ORAS OU Sunny Team

OU Sunny Day Team
I like weather. There is just something about getting a tan on a beach. To business though!
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mamoswine.gif


Nature: Adamant
Ability: Thick Fat
EV'S: 252 Spd/ 252 Att/ 6 Hp
Item: Focus Sash
Moves:
-Earthquake
-Icicle Crash
-Ice Shards
-Stealth Rock

Mamoswine sets up stealth rocks. The focus sash allows it to survive long enough to set up stealth rocks. Furthemore, Mamoswine offers dragon and electric type coverage for my team. Ice shards for revenge kills. Icicle crash is a great stab if I could out speed the enemy with a 30% chance to flinch. Thick fat will help it survive neutral fire attacks despite sunny day being active.

charizard.gif


Nature: Modest
Ability: Blaze
EV's: 252 Sp.Att/252 Spd/6 HP
Item: Charizardite Y
Moves:
-Dragon Pulse
-Fire Blast
-Solar Beam
-Roost/Protect

Charizard is going to be my special sweeper for this team. On top of that a drought pokemon will be good for this team. Fire Blast will be doing major damage in the sun with Y's special attack stat. Dragon Pulse for coverage against other dragons that will show up. Solar Beam in the sun will be good coverage against rock and water types. Roost in case I need some recovery. If I end up running protect it probably to avoid some nasty things.

infernape.gif


Nature: Jolly
Ability: Blaze
EV's: 252 Att/ 252 Spd/ 6 HP
Item: Choice Scarf
Moves:
-Flare Blitz
-Close Combat
-Thunder Punch
-Earthquake

Flare blitz and close combat are both stabs with flare blitz also being upped by sunny day. Thunder punch is for flying pokemon and the dual typed dragon/flying pokemon. Earthquake can help against rock and electric. Choice scarf allows it to go fast and furious.

ninetales.gif


Nature: Timid
Ability: Drought
EV's: 252 HP/ 136 Spd/ 122 Def
Item: Heat Rock
Moves:
-Will O Wisp
-Solar Beam
-Flamethrower
-Roar

Will O Wisp to stall with all the HP and Def EV's. Flamethrower stab +sun. Drought and heat rock for very good reasons. Solar beam doesn't need to power up and roar in case something goes bad or I got to remove an enemy wall. More cover for water types.

claydol.gif


Nature: Bold
Ability: Levitate
EV's: 252 HP/252 Def/ 6 Spd
Item: Leftovers
Moves:
-Stealth Rock
-Sunny Day
-Earth Power
-Rapid Spin

Claydol will be another pokemon to possible reset up with and remove entry hazards using rapid spin. Earth power is there so it is not completely defenseless. Max defense , leftovers and HP to tank so it can actually reset the stuff.

shiftry.gif


Nature: Jolly
Ability: Chlorophyll
EV's: 252 Att/ 252 Spd/ 6 HP
Item: Life Orb
Moves:
- Knock Off
-Sucker Punch
-Leaf Blade
-Growth

In the sun chlorophyll will allow it to move fast enough with Jolly nature to use Knock Off and Leaf blade. If i get the occasion growth in the sun can increase shiftry's attack by 2 stages. Sucker punch is a good stab priority move for the tree. Knock off for enemy items. Life orb to give shifty that extra bit of damage he could use.
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Opinions, thoughts , criticisms, suggestions all welcome.
 
Hey Bazookagofer, this is a pretty interesting team. Sun in general has been a pretty unexplored playstyle in Gen 6.

The main issue I see with your team is that it's really weak to top tier threats like the Latis, Talonflame*, Charizard-X, M-Altaria, Keldeo, and others.

To deal with your weakness to Keldeo and provide new hazard removal and another water resist, you should run Latias > Claydol. Claydol in general is a passive and subpar Pokemon, especially in OU. Since yours only has one coverage move, and Claydol is very weak as it is, it just saps up momentum and is setup fodder for anything that is immune to, or is hit neutrally by a ground coverage move. Latias has good bulk, solid offensive presence, and has utility in Healing Wish.

Seeing as though you only have one real abuser in the sun with your Chlorophyll user, you really don't need Ninetales, which doesn't provide much for your team and only adds to your weakness to Talonflame. So, to help you deal with Talonflame better while also being able to check the Latis and both Zard formes, you should run Choice Scarf Heatran > Ninetales. In the sun, Scarf Fire Blast is insanely strong, and helps it act as an amazing revenge killer.

The biggest threats to sun is Heatran and Tyranitar. Tyranitar changes weather and eats Fire type moves, and Heatran takes negligible damage from Grass type moves and is immune to Fire type coverage. To give you an immediate answer to both of these as well as to Bisharps that come in on Latias' Defog, you should run Dugtrio > Mamoswine. Dugtrio reliably traps both Tyranitar and Heatran, as well as fast electric types like Raikou and M-Manectric that annoy your Zard Y. It also can get up Stealth Rock in place of Mamoswine, and it be brought in on Bisharp via Healing Wish through Latias to trap and kill it before it can try to abuse the +2 Defog boost.

Next, you should run Venusaur > Shiftry since it has better coverage, hits harder, and can revenge kill M-Altaria for you with the sun up, and it also benefits from Dugtrio trapping Heatran which walls it otherwise unless it runs Earthquake. Lastly, there are two changes you can make. With Choice Scarf Heatran you don't need Infernape to be Choice Scarf anymore for speed control, so you can either run Choice Band on Infernape to boost its offensive capabilities, or run Choice Band Victini over Infernape which can U-Turn on Heatan / Tyranitar switch-ins to help Dugtrio trap them. Both are hard hitters in the Sun, Infernape having better speed and dual STAB, and Victini has more raw power and bulk. You can try out both and see which works out better for you.

Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Fire Blast
- Solar Beam
- Dragon Pulse
- Roost

Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Stealth Rock
- Reversal

Latias @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Draco Meteor
- Healing Wish
- Defog

Infernape @ Choice Band
Ability: Iron Fist
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Flare Blitz
- Close Combat
- Thunder Punch / Mach Punch
- U-turn

Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 4 Atk / 252 SpA / 252 Spe
Timid Nature
- Fire Blast
- Flash Cannon
- Earth Power
- Stone Edge

Venusaur @ Life Orb
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Giga Drain
- Sludge Bomb
- Hidden Power [Fire]
- Growth
Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Solar Beam
- Dragon Pulse
- Roost

Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Stealth Rock
- Reversal

Latias @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Draco Meteor
- Healing Wish
- Defog

Victini @ Choice Band
Ability: Victory Star
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- V-create
- Bolt Strike
- Zen Headbutt
- U-turn

Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 4 Atk / 252 SpA / 252 Spe
Timid Nature
- Fire Blast
- Flash Cannon
- Earth Power
- Stone Edge

Venusaur @ Life Orb
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Giga Drain
- Sludge Bomb
- Hidden Power [Fire]
- Growth
Also, for future reference, you should never run an even HP number on Pokemon that weak to Stealth Rock, like Charizard or Talonflame, since that makes them take more damage from hazards, and makes the times they can switch in on hazards less than what it would be if you run an odd HP number. In other words, never put the last 4 EVs into HP, but rather into Defense or SpDef.

Hope i was able to help!
 
Hey! I appreciate the suggestions and the tip at the end.

First off, I looked into Latias and although I really liked the idea initially I can't say it is an option for me. I play on the 3DS so getting Latias with defog is nigh impossible for me. I did however start looking into Starmie for a spinner that isn't as passive as Claydol. I was thinking of something along the lines of:

starmie.gif


Nature: Timid
Ability: Natural Cure
EV's: 252 HP/ 252 Spd/ 6 Sp.A
Item: Leftovers
Moves:
-Recover
-Rapid Spin
-Psychic
-Thunder wave

I agree with your Venosaur suggestion and Infernape suggestion. Choice Band will let Infernape hit harder and looking back my team was too physically focused anyways so Venusaur fixes that while also providing coverage.

I have mixed feelings about your Dugtrio suggestion however. I feel like I am losing a lot of Dragon coverage without Mamoswine. Also Dugtrio although faster then mamoswine, dugtrio needs only to be looked at to keel over and die.

I don't know exactly how I feel about losing Ninetales either. Will O wisp could really help. Also Ninetales just has to switch in to reset the sun which helps Char Y, Infernape,Venusaur and itself immensely.
 
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