Sun in XY UU

Approved by kokoloko

(Notable) Effects of the Sun:
- The Base Power of Fire-Type moves is increasing by 50 %, while the Base Power of Water-Typ moves is decreasing by 50 %
- SolarBeam's charge turn is removed
- Growth increases Attack and Special Attack by two stages
- Thunder's and Hurricanes's accuracy is reduced to 50 %
- Weather Ball becomes a 150 Base Power Fire-Typ move
- Synthesis, Moonlight and Morning Sun recover 66 % of the user's HP
- Pokemon with the Ability Chlorophyll have their Speed doubled
- Pokemon with the Ability Solar Power have their Special Attack increased by 50 % but lose 12.5 % of their maximum HP per turn
- Pokemon with Dry Skin lose 12.5 % of their maximum HP per turn

Overview:
After Drought being banned from UU, Sun won't seem shine another time in the UU meta game.
While Drizzle is banned as well, Hail and Sandstream can ruin ones life with just one „switch-in“, being forced to set up the Sun more often than needed during the battle.
However, a metagame filled with powerful fire typs, defog making it easier to remove hazards more reliable and many Chlorophyll users available, might allow the Sun to shine once more.

Sun Summoner (Heat Rock):
A good Sun setter should be able to make sure that not only the sun is up but it should stay up. Thats where Heat Rock comes to play. Making 5 Turns of Sun to 8 Turns in exchange of not being able to take advantage of passive recovery or extra bulk through Eviolith. Most of them might have no reliable recovery but thats where good team mates come into play.

Uxie
Typing: Psychic
Notable Abilities: Levitate
Stats: 75 / 75 / 130 / 75 / 130 / 95
Having Psychic Typing hurts, but with that bulk it can keep summon the sun and support the team with Dual Screens. Additionally Uxie has acccess to many great status moves like Thunderwave, Yawn, Magic Coat and even Heal Bell. With U-Turn it can savely bring in Sun Abusers, but Memento is a safer option, because base 95 speed is still really fast.


Whimsicott / Liepard
Typing: Grass/Fairy / Dark
Notable Abilities: Prankster
Stats (Whimsicott): 66 / 67 / 85 / 77 / 75 / 116
Stats (Liepard): 62 /88 / 50 / 88 / 50 / 108
Both of these Pokemon have the Prankster Ability, which allows them them to immidiatly summon the Sun. While being frail, they can support the team with moves like Tail Wind. Not to mention, both have access to Encore, Taunt, U-Turn and moves that can accure paralysis status like Thunderwave and Stun Spore. While Liepard has the good Dark Typing, Whimsicott can fire off an instant Solarbeam if it needs to and can force switches with Leech Seed.


Regirock
Typing: Rock
Notable Abilities: Clear Body/Sturdy (HA, but not released yet)
Stats: 100 / 100 / 200 / 50 / 100 / 50
Rock Typing comes with five weaknesses (or rather four because of the sun), Regirock's overall bulk is just insane, allowing it to set up the Sun at least once. Regirock has respectable offense with Stone Edge and Sun Boosted Fire Punch. It can set up Stealth Rock and Thunderwave as well. It can use Explosion to safely bring in a Chlorophyll user or a Fire Typ.



Sableye
Typing: Dark/Ghost
Notable Abilities: Prankster
Stats: 50 / 75 / 75 / 65 / 65 / 50
While it does have Prankster and access to Sunny Day, Sableye can be considered inferiour to other Sun Summoner, because of not having something to safely bring in a Sun Abuser and bad overall stats. However, Sableye has reliable recovery and Will-O-Wisp to increase its bulk. Sableye is an option for players who do not want to take the risk of losing their weather summoner, just to bring in a Sun Abuser.


Fire Typs:

Entei
Typing: Fire
Notable Ability: Pressure
Stats: 115 / 115 / 85 / 90 / 75 / 100
When looking for a Fire Typ, Entei will be most likely the number one choice. The reason for that is that it has access to the powerful Move, Sacred Fire. Aside hitting with a Fire Typ version of Earthquake, Sacred Fire has the nice bonus of burning your opponent to 50 %. Add in Choice Band and Sun Boost, nothing can savely switch or even want to switch into this thing. Even physically bulky Rock or Water Typs won't like to get hit and maybe even burned by it. As if it was not enough, Entei has access to the powerful priority ExtremeSpeed, making it a great revenge killer as well. When playing with Entei, its main selling point are those two moves. It has good bulk and speed in addition to its powerful attack stat.


Victini
Typing: Psychic/Fire
Notable Abilities: Victory Star
Stats: 100 / 100 / 100 / 100 / 100 / 100
At first glance, Victini doesn't seem to offer much. Psychic/Fire typing is unique but really pure being weak to common attacking typs like Dark and just 100 base stats arcross the board. However, Victini has access to the most powerful Fire Typ move in V-Create which destroys everything in Sun. Victini has even access to Boltstrike, a 130 base power Electric Typ move that will hit much easier thanks to Victini's Signature Ability raising its accruassy each turn. But thats only from the physical side. With Blue Flare, Victini can fire of a base 130 base power special Fire Typ move without any drawback. Victini's Movepool is vast and in Sun, it can take full advantage of it, being able to compete with other Fire Typs with way better stats.


Darmanitan
Typing: Fire
Notable Abilities: Sheer Force
Stats: 105 / 140 / 55 / 30 / 55 / 95
Base 140 attack stat and the ability Sheer Force, allows Darmaditan to hit with Flare Blitz harder than Outrage from Kyurem-B.

252+ Atk Teravolt Kyurem-B Outrage vs. 252 HP / 252 Def Mew: 208-246 (51.4 - 60.8%) -- 92.6% chance to 2HKO after Leftovers recovery

252+ Atk Sheer Force Darmanitan Flare Blitz vs. 252 HP / 252 Def Mew: 234-276 (57.9 - 68.3%) -- guaranteed 2HKO after Leftovers recovery


That is without factoring Sun Boost or any item boost. Nothing wants to switch into Choice Banded Sun Boosted Adamant Flare Blitz from that thing. Darmanitan's physical movepool is rather limited to abuse its ability, but you won't need more than what it already has access to. Great Coverage moves like Rock Slide and Superpower do their job well enough and U-Turn can be used to scout.


Arcanine
Typing: Fire
Notable Abilities: Intiminate/Flash Fire
Stats: 90 / 110 / 80 / 100 / 80 / 95
It is not as powerful as Entei, Victini or Darmanitan when it comes to hit hard, but Arcanine's overall stat distribution makes it so flexible and unique compare to the others. It can run a great defensive set by abusing its ability Intiminate to lower the attack stat of opposing pokemon. Access to Will-O-Wisp helps to increase that bulk even further. Not to mention, with Morning Sun, Arcanine can recover over 60 % HP when the Sun is up, making it really difficult to take down.

When using Arcanine offensivly, it has the ability Flash Fire to absorb Sun Boosted Moves from opposing 'mons and add them to its own. That is really handy, because Arcanine enjoys to hit hard with its Flare Blitz, Fire Blast or Flammthrower, depending if its physical or special. Arcanine too has access to Extremespeed like Entei, but it although has access to better coverage in Close Combat, Crunch and Wild Charge. On the special side, Arcanine can fire off Solarbeam thanks to the sun and even set up the Sun itself.



Moltres
Typing: Fire/Flying
Notable Abilities: Pressure
Stats: 90 / 100 / 90 / 125 / 85 / 90
With Defog around, Moltres is now a more preferable choice as a team mate. Unlike Darmanitan, Moltres hits really hard from the special side. Unfortunatly the nerf to its most powerful attack hurts and the intruduction of Assult Vest makes it harder to OHKO what it used to do, there is still a possibility for Moltres to shine. In your team, Moltres can fill a lot of rolls to make the life of your opponent harder. It can run an anti-rain set, by just having Hurricane in its moveslot or it can be used to set up the Sun by itself as well. Moltres has access to reliable recovery in Morning Sun, which heals a large portion in the Sun, or Roost. Will-O-Wisp can be used on a defensive set to cripple physical attackers and U-Turn to scout. Defog, though it has access to it, is not recommented because it loses half of its health for each swicht-in into Steath Rocks, being force to health up.


Emboar
Typing: Fire/Fighting
Notable Abilities: Blaze/Reckless (HA, but not released yet)
Stats: 110 / 123 / 65 / 100 / 65 / 65
It doesn't hit nearly as hard as the other attackers (GF, release Reckless already), however, it has the arguably best offensive typing in the game which allows it to take neutral damage as only Fire Typ by Rock Typ moves. Fire and Fighting gives it great coverage being only resisted by Chandelure in UU. Emboar got a boost being able to learn Sucker Punch as well, a dark typ priority move, and Wild Charge to cook up Water Typs. Base 100 special attack, though not really impressive, allows it to run a decent mixed set. Emboar can lure something like Quagsire in and kill it off with Grass Knot.


Rotom-H
Typing: Electric/Fire
Notable Abilities: Levitate
Stats: 50 / 65 / 107 / 105 / 107 / 86
A Fire Typ with Levitate makes it a really good choice for a sun team. STAB Electric moves makes it a good team mate to hit water typs on the switch. Its special bulk is good and Will-O-Wisp can cripple physical attackers, making it a good offensive tank. It can pull off a great trick scarf set as well and Volt Switch for momentum as well.


Mega-Houndoom
Typing: Dark/Fire
Notable Abilities: Flash Fire -> Solar Power (ME)
Stats (Base): 75 / 90 / 50 / 115 / 80 / 95
Stats (Mega): 75 / 90 / 90 / 145 / 90 / 115
Insane Special Attack and Speed makes Mega-Houndoom a great choice to Sun Teams. Base-Houndoom can switch in reliably into predicted Fire-Typ moves and increase his own. When the Sun is up, Mega-Houndoom fires off insanely powerful Special Attacks thanks to its Solar Power ability boosting that stat even further. When the Sun isn't up, Houndoom can boost its special stat with Nasty Plot to another level, making it less reliant to the sun.
IMPORTANT: Do not set up Nasty Plot while the Sun is up. The reason is that Solar Power drains M-Houndoom's HP the long it is on the battle field making it easier for opposing 'mons to take it out. On that note, Houndoom should not be used as a Sun setter, because of Solar Power draining HP before being able to take advantage of the sun and while holding a Mega Stone, the sun will only last for 5 turns.


Chandelure
Typing: Ghost/Fire
Notable Abilities: Flash Fire/Infiltrator (HA)
Stats: 60 / 55 / 90 / 145 / 90 / 80
It competes with Mega-Houndoom for a spot as a special attacker. Though, Chandelure seems to be outclassed at first glance, Ghost Typing and Flash Fire gives it three really nice immunities: Fire, Fighting and Normal. However, what makes Chandelure more outstanding is the ability to wear an item. In this case Choice Scarf is usually the item to go for. Through a Scarf, Chandelure turns into a threatening revenge killer and since Steel is no longer resisting Ghost, Shadow Ball is a move you want to spam most of the time. Though, Flash Fire is a great ability, for a scarf set Infiltrator is the superiour ability to pass through Screens and Substitute.


Chlorophyll Abuser:


Lilligant
Typing: Grass
Notable Abilities: Chlorophyll
Stats: 70 / 60 / 75 / 110 / 75 / 90
Having access to Quiver Dance (as well as Growth) makes her a great sweeper. With Sleep Powder, it can gain momentum to set up and her good base 90 Speed allows it to outspeed most relevant 'mons without much investment in the Sun without much Quiver Dance Boosts, so investing in Bulk and Special Attack is recommented to tank priority moves.

The main downside of Lilligant is, that she is lacking good coverage.


Shiftry
Typing: Grass/Dark
Notable Abilities: Chlorophyll
Stats: 90 / 100 / 60 / 90 / 60 / 80
Being one of the best Chlorophyll users in the game, Shifty has access to not one but three different boosting moves for its attacking stats in Nasty Plot, Growth and Swords Dance. A great mixed move pool in STAB and Fighting, as well as having a great priority move in Sucker Punch which gets STAB bonus as well. The only downside is, that it is weak to three priority moves: Mach Punch, Ice Shards and Vacuum Wave.


Victreebel
Typing: Grass/Poison
Notable Abilities: Chlorophyll
Stats: 80 / 100 / 65 / 105 / 70 / 70
Another great Mixed Attacker under the Sun, Victreebel great defensive typing and got 10 more defense this Generation. Access to two boosting moves in Growth and Swords Dance, Weather Ball (which becomes a powerful Fire Typ move in the Sun) and priority in Sucker Punch makes it a very dangerious pokemon to beginn with. Victreebel has access to Knock Off, a 65 base power physical Dark Typ move that becomes an over 97 base power move when hitting an opponent with an item and remove that item for the entirety of the battle.
Unlike Shiftry, it has Sleep Powder as well and unlike most Grass Typs, it doesn't rely on Hidden Power.


Jumpluff
Typing: Grass/Flying
Notable Abilities: Chlorophyll
Stats: 75 / 55 / 75 / 55 / 95 / 110
Already really fast, in Sun it outspeeds everything. Unfortunatly, Jumpluff won't sweep any time soon with its base 55 attacking stats but rather support the team by crippling the opposing team with Stun Spore or Sleep Powder. It can pull off a good SubSeeding Set and drive the opponent insane. It has access to U-Turn to scout.


Harvest Abuser:

Exeggutor
Typing: Grass/Psychic
Notable Abilities: Chlorophyll/Harvest
Stats: 95 / 95 / 85 / 125 / 65 / 55
It has the ability Chlorophyll as well, but Havest makes it outstanding from the other grass typs. As if, Sitrus SubSeed Set wasn't annoying enough, in the sun Harvest kicks in every turn.

It becomes very frustating to take down and each switch out from the opposing team, gives it a free turn to set up a Substitute and seed again.

Though Psychic is a bad defensive typ, offensively it can take on the most threatening Fighting Typs like Keldeo or Mienshao (while it is under a sub), because non of them want to switch into STAB Psychic.

Exeggutor still can run a great mixed set with Growth, but it is outclassed simply by the amount of offensive moves what other user of that ability have to offer.
But a special offensive set is recommented, because Exeggutor has access to Psyhock which allows it to use its special attack to hit from the physical side, allowing the remaining EVs to be added into bulk instead. While running a special offensive Exeggutor, sleep powder is a must have to gain momentum against possible counter/check switch-ins


Trevenant
Typing: Ghost/Grass
Notable Abilities: Harvest (HA)
Stats: 85 / 110 / 76 / 65 / 82 / 56
Suffering from a similar problem as Exeggutor, being weak to Knock Off and Dark Typ moves in general, it outclasses Exeggutor as a Sun Staller. The reason for that is, Trevenant has overall better bulk and it can increase its weaker physical bulk by crippling opposing pokemon with Will-O-Wisp. With the increased amount of Rapid Spinner in the Tier, Trevelant can easiely act as a spin blocker. Like Exeggutor, it can pull of a great SubSeed set which is more reliable thanks to the mentioned Will-O-Wisp and moves like Phantom Force which allows to stall the turns of Harvest, when the Sun isn't up. Unlike other Ghost Typs, Trevelant can pull of a really viable Curse set, which drains 1/4 of the opposing pokemon health by getting ride of 1/2 of Trevenant's maximum HP, allowing Sitrus Berry to heal 30 HP. When stall is not working out well, Trevenant can take advantage of its great physical attack and hit back really hard.


Supporters:

Mew
Typing: Psychic
Notable Abilities: Synchronize
Stats: 100 / 100 / 100 / 100 / 100 / 100
The most flexible Pokemon in the tier. Mew can do so much things like act as a Defogger, Screen Supporter, Cleric, Staller etc. It is easy to fit into Sun Teams because it can do so many things from Crippling with Will-O-Wisp or Thunderwave to Knock Off items.


Flygon
Typing: Ground/Dragon
Notable Abilities: Levitate
Stats: 80 / 100 / 80 / 80 / 80 / 100
Flygon has all requirements to be a reliable Defogger: resisting Stealth Rocks and being immun to Sticky Web, Spikes and Toxic Spikes. Ground Typing is great with Dragon, resisting opposing Fire and Rock Typs and hit them back with STAB Earthquake. Flygon can be a good Sun Setter with its decent bulk and speed and access to U-Turn to gain momentum. In addition, Flygon has access to Fire Punch which is getting boosted by the sun. It is possible to run a special Flygon with SolarBeam and Fire Blast, but doesn't hit nearly as hard as special Fire Typs would do. Overall, Flygon successes with great offensive and defensive presence thanks to its great offensive and defensive Typing, great coverage moves, great support moves and overall balanced stats.


Azelf
Typing: Psychic
Notable Abilities: Levitate
Stats: 72 / 125 / 70 / 125 / 70 / 115
Besides having great offensive stats and speed, Azelf's main purpose is to act as a suicide lead by setting up Stealth Rocks and allow a save switch in by exploding. However, U-Turn allows Azelf to switch out and come in later to try setting up rocks again, when needed.


Dugtrio
Typing: Ground
Notable Abilities: Arena Trap
Stats: 35 / 80 / 50 / 50 / 70 / 125
Its purpose is to trap centain threats like Fire Typs and kill them off by STAB Earthquake. Dugtrio has access to Stealth Rock as well when a fast Stealth Rock Setter is prefered.


Crobat
Typing: Poison/Flying
Notable Abilities: Infiltrator (HA)
Stats: 85 / 90 / 80 / 70 / 80 /130
Great defensive typing, insane speed and a vast movepool makes Crobat so appealing for ones team. Crobat is the fastes reliable Defogger in the tier and it can prevent further set-up of that hazard with Taunt. Crobat has access to Hypnosis which hits much easier if the opposing Pokemon was hit by Defog. It has reliable recovery in Roost and it can pass through Substitutes with its ability Infiltrator. Offensively Crobat has great moves like U-Turn to scout and Brave Bird.



Forretress
Typing: Bug/Steel
Notable Ability: Sturdy/Overcoat (HA)
Stats: 75 / 90 / 140 / 60 / 60 / 40
Forretress has great physical bulk and access to three of four entry hazards, Stealth Rock, Toxic Spikes and Spikes. Forretress main purpose would be to remove Hazards from your side while putting some on opposing sides on the field. Forretress has access to Pain Split, which allows it to support the team more often. Its abilities are useful too. Sturdy can be used in case one need to get ride or out hazards on something that would otherwise one shot, but Overcoat is usually the ability to go for, because it gives Forretress immunity to Spore-Moves and Hail. Lastly, Forretress does hit really hard from its physical attack with Gyroball or Earthquake but it can use Volt Switch to gain momentum or a safe switch into a sweeper. Speaking of safe switch, Forretress can be used as a sun setter when it needs to thanks to Sturdy, getting out the Sun unless the opposing 'mon has Mold Breaker and then Volt Switch or use Explosion to safely bring in a Sun Sweeper.


Hippowdon
Typing: Ground
Notable Ability: Sand Force (HA) <- You don't want Sand Stream in your Sun Team
Stats: 108 / 112 / 118 / 68 / 72 / 47
Hippowdon has other abilities as well than just Sandstream which is benefical in order to take advantage of its great defenses and typing without weakening the own team mates. Hippowdon resists Rock Typ moves, can support the team with Stealth Rocks and has reliable recovery in Slack Off. Besides that, it can learn Yawn to force switches but it can hit effectively with its STAB Earthquake, removing most annoying Rock Typs from the picture.


Donphan
Typing: Ground
Notable Ability: Sturdy
Stats: 90 / 120 / 120 / 60 / 60 / 50
Donphan has a lot going for it: Access to Stealth Rock, Rapid Spin, pretty good physical bulk, Ground Typing and priority in Ice Shards. Those are allowing Donphan to check annoying Rock Typs, set up Hazards, remove opposing ones and check Dragons, making it like a dream come true. However, Donphan has no reliable recovery and because of its mediocer special bulk, it is relying on Sturdy to at least fullfill one or two task at max. In other words, it cannot take full advantage of its great movepool, making it more like a second choice compared to other Hazard Setters/Removers like Mew and Forretress who have better overall bulk, larger support moves and have some kind of recovery. And as a Ground Typ, Donphan is outclassed by Hippowdon, who doesn't have priority or rapid spin, but better mixed bulk, reliable recovery (again) and can set up hazards, thanks to that, more often during the battle, than Donphan could do.
While Donphan is not bad and has great key treats that make it a viable option to a Sun Team, it needs more support to take fully advantage of it.


Sweepers/Offensive Threats:

Mew
Typing: Psychic
Notable Abilities: Synchronize
Stats: 100 / 100 / 100 / 100 / 100 / 100
Besides, like earlier mentioned, being a great supporter, Mew can run a really good offensive set. Depending what the team needs, it can run a physical or a special set. However, the defensive sets are more effective and unique, but when it becomes difficult to fit a centain sweeper (if one is needed) Mew is easy to fit into that roll.


Mienshao
Typing: Fighting
Notable Abilities: Regenerator/Reckless (HA)
Stats: 65 / 125 / 60 / 95 / 60 / 105
It hits and leaves. Mienshao is often seen with Life Orb Regenerator Set but a Reckless Choice Set is even more threatening. The most powerful fighting Typ attack in the game would be a Reckless Hi Jump Kick from Mienshao. What makes it more threatening is, that it can just spam that Knock Off and remove the item one after an other from opposing teams and deal a great amount of damage. Then it can just U-Turn out, after its job is done.


Heliolisk
Typing: Normal/Electric
Notable Abilities: Solar Power
Stats: 62 / 55 / 52 / 109 / 94 / 109
It's Hidden Ability Solar Power makes it an intiminating special attacker. It has access to all the moves it needs and is decently fast. Hidden Power Fire is recommented to take advantage of the Sun Boost, but Hidden Power Ice gives it much better coverage. With Volt Switch, it can switch out, before taking Solar Power recoil.


Rhyperior
Typing: Ground/Rock
Notable Abilities: Solid Rock
Stats: 115 / 140 / 130 / 55 / 55 / 40
With Water weakness being weakened even more and the new Item Assult Vest makes Rhyperior a great choice for an physical tank for the team, hitting everything with Rock Blast or Earthquake which get both STAB as well. Even without Assult Vest, it can boost its attack with Swords Dance and its pityful speed with Rock Polish to become a dangerious sweeper or it can use its great bulk to set up Stealth Rocks.


Tangrowth
Typing: Grass
Notable Abilities: Chlorophyll/Regenerator (HA)
Stats: 100 / 100 / 125 / 110 / 50 / 50
Though it can run a good Chlorophyll set, the main selling point of Tangrowth is the access to the Regenerator Ability. Combined with Assult Vest, Tangrowth will be really difficult to wear down allowing it to be a great mixed Tank. Having access to great offensive moves like Giga Drain, SolarBeam, Knock Off, Earthquake, Hidden Power, Focus Blast each hitting pretty hard from both attacking stats makes it difficult to safely switch into it. Without Assult Vest, Tangrowth can boost its offense even further with Growth, which increases both Attack and Special Attack by 1 stage and in the Sun by 2 stages.


Escavalier
Typing: Bug/Steel
Notable Abilities: Overcoat (HA)
Stats: 50 / 135 / 105 / 60 / 105 / 20
Overcoat got a buff, making Escavalier not only immun to hail, but to Spore-like moves as well, making it a good Spore absorber. Defensivly Escavalier has only one weakness and that being a fatal one against Fire, which even gets boosted by the Sun. However, the Sun adds another resistants in Water into the mix. Escavalier hits like a truck with its physical attack but can pull off a great defensive set as well. STAB Megahorn and Iron Head might be impressive, but Escavalier is able to trap and kill with Pursuit. It's immense offense can be boosted with Swords Dance, making it more threatening. Escavalier has access to Knock Off as well to get ride of items and deal great amount of damage.


Conclusion

Sun lost its biggest advantage in Drought but it is still viable in the Tier thanks to Pokemon that can set up the Sun reliable and the vast amount of Pokemon that can take advantage of it.
What are your thoughts on Sun Teams in UU? Do you think it is still not viable or is there something else that is important to note which I might misses out?​
 
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In my opinion, Sun Teams really need Knock Off support to get rid of annoying shit like Chansey. Meinshao is in my personal opinion the best Knock Off user for a sun team (Though you can use AV Chlorophyll Tangrowth; Tangrowth can also work as a sweeper (Either Psychical or Special)), because with it's Fighting STAB + Knock Off it can get rid of pests for Sun Teams, mainly the Eviolite walls.

Also, of the sun sweepers, I really like Lilligant, as Quiver Dance is just a good move in general (I recommend HP Rock because it hits opposing Fire-types), and it's my personal favorite Pokemon ever (Feel free to disagree; though you probably knew that because of my avatar {Which is a fat Lilligant in case you are unaware}). And almost all of the Fire-types in UU are great for Sun Teams. Rotom-H is especially good, since Sun halves it's Water weakness, and it can burn Psychical attackers with WoW. Chandelure and Houndoom are fantastic sweepers as well. I also like Victini and Darmanitan, as the former does have Bolt Strike to beat Waters (Except Quag/Gastro/Swamp; and even then, grass-types can beat those guys). Darmanitan is just a fantastic Choice Band user, though it's very frail. As for Sun Setter, Whimsicott is very interesting in the way that it does have Tailwind, which Liepard lacks. But for a bulky one, Uxie is my personal favorite (I'm not sure if Leftovers Slowbro works on Sun Teams well or not).
 
Drought is still banned so it really hasn't changed. Sand however now has Hippowdon with sand stream, Gastrodon to soak up water attacks and Rienuclus with magic guard.
 
Drought is still banned so it really hasn't changed. Sand however now has Hippowdon with sand stream, Gastrodon to soak up water attacks and Rienuclus with magic guard.
just because it doesn't have an automatic weather summoner doesn't mean its not a legitimate threat. last gen, rain was a pretty good option to run in uu, even when politoed obviously never dropped (we survived on Tornadus and his constant trolling of moving up and down between OU, Sableye, as well as offensive options like Kingdra), and we had the hail meta where abomasnow was derping around in the tier.

seconding the mention of tangrowth in this. tangrowth has several viable options in the metagame, including being a pretty decent chloro sweeper and his access to knock off makes him an excellent supporter on sun teams. he can also run a regenerator set and use his bulk to set up sun multiple times (and bluff a chloro set)

victreebel shouldn't be running sucker punch imo: it gets knock off, which is just way better. he resists common priority such as mach punch (extremespeed just renders sucker punch void anyway), and knock off brings about a way to cripple walls for a sweep by another chloro sweeper such as lilligant.
 
seconding the mention of tangrowth in this. tangrowth has several viable options in the metagame, including being a pretty decent chloro sweeper and his access to knock off makes him an excellent supporter on sun teams. he can also run a regenerator set and use his bulk to set up sun multiple times (and bluff a chloro set)

victreebel shouldn't be running sucker punch imo: it gets knock off, which is just way better. he resists common priority such as mach punch (extremespeed just renders sucker punch void anyway), and knock off brings about a way to cripple walls for a sweep by another chloro sweeper such as lilligant.
I was just mentioning Sucker Punch as an option but you are right. I added Tangrowth to the OP as well thanks to its impressive bulk, offense and access to Knock Off, which are all excellent selling points.
 
Ive been running a sun team these last couple of days in UU and it actually works pretty well. Chloro sweepers like shifty and victreebel are great and really do some damage, nothing wants to take a specs chandy's fire blast or darmanitanes flare blitz. It really a lot of fun under the sun certainly a suggested play style.
 
It's such a shame that regular Charizard isn't usable outside of OU... The SunnyBeam set could have done a lot of work.

Anyway I think Escavalier is a good pick for a Sun team. It can Pursuit trap Latias and Chansey, Knock Off the latter and it just gives you a hard physical hitter/pivot in general. Oh and it screws with stupid Florges.

Escavalier @ Assault Vest
Trait: Swarm
EVs: 248 HP / 252 Atk / 8 SDef
Adamant Nature (+Atk, -SAtk)
- Megahorn
- Iron Head
- Pursuit
- Knock Off
 
It's such a shame that regular Charizard isn't usable outside of OU... The SunnyBeam set could have done a lot of work.

Anyway I think Escavalier is a good pick for a Sun team. It can Pursuit trap Latias and Chansey, Knock Off the latter and it just gives you a hard physical hitter/pivot in general. Oh and it screws with stupid Florges.

Escavalier @ Assault Vest
Trait: Swarm
EVs: 248 HP / 252 Atk / 8 SDef
Adamant Nature (+Atk, -SAtk)
- Megahorn
- Iron Head
- Pursuit
- Knock Off
Keep in mind that sun further accentuates it's already immense weakness to fire.
Aside of that, I think Esca will work well on Sun Teams with removing Special walls and knocking Off stuff
 
Keep in mind that sun further accentuates it's already immense weakness to fire.
Aside of that, I think Esca will work well on Sun Teams with removing Special walls and knocking Off stuff
Well I don't think Escavalier is going to be tanking Flare Blitzes and Fire Blasts anytime soon anyway ;)
 
Wow this thread is really informative. I love it! I will use it for reference when building sun teams.

My only problem with using things like Mega-doom in the sun is that it is just so easily worn down, and since opposing teams often have problems with revenge killing doom (unless Scarf Mienshao), they send in walls like Chansey and Toxic it or Sesimic Toss, further wearing it down due to solar power damage.

Sun is still a viable play style and one of my favorite things to do in it is throw Band Victini out there and watch the mightiest of walls fall to that V-Create. Truly an amazing sight if you get the chance... Also, Shiftry is a really fun Pokemon to use with powerful wall-breaking abilities (you would't expect it, but it is!) and Chlorophyll letting it outspeed basically the whole metagame.

Thanks again for this thread!
 

EonX

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sickweare , I find that Sunny Day Mega Doom is best used as a Sun setter early in a match without Mega Evolving so opposing teams can't use Solar Power to wear it down. Then, once you can remove or weaken the opposing special walls, you can Mega Evolve and go to town. Let stuff like Victreebel, Victini, and Darmantian do the wall-breaking for your Sun team as Mega Houndoom doesn't have the staying power to blow holes in Stall teams with Solar Power eating away at its health.
 
Also worth noting that aside from Solarbeam being stronger than HP Grass there's no reason to use Sunny Day on Houndoom over Nasty Plot. I guess you could say team support, but other mons like Heat Rock Whimsicott pull that off much better due to better bulk + Heat Rock. Nasty Plot gives the same boost on Fire moves as Sun + Solar Power (+2 instead of a double +1) but it boosts all your moves by +2. Everything that's not a Fire move will only get the +1 from Solar Power. On top of that, it doesn't drain away your health like Solar Power does. I wouldn't recommend using Sunny Day Houndoom at all, even on Sun you're better of using Nasty Plot and benefiting from the Sun support from your team members. Now that would do a lot of damage, though it still gets worn down too fast imo.

Also for Exeggutor Psyshock and Sleep Powder are mandatory. It's the only way you're ever getting past Chansey when you're not using SubSeed (which isn't all that great now perma-Sun is gone just saying). Using Harvest defeats the point of using it on a Sun team. Either you use those valuable Sun turns to sweep with Chlorophyl or you don't use Exeggutor at all (which would be a waste, Solarbeam coming from base 125 SpAtk is not something to take lightly). So don't mention it in the OP. I mean it. Exeggutor is literally the best Chlorophyll sweeper after Victreebel. You're hurting yourself by not using that set on a Sun team.

Btw Shiftry is not all that great, a mixed set with Leaf Storm/Sucker Punch/Nature Power/HP Fire is decent but it's really hard to set up with those defences. At least the other Chlorophyll sweepers can fall back on Sleep Powder to create free turns, but Shiftry is just frail and its typing is well... awful. Not saying that it sucks or shouldn't be used, but it's difficult to utilize effectively in practice due to these flaws.

Also no mention of Heat Rock Crobat makes me sad. It's one of the best users of the move thanks to Taunt, U-turn and great speed. Probably your best option next to Uxie and Whimsicott.
 
Also worth noting that aside from Solarbeam being stronger than HP Grass there's no reason to use Sunny Day on Houndoom over Nasty Plot. I guess you could say team support, but other mons like Heat Rock Whimsicott pull that off much better due to better bulk + Heat Rock. Nasty Plot gives the same boost on Fire moves as Sun + Solar Power (+2 instead of a double +1) but it boosts all your moves by +2. Everything that's not a Fire move will only get the +1 from Solar Power. On top of that, it doesn't drain away your health like Solar Power does. I wouldn't recommend using Sunny Day Houndoom at all, even on Sun you're better of using Nasty Plot and benefiting from the Sun support from your team members. Now that would do a lot of damage, though it still gets worn down too fast imo.
Solar Power multiplies by 1.5, and sun multiplies fire moves by 1.5. So Fire type moves in sun are 2.25x and everything else is 1.5x as opposed to 2x with Nasty Plot, but Solarbeam has a much higher base power than HP Grass, so Houndoom is stronger in the sun except for Dark Pulse. It has other problems, but it's not power.
 
Solar Power multiplies by 1.5, and sun multiplies fire moves by 1.5. So Fire type moves in sun are 2.25x and everything else is 1.5x as opposed to 2x with Nasty Plot, but Solarbeam has a much higher base power than HP Grass, so Houndoom is stronger in the sun except for Dark Pulse. It has other problems, but it's not power.
If you're gonna use Houndoom on a Sun team you're gonna be using Solarbeam anyway. HP Grass is a filler that's used only on non-Sun teams, which is still the most common usage of Mega Houndoom. That's the only reason I brought it up. And I guess you're right that Sun + Solar Power equals more damage, but it's just not worth losing 10% of your health every turn. When you're talking about +2 or Sun + Solar Power boosted Fire Blasts then a difference of an extra 0.25x is trivial.

Point remains, Nasty Plot is all around a much better choice than Sunny Day for Houndoom. You're already losing 10% of your health the turn you Sunny Day, I mean it's just not the right thing to do.
 
If you're gonna use Houndoom on a Sun team you're gonna be using Solarbeam anyway. HP Grass is a filler that's used only on non-Sun teams, which is still the most common usage of Mega Houndoom. That's the only reason I brought it up. And I guess you're right that Sun + Solar Power equals more damage, but it's just not worth losing 10% of your health every turn. When you're talking about +2 or Sun + Solar Power boosted Fire Blasts then a difference of an extra 0.25x is trivial.

Point remains, Nasty Plot is all around a much better choice than Sunny Day for Houndoom. You're already losing 10% of your health the turn you Sunny Day, I mean it's just not the right thing to do.
The worst part about Solar Power is that if the Sun is disadvantagous to the opponent, they will probably stall it out with a bulky cleric with Wish/Protect, absorbing your attacks while you lose health.

And HP Grass after Nasty Plot is a makeshift Solar Beam without the 1.5x Solar Power boost plus a 120 bp Grass attack coming off that 145 Sp.Atk anything weak to grass is not surviving anyway, no need for the extra 1.5 boost IMO. You are not losing out much by using NPdoom over Sunnydoom.
 

EonX

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Yeah, you don't use Sunny Day M-Houndoom to break stall cores. That will land you a one way trip to many losses. You use things called teammates, like Victini, Darmanitan, Chandelure, and Victreebel to break these stall cores so M-Houndoom can then sweep. Until that stall core is weakened or eliminated, there is no reason to Mega Evolve due to the ill effect of Solar Power. Idk how many more times I need to say this; You don't Mega Evolve Sunny Day Houndoom until you're sure you can sweep. NP is M-Houndoom's best set, but we're talking about plugging in M-Houndoom as a powerful special sweeper on a team already based around Sun.
 
I have updated the OP a bit and added some more information to Exeggutor and Mega-Houndoom. I will going to add Escavalier later on, after I get the time to do so.

Edit
I put Escavalier, but Swarm obviously irrelevant when it has the, now effective, Overcoat ability.
 
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Latias and Chansey have been removed from the list now because they are OU now. I added the new UU Pokemon Trevelant, Forretress and Donphan instead.
I hope I didn't miss anything else. I was considering about adding Salamence, but rock weakness is the reason I haven't done it yet, even though it has access to Defog.
 

EonX

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The sun would definitely help a mixed Salamence break Steel-types for a Chlorophyll sweeper and it has an easier time forcing them in than a Fire-type like Darmanitan or M-Houndoom would. Ground immunity and Water resistance can cover Fire-type teammates while a Fire resistance helps Chlorophyll users. I don't think it's the best choice, but I do believe it brings enough to the table to be added.
 

KM

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I mentioned this on another thread, but it's applicable here as well. Flygon fills a decent niche in Sun teams.

Flygon @ Life Orb/Heat Rock
Ability: Levitate
Modest/Timid Nature
- Solarbeam
- Fire Blast
- Sunny Day
- Draco Meteor

Flygon's useful in that he can reliably set up sun due to his high speed and decent defensive typing. Moreover, his base 80 SpA attacks do a fair bit of damage, especially when boosted by the sun. It's a side of flygon that isn't seen often, but it may as well be the only viable side atm.

(P.S. original credit to a set like this goes to blarajan)
 
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KM

slayification
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Flygon has base 80 SpA. He's got 100 Atk.
Duly noted, and changed.

That said, this set apparently was good enough last gen. I still don't have enough experience with sun teams in this gen with Flygon to see how it fares, but it's worth noting.
 
The sun would definitely help a mixed Salamence break Steel-types for a Chlorophyll sweeper and it has an easier time forcing them in than a Fire-type like Darmanitan or M-Houndoom would. Ground immunity and Water resistance can cover Fire-type teammates while a Fire resistance helps Chlorophyll users. I don't think it's the best choice, but I do believe it brings enough to the table to be added.
Not sure about that. For a Sun Team to break through Steel Typs is nothing special and Ground and Water are checked by Grass Typs already, but intiminate can weaken something like opposing Dragons that can threaten the team. But still, all those things are already outdone by Hydreigon and Haxorus way better :/
I mentioned this on another thread, but it's applicable here as well. Flygon fills a decent niche in Sun teams.

Flygon @ Life Orb/Heat Rock
Ability: Levitate
Modest/Timid Nature
- Solarbeam
- Fire Blast
- Sunny Day
- Draco Meteor

Flygon's useful in that he can reliably set up sun due to his high speed and decent defensive typing. Moreover, his base 80 SpA attacks do a fair bit of damage, especially when boosted by the sun. It's a side of flygon that isn't seen often, but it may as well be the only viable side atm.

(P.S. original credit to a set like this goes to blarajan)
Not sure about Flygon as a offensive Sun Special Sweeper, but I can see it as a Sun Setter or even a Defog user Sun Teams are looking for.
 

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