Sunny Day

After being consistantly defeated by a Chlorophyll Venusaur with Growth boost in the Sun, I decided I could go ahead and make my own Sun team. After a fair while of testing, this is what I've come up with. I am still not 100% sure on Mew or Salamence.

Team Building
NOTE: This team has changed amazingly over the course of about a week, so the team building process is actually useless right now. I will update it when I can.
First obvious choice of the team was definitely a Ninetales, for Drought.

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Next, I needed a Chlorophyll Speed poke. The choices I was thinking of were Victreebel, Venusaur or Shiftry. After testing, Victreebel proved to be the best.

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Up now was Volcarona, a personal favourite pokemon. With a SpAtk of 135, SpDef of 105 and Spd of 100, it's stats are perfect for this team as a SpAtker.

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A major weakness to Water/Ice was obvious at this stage, and I chose Mew as a counter to this weakness.

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Still needing a lead pokemon, I went with Swampert, a great lead to set up rocks.

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Lastly, I needed a strong pokemon that was not at all dependant on the weather, and I went for a Dragon Dance Salamence set.

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In detail.



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Ninetales@Leftovers
Calm Nature:Drought
252 SpDef/56 Spd/144 SpAtk/56 HP
- Nasty Plot
- Confuse Ray/Will-O-Wisp/Toxic
- HP [Fighting]
- Flamethrower

With rain teams slowly becoming rarer and rarer, it was becoming useless to use a Sunny Day on the Ninetales. I also made him a little bulkier and tried to let him set with Nasty Plot to a +4 SpAtk that can STAB + Weather Flamethrower.

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Dugtrio@Focus Sash
Naive Nature:Arena Trap
252 Spd/252 Atk/4 HP
- Earthquake
- Reversal
- Aerial Ace
- Stone Edge

Just used as a trap killer. Normally use it against a TTar or any fire Poke's. Sash lets me switch in safely without worrying about insta-KO. The main problem I have with Dugtrio is having him get poisoned or burned or entry hazarded. As soon as his sash doesn't work, he becomes really unreliable.

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Weavile@Focus Sash
Adamant Nature:Pressure
252 Spd/252 Atk/4 HP
- Ice Punch
- Night Slash
- Swords Dance
- Brick Break

Focus Sash is again used for a safe switch in and/or a free swords dance. Not many pokes can survive a +2 Weavile, and his attacks against Dragons are simple domination. I did struggle majorly with dragons before I added the Weavile in, but now it's no worry at all.

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Shiftry@Life Orb
Adamant Nature:Chlorophyll
252 Atk/216 Sp/40 Def
- Seed Bomb
- Sucker Punch
- Growth/Swords Dance
- Brick Break

Just your regular Chlorophyll killer. Sucker Punch get's an almost auto insta hit, which helps get off that last bit of damage before he dies. Nothing can survive this guy at a +4 atk, and not many can at a +2 atk, which really isn't that hard to get him to. I just need to switch in when they have a defensive poke out really.

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Yanmega@Leftovers
Modest Nature:Speed Boost
252 SpAtk/252 Spd/4 HP
- Protect
- Air Slash
- Bug Buzz
- Ancient Power

At this point of the team building process, I was always getting swept by a Conkeldurr, and so I needed a flying type to take care of him, and the best option I had was a speed boosted Yanmega. After a 1+ Spd Boost, he can outspeed most things, and can normally 2HKO a Conkuldurr, and sometimes even 1 hit kill if I'm lucky.

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Armaldo@Leftovers
Adamant Nature:Battle Armor
252 Atk/128 Def/128 SpDef
- Rock Blast
- Stealth Rock
- X-Scissor
- Rapid Spin

I needed a Rapid Spinner at this point. For a long time I was running a Donphan, but he was practically useless. His ground type moves were useless as I could easily trap and kill any pokes that were weak with my Dugtrio, but I still kept getting beaten by Dragon/Flying pokes. I found Armaldo, a defensive beast that could hit hard with Super Effective Rock Blasts to take out practically any Flying type easily, even with a Sub up.


Possible switches.
Donphan@Leftovers
Impish Nature:Sturdy
252 HP/252 Def/4 SpDef
- Stealth Rock
- Rapid Spin
- Earthquake
- Ice Shard

Mew@Leftovers
Modest Nature:Synchonize
200 SpAtk/200 SpDef/108 Def
- Volt Switch
- Psychic
- Flamethrower
- Softboiled

Salamence@Leftovers
NaiveNature:Intimidate
252 Spd/4 SpAtk/252 Atk
- Dragon Dance
- Outrage
- Flamethrower
- Earthquake

Volcarona@Lum Berry
Timid Nature:Flame Body
252 Spd/252 SpAtk/4 SpDef
- Quiver Dance
- Flamethrower
- Bug Buzz
- Morning Sun

Victreebel@Life Orb
Jolly Nature:Chlorophyll
252 Spd/252 Atk/4 SpDef
- Growth
- Leaf Blade
- Sucker Punch
- Weather Ball
 
Hi Lemmecutyou

First off, I’d like to say welcome to Smogon and interesting Sun team you have here. Looking at your team, I see a major threat for it will be entry hazards and Stall teams. 3 of your Pokemon are weak to hazards while all except for Salamence are susceptible to Spikes. Your team is also threatened by set up sweepers such as Dragon Dance Dragonite and Salamence. After they set up a DD they can outspeed everything, save Victreebel who isn’t doing much back, and tear through your team. To provide your team with a Rapid Spinner as well as a Dragon type check, I recommend replacing Swampert with a Standard Defensive Donphan with a moveset of Earthquake / Ice Shard / Rapid Spin / Stealth Rock. Donphan can lay down the crucial Stealth Rock that Swampert is currently providing, but the elephant is also able to spin away the hazards on your side, giving more switch ins for your weather inducer and more chances for Volcarona and Salamence to set up. Donphan is also able to help with Dragons by nailing them with a priority Ice Shard for Super Effective damage. He also has great synergy as his STAB is not weakened by your own weather and he is not weak to Fire. Last of all, Donphan is great check to standard Sand team threats such as Tyranitar, Terrakion, and Landorus due to his great physical bulk and ability to hit the first two with Earthquake and Ice Shard for Landorus. Now for your weakness to STall, I recommend changing your current Mew set to the Stallbreaker Mew with a moveset of Taunt / Roost / Will-o-Wisp / Psychic. This Mew devastates common Stall threats such as Skarmory, Tentacruel, and Ferrothorn with its combination of Taunt, recovery, and Will-o-Wisp for residual damage and the ability to cripple physical attackers. Taunt is a great option for your team to keep hazards off your side of the field and protects it from status moves.

Now onto some smaller changes. First, I recommend replacing Toxic on Victreebel with Weather Ball. In the Sun, Weather Ball becomes a 100 Base Power Special Fire type attack. Even with your Special Attack reducing nature, Weather Ball is still able to decimate Ferrothorn and Scizor after a Growth boost and the Sun boost. Toxic is inefficient on Victreebel because he is used as a sweeper and would be better off firing off a powerful attack than inflicting the defending Pokemon with Toxic. Another change I would recommend is replacing Shadow Claw and Iron Tail on Salamence with Fire Blast and Earthquake. Ghost and Steel attacks provide poor coverage and Mence is better off using Earthquake for taking out threats such as Terrakion and Tentacruel and a Sun boosted Fire Blast for wrecking physical walls such as Skarmory and Gliscor. You should also change Salamence’s EV spread to 252 Atk / 4 SAtk / 252 Spd with a Naive nature for the greatest offensive prowess.

Hope I helped and good luck with your team!


Sets:

Donphan (M) @ Leftovers
Trait: Sturdy
EVs: 252 HP / 252 Def / 4 SDef
Impish Nature (+Def, -SAtk)
- Stealth Rock
- Rapid Spin
- Earthquake
- Ice Shard

Mew @ Leftovers
Trait: Synchronize
EVs: 252 HP / 80 SDef / 176 Spd
Timid Nature (+Spd, -Atk)
- Taunt
- Roost
- Will-O-Wisp
- Psychic

Salamence (M) @ Leftovers
Trait: Intimidate
EVs: 252 Atk / 4 SAtk / 252 Spd
Naive Nature (+Spd, -SDef)
- Dragon Dance
- Earthquake
- Fire Blast
- Outrage


tl;dr

Swampert ----> Standard Defensive Donphan
Mew ----> Stallbreaker Mew
Toxic on Victreebel ----> Weather Ball
Shadow Claw on Salamence ----> Fire Blast
Iron Tail on Salamence ----> Earthquake
Salamence's EV Spread ----> 252 Atk / 4 SAtk / 252 Spd with Naive Nature
 
Thanks for the feedback, I tested out your ideas and they were all quite useful. I decided to run with Donphan over Marshtomp just for the Rapid Spinning. It does make this team slightly more defensive but also a lot more successful. With the Mew fixes, I wasn't sure if I wanted them, it forced me to play a stall game with Mew, and it only ever worked against other stall teams. The problem I had was actually that I didn't then have enough coverage. So I kept Mew as is.
I did make the Salamence changes as suggested, and it did improve him, but still he isn't what I am looking for. I have tried and am leaning towards replacing him with a Weavile, thoughts on a set for Weavile?
 
I think you have a lot of problems with opposing weather teams, so I think you should replace Donphan with a Reversal Dugtrio. With Dugtrio, you can trap most weather inducers and KO them, thus allowing you to win the weather war. It stills provides you with Stealth Rock support, too.

Dugtrio@Focus Sash | Arena Trap
Nature Jolly | 4 Hp / 252 Atk / 252 Spe
Earthquake / Reversal / Stone Edge / Stealth Rock


Of course, you now lack Rapid Spin support, so I think the best idea is replacing Mew with Espeon. It allows you to stop hazards being layed on your side while also allowing your team to beat stall consistently.

Espeon@Leftovers | Magic Bounce
Nature Timid | 252 Hp / 4 Def / 252 Spe
Calm Mind / Morning Sun / Psyshock / Baton Pass


Good Luck!
 
Hey cool team here. At the moment, I think that you have quite a lot of trouble switching into heatran as pretty much all of your team members are hit extremely hard by sun boosted fire attacks. To be honest, I'd just go with hp ground on ninetales over hypnosis in order to lure in 'mons like specially defensive heatran. Against balloon heatran, volcarona sets up very easily as it usually does not pack roar. Speaking of volcarona, I'd try a spread of 240 hp / 216 def / 52 spe with a bold nature, which fits the moveset that you're running much better. The bulky quiver dance set can set up against most of the metagame as you can easily abuse morning sun to further boost volcarona. Victreebell could also use a change in moveslots. Hidden power ice over sucker punch would actually benefit your team quite a lot. With hp ice you can lure in stuff like salamence / dragonite / other dragons that give volcarona a huge problem. If you manage to weaken or ko these threats, volcarona will easily be able to sweep through the majority of teams. Volcarona on the other hand can set up on non roar heatran, which gives victreebell a major problem.

It seems that mew is pretty much the weakest link on this team. I'm not really sure of the role that it fulfills, but I think that you should consider a replacement. Espeon is a pretty interesting choice to use over mew. If you decide to opt for baton pass on espeon, it can become easier to win weather wars against ttar / hippowdon. Dugtrio is also an option I suppose, although I'm not sure if you are willing to make a lot of changes or if you just want to stick with the archetype that you have. Also, I suggest that you switch salamence to a scarf variant. This allows you to have an extremely potent revenge killer against he likes of opposing volcarona and other sun teams. You should probably just max attack and speed on salamence with a moveset of outrage / dragon claw / earthquake / fire blast and a naive nature.
 
Hi there, and welcome to Smogon!
Your detail is a bit undescriptive, but I know your sets so I'll tell you the best I can!
As is with most teams, a huge problem here is Scarfed Terrakion. Stone Edge OHKO's Salamence, Volcorona, and Ninetales, so it's a huge problem. X scissor also KO's Mew and Victreebel. Victreebel is your only counter here, as Leaf Blade should KO it. However, Terrakion usually come with Sandstorm, so Victreebel will also fall.
How will you conquer this beast? The simplest way is exchanging Mew (who isn't doing much) with Slowbro.
Slowbro @ Leftovers
Regenerator, Bold
248 HP, 244 Def, 16 Sp. Atk.
Scald/Psyshock
T wave
Fire Blast
Slack off
Slowbro covers all of mew's points, and then some. It stops physical attackers in their tracks, and is the perfect counter to Terrakion. The first attack is your choice: Scald hits hard outside of Sun, and can burn, but Psyshock is the preferred option, as you already have status in the form of Twave, and it isn't weakened by the Sun. Fire blast helps you round off, with a powerful attack boosted by your Sun. Slack off is to heal off damage, and possible hax-stall with Twave. Slowbro's excellent typing allows you to wall ice types and water types that give you trouble, even better than Mew did.
That's all I have for now. Good luck!
 
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