THE SUNNY WRATH
Introduction:
In an attempt to do some testing I was requested, encourage growth on the Ubers ladder, screw opposing players that rely on stall and crystal perfect prediction while catching a few lols, I decided to make a sun team that tries to do a job that rain normally would do better, create balance. This ultimately lead to become an odd team that relies on suprises and hazards to perform a Groudon clean or sweep. Aside from that this team's craziness gives it a property other teams want. The pokemon on this team make it look like the team opposite of that as the infamous Drown All or Burn All, it looks horrible to the average noob when it truly works well due to it's suprises.
Since it's a team based on suprises this is the trickiest team I've played with and used. The team can stomach blasts from many of the common Uber threats (with the exception of Extremekiller Arceus with Lum Berry), while placing incredible not to be underestimated pressure on the opponent. It isn't semistall or quick stall since it doesn't utilize the stock pile of consistent switching to make the most use of hazards but rather by weakening and luring Checks of Groudon out so that they cannot take many blows and sweep end game. This team actually fares quite well against stall as the suprise of the old school Double Dance Groudon, Light Screen Ho-oh, and a Sub Claw Zekrom is often enough to screw the standard check to a pokemon over. Although it utilizes an opponent's initial reaction and improvises on a plan based on the move which is hard to edit into a team, this team still needs a lot of "fat" that needs to be "trimmed" so that it can run as effectively as possible. It has been proven effective by reaching the first page on the Ubers ladder, but as any good Uber player knows, the ladder is horrible and often cannot serve as a good reference point.
THE TEAM at a glance:
The Team in depth:
Groudon @ Leftovers
Trait: Drought
EVs: 112 HP / 252 Atk / 8 Def / 12 SDef / 124 Spd
Adamant Nature (+Atk, -SAtk)
- Rock Polish
- Swords Dance
- Earthquake
- Rock Slide
The land behemoth is often known for it's incredible defensive stat and its access to a variety of support moves, however this Groudon tries to abuse those high defensive stats to sweep. My Groudon functions to take advantage of what the common Groudon is and take out threats that would threaten it as well as clean or sweep late game. Swords Dance boosted Earthquakes when backed up by a rock polish very easily rip through offensive forms of Kyogre, Arceus, Palkia, and Dialga, threatening an OHKO on all of them. With Groudon's wonderful Physical bulk it manages to do this very often towards mid-end game enabling it to clean up a weakened team. Add this to the support provided by Ho-oh's Light Screen and Groudon will be set up without being maimed too badly.
Groudon's ev spread may look odd but it attempts to accomplish a lot of stuff at one. 252 Attack maximizes my Attack Stat, 122 HP with 8 Defense Ev's enable Groudon to take a Life Orbed STAB Arceus's + 2 Extremespeed, while the Speed enables it to outspeed Scarf Palkia after a Rock Polish. The rest is thrown in to Special Defense.
Synergy:
Grass: Ho-oh
Ice: Forry
Water: Zekrom, Palkia
Zekrom @ Leftovers
Trait: Teravolt
EVs: 252 HP / 220 Atk / 36 Spd
Adamant Nature (+Atk, -SAtk)
- Substitute
- Hone Claws
- Bolt Strike
- Outrage
Zekrom is an awesome, underated pokemon. It's able to dent, along with Palkia, many rain teams. Sub Hone Claws Zekrom proivdes an easy check to the horrifying FerroOgre combo, and sets up on Ferrothorn when it comes in since it's not even able to break my substitutes with a power whip. Zekrom's massive power enables it to 2HKO most Ferrothorn after a hone claws with a Bolt Strike. Outrage benefits from substitute since it becomes harder for a dragon to revenge kill it when a Substitute is infront of it. It also provides me with a reliable Specs Ogre check if it comes in the sun or if Ho-oh has set a Light Screen up.
36 Speed Ev's are used to troll base 90 pokes or speed creep. Adamant nature is used to maximize Zekrom's offensive power and since there is no such thing as a no investment + speed nature uber.
Synergy:
Dragon: Forry
Ground: Ho-oh
Palkia @ CHOICE SCARF
Trait: Pressure
EVs: 4 HP / 252 SAtk / 252 Spd
TIMID (+SpD, -Atk)
- Spacial Rend
- Thunder
- Aura Sphere
- Fire Blast
This dragon is the "glue" of the team. It provides me with a solid revenge killer which I lack and does the job of checking Specs Ogre. It checks, Ogre, Dragon Arcues, and Rayquaza. Sadly this thing is probably the weakest link to the team. Although it revenge kills and forces a ton of switches, it honestly could be better. Seeing Ferrothorn's walk in into prediction wars and walk out alive with a switch is just <.<. Sadly no other pokemon can use a scarf while switching in to a choice specs spout, so although it IS good "glue" I just haven't been very pleased with it lately.
Synergy:
Dragon: Forry
Forretress (M) @ Leftovers
Trait: Sturdy
EVs: 252 HP / 252 Def / 4 SDe,
Bold Nature (+Def, -Atk)
- Rapid Spin
- Volt Switch
- Spikes
- Toxic Spikes
This thing provides general spike support and serves as that thing that takes Outrages Resist for the team. Ho-oh already provides safeguarding from most Special Attacks, Forretress takes the Physical Attacks and spins off hazards (particularly in front of certain dragons locked in a rage). Forry also provides useful momentum which helps me prevent things from setting up on my bag of worms while enabling me to instantly switch out to a counter when a Ghost-type/ counter switches in. Toxic Spikes assist Ho-oh in walling out the Blobs, and opposing fire-types, while spikes are great due to the amount of switches this team causes and greatly assists Groudon's attempts to sweep, providing the residual damage for it to KO threats like Defensive Ghostceus after a Swords Dance.
Synergy:
Fire: Ho-oh, Zekrom, Palkia
Ho-Oh @ Leftovers
Trait: Pressure
EVs: 252 HP / 4 Atk / 252 SDef
Careful Nature (+SDef, -SAtk)
- Light Screen
- Recover
- Whirlwind
- Sacred Fire (wtf, 8 pp? It goes out before most of my matches are over looking for a replacement).
BEHOLD, THE ONLY FIRE TYPE IN THE GAME THAT CAN TAKE SPECS SPOUTS FROM A KYOGRE IN THE SUN AND ROOST THE DAMAGE OFF. This thing has the titanic special defense comparable to that of Chansey's behind Light Screen. This enables it to continously shove off special blows and roost the damage off while maintaining a very high damage output, with the added bonus of being immune to the treacherous spikes in exchange for a 4* stealth rock weakness. Recover annoys a lot of things and enables me to PP stall threats out of non-specs Double STABED spouts when behind a Light Screen, and a lot of other moves that have 8 pp. Light Screen is great team support and enables Ho-oh to lol at a lot of special attacks (timid scarf palkia spacial rend 6HKOes without leftovers if I remember correctly). Even Specs Ogre struggles to kill the annoyance as it cannot even manage a 2hko with full powered Modest Specs Spouts in the sun behind a light screen. Whirlwind is a new addition that lets Ho-oh abuse the hazards that are up and Phaze a lot, as well as get rid of Ho-oh's that think they can switch in only to be hit twice by Stealth Rock. It also prevents things from setting up on Ho-oh.
Synergy:
Rock: Groudon
Electric: Groudon / Zekrom
Water: Palkia/ Zekrom
Arceus-Ghost @ Spooky Plate
Trait: Multitype
EVs: 252 HP / 96 Def / 36 SDef / 124 Spd
Timid Nature (+Spe, -Atk)
- Judgment
- Recover
- Will-o-wisp
- Stealth Rock
Clearly if you have spikes and Toxic Spikes then a person HAS to have rocks and a spin-blocker. Sadly only Arceus is the only Ghost that can provide me with these objects and can help obliterate opposing enemy spinners that are not tentacruel. Will-o-wisp turns Arceus into my switch in to Extremekiller's extremespeed and enables Arceus to cripple it so that Forretress and Arceus can wall it. Judegment prevents me from being set up bait for a lot of stuff and hurts even without investment.
The Ev's on this also probably look scary but they actually all have uses. 252 HP with 36 Special Defense enables Arceus to take Specs Draco Meteors and Recover the damage off. 124 Speed with a timid nature enables Arceus to outspeed all base 95s while the remainder is thrown in to defense to cushion the impact of Extremekiller's shadow claws and forces.
Synergy:
Ghost: Forry
Dark: Forry
The Teambuilding Process:
I started off with Double Dance Groudon. It had insane power and it bluffs defensive sets. Access to +2 boosting moves made him even more appealing since that made even 1 misplay of an opponent's fatal.
All right I needed something to get rid of Lugia's now who could other wise wall my little Ground behemoth. I chose Zekrom since he could also counter the annoying FerrOgre combo and screw it over.
Groudon would love Hazards on the enemy's side and love it's own so that it could annoy its checks and come back if it had already revealed it's boosting moves. Spinning this Gen is known to be nearly impossible though but I was not about to use Xatu for another team that I made. I decided to use a core that I submitted earlier to a thread that was ignored, Ho-Forry!
All right now I needed the lovable Stealth Rocks, a spin blocker, and a Specs Ogre switch in. I could chose either Ghost Arceus or Giratina for spin blocking as they both provide one thing I needed. One provides Stealth Rocks and the other is able to take Specs Spout. After some testing, Arceus was decided over Giratina.
Lastly I needed a glue that could take Specs Spouts and retaliate back with good power. Lustrous orb Palkia appealed to me in this sense since it could take Specs Spouts while being able to hit it's counters hard.
All right I needed something to get rid of Lugia's now who could other wise wall my little Ground behemoth. I chose Zekrom since he could also counter the annoying FerrOgre combo and screw it over.
Groudon would love Hazards on the enemy's side and love it's own so that it could annoy its checks and come back if it had already revealed it's boosting moves. Spinning this Gen is known to be nearly impossible though but I was not about to use Xatu for another team that I made. I decided to use a core that I submitted earlier to a thread that was ignored, Ho-Forry!
All right now I needed the lovable Stealth Rocks, a spin blocker, and a Specs Ogre switch in. I could chose either Ghost Arceus or Giratina for spin blocking as they both provide one thing I needed. One provides Stealth Rocks and the other is able to take Specs Spout. After some testing, Arceus was decided over Giratina.
Lastly I needed a glue that could take Specs Spouts and retaliate back with good power. Lustrous orb Palkia appealed to me in this sense since it could take Specs Spouts while being able to hit it's counters hard.
Ubers
Arceus-
ExtremeKiller: Arceus Ghost can switch in on the Swords Dance and WoW. It can only set up on Forry also so it will have a tough time intially setting up.
Wallceus: Can be annoying, I often use Groudon to set up on burned Extremekillers and if this thing burns it, <.< it will be annoying, has trouble breaking subs of Zekrom though and I often use that with Ho-oh to slowly destroy it, cannot come in with tspikes up.
Wallceus: Can be annoying, I often use Groudon to set up on burned Extremekillers and if this thing burns it, <.< it will be annoying, has trouble breaking subs of Zekrom though and I often use that with Ho-oh to slowly destroy it, cannot come in with tspikes up.
Arceus-Dark
Arceus-Dragon
Arceus-Electric
Arceus-Fighting
Arceus-Fire
Arceus-Flying
Arceus-Ghost
Arceus-Grass
Arceus-Ground
Arceus-Ice
Arceus-Poison
Arceus-Psychic
Arceus-Rock
Arceus-Steel
Arceus-Water
Blaziken
Darkrai-
Nasty Plot: I let Palkia go to sleep if it leads, then send in Ho-oh to get a free Light Screen up and pulverize the thing with Sacred Fires.
Swords Dance: Never have seen these... but... Groudon sets up on it :D. Ho-oh can phaze with Whirlwind if it uses teh punch of suckers.
Swords Dance: Never have seen these... but... Groudon sets up on it :D. Ho-oh can phaze with Whirlwind if it uses teh punch of suckers.
Deoxys-A
Dialga
Garchomp
Giratina
Great Wall: Cannot remove Zekrom and is OHKOed by + 2 Outrage, if it has Roar over WoW then it may be a bit more problematic though. Palkia can remove a chunk of Health with Spacial rend.
Calmer then you!: Light Screen makes it's attacks tickle, Ho-oh can phaze this thing and stall it out of pp even at + 6 if it needs too. Groudon sets up on it if Light Screen is up.
Calmer then you!: Light Screen makes it's attacks tickle, Ho-oh can phaze this thing and stall it out of pp even at + 6 if it needs too. Groudon sets up on it if Light Screen is up.
Sub + CM: ARGH, so annoying to face, has difficulty touching Ho-oh with a Light Screen up. It's lack of passive recovery enables Ho-oh to slowly kill it with Sacred Fires if its the last poke. If not I can set up a free screen and phaze.
Support don: I can't set up on it and it sets up rocks which annoy Ho-oh. My best bet is to burn it with Arceus and set up Rocks while I'm beside the behemoth.
Rock Polish:It can't OHKO Arceus and Arceus can cripple him with a WoW. If it gets Toxic poisoned I figure out what it uses for coverage and try switching safely. Groudon can use it for set up if burned.
Swords Dance: It can OHKO Arceus if WoW misses. Lum berry versions are very annoying. Idea is to status it and stall around. It has trouble setting up regardless.
Double Dance: It's very difficult for it to get 2 dances. The lack of 3 coverage move's hurts it though so I scout to see what that is and try burning it ASAP if it's not already poisoned.
Paradance: ARGH this thing is so annoying <.< it scouts my switch in's and annoys Arceus. I can't even burn it without getting crippled.
Rock Polish:It can't OHKO Arceus and Arceus can cripple him with a WoW. If it gets Toxic poisoned I figure out what it uses for coverage and try switching safely. Groudon can use it for set up if burned.
Swords Dance: It can OHKO Arceus if WoW misses. Lum berry versions are very annoying. Idea is to status it and stall around. It has trouble setting up regardless.
Double Dance: It's very difficult for it to get 2 dances. The lack of 3 coverage move's hurts it though so I scout to see what that is and try burning it ASAP if it's not already poisoned.
Paradance: ARGH this thing is so annoying <.< it scouts my switch in's and annoys Arceus. I can't even burn it without getting crippled.
Sub + Roost: Anoying but it can sub to its doom if infront of Ho-oh. Massive SR weakness allows Arceus to prevent it from coming in since Judgment 2HKOes. Without Rocks my hope is to lure a brave bird into Zekrom who can set up a sub on what will probably be a bird that fears a Choice Scarfed version.
All-out-attacker: Ironically more deadly then Sub + roost since it doesnt fear Zekrom outspeeding after a flame charge and it might actually have EQ. Instead I have to play around with my resistances and over predict it to not get mauled by it. If no roost residual damage can take it's toll.
All-out-attacker: Ironically more deadly then Sub + roost since it doesnt fear Zekrom outspeeding after a flame charge and it might actually have EQ. Instead I have to play around with my resistances and over predict it to not get mauled by it. If no roost residual damage can take it's toll.
Lugia
Manaphy
Mewtwo
Palkia
Rayquaza
Reshiram
Shaymin-S
Zekrom
Non-Ubers:
Bisharp:
Blissey:
Chansey:
Deoxys-D:
Deoxys-S:
Excadrill:
Dugtrio:
Espeon
Whimsicott
Forretress
Gastrodon
Gengar
Haxorus
Heatran
Heracross
Jirachi
Kingdra
Kyurem
Latias
Latios
Lucario
Ludicolo
Mew
Metagross
Ferrothorn
Hydreigon
Quagsire
Salamence
Scizor
Chandelure
Shedinja
Skarmory
Tentacruel
Terrakion
Thundurus
Tornadus
Tyranitar
Victini
Wobbuffett:
NOT WOBBA!: Annoys me so much <.<. Traps my members and abuses them. Thankfully Toxic Spikes limit it's life span but he turns Ho-oh into Set-up bait or removes a key member, unless Ghost Arceus is on the field who can spam status until it hits something. Normally 2HKOed by a lot of attacks.












