SunShift - OU Sunny Day Team

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SunShift

Preface

Yet another attempt at making a viable OU Sunny Day team. Again, I am faced with the problem of trying to make a Sunny Day team as effective as my Rain Dance team; by "my" I mean the one that I use which is more or less similar to every other one you see out there. Rain Dance has inherent synergy and it is tough to go too far wrong with them. Sunny Day teams, on the other hand, are seemingly less underpowered compared to their drizzly friends (in OU at least). My problem is the lack of power and movepool available to the Chlorophyll Pokemon. In RD teams you have the likes of Omastar who possess an offensive stat above 110 with not only a weather-assisted STAB, but a nice rounded list of options. Sunny Day teams seem to need more support, rather than blind attacking in an attempt to crash through. In my previous setup, I tried to amend the lack of sweeping power in my team by setting up entry hazards to take off HP that may stop a OHKO. This had mixed results, but ultimately once the team was broken down or entry hazards were taken care of, it was like shooting ducks in a barrel. So now I've looked at the synergy aspect of the team, and tried to go more offensive with the assistance of Stealth Rock alone.


Team Summary
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Team Building

From the outset, let me just say that it would be completely INSANE for me to try to go through all the building steps. This team has been moved around a lot, so I will try to go through my reasoning as much as possible, but be aware that it has not been a completely linear process as it may appear to read.Anyway, on to it...

1. The Base
Having used nearly all the Chlorophyll Pokemon, Tangrowth has given me the best results. I have managed to rip through teams to give myself a 5-0 advantage alone with him, once he has Swords Danced. His defensive bulk is a plus, meaning he can be brought in on a lot of physical threats. So the team starts with him. I think this is a far better base to work off, as opposed to Shiftry (the base of the last team) since he needs far less protection.

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2. Supporting Acts
Rotom-H has been on all versions of the team, and has proven itself a countless number of times. His ability to take out steels, namely Scizor and Metagross, is vital as they can pose serious threats to just about any team. Scizor is a major threat in particular as his U-Turn is brutal to anything that is weak to it - which is a lot of members on this team, quite frankly. He is also my source of electric attacks and can shut down physical threats with Will-O-Wisp. I just can't picture not having him on the team.

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Next I started looking at defenses. Thick Fat immediately sprung to mind. Hariyama and Snorlax paired together made a decent physical and special defensive pairing. Neither of them minded the sun being out to boost fire moves, and Snorlax relished in the chance to get free Curses when switching into the likes of Heatran. However, as time went on I found that I needed another sturdy Sunny Day user in the middle order of the team. I was tossing up who to switch out, and sadly, it was Snorlax who was retired. In his place I brough in Cresselia, who brings a number of options. Firstly, she is mighty bulky, so I have faith in her ability to bring out the sun. Secondly, Moonlight is boosted in the sun, giving her excellent recovery for more/longer stints. Thirdly, she can counter Dragons better than even Hariyama, who is my physical attacker. Finally, she can induce status, and fills some defensive holes for challenging the likes of Infernape. The loss of a Thick Fat user was amended with subsequent changes to the team.

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3. More Offense
Being an offense-based team, I needed to make more use of the sun. Who else to have boosted fire attacks than Heatran? His Flash Fire ability also makes up for the loss of Snorlax's Thick Fat. No more needs to be said here. He is the revenge killer, and has nice support for when he needs to switch out.

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4. Lead
This has probably been the toughest part of the building, as you all know how important a good lead is. I spent a lot of time using Crobat, as he has done great things with my Rain Dance team. The difference here is that this team lacks the sweeping power of my RD team, and I really felt the need for Stealth Rock. Aerodactyl can do mostly the same duties as Crobat, with the same speed, and bring out SR... however he is frail and I wanted my lead to be able to come back. For that reason I have gone with Celebi, who can confuse a lot of players as to what it is going to do. I would consider Jirachi also, but it lacks an instant recovery move which helps Celebi survive. So far it has been working well enough.

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5. Amendments
Spikes support was suggested to help the sweepers and to rack up the damage from constant switch ins. Forretress, whilst being less effective at using Sunny Day, allows me to set up a whole lot of entry hazards and take a ton of hits. His is vulnerable to fire like Celebi was, but has a crapload of resistances, so I'm not really losing out in that department.

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Team Breakdown

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Forretress @ Shed Shell / Heat Rock / Lum Berry
Ability: Sturdy
EVs: 252 HP/4 Def/252 SDef
Careful nature
- Spikes
- Payback
- Stealth Rock
- Sunny Day


Forretress is a very sturdy lead with only the one weakness to be wary of. He functions to make switch-ins a nightmare for opposing teams, and can set up the sun to assist Tangrowth, power up Heatran's Flamethrower and SolarBeam, and take on the likes of Latias with Payback. The choice of item is up to you - Shed Shell obviously saves you from Magnezone, whilst Heat Rock can give an extra three turns of sun to play in. Lum Berry on the other hand lets me get at least one entry hazard up without being put to sleep. On the second turn if I am put to sleep then this just activates sleep clause and I will work around it. Besides the likes of Latias, Forretress does not have much of an offensive role in the team, hence does not mind being put to sleep.

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Cresselia (F) @ Leftovers
Ability: Levitate
EVs: 252 HP/252 Def/4 SAtk
Bold nature (+Def, -Atk)
- Ice Beam
- Moonlight
- Sunny Day
- Thunder Wave / Psychic

My backup Sunny Day user. Cresselia brings a lot of stability to the team and works by taking down threats that the rest of the team can't handle, and hurting others with status. Ice Beam is for the dragons and walls such as Gliscor, which she can switch into most of the time and still hit back. Thunder Wave hurts counters and helps the slower guys such as Harriyama and Cresselia herself impose their will a bit more.

Another important switch in is Kingdra. By cutting its speed, and also STAB water attack with Sunny Day, Heatran can do its work with Dragon Pulse without being obliterated.

Nullifies:
- Salamence
- Dragonite
- Hippowdon
- Swift Swimmers

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Hariyama (M) @ Leftovers
Ability: Thick Fat
EVs: 80 HP/172 Atk/252 Def/4 Spd
Impish nature (+Def, -SAtk)
- Whirlwind
- Stone Edge
- Brick Break
- Knock Off

Physically defensive Hariyama shuts out some of the biggest threats to the team - Tyranitar and Weavile to name a couple. Tyranitar can't hurt Hariyama as he resists basically all of his attacks save Aqua Tail (should T be carrying it), and even that is of little concern. He retaliates with Brick Break and says goodnight. Same goes for Weavile. Another one on his hit list is Abomasnow, whos Ice typing makes him weak to Brick Break also. That is 2 of the 3 auto-weather inducers taken out, meaning my sunshine will be far less hampered.

Whirlwind also starts to wreak havoc with Stealth Rock in the air as well as pHazing, whilst Knock Off will begin to cripple those who rely on their items to function properly. All-in-all, Hariyama is a vital component to the team. His last move slot was originally Sunny Day, but his lack of recovery move saw him wasting HP that he cannot get back. This is why Cresselia was brought in.

Nullifies:
- Tyranitar
- Weavile
- Scizor
- Mamoswine
- Abomasnow

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Rotom-h @ Leftovers
Ability: Levitate
EVs: 252 HP/164 Def/92 Spd
Bold nature (+Def, -Atk)
- Thunderbolt
- Will-o-wisp
- Shadow Ball
- Overheat

Nullifies:
- Scizor
- Lucario (wary of Crunch)

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Tangrowth (M) @ Life Orb
Ability: Chlorophyll
EVs: 4 Def/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Swords Dance
- Power Whip
- Earthquake
- Rock Slide

My physical sweeper. Unfortunately if all goes to plan (Sunny Day -> Switch -> Swords Dance) I can only take out a max of 5 Pokemon. Still, 6-on-1 is a tough fight (this is assuming I go with Heat Rock on Forretress). This has happened a few times but I obviously can't take everything out. Scizor is one such Pokemon who needs special attention, and is duly handled by Rotom or Heatran.

Power Whip can OHKO Calm Mind Suicune without the assistance of Swords Dance, just as an example of how useful he can be with Life Orb. Rock Slide and Earthquake take out pretty much any fire hazard I need to worry about, aside from random Hidden Powers. Anything that resists this set can usually be dealt with fairly easily by others in the team. Heatran and Rotom, for example, resist a lot of the type-threats that will be thrown his way.

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Heatran (M) @ Choice Scarf
Ability: Flash Fire
EVs: 4 HP/252 Spd/252 SAtk
Naive nature (+Spd, -SDef)
- Flamethrower
- Earth Power
- Dragon Pulse
- SolarBeam

Scarf Heatran. He will hurt you again and again and again. Whats more, I have such great confidence in the synergy of this team that I feel very safe using a Choice item - something I usually avoid like the plague. I think we are all accustomed to his moveset and general application. However to avoid the "what more can I say?" comment, I will mention just how important his resistances are here, and how well he fits in with the sun up. Firstly, water attacks become neutral, which is great. Secondly, I can use SolarBeam straight up without a charge phase. That means I don't have to be bullied out by the water types and can simply claim another scalp. The risk is having a Sandstorm user come in, but I think I have that covered with Cresselia and Hariyama.

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I'll hopefully (this time) compile a threat list, although I think I mentioned some of the more important threats already.
 
Bump / update.

Okay, so early on the team was working really well, however I found that if my hazards get taken out or something pretty bulky came it, Shiftry still lacked the power to topple some teams. To fix this, I want to put Nasty Plot back on. So to get him into the field, I need a new strategy. This brought me to Uxie, who can sacrifice herself in the name of getting Shiftry in safely, as well as offering support to the team throughout the game.

Uxie @ Heat Rock
Ability: Levitate
EVs: 252 HP / 180 Def / 76 Spe
Nature: Impish (+Def, -SAtk)
- Reflect
- Light Screen
- Sunny Day
- Momento

Uxie replaces Blissey, and basically works to set up screens, bring out the sun, then use Momento to faint itself. This lets me bring in Shiftry without being attacked, and allows me to set up Nasty Plot since the opponent will usually switch. If they don't, even Shiftry can survive with the screens and lowered offense. In testing I brought Shiftry out against a Zapdos, and took only about 50% from a Heat Wave, which is pretty good considering Shiftry's base defenses of 60 a piece, and weakness to fire. Bringing him in against a less threatening opponent is even more ideal.

Shiftry now looks like this:

Shiftry (M) @ Life Orb
Ability: Chlorophyll
EVs: 4 HP/252 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Nasty Plot
- Solar Beam
- Dark Pulse
- HP [Fighting] / Focus Blast

I was running HP [Fire] in the last slot, but that meant Heatran completely walled and wrecked me. It also helps if I get a Tyranitar switching in on me, who will cut my sun and take out the practicality of Solar Beam. Focus Blast gets me OHKOs on Scizor, who manages to survive the Hidden Power unless he comes into spikes. However, a miss could prematurely end the sweep, which is not cool... and I tend to have crap luck with these things.

Comments / suggestions?
 
I would maybe trade nasty plot Shiftry for Sword dance executor to help all the set up ruined by blissey. With better defenses and harder to wall it might be worth trying. Also it would be less expected as the send in a specail wall. Only to watch you sword dance. However I don't no about the speed

Executor @ expert belt
Naive: Naive
EVs: 252 Atk / 16 SpA / 240 Spe
Moveset
Sword Dance
HP Fire
Word Hammer
Zen Headbutt

I do find it funny that you have fortress with sunny day. It is very ironic. I do like the attempt at a sunny day team and also how well it seems thought out. I don't think you need sunny day on so many pokemon. But then agian i am not a big fan of weather teams. And you have to make sure tyranitars and hippowdon's are dead long before Executor is sent out or u r in big trouble or abomisnow. I also don't no how you can deal with bulky psychics
 
Finally a response!

Thanks for your reply. Good call on the Exeggutor. I'd been considering using Swords Dance on Shiftry since he has some neat attacks, but they're not as powerful as his special attacks. Exeggutor has always been in the back of my mind, but his movepool stinks for sweeping; that said I haven't looked at his SD set and it would be good to feint a special sweep. As for his speed, with EV investment and Chlorophyll he can reach nearly 460.

One problem, however, is Heatran. There is just nothing in the repetoir of Exeggutor to cover that threat. But looking at Shiftry's movepool, he has some nice options, such as Brick Break, Seed Bomb, Sucker Punch, Faint Attack (Night Slash would have been awesome thought), Aerial Ace or Bounce, X-Scissor, and Rock Slide. The trick is to find a set that I am comfortable with, and will offer the most coverage. I'll fiddle.

- Brick Break takes out: Normal, Steel, Ice, Rock, Dark; but not Metagross or Scizor.
- Aerial Ace takes out: Grass, Fighters, Bugs; again, not Scizor, nor defensive Celebi.
- Bounce: Same as above, but hurts Celebi more whilst avoiding taking a hit or status. Wastes a turn of sun though.
- Seed Bomb takes out: Waters, Rock, Ground
- X-Scissor: Grass, Psychic, Dark; this will beat Celebi
- Rock Slide: Flying, Fire, Bug
- Sucker Punch: Psychic, Ghost; sucks if they go for non-attacks though.
- Faint Attack: As above, but weaker; more reliable however.

Just throwing that out there, as SD Shiftry could be cool.

You're right about having so many Sunny Day users now too. It was something that struck me when I put in Uxie, who became a solid user of it. Rotom could lose it in favour of Shadow Ball or something.
 
Have you tried Tangrowth? I think he could be a good replacement for Shiftry.

I personally think a Mixed Tangrowth would work best, but Swords Dance set could also work, since you have Duel Screen Support.

Anyways, this is the standard Mixed Tangrowth set:

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Tangrowth @ Life Orb
Ability: Chlorophyll
Evs: 200 Attack/80 Special Attack/228 Speed
Naive Nature
-Power Whip
-Earthquake
-HP Fire
-Rock Slide/Sleep Power

Two of the biggest threats to Sunny Day teams are Tyranitar and Hippowdon simply because they can come in at any time to change the weather and stop you dead in your tracks. Tyranitar is OHKO'd by Power Whip and I'm pretty sure Hippowdon is too. Although Swampert can take on both of these threats Tangrowth can take on Tyranitar much better than Shiftry can. Since you have Power Whip to take him out you don't have to resort to the horribly inaccurate Focus Blast or Hidden Power Fighting, and you're able to run Hidden Power Fire, so you can take on things like Skarmory, Scizor, Celebi, Bronzong and Abomasnow a lot better.

Tangrowth can also deal with Heatran a lot better than Shiftry and Exeggutor can. Tangrowth is faster than even a Naive/Timid Choice Scarf Heatran is, providing the Sun is up and can OHKO with an Earthquake.

Rock Slide or Sleep Power can go in the last slot. I'm thinking Rock Slide would be best because both Zapdos and Salamence can switch into every other move and threaten an OHKO. I don't think you want to rely on a 75% accurate Sleep move to remove them when Tangrowth is your main sweeper.

Tangrowth is a great asset to any Sun Based team because he has the ability to deal with most of the pokemon that cause them major problems.

That's all I have time to write for now, but I'll check back later.

Good luck with the team!
 
Major revamp of the team. Here is the original for the sake of records:

Code:
Swampert (M) @ Leftovers
Ability: Torrent
EVs: 240 HP/216 Def/52 SAtk
Relaxed nature (+Def, -Spd)
- Stealth Rock
- Earthquake
- Roar
- Hydro Pump

Swampert is a very sturdy lead, being able to take a hit in the act of setting up Stealth Rock, or hitting the likely Taunt users with Ice Beam (although Hydro Pump is far more effective against Hippowdon). Roar is a great move for a lead to get rid of early boosters, namely Ninjask. Ninjask users will do one of two things: Protect or Substitute. Either way, the Stealth Rocks are coming up, and no matter what happens on turn 2 or 3, the switch or the bug itself is being Roared away. 

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Forretress (M) @ Leftovers / Heat Rock
Ability: Sturdy
EVs: 252 HP/112 Atk/144 Def
Relaxed nature (+Def, -Spd)
- Explosion
- Spikes
- Sunny Day
- Rapid Spin

Forretress is the physical wall of the team, spiker, rapid spinner, and Shiftry support. His role is pretty clear: come in on physical attacks, drop some spikes, set up the sun, explode. I am torn between Leftovers and Heat Rock for him. On one side of the coin, Leftovers may help him stay in long enough to do all his duties; on the other side, Heat Rock gives Shiftry more time to do his job should the opposing team make switches. Heat Rock probably isn't needed with other Sunny Day users in the team, and since there are a lot of Tyranitar and Hippowdons out there to cut the sun, it may not be worth it.

As mentioned above Toxic Spikes has been left out because I would prefer to inflict status elsewhere. Also, it sucks when you only get one layer down, when you could almost as easily get a bad poison with Toxic, but have to settle for regular poison. Toxic Spikes can also be absorbed, which is annoying.

Losing Forretress too early in the piece can be a real problem, as ideally he gets to explode to take one threat out, and give Shiftry a fresh run. This is important if Leftovers is selected over Heat Rock, as it gives 5 turns of sun to take out 5 Pokemon.

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Uxie @ Heat Rock
Ability: Levitate
EVs: 252 HP / 180 Def / 76 Spe 
Nature: Impish (+Def, -SAtk)
- Reflect
- Light Screen
- Sunny Day
- Momento

Uxie replaces Blissey to enable Shiftry to come in and set up with Nasty Plot. Whilst I lose some great team abilities with Blissey, namely superior special defense, as well as status affliction and absorption, I do open some more doors with Uxie. Her primary role is to come in and be the lead-in for Shiftry, which was originally the job of Forretress. For one, this means I have two lead-ins, with this being preferred since I can set up Nasty Plot, but at least I have another option. Secondly, with the screens up it means I can spend that little bit of extra time setting up Spikes, or even use the opportunity to make Rotom a RestTalker.

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Rotom-h @ Heat Rock / Leftovers
Ability: Levitate
EVs: 252 HP/120 Def/136 SDef
Bold nature (+Def, -Atk)
- Will-o-wisp
- Thunderbolt
- Overheat
- Sunny Day

While Forretress acts to come in to physical attacks and make life difficult for switches, Rotom can come into the likes of Scizor and Metagross and make them useless. Physical attackers hate being burned, and with the exception of a few, I rarely encounter Guts. 

As with Forretress, I am tossing up between some added durability or potentially longer sun.

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Infernape (M) @ Choice Band
Ability: Blaze
EVs: 4 HP/252 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- Close Combat
- Flare Blitz
- U-turn
- Stone Edge

Choice Band Infernape, in general, does not appeal to me (usually neither of them independent of one another do). However his attacking potential is phenomenal, particulary when mixed with his ability to scout and close out a game with CB Close Combats, which can take out fliers with Stealth Rock floating around. The scouting ability is nice since every little bit of damage helps Shiftry out in the long run.

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Shiftry (M) @ Life Orb
Ability: Chlorophyll
EVs: 4 HP/252 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Nasty Plot
- Dark Pulse
- Solar Beam
- HP [Fighting] / Focus Blast

Shiftry has crappy defenses, a ton of weaknesses, and lacks the overall grunt to pose a massive sweeping threat. Yet, he is the inspiration for the team...

Basically the team is built around chipping damage away for the wicked weed to finish off with a speed boost from Chlorophyll. His moveset is a bit ho-hum if you ask me, since his STABs aren't winning too many awards for type coverage. This is yet another reason why I needed the residual damage to factor in, because a lot of stuff will probably be hit with neutral attacks.

Bringing in Uxie has helped a lot with getting Shiftry up to scratch. Whilst his move coverage is an issue, even most neutral damage is now going to wreck all but the most specialised of walls (cough -Blissey-).
 
Hmm, the team is quite intriguing, however I think it would be more successful with some Toxic Spikes going around, as well as Spikes. So with that said, let's replace Celebi with Forretress.

I'd also like to replace Hariyama. For all the threats you've listed, you'll be fine against Weavile and Scizor and Abomasnow for a while. I feel like you should add something else to abuse the Sunlight. Or not even has to abuse it, but some more offense, as half the seem just seemed very bulky and stally. For an instance, I'd like DDMence in here, or CM Latias, which both help against non Choiced Heatran because I removed Hariyama, while highly increasing the offensive output.
 
Thanks for the response.

I had looked at putting Mence in for some more offense, but at the time I was having ice and general defense issues. He would probably fit in much better now. The other thing is my extreme hatred for Mence because I think he is tacky - good, but used to the point of being overtly tacky haha. Perhaps I should suck up my pride.

Hitmontop was another one who sprung to mind. I'm yet to face too many problems with stall teams yet, but a spinner could help, and he would more or less fill the same role... that is still stally though, huh?

I guess I don't see it as that stally since the bulkier Pokes are also there to be offensive against certain things. They work in breaking down the handful of Pokemon that Tangrowth and Heatran may get stuck on. [Bullsh*tting]In that respect, they are offensive transitioners.[/Bullsh*tting]

PS. I have been obsessing over making a functional and fluent Sunny Day team for over two weeks.
 
Forretress has Rapid Spin...

But if stall is that big of an issue, instead of ddmence, just go with the classic MixMence set/spread, as it still devestates stall teams to this day.
 
He does, but he lacks sufficient recovery to come back again and again. He also lacks U-Turn. Something that I have found is that I constantly need to bring the sun back, hence my desire for a recovery-able lead. Then again, I didn't have Cresselia on the side, who is very capable in that respect. Hmmm... sounds okay, I'll check it out.

Cheers.
 
Hello!

Okay, so first off, I've always wanted to make a sweet Sunny Day team, and I'm glad you're trying this hard to make a good one. My first suggestion is that you could change Rotom's EV's a bit to help against Lucario, so you don't have to rely on Heatran (or just so you have two checks). If you run 252 HP / 44 Def / 212 Spe, it allows you to outspeed neutral nature max speed Lucario, while still retaining a good amount of bulk.

Next, I do agree with Aero that your team is a bit defensively inclined, which is probably not what you want on a Sunny Day team. I'm sure even you know thats left more for Hail and Sandstorm. I think with the EV change I suggested you're mostly safe from threats, and you could really use one very hard hitter. I think changing your Choice Scarf to Choice Specs could help you out. Choice Specs Heatran, especially in this Sunny Day format, could really tear holes through teams. Here are some damage calculations.

Modest Specs Sunny Day Flash Fire Overheat vs. 0 Hp / 176 SpDef Calm Blissey: 72% - 85% (2HKO including drop)
Modest Specs Sunny Day Overheat vs. 252 Hp / 0 SpDef Relaxed Swampert: 69% - 81% (2HKO)
Modest Specs Sunny Day Fire Blast vs. 252 Hp / 0 SpDef Relaxed Swampert: 59% - 70% (2HKO)
Modest Specs Sunny Day Fire Blast vs. 252 Hp / 0 SpDef Bold Suicune: 48% - 56% (2HKO with SR damage while outspeeding non-offensive ones.)
Modest Specs Sunny Day Overheat vs. 252 Hp / 0 SpDef Bold Suicune: 56% - 66% (2HKO with SR damage while outspeeding non-offensive ones.)

The first one is fairly situational, though I do see it could happen due to two of your Pokemon bringing in Fire attacks. The choice of Fire Blast vs. Overheat is more preference, as Fire Blast can stay in while Overheat is hit and run, but I think Overheat would help you more due to the fire not lasting forever. Here is the set.

Heatran @ Choice Specs
Ability: Flash Fire
EV's: 252 SpA / 216 Spe / 40 Hp
Nature: Modest
~ Overheat / Fire Blast
~ Earth Power
~ Solar Beam / Hp Grass
~ Dragon Pulse / Flamethrower

I also agree that you could fit Forretress in over Celebi. A layer of Spikes would certainly help this team, especially if you made the Specs change to Heatran. With Spikes down, you can really put pressure on the opposing team. The change to Forretress also helps you combat Latias, something your team could use, while no one else a particularly great job.

Forretress @ Shed Shell / Heat Rock
Ability: Sturdy
EV's: 252 Hp / 4 Def / 252 SpDef
Nature: Careful
~ Spikes
~ Payback
~ Stealth Rock
~ Sunny Day / Rapid Spin

I don't think you'll have much time to Rapid Spin, especially if you want to keep the momentum on your side. No team particularly enjoys Stealth Rock, but I think yours can survive with it. However, even if you run Sunny Day, I still recommend Shed Shell as its frustrating to lose your Forry to a Magnezone. If you aren't scared of him, then the Heat Rock will certainly help. With the EV's and Payback, you can stand up fairly well to Latias that don't have HP Fire (I @#%^ hate Latias that run HP Fire). You still have Stealth Rock like with Celebi, but you gain Spikes, which can really lay the hurt on your opponent. The loss of Recovery can be painful, but I think with the change you may not even have to Recover before the game is decided.

One last change. If you feel short on Sunny Day users, which would certainly be the case if you made the Forretress change, you can try running Sunny Day over Will-o-Wisp, or even Shadow Ball, and also give him a Heat Rock. Most Tyranitar don't even switch into Rotom due to fear of Will-o-Wisp, except Special ones that don't mind the Will-o-Wisp, and you do have Hariyama to deal with him. With this change, you could (literally) keep the heat going on your team.

I hope this helps!
 
Made the switch to Forretress, and the results have been good. There is enough support from the team to allow him to function even in the sun, where his counters like to play. Spikes and Stealth Rock also hurt Baton Passing chains which is something that I had been struggling to overcome recently once they are ingrained.
 
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