So I've been on hiatus for awhile, but now I'm back and I've built this sun team. I like it and it works more often than not, but it's having some problems, i'll get to those later though. So without further adieu, here's the team:
There it is, some choices more obvious than others. Its got its problems though, most notible is the lack of anything that hits hard with Atk, and any good Sp wall. Despite this i can still win fairly often with it. But sometimes those problems are taken advantage of and the team crumples very quickly. But now for a more in depth look.
@ Leftovers
Trait: Drought
EVs: 252 HP / 120 Def / 136 Spd
Timid Nature
- Flamethrower
- Will-O-Wisp
- Sunny Day
- Roar
Kinda hard to make a sun team without him. I opted not to go for the defensive set as even in the sun i dont see ninetails sweeping much. I see it beeing far more useful with this, will-o-wisp has saved me a few times and ninetails actually works as a phaser.
@ Life Orb
Trait: Chlorophyll
EVs: 76 HP / 252 SAtk / 180 Spd
Modest Nature
- Giga Drain
- Growth
- Hidden Power [Fire]
- Sludge Bomb
Venusaur goes so well in sun. Doubled speed and growth in the sun has swept plenty of teams. I used to run solar beam, but i ran into a problem of Venusaur getting hit and then life orb killing it before it could finish the sweep. Now that i have Giga Drain, he usually stays alive a lot longer. Dugtrio can use memento to give venusaur a turn to set up with growth, but with decent power and already good coverage, he doesnt always need it.
@ Air Balloon
Trait: Flash Fire
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
- Fire Blast
- Earth Power
- Flame Charge
- Hidden Power [Ice]
Heatran loves the sun, boosted fire blast makes lots of things hurt, even if they resist it. Earth Power just gives better coverage, Hidden power ice has taken many pokemon of guard, notably dragons. Flame charge is a really nice thing to have, it can be used when anticipating a switch, or to finish off a weak pokemon, all while giving heatran a nice speed boost.
@ Focus Sash
Trait: Arena Trap
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Earthquake
- Reversal
- Stone Edge
- Memento
I had doubts about dugtrio, and almost didn't try him, but boy am i glad i did. Arena trap has taken care of so many problems before they could really be problems. He also makes quick work of ttar, which can ruin me if he outlives ninetails, as well as being able to finish of politoad and abomasnow. Memento has been a great addition, its great for setting up Venusaur, as he can come right in and the opponent almost always switches, giving venusaur a turn to grow, and if they dont switch, they will unlikely be able to take out venusaur with their stats droped.
@ Leftovers
Trait: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spd
- Stealth Rock
- Rapid Spin
- Volt Switch
- Gyro Ball
It took me awhile to figure out what to put in my last two spots, but i knew i needed a spinner. it came down to donphan or forretress, in the end i picked foretress cause i felt hist steel typing would help more. Stealth rock is always good to have out, keeping focus sashes at bay and the damage leads to a lot of moves going from 2hko to 1hko. Volt switch is great for switching, also does nice damage to a handful of pokemon. And gyro ball is cause forretress is too slow.
@ Life Orb
Trait: Levitate
EVs: 72 HP / 184 SAtk / 252 Spd
Timid Nature
- Psyshock
- Hidden Power [Fire]
- Recover
- Draco Meteor
Latios has been a great addition, Immunity to ground plus a way to deal with fighting types more effectively has been a huge help. Psyshock is due to the lack of physical attacks elsewhere on my team, while hp fire gives her a weapon against steel types (and a powerful one with the sun boost). Draco Meteor is her real damaging move though. Recover keeps her alive.
All in all the team actually did a lot better than i thought it would. but those problems do give it looses that i fell could have been wins if those problems were addressed. Im not really sure what to add as far as a physical attacker goes. As far as sp def i was thinking Latias, but im not sure what to take out.
Any help will be appreciated, thanks in advance
Changes:
Switched Espeon for latias.
Espeon @ Light Clay
Trait: Magic Bounce
EVs: 252 HP / 4 Def / 252 Spd
Timid Nature
- Reflect
- Light Screen
- Psychic
- Baton Pass
Magic Bounce is so cool, not just for bouncing rocks back, ive also used it for sleep moves and other status. Dual screens help me live, especially the sp attacks that my team seems to be ill equipped for. I used to have morning sun over baton pass, but espeon takes to much damage and ive had a few scizors just pursuit me every turn till i switched.






There it is, some choices more obvious than others. Its got its problems though, most notible is the lack of anything that hits hard with Atk, and any good Sp wall. Despite this i can still win fairly often with it. But sometimes those problems are taken advantage of and the team crumples very quickly. But now for a more in depth look.

Trait: Drought
EVs: 252 HP / 120 Def / 136 Spd
Timid Nature
- Flamethrower
- Will-O-Wisp
- Sunny Day
- Roar
Kinda hard to make a sun team without him. I opted not to go for the defensive set as even in the sun i dont see ninetails sweeping much. I see it beeing far more useful with this, will-o-wisp has saved me a few times and ninetails actually works as a phaser.

Trait: Chlorophyll
EVs: 76 HP / 252 SAtk / 180 Spd
Modest Nature
- Giga Drain
- Growth
- Hidden Power [Fire]
- Sludge Bomb
Venusaur goes so well in sun. Doubled speed and growth in the sun has swept plenty of teams. I used to run solar beam, but i ran into a problem of Venusaur getting hit and then life orb killing it before it could finish the sweep. Now that i have Giga Drain, he usually stays alive a lot longer. Dugtrio can use memento to give venusaur a turn to set up with growth, but with decent power and already good coverage, he doesnt always need it.

Trait: Flash Fire
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
- Fire Blast
- Earth Power
- Flame Charge
- Hidden Power [Ice]
Heatran loves the sun, boosted fire blast makes lots of things hurt, even if they resist it. Earth Power just gives better coverage, Hidden power ice has taken many pokemon of guard, notably dragons. Flame charge is a really nice thing to have, it can be used when anticipating a switch, or to finish off a weak pokemon, all while giving heatran a nice speed boost.

Trait: Arena Trap
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Earthquake
- Reversal
- Stone Edge
- Memento
I had doubts about dugtrio, and almost didn't try him, but boy am i glad i did. Arena trap has taken care of so many problems before they could really be problems. He also makes quick work of ttar, which can ruin me if he outlives ninetails, as well as being able to finish of politoad and abomasnow. Memento has been a great addition, its great for setting up Venusaur, as he can come right in and the opponent almost always switches, giving venusaur a turn to grow, and if they dont switch, they will unlikely be able to take out venusaur with their stats droped.

Trait: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spd
- Stealth Rock
- Rapid Spin
- Volt Switch
- Gyro Ball
It took me awhile to figure out what to put in my last two spots, but i knew i needed a spinner. it came down to donphan or forretress, in the end i picked foretress cause i felt hist steel typing would help more. Stealth rock is always good to have out, keeping focus sashes at bay and the damage leads to a lot of moves going from 2hko to 1hko. Volt switch is great for switching, also does nice damage to a handful of pokemon. And gyro ball is cause forretress is too slow.

Trait: Levitate
EVs: 72 HP / 184 SAtk / 252 Spd
Timid Nature
- Psyshock
- Hidden Power [Fire]
- Recover
- Draco Meteor
Latios has been a great addition, Immunity to ground plus a way to deal with fighting types more effectively has been a huge help. Psyshock is due to the lack of physical attacks elsewhere on my team, while hp fire gives her a weapon against steel types (and a powerful one with the sun boost). Draco Meteor is her real damaging move though. Recover keeps her alive.
All in all the team actually did a lot better than i thought it would. but those problems do give it looses that i fell could have been wins if those problems were addressed. Im not really sure what to add as far as a physical attacker goes. As far as sp def i was thinking Latias, but im not sure what to take out.
Any help will be appreciated, thanks in advance
Changes:
Switched Espeon for latias.
Trait: Magic Bounce
EVs: 252 HP / 4 Def / 252 Spd
Timid Nature
- Reflect
- Light Screen
- Psychic
- Baton Pass
Magic Bounce is so cool, not just for bouncing rocks back, ive also used it for sleep moves and other status. Dual screens help me live, especially the sp attacks that my team seems to be ill equipped for. I used to have morning sun over baton pass, but espeon takes to much damage and ive had a few scizors just pursuit me every turn till i switched.