hippowdon, which is a very common Pokemon in its own right atm even outside of Sand teams where it's paired with Dracozolt. Klefki can patch up this issue somewhat with its Priority Thunder Wave, but you will still have a lot of trouble with faster wallbreakers like Terrakion, Blacephalon, and Gengar if you cant keep weather up consistently.

I would personally disagree with your comment that this team has a Poor weather matchup however, your Tapu Bulu in particular is a great check to Rain Pokemon like Kingdra and Keldeo, and the Sand threat Dracozolt. You could definitely have some issues with Thundurus on Rain due to the lack of Rock coverage on Tapu Bulu for sure though.

Major Changes

:darmanitan: -> :victini:

Victini @ Choice Scarf
Ability: Victory Star
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- V-create
- U-turn
- Bolt Strike
- Grass Knot

As mentioned previously, Victini is overall just a better fit here. Its typing lets it soft check Pokemon like Tapu Lele and Cobalion, while a Choice Scarf lets it revenge Pokemon like Gengar, Blacephalon, Gyarados and offer some speed to your team outside of Sun. Obviously in Sun Victini is absolutely nuclear too, offering a fantastic wallbreaker for you. Grass Knot in the last slot is nice here to hit Hippowdon and Rhyperior hard.

:klefki: -> :hatterene:

Hatterene (F) @ Leftovers
Ability: Magic Bounce
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Mystical Fire
- Draining Kiss
- Psyshock

Klefki was a useful addition to your team with its Prankster Thunder Wave support and Spikes, but with replacing Boots Darmanitan with Scarf Victini, the team benefits greatly from an additional form of hazard control, as Torkoal is rather unreliable at keeping Rocks off alone. Hatterene happens to be a great choice on Sun teams for this purpose, having filled a similar role with Charizard Sun teams pre DLC, and gives you a decent check to Pokemon like Latias and Terrakion.

A Calm Mind set here poses a fearsome late game cleaner after Victini has broken the opponents team, and fits wonderfully with Tapu Bulu's Grassy Terrain support, making it incredibly hard to take down. Mystical Fire also pairs greatly with Sun support, making checks like Aegislash and Jirachi struggle greatly to switch into it.

:hydreigon: -> :chansey:

Chansey @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Teleport
- Healing Wish / Toxic
- Seismic Toss
- Soft-Boiled

You were right to point out that the Sun portion of your team struggles with Ground-types here, but Personally I feel that Tapu Bulu is enough alone to check these. Hydreigon was useful as a Ghost-resist, but I personally would recommend using Chansey here on this team. It's typically a very common fit on Sun teams, as it provides a strong special wall capable of switching into threats like Latias and Noivern, while its Teleport support can easily get your Victini and Venusaur into play. This pivoting support is greatly appreciated for your team, which otherwise has no momentum. Chansey also offeres you a nice check to Volcarona, which could otherwise easily sweep your team.

Healing Wish is a nice option here to let you play far more aggressively with your Pokemon and bring back Venusaur / Victini / Hatterene late game to fulfill the role of a win condition. I would personally recommend it here, but Toxic can be used if you feel you are struggling too much with Blacephalon.


Minor Changes

:torkoal:

I would recommend running Rest instead of Toxic on your Torkoal here. This can end up making a huge difference especiallly when playing against opposing Weather teams, and gives you more opportunities to set up your Sun with Drought, making up for your Rocks weakness somewhat.

:venusaur: (optional change)

A timid nature would be a worthwhile consideration here, although an optional change. This allows you to outspeed Choice Scarf Latias and Terrakion when in Sunshine. These Pokemon have seen some usage with Choice Scarves lately as their speed tiers + coverage afford them unique abilities to check Pokemon like Dragon Dance Salamence and Gyarados, and Volcarona in Terrakions case.

:tapu-bulu:

Tapu Bulu @ Leftovers
Ability: Grassy Surge
EVs: 252 HP / 200 SpD / 56 Spe
Careful Nature
- Horn Leech
- Darkest Lariat
- Synthesis / Close Combat / Toxic
- Protect

Your addition of a Tapu Bulu to this team is a really cool option to improve your Rain and Sand matchups, with its unique ability to check both Rain threats like Keldeo and Kingdra, and Dracozolt in Sand at the same time. As a specially bulky Pokemon it also helps with stuff like Tapu Lele, and offers Grassy terrain support to some of your teammates, which i helped take advantage of with the hatterene change.

I would however recommend not running an Assault Vest here, and instead running a Protect set to get better recovery (25% after Grassy Terrain and a protect turn vs 12.5% with AV) and more reliably check these Pokemon, this will come in especially useful versus Dracozolt. Protect also allows your Tapu Bulu to serve as a fantastic Gyarados answer, as you don't want to rely on hard switching into Victini to check it, by dodging Bounce on the turn it hits.

Running Synthesis is also a nice option here alongside Protect to completely wall the aforementioned Pokemon, while running Darkest Lariat as coverage to ensure you can hit incoming Victini and Blacephalon that can abuse your Sunshine, as well as Aegislash. You can definitely consider dropping Synthesis for Toxic or Close Combat, to cripple switch-ins like Hydreigon and Incineroar, but it won't work as well in the opposing Weather matchups when you do this. I wouldn't suggest dropping Protect personallly as this will make Gyarados rather difficult to play against, but the matchup won't be impossible still.

Final Version of Team

:ss/venusaur: :ss/torkoal: :ss/victini: :ss/hatterene: :ss/chansey: :ss/tapu-bulu:

https://pokepast.es/fbf2db3a9c0c22ec

I hope you enjoy this finalised version of the team. The toughest matchup for this from some quick playtesting was definitely Terrakion, you however have adequate counterplay to it through Sun venusaur, hatterene living a +2 Lo Stone edge, and Victini revenge killing it after 50% chip, and Terrakion isnt necessarily the most common Pokemon right now, despite being a massive sleeper threat.
Venusaur @ Life Orb
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Growth
- Giga Drain
- Weather Ball
- Sludge Bomb

Torkoal @ Heat Rock
Ability: Drought
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Lava Plume
- Rapid Spin
- Stealth Rock
- Rest

Victini @ Choice Scarf
Ability: Victory Star
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- V-create
- U-turn
- Bolt Strike
- Grass Knot

Hatterene (F) @ Leftovers
Ability: Magic Bounce
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Mystical Fire
- Draining Kiss
- Psyshock

Chansey @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Teleport
- Healing Wish
- Seismic Toss
- Soft-Boiled

Tapu Bulu @ Leftovers
Ability: Grassy Surge
EVs: 252 HP / 200 SpD / 56 Spe
Careful Nature
- Horn Leech
- Darkest Lariat
- Synthesis
- Protect

The weather matchup on this team should hopefully be a bit better for you now too, with Tapu Bulu being a more consistent check, and you having ways around Thundurus with beng able to switch into Chansey -> Teleport out into Victini or into Torkoal and reset Sun.​
Any advise on how to deal with Chandelure? Been struggling to deal with the mon with the changes you suggested.
 
Any advise on how to deal with Chandelure? Been struggling to deal with the mon with the changes you suggested.

Chandelure isn't really a thing right now since it's completely outclassed by Blacephalon, it's only real niche is being used on Chandelure + Blacephalon teams that seek to overwhelm their checks like Kommo-o and Incineroar, which are very rare. Admittedly Chandelure is a poor matchup here though as your Blacephalon counterplay doesn't really work versus it.

As I mentioned in the rate, you can consider running Toxic instead of Healing Wish on Chansey if you want to improve your matchup versus Blacephalon and Chandelure, as Chansey can wall both of these Pokemon. If you stick with Healing Wish, your counterplay to Blacephalon is typically to switch into Chansey, and use Teleport to bring Victini in which can revenge kill it due to its poor defense.
 
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