Hey there, this is the first RMT I've posted on these forums so I'd very much appreciate advice. I've used this team to peak at around 1650 on the OU ladder but I'm hoping with some collective insight it could reach even higher.
The goal of this team is to quickly lure out and destroy steel types which hinder a Hurricane sweep, whilst preventing Stealth Rock from appearing on the field with Espeon. Once these resistances are destroyed, Tornadus is brought in safely through either sacrificing something, or double-switching, and will proceed to destroy the opponent with it's ridiculous power. Seriously, I don't understand why this thing doesn't see higher usage. If I can't eliminate steel types, it's not uncommon for Hurricane to just power through them anyway, especially with a calm mind boost or two from Espeon. Since I started using this team, my record is 33-2-7, pretty decent by all accounts.
So without further ado, I present to you: Swift Showers
P Swivel (Politoed) @ Choice Specs
Trait: Drizzle
EVs: 252 SAtk / 240 Spd / 16 HP
Timid Nature
- Hydro Pump/Surf
- Focus Blast
- Ice Beam
- Psychic
Scarftoed is my typical lead. The team is all about ending a battle swiftly. The role of Politoed is to get in, set up rain, maybe catch something by surprise (for example lead Landorus-T trying to U-turn), and get out. It's okay to let Politoed die unless there is an opposing weather starter, in which case no risks should be taken. If Politoed falls, it becomes much more difficult to gain the momentum required for a sweep. Hydro Pump is a failsafe, spammable option, which gains unprecedented power from rain-boosted, specs-boosted STAB, denting anything which doesn't resist/completely absorb it.Focus Blast is for those pesky lead Ferrothorns, or to catch Tyranitar on an untimely switch. Ice Beam is for killing dragons locked into outrage, or with clever prediction, crippling something on the switch-in. Psychic is there just because Toxicroak can completely wall this set otherwise.
Wannabe-T (Thundurus-Therian) (M) @ Expert Belt
Trait: Volt Absorb
EVs: 252 Spd / 252 SAtk / 4 Att
Naive Nature
- Thunder
- Superpower
- Hidden Power [Ice]
- U-Turn
This Thundurus set is fairly straight-forward. Max speed and Special Attack with a Life Orb to dish out as much damage as possible, as fast as possible. As part of the non-choiced half of my team, I've tried to pack it with as much coverage as possible, to eliminate any counters. Thunder is vital in eliminating Jellicent, who can completely wall this team if it comes in at the right time, and make Politoed and Keldeo completely redundant. Thus, Thundurus became part of the team. Since I've started using this team, I'm seeing more and more Jellicent usage in OU, and Thundurus is a decent counter to it. Superpower is for nailing things on the switch, or more specifically Ferrothorn and Gastrodon, who walls this set otherwise. It is also the primary counter against the pink blobs: Blissey and Eviolite Chansey. Hidden Power Ice is nice for all those Dual-Ice weaknesses floating about the metagame, and U-Turn is primarily used as an option for when I want to ease prediction, or to hit Celebi for big damage, as well as the Lati@s twins, it's also useful for gaining momentum, which this team thrives from.
Nite and Dre (Dragonite) @ Lum Berry
Trait: Multiscale
EVs: 252 Spd / 252 SAtk / 4 HP
Modest Nature
- Hurricane
- Thunder
- Surf
- Agility
AgiliNite, a very underused set in my Opinion. Given Dragonite's underwhelming speed (Base 80) it is easily outsped and killed by A LOT of things. By giving it Agility, it can use it's turn of Multiscale to set up, or it's Lum Berry can prevent a faster status user, such as Jolly Breloom, from turning it into setup fodder, and can retaliate the next turn with a 4x effective Hurricane. Thunder helps greatly against opposing Steel types such as Skarmory or Empoleon, as well as having a nice 30% chance to paralyse something. It rounds off Dragonite's awesome coverage. Surf compliments the rest of it's movepool, as otherwise something like Heatran (or most steel types) can easily wall it's flying/dragon STAB attacks. Dragonite is definitely the member of my team I am the least happy with; with it's pitiful speed being the weakest link in an otherwise rapid team. This can sometimes kill momentum, but I needed a good Breloom counter. I would consider something like Celebi, but that may kill my momentum, which is what this team is all about.
Big-T (Tornadus) (M) @ Choice Specs
Trait: Prankster
EVs: 252 Spd / 252 SAtk / 4 Atk
Hasty Nature
- Hurricane
- Heat Wave
- Rain Dance
- U-turn
The MVP of the team. It's an all too common occurrence for Tornadus to flat out 6-0 the opposing team. Seriously this thing is FRIGGIN' AWESOME!!! It's monumental 125 Base Special Attack ruins teams. Add to this Specs, STAB, and a 120BP 100% Accuracy move with a 30% chance to confuse, and you can see why this thing simply wrecks teams. The elimination of Steels and Ice Shard Users are the only win condition of this team. Once Big-T comes in, it's Game Over. Heat Wave may seem strange on a rain team, but does well against sun teams, as well as the rare Abomasnow lead. Rain Dance is there for when Politoed dies and I need to stop something like a Chlorophyll Venusaur with a prankster Rain Dance. I'm aware that I will need to switch out afterwards due to specs, but without rain up, my team suffers far worse effects (50% Hurricane accuracy, 1/2 water damage, possibly sandstorm residual damage) than it is worth a turn to use. U-Turn is there for situations when there are still Steels alive, or when I'm unsure of a switch-in and want to scout for an opponent's counters. For instance, if I brought in Tornadus on a Celebi, it's pretty obvious he's not going to stick around and take a Hurricane right where it hurts, so U-Turn is a safe move in this scenario. The only two things that could happen are that he switches out and you gain switch advantage (and therefore momentum), or he stays in and you KO with a cheeky 4x effective move. Once the field is clear of steel types, Hurricane spam is the way to go. A ridiculous 111 Base Speed Stat with a +Speed Nature allows me to outspeed and KO Timid Lati@s amongst other threats at or below the 110 Speed Tier.
Special K (Keldeo) @ Choice Scarf
Trait: Justified
EVs: 252 SAtk / 252 Spd / 4 SDef
Timid Nature
- Secret Sword
- Hidden Power [Electric]
- Surf
- Icy Wind
Scarf Keldeo helps so much against Sand Teams. Often, Surf is the only move I'll use, as with rain up and STAB it 2HKOs most things. Keldeo is very difficult to switch into, and 9/10 times when he starts, something on the opposing team will faint. His typing is very favourable against steel types, and he is usually what I'll use to clear the field of Steel Types. He is an excellent counter to Jirachi, as Surf in the rain does excellent neutral damage, and he is able to switch into Calm Mind variants and use Secret Sword to ignore the boosts. This is the only move I have on the team which takes into account Defense: I am aware of the fact that My team consists entirely of Special Attackers, but in the modern fast-paced metagame, this team doesn't really allow things to set up on it, and in the event of a pink blob showing it's face, Secret Sword can swiftly silence it. HP Electric is solely for Jellicent 1on1's, which is the bane of this team. It's also handy for 1HKOing DDing Gyarados. Icy Wind doesn't see a lot of usage except for 4x Ice Weak 'mons, but comes in handy against Scarfed MoxieMence, who can otherwise wreck my team with Outage, due to the lack of Steels. If it doesn't kill Mence, it will lower it's speed to a point where everything else on the team bar Dragonite can outspeed and Kill it, so that Keldeo's sacrifice will not be in vain. The Timid nature ensures that he will outspeed an outraging scarfed mence, as well as forcing speed ties with jolly scarfed Terrakion at the least.
E (Espeon) @ Leftovers
Trait: Magic Bounce
EVs: 252 Spd / 252 HP / 4 SAtk
Timid Nature
- Heal Bell
- Baton Pass
- Calm Mind
- Psychic
Espeon is the Glue that holds my team together. The mere presence of Espeon on a team can play mind games with the opponent. They always think twice before going for a status move. As a result of this, Heal Bell seems redundant, as: a) the opponent doesn't often have time to get a status move off. b) The most common status moves, Will-O-Wisp and Toxic, don't really affect my team of glass-cannon special sweepers, as they typically aren't around for long anyway. c) Espeon's presence discourages the use of hazards and status moves. Espeon isn't called upon unless I'm having trouble breaking down a wall or dealing damage to opposing Steel-types. It can happily switch in on Jellicent, Ferrothorn, Tentacruel and other stall-mons, grab 1 or 2 Calm Mind boosts, and Baton Pass them out to Tornadus, who now can and will sweep the entire enemy team. Psychic is for if Espeon grabs enough boosts and feels brave enough to sweep itself, and so that it is not completely useless if it comes down to a 1v1 scenario.
I'm aware that this team isn't perfect; it is plagued by it's lack of steel types, and a crippling weakness to Stealth Rock, however the typical battle lasts only between 15-20 turns, making the use of Hazards actually counter-productive, as I'll either get a free turn to set up, deal damage, or they'll run the risk of an Espeon switch-in.
Feel free to use this team to test it, and I welcome all constructive feedback.
~~HiJK~~
Threat List
Jellicent is annoying because it completely walls Keldeo and Politoed, my scarfers, preventing a sweep and killing my momentum. In addition its Taunt and Will-O-Wisp/Toxic can be problematic for my team. Although in the short run, they are able to shrug off residual damage, the situation which Jellicent creates is one in which taking it down can take several turns. Since my only obvious Jellicent counter is Thundurus, a lot of switches can be caused during which Life Orb damage racks up on Thundurus. There are a few ways around Jellicent however, which make it a little less annoying.
Keldeo is able to 3HKO standard Bold Jellicent and 4HKO SpDef variants with HP Electric, and Tornadus can 2HKO any variant of Jellicent with Hurricane (84% chance of 2HKOing Calm max spDef Jellicent after Leftovers). It's switching in, however, that can be the problem, with all the status ailments which Jellicent causes. An easy way to switch in is to switch to Espeon when you see or predict Jellicent switching in. This will narrow down his list of possible moves to Shadow Ball or Scald, which with little/no SpA investment from the bulky Jellicents which trouble this team, shouldn't dent Tornadus/Thundurus too badly. An alternative which I'm particularly fond of is to Calm Mind with Espeon as you tank the shadow balls, which should do about 35-40%, this enables Espeon to 3HKO bulky variants after a +2 boost 100% of the time, or gives you the option to Baton Pass out to Tornadus, from which point it's pretty much GG.
Jirachi can prove a major problem simply because there are so many possible movesets it could be running. If it is running any set apart from the dedicated Special Wall, then Specs Hurricane has a strong chance to 2HKO with no prior damage, meaning that Jirachi is completely neutered as a switch in to Tornadus. In addition, a +1 Hurricane will 2HKO ANY variant without exception. Do not let yourself be dragged into a stall war with Jirachi, parahax variants WILL win. Luckily 5/6 members of the team outspeed Jirachi, and Keldeo and Politoed can easily dispatch it with Surf or Scald respectively.
Sandstorm Teams can be a pain to face. But Keldeo is your best friend in such situations. It's not difficult just to muscle your way through everything. Celebi and Latias, or just anything with a resistance to Keldeo and a high Special Defence, can be a tad annoying - luckily however an unboosted Hurricane is a solid 2HKO on all variants of Latias (~70% HP) and will OHKO Celebi no matter what. As with most things about this team, there is little which can withstand repeated Hurricanes, and all threats can simply be ploughed through. The way to deal with Tyranitar is to lure it in with Espeon, and Baton Pass out to either Toed or Keldeo to take a pursuit (should do ~30% to Toed and less to Keldeo) From there you can simply hit a water attack for ease of prediction, as Tyranitar is bound to switch out. He won't be able to switch into attacks for long though before he gets nailed by something or mispredicts.
Sun teams can be an annoyance simply because of the effect they have on Hurricane's accuracy, taking it to a measly 50%. Your first priority should be to win the weather war by taking out Ninetales, and your best chance of doing this will be through a timely Scald, Secret Sword, or Draco Meteor. A MASSIVE advantage when playing sun teams is that it very easy to predict who their hazard setters are going to be. If you can bounce Stealth Rock onto their field, you've all but won the battle. After just 1 bout of Rocks damage, Ninetales is within Hurricane KO range. Due to the high-paced way in which the team is played, sometimes Hurricane may have to be risked in sun to punish a switch. After 2 rounds of rocks, Focus Blast is a surefire KO, with slightly better accuracy than Hurricane (or so it says >_<). Simply switching Politoed in will bait out a Ninetales switch. Even a scald in the sun will do enough damage to lower 'Tales into Hurricane KO range. Against Sun, dragonite is the primary Chlorophyll counter, as he resists grass/fire attacks and can shrug off stray sleep powders with his Lum Berry, whilst also being able to OHKO Venusaur with a risky Hurricane or KO it comfortably with Draco Meteor after 1 bout of Stealth Rock damage. Heatran is comfortably KOed by either a Focus Blast or Secret Sword in whichever weather is active, so shouldn't pose too much of a problem.
This is a perfect example of how to handle a sun team.
http://pokemonshowdown.com/replay/ou-19695713
Importable
Here are some examples which show that no matter how recklessly you use this team, any member is capable of a sweep under the right circumstances.
http://pokemonshowdown.com/replay/ou-19694974
http://pokemonshowdown.com/replay/ou-19691914
http://pokemonshowdown.com/replay/ou-19689831
http://pokemonshowdown.com/replay/ou-19688599
http://pokemonshowdown.com/replay/ou-19686277
http://pokemonshowdown.com/replay/ou-19786084
http://pokemonshowdown.com/replay/ou-19786344






The goal of this team is to quickly lure out and destroy steel types which hinder a Hurricane sweep, whilst preventing Stealth Rock from appearing on the field with Espeon. Once these resistances are destroyed, Tornadus is brought in safely through either sacrificing something, or double-switching, and will proceed to destroy the opponent with it's ridiculous power. Seriously, I don't understand why this thing doesn't see higher usage. If I can't eliminate steel types, it's not uncommon for Hurricane to just power through them anyway, especially with a calm mind boost or two from Espeon. Since I started using this team, my record is 33-2-7, pretty decent by all accounts.
So without further ado, I present to you: Swift Showers

P Swivel (Politoed) @ Choice Specs
Trait: Drizzle
EVs: 252 SAtk / 240 Spd / 16 HP
Timid Nature
- Hydro Pump/Surf
- Focus Blast
- Ice Beam
- Psychic
Scarftoed is my typical lead. The team is all about ending a battle swiftly. The role of Politoed is to get in, set up rain, maybe catch something by surprise (for example lead Landorus-T trying to U-turn), and get out. It's okay to let Politoed die unless there is an opposing weather starter, in which case no risks should be taken. If Politoed falls, it becomes much more difficult to gain the momentum required for a sweep. Hydro Pump is a failsafe, spammable option, which gains unprecedented power from rain-boosted, specs-boosted STAB, denting anything which doesn't resist/completely absorb it.Focus Blast is for those pesky lead Ferrothorns, or to catch Tyranitar on an untimely switch. Ice Beam is for killing dragons locked into outrage, or with clever prediction, crippling something on the switch-in. Psychic is there just because Toxicroak can completely wall this set otherwise.

Wannabe-T (Thundurus-Therian) (M) @ Expert Belt
Trait: Volt Absorb
EVs: 252 Spd / 252 SAtk / 4 Att
Naive Nature
- Thunder
- Superpower
- Hidden Power [Ice]
- U-Turn
This Thundurus set is fairly straight-forward. Max speed and Special Attack with a Life Orb to dish out as much damage as possible, as fast as possible. As part of the non-choiced half of my team, I've tried to pack it with as much coverage as possible, to eliminate any counters. Thunder is vital in eliminating Jellicent, who can completely wall this team if it comes in at the right time, and make Politoed and Keldeo completely redundant. Thus, Thundurus became part of the team. Since I've started using this team, I'm seeing more and more Jellicent usage in OU, and Thundurus is a decent counter to it. Superpower is for nailing things on the switch, or more specifically Ferrothorn and Gastrodon, who walls this set otherwise. It is also the primary counter against the pink blobs: Blissey and Eviolite Chansey. Hidden Power Ice is nice for all those Dual-Ice weaknesses floating about the metagame, and U-Turn is primarily used as an option for when I want to ease prediction, or to hit Celebi for big damage, as well as the Lati@s twins, it's also useful for gaining momentum, which this team thrives from.

Nite and Dre (Dragonite) @ Lum Berry
Trait: Multiscale
EVs: 252 Spd / 252 SAtk / 4 HP
Modest Nature
- Hurricane
- Thunder
- Surf
- Agility
AgiliNite, a very underused set in my Opinion. Given Dragonite's underwhelming speed (Base 80) it is easily outsped and killed by A LOT of things. By giving it Agility, it can use it's turn of Multiscale to set up, or it's Lum Berry can prevent a faster status user, such as Jolly Breloom, from turning it into setup fodder, and can retaliate the next turn with a 4x effective Hurricane. Thunder helps greatly against opposing Steel types such as Skarmory or Empoleon, as well as having a nice 30% chance to paralyse something. It rounds off Dragonite's awesome coverage. Surf compliments the rest of it's movepool, as otherwise something like Heatran (or most steel types) can easily wall it's flying/dragon STAB attacks. Dragonite is definitely the member of my team I am the least happy with; with it's pitiful speed being the weakest link in an otherwise rapid team. This can sometimes kill momentum, but I needed a good Breloom counter. I would consider something like Celebi, but that may kill my momentum, which is what this team is all about.

Big-T (Tornadus) (M) @ Choice Specs
Trait: Prankster
EVs: 252 Spd / 252 SAtk / 4 Atk
Hasty Nature
- Hurricane
- Heat Wave
- Rain Dance
- U-turn
The MVP of the team. It's an all too common occurrence for Tornadus to flat out 6-0 the opposing team. Seriously this thing is FRIGGIN' AWESOME!!! It's monumental 125 Base Special Attack ruins teams. Add to this Specs, STAB, and a 120BP 100% Accuracy move with a 30% chance to confuse, and you can see why this thing simply wrecks teams. The elimination of Steels and Ice Shard Users are the only win condition of this team. Once Big-T comes in, it's Game Over. Heat Wave may seem strange on a rain team, but does well against sun teams, as well as the rare Abomasnow lead. Rain Dance is there for when Politoed dies and I need to stop something like a Chlorophyll Venusaur with a prankster Rain Dance. I'm aware that I will need to switch out afterwards due to specs, but without rain up, my team suffers far worse effects (50% Hurricane accuracy, 1/2 water damage, possibly sandstorm residual damage) than it is worth a turn to use. U-Turn is there for situations when there are still Steels alive, or when I'm unsure of a switch-in and want to scout for an opponent's counters. For instance, if I brought in Tornadus on a Celebi, it's pretty obvious he's not going to stick around and take a Hurricane right where it hurts, so U-Turn is a safe move in this scenario. The only two things that could happen are that he switches out and you gain switch advantage (and therefore momentum), or he stays in and you KO with a cheeky 4x effective move. Once the field is clear of steel types, Hurricane spam is the way to go. A ridiculous 111 Base Speed Stat with a +Speed Nature allows me to outspeed and KO Timid Lati@s amongst other threats at or below the 110 Speed Tier.

Special K (Keldeo) @ Choice Scarf
Trait: Justified
EVs: 252 SAtk / 252 Spd / 4 SDef
Timid Nature
- Secret Sword
- Hidden Power [Electric]
- Surf
- Icy Wind
Scarf Keldeo helps so much against Sand Teams. Often, Surf is the only move I'll use, as with rain up and STAB it 2HKOs most things. Keldeo is very difficult to switch into, and 9/10 times when he starts, something on the opposing team will faint. His typing is very favourable against steel types, and he is usually what I'll use to clear the field of Steel Types. He is an excellent counter to Jirachi, as Surf in the rain does excellent neutral damage, and he is able to switch into Calm Mind variants and use Secret Sword to ignore the boosts. This is the only move I have on the team which takes into account Defense: I am aware of the fact that My team consists entirely of Special Attackers, but in the modern fast-paced metagame, this team doesn't really allow things to set up on it, and in the event of a pink blob showing it's face, Secret Sword can swiftly silence it. HP Electric is solely for Jellicent 1on1's, which is the bane of this team. It's also handy for 1HKOing DDing Gyarados. Icy Wind doesn't see a lot of usage except for 4x Ice Weak 'mons, but comes in handy against Scarfed MoxieMence, who can otherwise wreck my team with Outage, due to the lack of Steels. If it doesn't kill Mence, it will lower it's speed to a point where everything else on the team bar Dragonite can outspeed and Kill it, so that Keldeo's sacrifice will not be in vain. The Timid nature ensures that he will outspeed an outraging scarfed mence, as well as forcing speed ties with jolly scarfed Terrakion at the least.

E (Espeon) @ Leftovers
Trait: Magic Bounce
EVs: 252 Spd / 252 HP / 4 SAtk
Timid Nature
- Heal Bell
- Baton Pass
- Calm Mind
- Psychic
Espeon is the Glue that holds my team together. The mere presence of Espeon on a team can play mind games with the opponent. They always think twice before going for a status move. As a result of this, Heal Bell seems redundant, as: a) the opponent doesn't often have time to get a status move off. b) The most common status moves, Will-O-Wisp and Toxic, don't really affect my team of glass-cannon special sweepers, as they typically aren't around for long anyway. c) Espeon's presence discourages the use of hazards and status moves. Espeon isn't called upon unless I'm having trouble breaking down a wall or dealing damage to opposing Steel-types. It can happily switch in on Jellicent, Ferrothorn, Tentacruel and other stall-mons, grab 1 or 2 Calm Mind boosts, and Baton Pass them out to Tornadus, who now can and will sweep the entire enemy team. Psychic is for if Espeon grabs enough boosts and feels brave enough to sweep itself, and so that it is not completely useless if it comes down to a 1v1 scenario.
I'm aware that this team isn't perfect; it is plagued by it's lack of steel types, and a crippling weakness to Stealth Rock, however the typical battle lasts only between 15-20 turns, making the use of Hazards actually counter-productive, as I'll either get a free turn to set up, deal damage, or they'll run the risk of an Espeon switch-in.
Feel free to use this team to test it, and I welcome all constructive feedback.
~~HiJK~~
Threat List

Jellicent is annoying because it completely walls Keldeo and Politoed, my scarfers, preventing a sweep and killing my momentum. In addition its Taunt and Will-O-Wisp/Toxic can be problematic for my team. Although in the short run, they are able to shrug off residual damage, the situation which Jellicent creates is one in which taking it down can take several turns. Since my only obvious Jellicent counter is Thundurus, a lot of switches can be caused during which Life Orb damage racks up on Thundurus. There are a few ways around Jellicent however, which make it a little less annoying.
Keldeo is able to 3HKO standard Bold Jellicent and 4HKO SpDef variants with HP Electric, and Tornadus can 2HKO any variant of Jellicent with Hurricane (84% chance of 2HKOing Calm max spDef Jellicent after Leftovers). It's switching in, however, that can be the problem, with all the status ailments which Jellicent causes. An easy way to switch in is to switch to Espeon when you see or predict Jellicent switching in. This will narrow down his list of possible moves to Shadow Ball or Scald, which with little/no SpA investment from the bulky Jellicents which trouble this team, shouldn't dent Tornadus/Thundurus too badly. An alternative which I'm particularly fond of is to Calm Mind with Espeon as you tank the shadow balls, which should do about 35-40%, this enables Espeon to 3HKO bulky variants after a +2 boost 100% of the time, or gives you the option to Baton Pass out to Tornadus, from which point it's pretty much GG.

Jirachi can prove a major problem simply because there are so many possible movesets it could be running. If it is running any set apart from the dedicated Special Wall, then Specs Hurricane has a strong chance to 2HKO with no prior damage, meaning that Jirachi is completely neutered as a switch in to Tornadus. In addition, a +1 Hurricane will 2HKO ANY variant without exception. Do not let yourself be dragged into a stall war with Jirachi, parahax variants WILL win. Luckily 5/6 members of the team outspeed Jirachi, and Keldeo and Politoed can easily dispatch it with Surf or Scald respectively.






Sandstorm Teams can be a pain to face. But Keldeo is your best friend in such situations. It's not difficult just to muscle your way through everything. Celebi and Latias, or just anything with a resistance to Keldeo and a high Special Defence, can be a tad annoying - luckily however an unboosted Hurricane is a solid 2HKO on all variants of Latias (~70% HP) and will OHKO Celebi no matter what. As with most things about this team, there is little which can withstand repeated Hurricanes, and all threats can simply be ploughed through. The way to deal with Tyranitar is to lure it in with Espeon, and Baton Pass out to either Toed or Keldeo to take a pursuit (should do ~30% to Toed and less to Keldeo) From there you can simply hit a water attack for ease of prediction, as Tyranitar is bound to switch out. He won't be able to switch into attacks for long though before he gets nailed by something or mispredicts.






Sun teams can be an annoyance simply because of the effect they have on Hurricane's accuracy, taking it to a measly 50%. Your first priority should be to win the weather war by taking out Ninetales, and your best chance of doing this will be through a timely Scald, Secret Sword, or Draco Meteor. A MASSIVE advantage when playing sun teams is that it very easy to predict who their hazard setters are going to be. If you can bounce Stealth Rock onto their field, you've all but won the battle. After just 1 bout of Rocks damage, Ninetales is within Hurricane KO range. Due to the high-paced way in which the team is played, sometimes Hurricane may have to be risked in sun to punish a switch. After 2 rounds of rocks, Focus Blast is a surefire KO, with slightly better accuracy than Hurricane (or so it says >_<). Simply switching Politoed in will bait out a Ninetales switch. Even a scald in the sun will do enough damage to lower 'Tales into Hurricane KO range. Against Sun, dragonite is the primary Chlorophyll counter, as he resists grass/fire attacks and can shrug off stray sleep powders with his Lum Berry, whilst also being able to OHKO Venusaur with a risky Hurricane or KO it comfortably with Draco Meteor after 1 bout of Stealth Rock damage. Heatran is comfortably KOed by either a Focus Blast or Secret Sword in whichever weather is active, so shouldn't pose too much of a problem.
This is a perfect example of how to handle a sun team.
http://pokemonshowdown.com/replay/ou-19695713
Importable
P Swivel (Politoed) @ Choice Specs
Trait: Drizzle
EVs: 4 HP / 252 SAtk / 240 Spd
Timid Nature
- Hydro Pump
- Focus Blast
- Ice Beam
- Psychic
Wannabe-T (Thundurus-Therian) (M) @ Expert Belt
Trait: Volt Absorb
EVs: 252 Spd / 252 SAtk / 4 Atk
Naive Nature
- Thunder
- U-turn
- Hidden Power [Ice]
- Superpower
Dragonite @ Lum Berry
Trait: Multiscale
EVs: 252 Spd / 252 SAtk / 4 HP
Modest Nature
- Hurricane
- Thunder
- Agility
- Surf
Big-T (Tornadus) (M) @ Choice Specs
Trait: Prankster
EVs: 4 Atk / 252 SAtk / 252 Spd
Hasty Nature
- Hurricane
- Heat Wave
- Rain Dance
- U-turn
Special K (Keldeo) @ Choice Scarf
Trait: Justified
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
- Secret Sword
- Hidden Power [Electric]
- Surf
- Icy Wind
E (Espeon) @ Leftovers
Trait: Magic Bounce
EVs: 252 Spd / 252 HP / 4 SAtk
Timid Nature
- Heal Bell
- Baton Pass
- Calm Mind
- Psychic
Trait: Drizzle
EVs: 4 HP / 252 SAtk / 240 Spd
Timid Nature
- Hydro Pump
- Focus Blast
- Ice Beam
- Psychic
Wannabe-T (Thundurus-Therian) (M) @ Expert Belt
Trait: Volt Absorb
EVs: 252 Spd / 252 SAtk / 4 Atk
Naive Nature
- Thunder
- U-turn
- Hidden Power [Ice]
- Superpower
Dragonite @ Lum Berry
Trait: Multiscale
EVs: 252 Spd / 252 SAtk / 4 HP
Modest Nature
- Hurricane
- Thunder
- Agility
- Surf
Big-T (Tornadus) (M) @ Choice Specs
Trait: Prankster
EVs: 4 Atk / 252 SAtk / 252 Spd
Hasty Nature
- Hurricane
- Heat Wave
- Rain Dance
- U-turn
Special K (Keldeo) @ Choice Scarf
Trait: Justified
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
- Secret Sword
- Hidden Power [Electric]
- Surf
- Icy Wind
E (Espeon) @ Leftovers
Trait: Magic Bounce
EVs: 252 Spd / 252 HP / 4 SAtk
Timid Nature
- Heal Bell
- Baton Pass
- Calm Mind
- Psychic
Here are some examples which show that no matter how recklessly you use this team, any member is capable of a sweep under the right circumstances.
http://pokemonshowdown.com/replay/ou-19694974
http://pokemonshowdown.com/replay/ou-19691914
http://pokemonshowdown.com/replay/ou-19689831
http://pokemonshowdown.com/replay/ou-19688599
http://pokemonshowdown.com/replay/ou-19686277
http://pokemonshowdown.com/replay/ou-19786084
http://pokemonshowdown.com/replay/ou-19786344