THE MOST CREATIVE SUN TEAM OF ALL TIME.
I just came back to competitive pokemon a few weeks ago. I dabbled in DPP OU games as a casual player who didn't know much at all. Victory's were few and far between, so i moved on to other games. But times change, and here i am starting fresh.
In my effort to catch up with everyone else, i looked around old RMT threads in an attempt to draw from someone else's creativity. After looking through all the hilarious . I experianced some success with it on PO, but now it feels like an uphill battle against most teams. Hopefully you guys can help me out here.
Ignition @ Chesto Berry
Calm
Drought
252 HP, 252 SpDef, 4 SpAtk
Sunny Day
Protect
Flamethrower
Rest
In my original setup, i used Leftovers and Roar instead of ChestoRest. I was looking over a few other RMT's, one of which had a recommendation of ChestoRest to help with longevity. I found it worked much better than the Leftovers/Phasing, so i stuck with it for now.
Ninetails is here for the perma-sun, so Sunny Day seems like a strange move. My though process was what happens when you run into other weather inducers, and they get the perma-weather up after you? 5 Turns isn't much, but Ninetails can always jump in later.
Protect is there for scouting, eating big attacks (Outrage from CB Haxorus, for example), and general usefulness.
Flamethrower lets Ninetails at least do some damage, and prevents it from being Taunt bait.
The EV spread isn't exactly original. More HP lets Ninetails soak larger hits, while the SpDef helps deal with the special side of things. SpAtk for BIG FLAMETHROWERS
Volkanic @ Choice Band
Adamant
Victory Star
252 Attack, 252 speed, 4 HP
V-Create
U-Turn
Fusion Bolt
Zen Headbutt
Ahh, the little devil himself. A CB V-Create just does too much damage for most Pokes to handle, leaving most dead after just 1 shot.
U-Turn is useful for scouting, and hitting Psychic/Dark types for reasonable damage
Fusion Bolt takes care of pesky water types who come in thinking a V-Create was coming. It does relativly solid damage against most other Pokes, and without the drawbacks from V-Create
Zen Headbutt rounds out the coverage. I was having trouble with the likes of Conc waltzing in, feeling near untouchable to the rest of my team
Yet another deathly original EV spread. Atk for damage, speed to make me run fast, and 4 massive EV's in HP to help me take hits like a Blissey
Cerebus @ Life Orb
Modest
Chlorophyll
252 SpAtk, 252 Speed, 4 HP
Giga Drain
Sludge Bomb
Hidden Power Fire
Growth
My love for Venusaur is matched only by Charizard (RIP Buddy), i was very glad to see him become viable in OU. Chlorophyll makes this old guy run like the wind. Growth helps boost him up to dangerous levels, and Giga Drain's self sufficiency helps the blue Barney fight off Life Orb Damage
Sludge Bomb is a secondary STAB move, hitting most things that resist Giga Drain for at least neutral damage
HP Fire rounds off the trio of attacks. Combined, they hit anything not named Heatran or Chandelure
This shockingly original EV spread lets me hit things fast and hard, while boosting my HP to insane levels.
Thrasher @ Life Orb
Adamant
Chlorophyll
248 Atk, 232 Speed, 28 HP
Horn Leech
Double Edge
Swords Dance
Nature Power
I pulled this set from another sun RMT looking to test out a solid physical attacker, and i am in love with the spring buck. Running at the speed of light, STAB Double Edge and Horn Leech, Pseudo-EQ, all rounded off by swords dance? Sign me up!
Horn Leech is my go-to move. It's does decent damage, with healing to help offset Life Orb Recoil, and recoil from Double Edge
Double Edge works well on anything that resists Horn Leech, it's only downside being the recoil damage. But after STAB, even an unboosted double edge sends people running.
Swords Dance helps boost my attack even higher, given the chance to set up. If i do get the dance off, this guy will punch holes in teams fast.
I had never heard of Nature Power till i found this moveset. An EQ for non-EQ users? I thought i was dreaming, or looking at an outdated move from BW release.
I used the EV spread to help outspeed a max speed Venusaur, something i started running into more and more while i worked out the teams kinks. I gave up maxing out Atk to help boost this guys frail defenses, letting him take an attack or two without falling apart.
Clugor @ Leftovers
Impish
Sturdy
80 HP, 252 Def, 176 SpDef
Spikes
Toxic Spikes
Stealth Rock
Rapid Spin
Not much to say about this guy. Tanks physical hits, sets up entry hazards and spins mine away. I really need a Rapid Spinner to help get rid of the glaring SR/Spikes weaknesses, but i debated swapping Toxic Spikes for Gyro Ball. The little ball of steel just seems to do his job and die before he could get out any real damage.
The i made the EV spread using a tool to calculate the best mixed defense EV's i could use. I ended up dumping more EV's into SpDef than HP to help me take a special hit, it seems to be working out so far.
Merely @ Leftovers
Calm
Water Absorb
248 HP, 176 Defense, 84 SpDef
Substitute
Baton Pass
Wish
Ice Beam
Ah, the ever useful gentle giant. Gigantic wishes, massive substitutes, and useful coverage with Ice Beam.
With Substitue, i can buy Venusaur or Sawsbuk a turn to set up, or pass them a giant wish that could heal for a solid 2/3rds of their HP. Ice Beam fills a rather large hole for me, helping to take care of Dragons. I'm not using a water move for 2 main reasons, the sun and coverage. Ice Beam helps me take care of a big threat to my team (Most dragons), and water is pitiful under the sun,
The EV spread is a slightly modified one from Smogen. The HP is there for larger wishes/subs, while Def and SpDef help this monster roll with the punches.
Well that's the team in it's current state.
My Current Problems
I have problems with Dragons. Once Fortress goes down, i can nearly play out the rest of the game in my head.
I also have big issues with a ground weakness, hitting 4/6 for SE damage.
At one point in time, i swapped out Victini for a bulky Dragonite. He both helped with my ground problems by flying, but he felt like a band-aid solution to my dragon issue. He could dish out the damage, but he took some serious hits in return.
Well, im going to stop rambling on as it gets later at night and i slowly lose sense of what I'm typing. Feel free to rip the team to shreds, the drawing board is completely open.
I just came back to competitive pokemon a few weeks ago. I dabbled in DPP OU games as a casual player who didn't know much at all. Victory's were few and far between, so i moved on to other games. But times change, and here i am starting fresh.
In my effort to catch up with everyone else, i looked around old RMT threads in an attempt to draw from someone else's creativity. After looking through all the hilarious . I experianced some success with it on PO, but now it feels like an uphill battle against most teams. Hopefully you guys can help me out here.

Ignition @ Chesto Berry
Calm
Drought
252 HP, 252 SpDef, 4 SpAtk
Sunny Day
Protect
Flamethrower
Rest
In my original setup, i used Leftovers and Roar instead of ChestoRest. I was looking over a few other RMT's, one of which had a recommendation of ChestoRest to help with longevity. I found it worked much better than the Leftovers/Phasing, so i stuck with it for now.
Ninetails is here for the perma-sun, so Sunny Day seems like a strange move. My though process was what happens when you run into other weather inducers, and they get the perma-weather up after you? 5 Turns isn't much, but Ninetails can always jump in later.
Protect is there for scouting, eating big attacks (Outrage from CB Haxorus, for example), and general usefulness.
Flamethrower lets Ninetails at least do some damage, and prevents it from being Taunt bait.
The EV spread isn't exactly original. More HP lets Ninetails soak larger hits, while the SpDef helps deal with the special side of things. SpAtk for BIG FLAMETHROWERS

Volkanic @ Choice Band
Adamant
Victory Star
252 Attack, 252 speed, 4 HP
V-Create
U-Turn
Fusion Bolt
Zen Headbutt
Ahh, the little devil himself. A CB V-Create just does too much damage for most Pokes to handle, leaving most dead after just 1 shot.
U-Turn is useful for scouting, and hitting Psychic/Dark types for reasonable damage
Fusion Bolt takes care of pesky water types who come in thinking a V-Create was coming. It does relativly solid damage against most other Pokes, and without the drawbacks from V-Create
Zen Headbutt rounds out the coverage. I was having trouble with the likes of Conc waltzing in, feeling near untouchable to the rest of my team
Yet another deathly original EV spread. Atk for damage, speed to make me run fast, and 4 massive EV's in HP to help me take hits like a Blissey

Cerebus @ Life Orb
Modest
Chlorophyll
252 SpAtk, 252 Speed, 4 HP
Giga Drain
Sludge Bomb
Hidden Power Fire
Growth
My love for Venusaur is matched only by Charizard (RIP Buddy), i was very glad to see him become viable in OU. Chlorophyll makes this old guy run like the wind. Growth helps boost him up to dangerous levels, and Giga Drain's self sufficiency helps the blue Barney fight off Life Orb Damage
Sludge Bomb is a secondary STAB move, hitting most things that resist Giga Drain for at least neutral damage
HP Fire rounds off the trio of attacks. Combined, they hit anything not named Heatran or Chandelure
This shockingly original EV spread lets me hit things fast and hard, while boosting my HP to insane levels.

Thrasher @ Life Orb
Adamant
Chlorophyll
248 Atk, 232 Speed, 28 HP
Horn Leech
Double Edge
Swords Dance
Nature Power
I pulled this set from another sun RMT looking to test out a solid physical attacker, and i am in love with the spring buck. Running at the speed of light, STAB Double Edge and Horn Leech, Pseudo-EQ, all rounded off by swords dance? Sign me up!
Horn Leech is my go-to move. It's does decent damage, with healing to help offset Life Orb Recoil, and recoil from Double Edge
Double Edge works well on anything that resists Horn Leech, it's only downside being the recoil damage. But after STAB, even an unboosted double edge sends people running.
Swords Dance helps boost my attack even higher, given the chance to set up. If i do get the dance off, this guy will punch holes in teams fast.
I had never heard of Nature Power till i found this moveset. An EQ for non-EQ users? I thought i was dreaming, or looking at an outdated move from BW release.
I used the EV spread to help outspeed a max speed Venusaur, something i started running into more and more while i worked out the teams kinks. I gave up maxing out Atk to help boost this guys frail defenses, letting him take an attack or two without falling apart.

Clugor @ Leftovers
Impish
Sturdy
80 HP, 252 Def, 176 SpDef
Spikes
Toxic Spikes
Stealth Rock
Rapid Spin
Not much to say about this guy. Tanks physical hits, sets up entry hazards and spins mine away. I really need a Rapid Spinner to help get rid of the glaring SR/Spikes weaknesses, but i debated swapping Toxic Spikes for Gyro Ball. The little ball of steel just seems to do his job and die before he could get out any real damage.
The i made the EV spread using a tool to calculate the best mixed defense EV's i could use. I ended up dumping more EV's into SpDef than HP to help me take a special hit, it seems to be working out so far.

Merely @ Leftovers
Calm
Water Absorb
248 HP, 176 Defense, 84 SpDef
Substitute
Baton Pass
Wish
Ice Beam
Ah, the ever useful gentle giant. Gigantic wishes, massive substitutes, and useful coverage with Ice Beam.
With Substitue, i can buy Venusaur or Sawsbuk a turn to set up, or pass them a giant wish that could heal for a solid 2/3rds of their HP. Ice Beam fills a rather large hole for me, helping to take care of Dragons. I'm not using a water move for 2 main reasons, the sun and coverage. Ice Beam helps me take care of a big threat to my team (Most dragons), and water is pitiful under the sun,
The EV spread is a slightly modified one from Smogen. The HP is there for larger wishes/subs, while Def and SpDef help this monster roll with the punches.
Well that's the team in it's current state.
My Current Problems
I have problems with Dragons. Once Fortress goes down, i can nearly play out the rest of the game in my head.
I also have big issues with a ground weakness, hitting 4/6 for SE damage.
At one point in time, i swapped out Victini for a bulky Dragonite. He both helped with my ground problems by flying, but he felt like a band-aid solution to my dragon issue. He could dish out the damage, but he took some serious hits in return.
Well, im going to stop rambling on as it gets later at night and i slowly lose sense of what I'm typing. Feel free to rip the team to shreds, the drawing board is completely open.