Walkin' On Sunshine [UU Sunny Day Team]

I figured it's time for a little bump. I've changed my team up a bit from its previous iteration, and I've put in my own answer to Cress leaving, though I'm still looking for something potentially better. I've fiddled around with the team a bit (even replacing Typhlosion with Victreebell for a bit), and I've made changes to four of the six members. So, proving that Rain isn't the only weather condition in UU, it's...

At a Glance
170px-424Ambipom.png
200px-103Exeggutor.png
220px-146Moltres.png

130px-157Typhlosion.png
150px-465Tangrowth.png
282Gardevoir.png






In Depth

ambipom.png

Ambipom (F) @ Heat Rock

Ability: Technician
EVs: 252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Sunny Day
- Taunt
- Return

- Pursuit

My (anti)lead: Ambipom. She started as a Persian, until I realized that Ambipom has better stats across the board and a similar moveset. In fact, I was using the exact same moveset until I made a little tweak. More on that later. The number one priority of this pokémon is to prevent entry hazards. Number two is to make the sun shine and GTFO. You've doubtless noticed that I'm missing Fake Out. This is because it's a stupid, annoying move that does crappy damage and is incredibly predictable. I don't need to do 15% on Uxie when I can just Pursuit on the switch for 30%. Anyways, Sunny Day is there for obvious reasons. Heat Rock likewise. Taunt is probably the most important move on this set, as it blocks Stealth Rock, as well as pokes that switch in to try to set up on Ambipom (which is actually very common). On realizing that U-turn does little good with such a fast user, I've opted instead for Return. This makes Ambipom not totally helpless as far as offense goes. Finally, Pursuit was slotted in to take the place of Fake Out because it does a bit of damage to Uxie and puts a serious hurt on Froslass as it tries to switch out after being Taunted. Overall, Ambipom is wildly successful in accomplishing goals #1 and #2, setting up the sun consistently and stopping entry hazards almost every single time.






exeggutor.png

Exeggutor (F) @ Heat Rock
Ability: Chlorophyll
EVs: 4 HP/252 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Sunny Day
- Solarbeam
- Hidden Power [Fire]
- Psychic


Exeggutor was actually the inspiration for this team. Using my Hyper Offensive team, I got roundly swept (6-0 or 5-0) by one of this poke's kin. With this set, I hope to do the same to other teams - and have. A time or two. Exeggutor has fair bulk and incredible Special Attack. In the sun, it ties with +Speed Electrode and, sadly, misses Scarfed Base 90's by a measly two points. For now, though, I'm sticking with the more offensive nature, barring any persuasive argument to the contrary. Sunny day and Heat Rock let it keep the fun times rolling without having to switch to a dedicated sunsetter, which is nice because nothing on my team is really bulky since Cress left. Solarbeam is a no-brainer for its massive power and zero charge time. It can OHKO a pretty good portion of the metagame, and put almost everything else down into KO range from something else. HP Fire, previously my safeguard against enemy Venusaur and Registeel, has fallen down to pretty much only being useful against Registeel and Scyther since I introduced Psychic. Registeel is a bit of a nuisance if it comes in on Exeggutor, because Eggy can't OHKO, and it can spread Paralysis around, but is overall not too hard for the rest of my team to handle. I'm very happy, however, that HP Fire OHKO's Scyther. Psychic now takes the place of what was formerly Sleep Powder, laying waste to Poison-types and whatnot looking for a chance to set up, as well as providing a solid STAB move without too many resistances. And it ganks Venusaur, which is a plus in my book.






moltres.png

Moltres @ Heat Rock
Ability: Pressure
EVs: 4 HP/252 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Morning Sun
- Sunny Day
- Fire Blast
- Solarbeam


Anyone who has trouble dealing with Moltres under normal circumstances should probably look away now. While the loss of Air Slash is lamentable, Fire Blast reaches the equivalent of 270 BP under the sun, coming from a Special Attack stat of 383. Simply put, Moltres will hurt you. Fire Blast even puts a respectable dent (about 1/3rd) into Milotic, and allows for a KO the next turn with Solarbeam. Not much can switch in safely while the sun's going strong. While Fire Blast is preferred for most uses (even a resisted FB is stronger than an unresisted Solarbeam), Solarbeam is nice for its greater stock of PP and the fact that it never misses. It also makes Moltres in the Sun a counter to Azumarill (seriously, I don't know why so many people switch Azumarill in, but they do). Taking less than half its HP from a weakened Aqua Jet, Moltres can OHKO in return. Without Aqua Jet, Moltres goes first and annihilates the little rodent. Morning Sun is on this set because just like death and taxes, sometimes Stealth Rock is unavoidable. With some prediction, it's not too hard to find a turn to heal off the damage, especially with the burning turkey's decent defenses and typing. I recently converted from Roost for more recovery and no chance of being KO'd by a well-timed Earthquake. This poke is yet another Sunny Day user, because you can never have too much sun. I've tried a couple iterations of this team with fewer sun setters, but I've found that unlike a Rain Dance team, I can't just use weather and mindlessly click whatever isn't resisted - I'll actually have to bring in the sun a few times, and using several throwaway setters is not a good solution. I can't run a Life Orb on this, of course, but who needs to hurt yourself for 30% more damage when you can protect yourself against water attacks, keep Solarbeam viable, and give a 50% boost to Fire Blast without being a masochist?





typhlosion.png

Typhlosion (F) @ Choice Specs
Ability: Blaze
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+SAtk, -Atk)
- Eruption
- Fire Blast
- Solarbeam
- Hidden Power [Rock]


I've only swapped the item around, but it turns Typhlosion into a whole different animal. No longer a mere revenge killer, Typhlosion can absolutely obliterate most of the metagame. 327 Speed still outruns pretty much everything but Raikou, +Speed Scyther and Mismagius, Scarfed Base 60's, Swellow, RP Rhyperior/Torterra, and Sceptile, plus a few other random pokes. For the small downside of being outsped by a deadly dozen, Typhlosion gains enormous power. Here are some calcs for the lulz. This assumes the sun's out and Typhlosion is at full health:

Eruption vs. RP Rhyperior: 105.4% - 124.3%
Eruption vs. ResTalk Milotic: 44.2% - 51.8%
Eruption vs. Standard Chansey: 52.9% - 62.2%
Solarbeam vs. ResTalk Milotic: 62.9% - 74.6%
Hidden Power [Rock] vs. Stalltres: 121.1% - 143.1%

I think the coolest calc is the one where it has a decent chance of 2HKO'ing freaking CHANSEY. Anyways, moveset: Eruption is there for obvious reasons. I normally save Typhlosion for later in the game, when priority users are gone. In an emergency, I can also switch it in against an entry hazard user and KO it or whatever it switches into. Even with SR damage, though, Eruption is a very powerful attack, acting like a 100% accurate Fire Blast. Fire Blast has been slotted in to replace Overheat as a more reliable late-game option. With Blaze activated, there's a very distinct chance that Typhlosion will be able to perform a late-game sweep now. In fact, a Blaze Fire Blast is slightly stronger than a full-health Eruption. The accuracy is iffy though, and it's only really of use at less than 70% HP. Solarbeam takes out bulky waters on a predicted switch or for a revenge kill, and gives a reliable finisher if I'm down to Typhlosion and the sun's still out. HP Rock is included pretty much specifically for Moltres, who otherwise hurts my team pretty badly. It always OHKO's, and Typhlosion always goes first, barring a rare Scarftres. Even in those situations, though, Typhlosion will survive whatever it uses (barring U-Turn) and KO's back with Hidden Power. And while slapping a move onto a poke to counter a single other poke may seem a bit extreme, what else am I going to use? Typhlosion would be decent even if its only move were Eruption. HP Rock also helps against enemy Flash Fire users.





tangrowth.png

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


Tangrowth is my second dedicated sweeper without Sunny Day support, but if it does its job right, it can make victory a foregone conclusion before time runs out. With Chlorophyll, it reaches 398 Speed, which is still enough to outspeed unboosted anything (bar Electrode) and Scarfed Base 80's. Swords Dance turns some important 2HKO's into OHKO's (Venusaur, I'm looking at you). Power Whip is the no-brainer STAB attack which dominates anything that doesn't resist it, though I wouldn't mind a bit higher accuracy. It hits for 78.6% - 92.7% against Chansey unboosted, and a +2 Earthquake will OHKO the pink horror if it's taken any damage. Otherwise, Power Whip comes out for the definitive KO. Earthquake is a danged useful attack to have, especially with all the fire-types that would love to take a bite out of Tangrowth. Rock Slide rounds out its perfect coverage, and is invaluable for killing Moltres and Swellow, who otherwise cause some problems for me. Tangrowth is also physically bulky, and can generally eliminate most or all of a team's priority users to open up a sweep for Typhlosion. If I'm in the unenviable position of facing a Rain Dance team in their element, it can also take down the horror that is Kabutops. Or the horror that is whatever they switch out for Kabutops.





gardevoir.png

Gardevoir (F) @ Heat Rock
Ability: Trace
EVs: 56 HP/200 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Sunny Day
- Thunderbolt
- Hidden Power [Fire]
- Psychic


Gardevoir is a new addition to my team, replacing the recently-booted Cress. She (Gardevoir is a girl because otherwise it's just wrong. My other pokes are just Female to prevent a rare Attract or whatever.) takes up Cress' mantle as counter against Rain Dance teams. While not nearly as bulky as Cress (as nothing in UU should be), her ability lets her outspeed rain sweepers, with her EVs specifically tailored to outrun Adamant Kabutops, and either bring in the sun and then try to cripple the setter on the switch-in or just tear through the enemy team with T-Bolt. T-Bolt is mostly for use against Rain Teams, though it's a pretty solid attack and offers good coverage. HP Fire is debatable useful , though I'm not quite sure what else I'd use, Gardevoir being fairly new. She's been tested, but not rigorously so. Psychic can do pretty good damage to many pokes, and serves as a nice STAB. Altogether, she counters rain teams well but fails in other respects to fill Cress' shoes. Gardevoir can, though, counter many Flash Fire pokes, and makes Intimidate Arcanine unhappy.


Final Thoughts

You've noticed, no doubt, that this team is completely lacking in both entry hazards and spinners. The first is more justified, as with a HO team on a timer, I can't stop and screw around making rocks fly. Having them might help, but Ambipom can only do so much, and my pokes all benefit from Sunny Day. I guess it's my own version of Stealth Rock. The lack of spinners might seem pretty stupid on a team with HP-sensitive Typhlosion and the severly SR-weak Moltres, but the fact is that the opponent rarely gets a chance to set up hazards. Most of these opportunities come later in the match when it's not such a big deal, and if I know I can't stop it, I can always switch in Moltres or Typhlosion ahead of the rocker and do damage before I have to switch out. Threatwise, I'm not much of a fan of Chansey (though she's more manageable with Specs Typhlosion), and Moltres can rip my team a new one. Venusar can be annoying, and so can Ragisteel. Regi actually doesn't match up very well against any of my team, but it's a good enough poke that that doesn't matter so much.

Currently considered changes:
Giving Ambipom more defensive EV's
Making Exeggutor Timid
Replacing HP Fire with Sleep Powder on Exeggutor
Doing something with Gardevoir
 
Choice scarf Typhlosion is better off as a lead, since by it switching into entry hazards will lower Eruption's base power. And I would replace Overheat with something more consistent like Flamethrower, or even Fire Blast if you're looking for the extra power.

Get rid of Heat Rock on Moltres-replace with Life Orb. And replace Sunny Day with Air Slash.

I don't really see what your lead is doing for you either.
No entry hazards, and you're only able to do one of two things; taunt to prevent entry hazards, or use sunny day-in which case the opponent will have layed down entry hazards already. Replace heat rock with a focus sash, and you could possibly do both of these things successfully. But, your sun would only last 5 turns instead of a boosted 8.

Finally, there's WAY to many Sunny Day'ers on your team. A sunny day team should only have, two and at most three Pokemon that will set up sunny day. These should generally be tanks as well. You've done this with your Cresselia, but setting up sunny day against a fire type opponent may have you thinking twice.

You might also want to consider a mix sweeping Victreebel, as they are DEADLY in the sun, in the place of Tangrowth.
 
Ambipom: fine

exeggutor: because you have 4 sunny day setters on your team, i would recommend switching sunny day for psychic and heat rock to life orb to give it more of an attacking boost, as it is a sunny day sweeper.

Moltres: looks fine. you could maybe make the ev's spred bulkier? but its not really needed. Also, change heat rock to life orb because i doubt this team will need 24 turns of sun in one match.

Typhlosion: something that i found very effective in the sun is sub salac typhlosion.

Typhlosion@salac berry
12 HP / 252 SpA / 240 spe
Timid nature
blaze
~Substitute
~Flamethrower
~solar beam
~hidden power rock

This set absolutely dominates late game, letting you out speed almost anything in UU, while it still packs a punch. 12 HP ev's allow the salac berry to activate after only 3 subs (2 after rocks) so you dont waste turns of the sun. While i ran sunny day > HP rock on my set, i would recommend keeping HP rock for moltres, as LO moltres can put a dent in your team

Tangrowth: looks fine, its always nice to have a physical attacker on a sunny day team.

Cresselia: i would reccomend changing calm mind to moonlight as it heals a whopping 75% in the sun, and calm mind would also just be wasting turns of the sun. I dont really like solar beam on this set, but psychic would be even worse. I would just keep it for now, as i cant think of any alternatives at the moment.

hope it helped
 
Ambipom: I think you should run 252HP over Attack for more bulk while retaining the excellent speed (you still have to flee from Zam though) In that case, Return over Fake Out will increase the damage output.

Moltres: Life Orb over Heat Rock, Morning Sun over Roost (heals 66% in Sun, not 75%), and HP Rock over Sunny Day to have a nice way to beat up Fire Types.

If Cresselia is banned, you can replace it with Uxie (Sunny Day/Stealth Rock/Heal Bell/Thunder Wave) or Claydol (Sunny Day/Rapid Spin/Stealth Rock/Explosion)
 
Hey, you realise you only have one way to deal with a rain dance team, which is tangrowth. As if a RD team gets up rain, solarbeam can be avoided and such.

I would recommend that over solarbeam on exeggutor, you could use leaf storm, although the special attack drop is bad, if somebody gets rain up and tangrowth is gone, you're in for some fun. I would also second the idea of putting psychic on exeggutor, to take care of blaziken and the like.

With Typhlosion, you have no need to run a mild nature now, so run modest.

If you're having trouble with chansey, registeel and porygon-z, why not use blaziken?

The mixed agility sweeper set:
Blaziken @ Life Orb
192 atk/ 252 Spa/ 64 Spe
Rash Nature
Blaze
- Agility
- Fire Blast
- Superpower
- Hidden Power (Electric)

This set outpaces a scarfed porygon-z, and gives you the KO with superpower. Superpower destroys chansey and registeel. Hidden Power electric is there to deal with Moltres and the like, which would KO if stealth rock was in play.

And you could replace cresselia or ambipom with claydol, as your team you greatly benefit from Stealth Rock and a Spinner.

Hope this helps Proodle. :)
 
you have 4 people with heat rocks im thinking drop 1 or 2 hear rocks and sunny days and add other moves and items. currently if everyone used sunny day you would have 32 turns of it and matches wont last that long. have 2 would be fine and you could get in more attack types like adding psychic to exeggutor and such.
 
With the recent discussion and subsequent flourishing of Rain Dance teams, I began thinking about the possibilities of weather teams. I played briefly with a Sandstorm team, and I've got one failure of a RD team collecting dust somewhere, so I took the next logical step and went for the sun. Thus far, I've been very pleased with the results, but as always, nothing's perfect. So without further ado, here we go:

At a Glance
170px-424Ambipom.png
200px-103Exeggutor.png
220px-146Moltres.png

130px-157Typhlosion.png
150px-465Tangrowth.png
190px-488Cresselia.png






In Depth

ambipom.png

Ambipom (M) @ Heat Rock
Ability: Technician
EVs: 252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Fake Out
- Sunny Day
- Taunt
- U-turn

And here we go. This lead was a Persian until a good ten minutes ago, when I realized that Ambipom has superior stats across the board and can learn the exact same moveset I was using anyways (though I do like Persian much better). The idea behind this, of course, is to set up Sunny Day and GTFO. Fake Out (which I still say is the most annoying move in the game) provides (mostly negligible) damage against many opposing leads. Sunny Day is there for obvious reasons, as is the Heat Rock. From there, Taunt pretty much completely shuts down rockers and spikers. This is very important for my team, because I lack a spinner. While this may seem fairly stupid, this is a very offensive team, so I rely on the hope that my opponent simply won't have time to set up anything in the way of entry hazards once things get rolling. Finally, Ambipom can switch out with a little added "Screw you!" in the form of U-Turn. U-Turn does slightly more than negligible damage against any Uxie that stay in that long, which allows for an easier KO later. Not that it matters, but I still think Ambipom is excruciatingly ugly.



Fine.


exeggutor.png

Exeggutor (M) @ Heat Rock
Ability: Chlorophyll
EVs: 4 HP/252 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Sunny Day
- Solarbeam
- Hidden Power [Fire]
- Sleep Powder

Exeggutor was actually the inspiration for this team. Using my Hyper Offensive team, I got roundly swept (6-0 or 5-0) by one of this poke's kin. With this set, I hope to do the same to other teams - and have. A time or two. Exeggutor has fair bulk and incredible Special Attack. In the sun, it ties with +Speed Electrode and, sadly, misses Scarfed Base 90's by a measly two points. For now, though, I'm sticking with the more offensive nature (although if you give me a compelling argument, I can that changing). Sunny day and Heat Rock let it keep the fun times rolling while keeping a sweeper out. Solarbeam is a no-brainer for its massive power and zero charge time. HP Fire is useful for fending off opposing Venusaur and Registeel, and hits harder (115 BP) than a resisted Solarbeam versus anything else with a grass resistance. Registeel and Venusaur do still prove to be nuisances, however, as they aren't OHKO'd, and enemy Fire types will gladly take a resisted hit and launch a power-up Super-Effective STAB move back. This is where Sleep Powder comes in. While its accuracy has given me the short end of the stick more than once, it's a useful way of dealing with just about anything. Barring a few dominant special walls, almost any threat can be taken down while they slumber. That, or I get a free attack on the switch-in, which is never a bad thing. Additionally, when the sun's about to end, I can put the opponent to sleep with my last turn of Chlorophyll and renew the sun without having to take a hit in return.



I don't like setting up with something so slow, but keep it if it works.


moltres.png

Moltres @ Heat Rock
Ability: Pressure
EVs: 4 HP/252 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Roost
- Sunny Day
- Fire Blast
- Solarbeam

Anyone who has trouble dealing with Moltres under normal circumstances should probably look away now. While the loss of Air Slash is lamentable, Fire Blast reaches the equivalent of 270 BP under the sun, coming from a Special Attack stat of 383. Simply put, Moltres will hurt you. It has an even or better chance of 2HKO'ing most Cress sets and is guaranteed the 2HKO on 252 HP/0 SpDef/Neutral Cresselia. Fire Blast even puts a respectable dent (about 1/3rd) into Milotic, and can KO the next turn with Solarbeam. Not much can switch in safely while the sun's going strong. While Fire Blast is preferred for most uses (even a resisted FB is stronger than an unresisted Solarbeam), Solarbeam is nice for its greater stock of PP and the fact that it never misses. Roost is on this set because just like death and taxes, sometimes Stealth Rock is unavoidable. With some prediction, it's not too hard to find a turn to Roost off the damage, especially with the burning turkey's decent defenses and typing. This poke is yet another Sunny Day user, because you can never have too much sun. I can't run a Life Orb on this, but who needs to hurt yourself for 30% more damage when you can protect yourself against water attacks, keep Solarbeam viable, and give a 50% boost to Fire Blast without being a masochist?

Life Orb's recoil is offset by Roost or Morning Sun, and the power boost is very important. And yes, you can have too much sun, as the battle won't even last long enough to use all those Sunny Days. HP Rock over Sunny Day, and maybe Morning Sun over Roost.





typhlosion.png

Typhlosion (M) @ Choice Scarf
Ability: Blaze
EVs: 4 HP/252 Spd/252 SAtk
Mild nature (+SAtk, -Def)
- Eruption
- Overheat
- Solarbeam
- Hidden Power [Rock]

Scarf Typhlosion is amazing. Barring priority, Flash Fire, and +Speed Scarfed PZ (hey, it happened once...), Typhlosion can often sweep entire teams with its rediculously powerful Eruption. A quick glance at the UU Sunny Day thread shows that there are 13 pokémon (+ anything with flash fire) not 2HKO'd by it, most of which are pretty rare, and almost all of which boast a resistance. I'm currently debating swapping it out for specs for even more lulz (and 2HKO on Chansey!!!), but I fear that it would hinder Typhlosion's sweeping abilities. As far as moves go, Eruption is standard fare, and an excellent sweeping move, maintaining 112.5 BP before STAB and sun even after SR damage. Overheat lets me keep up the revenge killing after a couple SR switch-ins or other miscellenious damage, though it's not a move that really lends itself to sweeping. Solarbeam offers coverage and helps against Rain Dance teams. I've filled out the last slot with a move that might seem pretty odd on first inspection. But given that I really have no other Moltres counter besides Tangrowth in the sun (my own Moltres generally fails horribly), I decided to give Typhlosion HP Rock. HP Rock has a chance of OHKO'ing even the infamous Stalltres. Usage is a bit limited, yes, but I hardly ever use anything except Eruption and Overheat anyways. Solarbeam is mostly against RD teams, and I never even used Earthquake (the previous move on this set) anyways.

Without a way to stop Stealth Rock, this guy isn't too useful. Change the set or switch to something else entirely. Maybe Arcanine, who can set-up Sun and hit hard with Flare Blitz. If you do that, replace Exeggutor's SD with Psychic and Heat Rock with Life Orb.






tangrowth.png

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

Tangrowth is my second dedicated sweeper without Sunny Day support, but if it does its job right, it can make victory a foregone conclusion before time runs out. With Chlorophyll, it reaches 398 Speed, which is still enough to outspeed unboosted anything (bar Electrode) and Scarfed Base 80's. Swords Dance turns some important 2HKO's into OHKO's (Venusaur, I'm looking at you). Power Whip is the no-brainer STAB attack which dominates anything that doesn't resist it, though I wouldn't mind a bit higher accuracy. It hits for 78.6% - 92.7% against Chansey, and a +2 Earthquake will OHKO the pink horror if it's taken any damage. Otherwise, Power Whip comes out for the definitive KO. Earthquake is a danged useful attack to have, especially with all the fire-types that would love to take a bite out of Tangrowth. Rock Slide rounds out its perfect coverage, and is invaluable for killing Moltres and Swellow, who otherwise cause some problems for me. Tangrowth is also physically bulky, and can generally eliminate most or all of a team's priority users to open up a sweep for Typhlosion. If I'm in the unenviable position of facing a Rain Dance team in their element, it can also take down the horror that is Kabutops. Or the horror that is whatever they switch out for Kabutops.

Fine.






cresselia.png

Cresselia (F) @ Heat Rock
Ability: Levitate
EVs: 252 HP/252 Def/4 Spd
Bold nature (+Def, -Atk)
- Sunny Day
- Thunder Wave
- Solarbeam
- Calm Mind


This last one I feel a little dirty using, because Cress totally belongs in BL. Politics aside, Cresselia is an incredible supporter of the team. Laughing off basically anything you can throw at it (+2 Kabutops has a chance of OHKO'ing in the rain IF it uses Aqua Tail. But who uses Aqua Tail?), and with decent speed for UU, there's not much the opponent can do to stop this sucker from bringing on the sun. Cresselia is my linchpin against Rain Dance teams, acting as a decisive factor in many victories over my fellow weather abusers. Thunder Wave is nice for spreading status and annoyance against the enemy, and Solarbeam and Calm Mind combine to make Cress not completely helpless offensively. The set probably isn't perfect (feedback would be nice here), and I don't see Cress staying in UU for too much longer, so I'm staying open for a good alternative. But for the time being, it serves me pretty well.

Fine; Uxie, Regirock, Rhyperior, and Claydol are good replacements.

Final Thoughts

You've noticed no doubt (especially since I explicitly told you) that this team is completely lacking in Rapid Spin. I've also got no entry hazards, which would probably help some against a few threats, though the hyper-offensive nature of a Sunny Day team means that a spiker/rocker might be more of a dead weight. I've also got issues with a few of the tier's top threats, like Scarfed Porygon-Z and Moltres. Most other threats are pretty well handled. Venusaur is an annoyance and can often get in a Sleep Powder, and Registeel can wreak havoc with Thunder Wave while avoiding an OHKO most of the time. Oh, and Chansey. That smug little twerp pretty much means GG for me if Tangrowth is gone.
 
Bumpity bump. I've made some changes for the new metagame, and adapted most of my pokes to be more useful. My main issue is finding the perfect 6th man, which is hopefully fairly bulky, a hard counter to rain teams, and decent on the offensive side. I've also got a half-dozen changes that I'm considering with various levels of seriousness.
 
Heya Narulyg, this is a great team that you built up. Just a few minor nitpicks, Max + speed Typhlosion reaches 328 speed, and Specs Eruption under the sun always 2HKO's chancey (you say chance)

Rapid spinning is out of the question for you as you want this team to hit hard and fast. Be sure to keep Typhlosion in before Entry hazards.

Great team nonetheless.
 
I would suggest replacing Overheat with Fire Blast on Typhlosion, simply because you can use Typhlosion's good speed to late-game clean (Overheat wouldn't allow that). This may be risky, but if you don't mind, I think removing the HP EVs and giving Typhlosion an HP EV of 30 would be better. The reason?? You can activate Blaze after 3 switch-ins of Stealth Rock, so after you have nuked things with Eruption and come in a few more times, you can continue the assault with Blaze boosted (Possibly Sun boosted as well) Fire Blasts. The downside is obviously that if this switch-in gets walled or something like that, well, Typhlosion's going to die next switch-in. It's risk vs reward, I guess.
 
Don't have Scarf on Typhlosion, it wastes sunshine because you have to switch out for counters.

You have too many Sunny Dayers, you need more sweepers.

Drop Gardevior, its pursuit bait. Use Uxie, it has better defenses and isn't awful. Gardevior is too much of a gimmick imo to be used effectivley.

Give Eggecutor Life Orb and drop Sunny Day for an attacking move (HP Ice works well) and give it Sludge Bomb.

Moltres would be better suited as a sweeper tbh.
 
Blaze activates at 33%, not 25; so there's no reason for him to run an HP number divisible by 4.

Oh, Ok, I must be thinking of Salac then. Never mind that, but I'd still recommend Fire Blast over Overheat.
 
How about considering Fire Plate as an over Specs? You can bluff a Choice Item and nail bulky water types with Solarbeam or the like. The freedom to chose can be a life saver.
 
I am absolutely in love with this team! Everything seems to be order and most things checked except I'm unsure about that lead of yours. Like in many rain teams, UXIE is a mon that can set up Stealth Rocks which would really aid your team, get Sunny Day up and with it's slow U-Turn get to a sweeper without it taking any damage.

480.png

Uxie @ Heat Rock
Nature: Impish
EVs: 252 HP, 252 Defense, 4 Sp.Def
-Stealth Rock
-Sunny Day
-U-Turn
-Thunder Wave

This should give you reliable Rocks, a wall you can switch in later in the game and get an easy Sunny Day with and a bit of paralysis support to screw some things over. Hope this helps your magnificent team!
 
I really don't like Ambipom now. With U-Turn and Pursuit, you're not really doing much damage anyway. I don't like Pursuit because Ambipom should really be used as a supporter, not an attacker. U-Turn is good enough for Froslass because you just need to break its Sash and go to Moltres. Try Fake Out again, or run 252HP EVs and go with Return/Double Hit.
 
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