





https://pokepast.es/22d1e28721f17a7f
Introduction
Hello, I'm back again about a week after I posted my Volcanion Semi-Stall team, but this time using a team that is a bit more... proactive. This time I'm using sun, but not just any sun, but tera blast fairy venusaur sun. This has idea has been on my mind for a few months now, and only recently did I put pen to paper so to speak and finally finalised this team. This is a very fast paced sun team, which aims to constantly exert pressure through its sweepers.
The Team

Ninetales @ Heat Rock
Ability: Drought
Tera Type: Ghost
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Encore
- Healing Wish
- Flamethrower
- Will-O-Wisp
We start out with the sun setter of the team, ninetales. I usually prefer torkoal as my sun setter for its utility compression, but since this team is incredibly fast paced, ninetales was needed for this team. Ninetales is able to reliably set up the sun and provide utility to the team in order to help teammates. Max hp means that ninetales can take more attacks in order to get off an attack or switch in. Encore can lock in setup sweepers into there move, or bisharp into sucker punch, to give teammates opportunities to setup. Healing Wish can restore a teammate from low health to try and sweep again. Flamethrower was chosen over weather ball for its consistency if weather goes down and the burn chance can come in clutch during some games. Will-O-Wisp can cripple physical attackers immensly, allowing teammates to potentially setup on them. Tera Ghost gives a temporary immunity to rapid spin and fighting moves, meaning you can potentially get off another move.

Venusaur @ Life Orb
Ability: Chlorophyll
Tera Type: Fairy
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Growth
- Giga Drain
- Earth Power
- Tera Blast
We have the star of the show, venusaur. This team is designed around this mon, and while it isn't always able to show its specific tech, it can still put in great performances every game. Now, the big question is, why tera blast fairy? Well, tera blast fairy can solve a lot of issues with venusaur. Primarily, it hits all of cyclizar, noivern, salamence and umbreon, which depending on there spreads can take one hit from it and take it out. Umbreon and cyclizar specifically can heavily disturb venusaur with foul play and dragon tail respectively. Tera fairy also gives it great defensive utility, allowing it to stomach first impression from slither wing and sucker punch from bisharp, while also ignoring dragon tails from cyclizar and hoodra. This makes it incredibly deadly, meaning it can do better against defense and offense. Giga drain can keep venusaur healthy and gives it a good stab option, while earth power hits the steel types that resist both moves. Between these three moves, only talonflame, bronzong and some tera steel levitators resist all three moves. And talonflame is taken care of by one of the techs down below (it is 2hit ko'd by +2 tera fairy blast though). Growth allows venusaur to boost its special attack vastly, meaning it can get incredibly difficult to stop quickly. Overall, this was my favourite tech of the team, as it can work really nicely.

Maushold @ Wide Lens
Ability: Technician
Tera Type: Ghost
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Tidy Up
- Population Bomb
- Bite
- Encore
In testing I realised the team struggled immensly with hazards, so in comes our hazard control maushold. Maushold is a pokemon I usually steer away from due to its floundering against any helmet pokemon. However we needed reliable hazard control that didn't slow down the pace of the match and only maushold could fill that role. Maushold can do impressive damage to opponents in order to soften up the opposition for slither wing and bisharp. Standard set, so I don't think I need to explain much.

Necrozma @ Weakness Policy
Ability: Prism Armor
Tera Type: Steel
EVs: 176 HP / 252 SpA / 80 Spe
Modest Nature
- Calm Mind
- Photon Geyser
- Moonlight
- Earth Power
Some might be surprised by this slot, as armarouge would look like to be a perfect addition on sun. However in my testing, I found that necrozma was a lot more consistent then armarouge. Necrozma is able to utilise the sun to get 75% healing moonlights, while being a very dangerous setup threat. The ev spread means that you always live a slither wing first impression in the sun from full, which isn't going to come up often, but the general bulk investment can help it live super effective moves. Weakness policy takes advantage of said bulk, meaning it can switch into something like a weak knock off from reuniclus or chesnaught, and start sweeping. Calm mind means that necrozma can boost its special attack and special defense in order to get really difficult to stop, photon geyser is good stab and moonlight keeps it healthy to continue getting boosts. Earth power might seem a bit weird over heat wave, but it hits most things in the tier that heat wave does, and some mons like armarouge, hoodra and empoleon that may be able to take an earth power. Tera steel is a general good defensive type to resist bug and give it a toxic immunity.

Slither Wing @ Assault Vest
Ability: Protosynthesis
Tera Type: Steel
EVs: 168 HP / 252 Atk / 88 Spe
Adamant Nature
- First Impression
- Close Combat
- U-turn
- Wild Charge
I needed something with a bit of defensive backbone that could still assert pressure. In comes AV slither wing to help with that. Slither Wing is still able to be very offensively threatening while switching easily into special attacks. I don't remember what the ev spread is for, so you could probably tweak it a bit but its worked well for me so far. F-imp, cc and u-turn are all standard, idt I have to explain those since most slither wings should always have them. The main tech of this set besides assault vest is wild charge. This may seem like something that you could replace with something like heavy slam, but it is integral to this team working. The main issue with the venusaur set is that it is completely walled by talonflame, which is undesirable since venusaur is the main sweeper of this team. Wild charge under the sun nukes talonflame trying to switch in, with it always ko'ing it from full. If slither wing gets burned and can't be healed from this interaction, then it is still a worthwhile trade, as you have opened up venusaur a lot. It also helps against the other flying types such as gyarados, and can trade well with water types such as hersculegion and milotic. Tera steel gives it a psychic resistance and means it can take a toxic from defensive pokemon like tera umbreon or quagsire.

Bisharp @ Eviolite
Ability: Defiant
Tera Type: Fire
EVs: 196 HP / 252 Atk / 60 Spe
Adamant Nature
- Swords Dance
- Sucker Punch
- Iron Head
- Throat Chop
Finally, Bisharp was chosen for its ability to be a decent defensive pivot that is able to help out in the offensive matchup. I don't think I really have to explain what bisharp does, if you have played RU, you probably know about it. I decided on this set, to go with tera fire, as it makes it immune to burn, in particular it helps against Talonflame to help Venusuar sweep, and since sun lowers the damage output of water moves, that negative is neutured. I added 4 more speed points, which Canard suggested to help in the bisharp mirror.
Conclusion
Overall, this team is really fun to pilot and does well into every playstyle I believe. Sun is potentially underexplored, and I hope that this team helps people look at the playstyle more often.
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