I love weather teams and was so hurt when they nerfed the effects. However, I think this team is still viable and great for the meta today. My wants would be to ideally have a rocks setter and spinner, and maybe a cleric to pass wishes to my sweepers.
Without further ado, here she is:
Ninetales @ Leftovers
Ability: Drought
Shiny: Yes
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- SolarBeam
- Hypnosis
- Will-O-Wisp
- Overheat
My lead and primary sun setter. Leftovers over heat rock keep her alive, and allows her to switch in and out. Also, with zard-y as a secondary setter, she doesnt need the sun out forever. The SpA evs let her put a dent in switch ins with overheat, then switch to a counter. Will o wisp cripples physical attacker, weakening Terrakion and EQ users. SolarBeam also hurts the things that resist overheat, on a predicted switch. I'm not sure about hypnosis, due to trouble with accuracy, so I might make that protect.
Charizard @ Charizardite Y
Ability: Solar Power
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Fire Blast
- Solar Beam
- Air Slash
- Roost
This set here makes sun viable again. Max speed and SpA hurt lots of switches. Fire blast is the main STAB, but solar beam hurts offensive water types pretty well. Air slash has a nifty flinch chance and covers bulky fighting types. Roost is not used super often, but it helps if the opponent has to switch out. My biggest problem is that heatran walls this set so hard.
Venusaur @ Black Sludge
Ability: Chlorophyll
EVs: 252 Atk / 252 Spe / 4 SpA
Mild Nature
- Growth
- Power Whip
- Sludge Bomb
- Earthquake
With the speed boost from Chlorophyll and the sharp rise in both attacks from growth, Venusaur can destroy most Pokemon not named Skarmory. This set is unexpected and very nasty. The changes I was thinking about were to change EQ to knock off or leech seed.
Sawsbuck @ Life Orb
Ability: Chlorophyll
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Horn Leech
- Aromatherapy
- Double-Edge
- Jump Kick
The Kingdra of the sun. Outside of the sun, Sawsbuck is terrible, but with Chlorophyll he becomes a monster sweeper who outspeeds most of ou. Horn leech is the primary STAB, with the bonus of increasing his longevity. Aromatherapy is interesting on a team that tends to be a bit weak to burn and paralysis, and he actually can get it off quiet often. Double edge has really solid coverage. Jump kick hits almost anything that the other moves dont, especially heatran and ttar.
Chandelure @ Choice Scarf
Ability: Flash Fire
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Energy Ball
- Shadow Ball
- Psychic
The strategy with this chandelure is to switch in on a fire type move intended for one of the grass types and hit back really hard with massive special attack and great coverage. Flash fire and sun combine to give fire blast an almost 250 bp. If fire blast won't KO, then shadow ball, energy ball, and psychic will do the job just as well. I was thinking of changing psychic to hp fighting.
Terrakion @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Earthquake
- Stone Edge
- Zen Headbutt
Covering opposing fire types. Fast and hard hitting Terrakion answers opposing charizard and heatran, anything specially defensive, and can even dent some fighting types with the surprise zen headbutt. But he still can't get rid of entry hazards or set them up.
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Rapid Spin
- Rock Slide
- Iron Head/ Stealth Rock
His coverage is similar to Terrakion, but he has a harder time countering fire types. The benefit would be to run rapid spin and/ or stealth rock. He could also run a scarfed set to get the spin off quickly.
Thanks in advance for the feedback.
Without further ado, here she is:
Ninetales @ Leftovers
Ability: Drought
Shiny: Yes
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- SolarBeam
- Hypnosis
- Will-O-Wisp
- Overheat
My lead and primary sun setter. Leftovers over heat rock keep her alive, and allows her to switch in and out. Also, with zard-y as a secondary setter, she doesnt need the sun out forever. The SpA evs let her put a dent in switch ins with overheat, then switch to a counter. Will o wisp cripples physical attacker, weakening Terrakion and EQ users. SolarBeam also hurts the things that resist overheat, on a predicted switch. I'm not sure about hypnosis, due to trouble with accuracy, so I might make that protect.
Charizard @ Charizardite Y
Ability: Solar Power
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Fire Blast
- Solar Beam
- Air Slash
- Roost
This set here makes sun viable again. Max speed and SpA hurt lots of switches. Fire blast is the main STAB, but solar beam hurts offensive water types pretty well. Air slash has a nifty flinch chance and covers bulky fighting types. Roost is not used super often, but it helps if the opponent has to switch out. My biggest problem is that heatran walls this set so hard.
Venusaur @ Black Sludge
Ability: Chlorophyll
EVs: 252 Atk / 252 Spe / 4 SpA
Mild Nature
- Growth
- Power Whip
- Sludge Bomb
- Earthquake
With the speed boost from Chlorophyll and the sharp rise in both attacks from growth, Venusaur can destroy most Pokemon not named Skarmory. This set is unexpected and very nasty. The changes I was thinking about were to change EQ to knock off or leech seed.
Sawsbuck @ Life Orb
Ability: Chlorophyll
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Horn Leech
- Aromatherapy
- Double-Edge
- Jump Kick
The Kingdra of the sun. Outside of the sun, Sawsbuck is terrible, but with Chlorophyll he becomes a monster sweeper who outspeeds most of ou. Horn leech is the primary STAB, with the bonus of increasing his longevity. Aromatherapy is interesting on a team that tends to be a bit weak to burn and paralysis, and he actually can get it off quiet often. Double edge has really solid coverage. Jump kick hits almost anything that the other moves dont, especially heatran and ttar.
Chandelure @ Choice Scarf
Ability: Flash Fire
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Energy Ball
- Shadow Ball
- Psychic
The strategy with this chandelure is to switch in on a fire type move intended for one of the grass types and hit back really hard with massive special attack and great coverage. Flash fire and sun combine to give fire blast an almost 250 bp. If fire blast won't KO, then shadow ball, energy ball, and psychic will do the job just as well. I was thinking of changing psychic to hp fighting.
Terrakion @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Earthquake
- Stone Edge
- Zen Headbutt
Covering opposing fire types. Fast and hard hitting Terrakion answers opposing charizard and heatran, anything specially defensive, and can even dent some fighting types with the surprise zen headbutt. But he still can't get rid of entry hazards or set them up.
OR
Excadrill @ Life Orb
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Rapid Spin
- Rock Slide
- Iron Head/ Stealth Rock
His coverage is similar to Terrakion, but he has a harder time countering fire types. The benefit would be to run rapid spin and/ or stealth rock. He could also run a scarfed set to get the spin off quickly.
Thanks in advance for the feedback.