A few days ago, my friends and I were discussing the lc metagame, eventually, we started talking about weather. After a few minutes talking about the sandstorms of the past, we came to the topic of sun teams. In gen five, vulpix was banned from the tier, and so sun received little attention. Now however, with the great auto-weather nerf bringing her back, we wondered how viable sun teams are in the tier. to find out, I decided to create a sun team, and failed spectacularly. Eventually however I came up with this.
"Smashing in the sun" is based on a fairly simple concept: use sun boosted sweepers to weaken the opponent, and create an opening for a late game set up sweeper. The team has two main parts. The first is the "sun core" vulpix, Chinchou, and bellsprout. These three appear most commonly early game and force the opponent to turn his attention to stopping them, with the idea being to remove any pokemon that would stop a late game dwebble sweep. The second part, the "dusk core" is not sun dependent Mienfoo, vullaby, and dwebble are here to set up the shell smash late game. enjoy!
Sir Robin
vulpix@ heat rock
ability: drought
nature: timid
EVs: 52 HP / 196 SpA / 240 Spe
- Energy Ball
- Fire Blast
- overheat
-willow wisp
(thanks to Omastar42 for the advice)
Obviously if the intent was to make a sun team, vulpix had to be here. This set is rather basic, setting up the sun for sweepers, and dealing damage when it gets the chance to. Energy ball hits water types that enjoy switching in, as well as surprising some ground/rock leads. fire blast is to take advantage of the sun, hitting hard as long as it hits. overheat is a powerful option when I can't risk fire blast the special attack drop is less than desirable but vulpix is not often asked to stay in for long. Willow wisp is a great move on vulpix, crippling and weakening physical switch ins, notably fighting types that would otherwise trouble dwebble. I chose heat rock to give bellsprout the best shot at sweeping. Usually this guy is brought out early, and then sits in reserve.
it used to be:
a duck
helioptile@choice scarf
ability: solar power
nature: timid
EVs: 4 HP / 12 Def / 188 SpA / 92 SpD / 200 Spe
- Thunderbolt
- Volt Switch
- Surf
- Hidden Power [Ice]
but is now:
very small rocks
Chinchou @ Choice Scarf
Level: 5
Ability: Volt Absorb
EVs: 52 Def / 232 SpA / 224 Spe
Modest Nature
- Volt Switch
- Hydro Pump
- Ice Beam
- Thunderbolt
(thanks to Yagura for the set)
"Smashing in the sun" is based on a fairly simple concept: use sun boosted sweepers to weaken the opponent, and create an opening for a late game set up sweeper. The team has two main parts. The first is the "sun core" vulpix, Chinchou, and bellsprout. These three appear most commonly early game and force the opponent to turn his attention to stopping them, with the idea being to remove any pokemon that would stop a late game dwebble sweep. The second part, the "dusk core" is not sun dependent Mienfoo, vullaby, and dwebble are here to set up the shell smash late game. enjoy!
Sir Robin
vulpix@ heat rock
ability: drought
nature: timid
EVs: 52 HP / 196 SpA / 240 Spe
- Energy Ball
- Fire Blast
- overheat
-willow wisp
(thanks to Omastar42 for the advice)
Obviously if the intent was to make a sun team, vulpix had to be here. This set is rather basic, setting up the sun for sweepers, and dealing damage when it gets the chance to. Energy ball hits water types that enjoy switching in, as well as surprising some ground/rock leads. fire blast is to take advantage of the sun, hitting hard as long as it hits. overheat is a powerful option when I can't risk fire blast the special attack drop is less than desirable but vulpix is not often asked to stay in for long. Willow wisp is a great move on vulpix, crippling and weakening physical switch ins, notably fighting types that would otherwise trouble dwebble. I chose heat rock to give bellsprout the best shot at sweeping. Usually this guy is brought out early, and then sits in reserve.
it used to be:
a duck
helioptile@choice scarf
ability: solar power
nature: timid
EVs: 4 HP / 12 Def / 188 SpA / 92 SpD / 200 Spe
- Thunderbolt
- Volt Switch
- Surf
- Hidden Power [Ice]
but is now:
very small rocks
Chinchou @ Choice Scarf
Level: 5
Ability: Volt Absorb
EVs: 52 Def / 232 SpA / 224 Spe
Modest Nature
- Volt Switch
- Hydro Pump
- Ice Beam
- Thunderbolt
(thanks to Yagura for the set)
I was hesitant to put this guy on my team at first, once I tried it however, I never looked back. This reasonably bulky, and powerful pokemon coupled with a choice scarf becomes a potent revenge killer, and my biggest check to dangerous sweepers like fletchling. The move set is not mine, but nevertheless, I will take a stab at explaining it. Evs give maximum speed and power. Volt switch keeps up offensive momentum, and can help me get to a sweeper, it also helps make a volt turn core with meinfoo. Hydro pump lets me destroy hoppopotas and friends who love to ruin vulpix, under the sun the move is less than ideal, but the team is designed to be competent without the sun. Ice beam used for its utility in the sun as well as its solid coverage with thunderbolt. Finally thunderbolt is my primary stab, beating bulky water types, threatening flying types, and more.
it was:
a shrubbery
Oddish@ Life Orb
Ability: Chlorophyll
Nature: modest
EVs: 240 SpA / 200 Spe
- Sleep Powder
- Sludge Bomb
- Solar Beam
- Hidden Power [Fire]
but now its this monster:
a shrubbery
Bellsprout@ Life Orb
Ability: Chlorophyll
Level: 5
EVs: 116 HP / 196 SpA / 196 Spe
Modest Nature
- Sludge Bomb
- Solar Beam
- Weather Ball
- Sleep Powder
(thanks to Omastar42 for the set)
Move along Louis the 14th, we have a new sun king. High power, impossible speed, and excellent coverage make this ugly weed preposterously good in the sun. This set is not mine, but explains itself fairly well. Sludge bomb is a great secondary stab move, hitting fairies that would otherwise haunt my team. Solar beam might as well be a war crime if it hits neutrally or super effectively. In the sun weather ball is a massively powerful attack, striking fear into the hearts of steel types. Sleep powder helps beat sturdy or sashed opponents, its accuracy leaves a bit to be desired. If a team survives the onslaught, dwebble can usually make light work of it.
the spanish inquisition
Dwebble @ Berry Juice
Ability: Sturdy
Nature: adamant
EVs: 236 Atk / 236 Spe
- Shell Smash
- X-Scissor
- Rock Blast
- Earthquake
It is almost a shame that dwebbles talents as a sweeper are so often wasted in favor of hazards. In my mind, smash dwebble has two key advantages over other smashers. First, its simply unexpected, and second dwebble doesn’t mind the sun. usually, the sun is gone by the time this guy is up to bat, but if it were still up he wouldn’t care. Shell smash is the crux of the set, boosting dwebble into a solid sweeper. X-scissors is the stab of choice vs dark, grass, and psychic types. Rock blast is excellent verses flying, fire, and ice types, it has the added advantage of hitting through sturdy and focus sash. Earthquake rounds out coverage hitting pesky steel types for SE and neutrally hitting fighting types. Sturdy+berry juice allows him to survive three attacks.
ni!
Mienfoo @ Choice Scarf
Ability: Regenerator
Nature: jolly
EVs: 156 Atk/116 Def/236 Spe
- High Jump Kick
- Stone Edge
- Drain Punch
- U-turn
(thanks to Yagura for the advice)
Scarf Mienfoo has long been one of my favorites, so when I needed more speed, I knew that he could provide. Mienfoo serves as a revenge killer and scout, usually doing most of the late game work while helioptile handles the early game. High jump kick is a solid stab with lots of potential to eliminate threats, usually steel types that threaten dwebble. knock off helps weaken opposing walls, severly injures common switch ins (like gastly) drain punch helps to sustain Mienfoo, and to secure kills against low health opponents without risking high jump kick. U turn is for scouting and building momentum.
African swallow
Vullaby @ Eviolite
Ability: Overcoat
Nature: impish
EVs: 116 HP / 236 Def / 76 SpD / 36 Spe
- Defog
- Roost
- Knock Off
- Brave Bird
This little bird is so important to dwebble that the two are inseparable, dwebble won’t even leave the room without vullaby in tow. Defog is vullaby’s claim to fame, removing hazards to keep dwebble’s sturdy intact. Roost is for healing up, and removing the flying weaknesses. Knock off supports dwebble by removing eviolites, and provides decent stab. Brave bird hits fighting types which might cause trouble for the little hermit crab.
Thanks for reading, as always, I am open to any advice you may have. If I have done something totally wrong, please let me know
exportable:
a shrubbery
Oddish@ Life Orb
Ability: Chlorophyll
Nature: modest
EVs: 240 SpA / 200 Spe
- Sleep Powder
- Sludge Bomb
- Solar Beam
- Hidden Power [Fire]
but now its this monster:
a shrubbery
Bellsprout@ Life Orb
Ability: Chlorophyll
Level: 5
EVs: 116 HP / 196 SpA / 196 Spe
Modest Nature
- Sludge Bomb
- Solar Beam
- Weather Ball
- Sleep Powder
(thanks to Omastar42 for the set)
Move along Louis the 14th, we have a new sun king. High power, impossible speed, and excellent coverage make this ugly weed preposterously good in the sun. This set is not mine, but explains itself fairly well. Sludge bomb is a great secondary stab move, hitting fairies that would otherwise haunt my team. Solar beam might as well be a war crime if it hits neutrally or super effectively. In the sun weather ball is a massively powerful attack, striking fear into the hearts of steel types. Sleep powder helps beat sturdy or sashed opponents, its accuracy leaves a bit to be desired. If a team survives the onslaught, dwebble can usually make light work of it.
the spanish inquisition
Dwebble @ Berry Juice
Ability: Sturdy
Nature: adamant
EVs: 236 Atk / 236 Spe
- Shell Smash
- X-Scissor
- Rock Blast
- Earthquake
It is almost a shame that dwebbles talents as a sweeper are so often wasted in favor of hazards. In my mind, smash dwebble has two key advantages over other smashers. First, its simply unexpected, and second dwebble doesn’t mind the sun. usually, the sun is gone by the time this guy is up to bat, but if it were still up he wouldn’t care. Shell smash is the crux of the set, boosting dwebble into a solid sweeper. X-scissors is the stab of choice vs dark, grass, and psychic types. Rock blast is excellent verses flying, fire, and ice types, it has the added advantage of hitting through sturdy and focus sash. Earthquake rounds out coverage hitting pesky steel types for SE and neutrally hitting fighting types. Sturdy+berry juice allows him to survive three attacks.
ni!
Mienfoo @ Choice Scarf
Ability: Regenerator
Nature: jolly
EVs: 156 Atk/116 Def/236 Spe
- High Jump Kick
- Stone Edge
- Drain Punch
- U-turn
(thanks to Yagura for the advice)
Scarf Mienfoo has long been one of my favorites, so when I needed more speed, I knew that he could provide. Mienfoo serves as a revenge killer and scout, usually doing most of the late game work while helioptile handles the early game. High jump kick is a solid stab with lots of potential to eliminate threats, usually steel types that threaten dwebble. knock off helps weaken opposing walls, severly injures common switch ins (like gastly) drain punch helps to sustain Mienfoo, and to secure kills against low health opponents without risking high jump kick. U turn is for scouting and building momentum.
African swallow
Vullaby @ Eviolite
Ability: Overcoat
Nature: impish
EVs: 116 HP / 236 Def / 76 SpD / 36 Spe
- Defog
- Roost
- Knock Off
- Brave Bird
This little bird is so important to dwebble that the two are inseparable, dwebble won’t even leave the room without vullaby in tow. Defog is vullaby’s claim to fame, removing hazards to keep dwebble’s sturdy intact. Roost is for healing up, and removing the flying weaknesses. Knock off supports dwebble by removing eviolites, and provides decent stab. Brave bird hits fighting types which might cause trouble for the little hermit crab.
Thanks for reading, as always, I am open to any advice you may have. If I have done something totally wrong, please let me know
exportable:
Sir Robin (Vulpix) (F) @ Heat Rock
Ability: Drought
Level: 5
EVs: 52 HP / 196 SpA / 240 Spe
Timid Nature
IVs: 30 Atk / 30 Def
- Energy Ball
- Overheat
- Fire Blast
- Will-O-Wisp
very small rocks (Chinchou) @ Choice Scarf
Ability: Volt Absorb
Level: 5
EVs: 52 Def / 232 SpA / 224 Spe
Modest Nature
- Volt Switch
- Hydro Pump
- Ice Beam
- Thunderbolt
a shrubbery (Bellsprout) (F) @ Life Orb
Ability: Chlorophyll
Level: 5
EVs: 116 HP / 196 SpA / 196 Spe
Modest Nature
- Sludge Bomb
- Solar Beam
- Weather Ball
- Sleep Powder
the spanish inquisition (Dwebble) @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 236 Atk / 236 Spe
Adamant Nature
- Shell Smash
- X-Scissor
- Rock Blast
- Earthquake
ni! (Mienfoo) @ Choice Scarf
Ability: Regenerator
Level: 5
EVs: 156 Atk / 116 SpD / 236 Spe
Jolly Nature
- High Jump Kick
- Knock Off
- Drain Punch
- U-turn
african swallow (Vullaby) @ Eviolite
Ability: Overcoat
Level: 5
EVs: 116 HP / 236 Def / 76 SpD / 36 Spe
Impish Nature
- Defog
- Roost
- Knock Off
- Brave Bird
Ability: Drought
Level: 5
EVs: 52 HP / 196 SpA / 240 Spe
Timid Nature
IVs: 30 Atk / 30 Def
- Energy Ball
- Overheat
- Fire Blast
- Will-O-Wisp
very small rocks (Chinchou) @ Choice Scarf
Ability: Volt Absorb
Level: 5
EVs: 52 Def / 232 SpA / 224 Spe
Modest Nature
- Volt Switch
- Hydro Pump
- Ice Beam
- Thunderbolt
a shrubbery (Bellsprout) (F) @ Life Orb
Ability: Chlorophyll
Level: 5
EVs: 116 HP / 196 SpA / 196 Spe
Modest Nature
- Sludge Bomb
- Solar Beam
- Weather Ball
- Sleep Powder
the spanish inquisition (Dwebble) @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 236 Atk / 236 Spe
Adamant Nature
- Shell Smash
- X-Scissor
- Rock Blast
- Earthquake
ni! (Mienfoo) @ Choice Scarf
Ability: Regenerator
Level: 5
EVs: 156 Atk / 116 SpD / 236 Spe
Jolly Nature
- High Jump Kick
- Knock Off
- Drain Punch
- U-turn
african swallow (Vullaby) @ Eviolite
Ability: Overcoat
Level: 5
EVs: 116 HP / 236 Def / 76 SpD / 36 Spe
Impish Nature
- Defog
- Roost
- Knock Off
- Brave Bird
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