ORAS OU Sunny day team, thoughts and concerns

Im brand new to the competitive scene and have been messing around with different teams. i recently created a sunny day team revolving around drought on mega charizard y and ninetales. I am still in the workings of understanding synergy and usage counters and so on and so forth so if there are large holes in this then that might be the case. Any criticism and tips are welcome. thanks guys.

Mega charizard Y:
item- charizardite Y
ability- drought(solar power before mega)
moves: dragon pulse
fire blast
solar beam
will-o-wisp/air slash
EVs- 252spA/252Spe/4SpD

so this is pretty much the basis of this team, since he has drought he can get sunny day going on his own( although i originally started with the idea of having another mega so i could utilize solar power on him) fire blast and air slash for stab solar beam for water, rock and ground coverage and dragon pulse for dragons. evs based for high offense in special attack and speed and the special defense for special attacking electric and water types (if it makes any difference XD)

Venusaur:
item- black sludge
ability- chlorophyll
moves: giga drain/solarbeam
sludge bomb
growth
earthquake
EVs- 252 SpA/252 Spe/4 Atk (i thought about making it 252 Hp or SpD instead of speed considering hes already at 160 (on showdown) with chlorophyll active and relying on the 80 boosted if i lose my sunny day boost might be too costly.

otherwise black sludge for the sustain and obviously chlorophyll boosts speed x2 in the sun. giga drain or solar beam is up in the air. the regen is nice but the power would be useful. sludge bomb being my only fairy coverage as well as a strong stab move, growth for the massive atk and Sp.A boost and earthquake for nasty fire types like charizard x and whatnot.

ninetales:
item- leftovers
ability- drought
moves: protect
disable
hex
will-o-wisp
EVs- 248 Hp/ 252 SpD/ 8 SpA

So this one is really interesting. i decided to make her a Sp. D stall(or wall i dont really get what the terms mean or entitle exactly yet) as well as my general startup. She has leftovers for the sustain although I feel there's a better item. she has disable for following up protect on an otherwise ohko from a starter like hippowdon. will-o-wisp and hex for the burn and then double damage on walls like the previously mentioned. im not sure whether a fire stab or hex is better though. this one was off the top of my head so please criticism is welcome 100%.

Quagsire:
item- leftovers
ability- unaware
moves: scald
recover
earthquake
toxic
EVs- 252 Hp/ 252 Def/ 4 Atk

ok so between leftovers and recover he is a formidable toxic stall considering hes physically bulky with the added EVs. scald and earthquake for the stab as well as covering some well needed typings. not to mention since this is a sunny team revlolving around charizard and drought i figure what better than to put someone whos major weaknesses happen to be grass. that being said i feel he synergizes very well. also since he has a nice water ground typing hees a good switch in for most of this team against electric and other pokemon that could prove troublesome for this team.

Chansey:
item- eviolite
ability- natural cure
moves: heal bell
soft-boiled
thunder wave
seismic toss
EVs- 248 Hp/ 252 Def/ 8 SpD

alright so being honest i mostly have her as a wall and a healer. im not sure if she synergizes well but i like having the utility here with heal bell and thunder wave also seismic toss being something that can hit hard without the stats being put into play. EVs used to make her as tanky as physically possible and pretty much here she is. also thought about using wish instead of soft boiled to assist the others even more. tips and concerns are always welcome and even a better pokemon if it is a poor choice.

dragonite:

item- leftovers
ability- multiscale
moves: fire punch
dragon claw
extreme speed
roost
EVs- 252 Hp/ 252 SpD/ 4 Atk

ok so last one is dragonite. hes generally a bulky sweeper here to be a powerhouse dragons are meant to be as well as of course cover dragons and finish off pokes with extreme speed. his leftovers helps the bulk amd multi scale makes him hard to ohko or even 2hko. otherwisethis is everything thanks for reading and aiding :)

i havent really tested this team much so far but it looks like it goes together very smoothly. so all in all thanks for helpng and please give me and helpful hints, tips and criticisms you can. all are welcome :)

Also added note I'm not so sure how I feel about dragonite on this team after trying it.
 
So Heat rock extends the sun time to 8 turns. The only thing sun has for it vs rain or sand is its ability to boost grass and fire moves to get a synergy so its not swept by an type advantage the only types that you have to worry about are dragon and fire, dragon resists F/G and fire gets your boost then pressures out your grass types.
 
Well have ninetales as my sunseter I forgot about heat rock and thanks. And I figured having mega zard is good reinforcement on the sun as well as a strong sweeper. What do you think of the Pokemon I chose?
I guess they work but if you follow the link you have some alternatives I think its worth mentioning that volcrona is a sun beast and heatern is a good switch in to Tflame which can dismantle sun also mega venusar is a good mega spot filler for sun teams
 
edit:full rate is now in.
first off, quag and chansey are huge momentum sucks, and they are usually only found in stall or semistall. while I understand you want to maintain a good defensive backbone, they don't fit with the HO mentality most weather teams need. with limited amounts of sun support, it's key that you make the most of it. I'd recommend you drop them both for more offensive mons.

starmie could replace quaq; it also has recovery and can spin away hazards, which your team dislikes. Run 252hp/252speed with a timid nature. For the moveset, recover and rapid spin are necessities. Reflect type, psychic, and thunderbolt are also good options: scald should be considered for burn-spreading, but it will be weak under the sun.

your zard set could be improved. the standard moves are fire blast, solar beam, focus blast, and roost. earthquake could also be ran to lure heatran; id heavily recommend it on this team. tran can really eat up fire and grass attacks, and it also scares out ttar. so, a good move set would be fireblast, solarbeam, earthquake, and roost.

I'd recommend switching out chansey for a powerful physical attacker, perhaps a tyranitar. tyranitar also provides SR and a talonflame check. It also provides pursuit trapping of latis, which can eat up fire and grass coverage.


bulky dragonite is not that good on a sun team. instead, i recommend a volcarona. qiuiver dance along with max SpA and speed are crucial; coverage moves you should look at include fiery dance, giga drain, bug buzz, and hp ground. roost is also beneficial and should be considered.

I'd recommend replacing venusaur with tangrowth. Tangrowth has better bulk and can also serve as effective lure if you run a physically attacking set. Swords Dance and Seed bomb are necessities, with knock off, sleep powder, rock slide, synthesis, and earthquake all being good choices for the remaining moveslots.

Finally, I'd recommend replacing ninetales with klefki. Klefki can act as manual sun setter with priority sunny day, and can act as an emergency check to a runaway sweeper with a its prankster shenanigans. Since you'd be running rapid spin on starmie, you could add spikes to klefki, which really pressures a lot of balanced teams right now. Good moves would include sunny day (obvi), spikes, twave, magnet rise, flash cannon, play rough, and moonblast. Don't run more than 1 attack though.

These changes keep the idea of a sun team abusing Mega Zard X + Chlorophyl while providing both hazards and hazard removal, as well as a decent talon check in ttar. Hope they help you out!

PS do not run sand stream on ttar
 
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