Torkoal @ Heat Rock
Ability: Drought
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
- Rapid Spin
- Toxic
- Lava Plume
- Earthquake
Obviously every weather team needs a setter, Torkoal is the best Drought user. It acts as secondary hazard removal which is crucial for the Charizard. Toxic and Lava Plume spread status, making Torkoal difficult to safely switch into. EQ is useful to hit Heatran as well as other Fire/Rock types. Max def makes Torkoal fat and allows it to switch in on many physical attacks to get up sun easily.
Venusaur @ Life Orb
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Growth
- Earth Power
- Weather Ball
- Giga Drain
Venusaur is probably Sun's most threatening mon. Grass Ground Fire coverage is quite solid, and Venusaur becomes ridiculously strong at +2 with a LO. Timid isn't needed for anything other than scarf gren, so I opted for the power increase of Modest. It's also a somewhat decent (not really but just outplay lol) switch to Koko, the defensive utility of just having a grass type is needed on this team.
Charizard @ Choice Specs
Ability: Solar Power
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Overheat
- Weather Ball
- Solar Beam
- Scorching Sands
kill
Charizard is a terrifying breaker, able to do ridiculous things like 2hko spdef pex with weather ball. It's of course extremely flawed, doesn't have the best speed tier, is susceptible to chip, and rocks are a death sentence. Regardless, a well played Charizard should always claim a kill.
Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 16 SpA / 52 SpD / 192 Spe
Calm Nature
IVs: 0 Atk
- Defog
- Moonblast
- Nature's Madness
- Taunt
Fini clashes a bit with Torkoal's status moves and Garchomp's Scale Shot, but it provides much needed utility to this team. It's the primary hazard removal for Charizard, and the team's Ash Gren switch in. Misty Terrain allows this team to easily pivot around Toxapex, which would otherwise be annoying to this team. Fini is also able to annoy Tran despite being walled by it, allowing Garchomp free entry on it with Misty Terrain and chipping it with Nature's Madness.
Garchomp-Mega @ Garchompite
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Scale Shot
- Earthquake
- Fire Fang
Mega Garchomp is probably the scariest mon in the tier, it is able to kill absolutely everything and has impressive levels of bulk. On this team, it also bluffs Mega Charizard. On preview, this team looks like Scarf Lando Z Chomp Zard Y, but none of those are actually here. Chomp is able to OHKO Corv at +2 in Sun which is nice, but it's not really here to abuse sun.
Landorus-Therian (M) @ Flyinium Z
Ability: Intimidate
EVs: 176 HP / 188 Atk / 144 Spe
Adamant Nature
- Smack Down
- Stealth Rock
- Earthquake
- Fly
This set literally kills everything, and gets up rocks on everything. It's a decent Garchomp check, living +1 Z-Rock and normally killing with unboosted Z-Fly (75% to OHKO from full). The spread here is to OHKO Tang and outspeed Modest Tran, more offensive investment could be used but it wouldn't allow Lando to live Garchomp. Lando and Charizard are both the types of mon that can claim a kill vs any team, which in combination allow Venusaur and Garchomp to sweep much more reliably late game.
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