So, I've recently been getting into UU... uh, primarily to use Scolipede in the only tier it's semi-viable, but that's beside the point. But to that end, I ended up on the idea of a Sun team focused around eliminating key threats, denting walls, in the service of facilitating Scolipede to clean at the end of the game.
Scolipede @ Life Orb
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Poison Jab
- Rock Slide
- Earthquake
The namer of the Team and the Star. A fairly standard set with the one change of forgoing Bug STAB with Rock Slide. I've found the additional coverage to be worth losing a bit of power, especially against overconfident flying types.
Torkoal @ Heat Rock
Ability: Drought
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Stealth Rock
- Lava Plume
- Rapid Spin
- Toxic
The "Sun," part of the Squad, Torkoal is fairly self-explanatory. Bulky, effective Sun-Setter that can survive over the course of a game and keep the sun up well. Being able to spread Toxic, set rocks and spin away opposing rocks is an added bonus.
Venusaur @ Life Orb
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Growth
- Giga Drain
- Weather Ball
- Sludge Bomb
One of two... Scalpels, for lack of a better term on the team. Venusaur is here to wax dangerous threats after a single Growth, namely rocks and steels, although when Sun disappears it becomes fairly helpless. Often wins games on its own, but if Sun can't stay up, neither can it.
Darmanitan @ Choice Scarf
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- U-turn
- Earthquake
- Rock Slide
While the two bordering Darm are the Scalpels of the team, meant to pick off threats efficiently, Darm is a sledgehammer. I use Darm over Moltres here for one reason; the extra speed. I found that the little bit of extra speed that Darm provides makes it better for cleaving open a hole in the opposing team. Its better move-pool as a revenge killer is also useful, which is why I upped on the speed factor with a Scarf.
Conkeldurr @ Flame Orb
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Drain Punch
- Facade
- Knock Off
- Mach Punch
The team's other Scalpel, Conkeldurr hits like a freight-train and neuters would-be walls with Knock Off and Guts boosted Facade. Mach Punch lets it wack weakened opponents with a well-timed switch and can dent speedier resists as a sacrifice.
Weezing-Galar @ Rocky Helmet
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Toxic
- Aromatherapy
- Clear Smog
- Strange Steam
Weezing's an oddball here. I have G-Weezing on the team specifically because it fulfills a few specific things I seemed to need; a bulky tank to stop Fighting, Dark, and Normal attackers. I initially used Chansey, but found it folded to fighters too badly. Then I swapped to G-Corsola, but I had the same problem, just with Darks. After that it was Slowking, but I still couldn't deal with Darks. Now, my latest attempt is with G-Weezing, given its good physical bulk and resistances to two of the aforementioned types. As a bonus, it can act as a general support for the team by crippling walls with Toxic, healing status with Aromatherapy, and stopping boosters with Clear Smog.
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------Scolipede @ Life Orb
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Poison Jab
- Rock Slide
- Earthquake
The namer of the Team and the Star. A fairly standard set with the one change of forgoing Bug STAB with Rock Slide. I've found the additional coverage to be worth losing a bit of power, especially against overconfident flying types.
Torkoal @ Heat Rock
Ability: Drought
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Stealth Rock
- Lava Plume
- Rapid Spin
- Toxic
The "Sun," part of the Squad, Torkoal is fairly self-explanatory. Bulky, effective Sun-Setter that can survive over the course of a game and keep the sun up well. Being able to spread Toxic, set rocks and spin away opposing rocks is an added bonus.
Venusaur @ Life Orb
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Growth
- Giga Drain
- Weather Ball
- Sludge Bomb
One of two... Scalpels, for lack of a better term on the team. Venusaur is here to wax dangerous threats after a single Growth, namely rocks and steels, although when Sun disappears it becomes fairly helpless. Often wins games on its own, but if Sun can't stay up, neither can it.
Darmanitan @ Choice Scarf
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- U-turn
- Earthquake
- Rock Slide
While the two bordering Darm are the Scalpels of the team, meant to pick off threats efficiently, Darm is a sledgehammer. I use Darm over Moltres here for one reason; the extra speed. I found that the little bit of extra speed that Darm provides makes it better for cleaving open a hole in the opposing team. Its better move-pool as a revenge killer is also useful, which is why I upped on the speed factor with a Scarf.
Conkeldurr @ Flame Orb
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Drain Punch
- Facade
- Knock Off
- Mach Punch
The team's other Scalpel, Conkeldurr hits like a freight-train and neuters would-be walls with Knock Off and Guts boosted Facade. Mach Punch lets it wack weakened opponents with a well-timed switch and can dent speedier resists as a sacrifice.
Weezing-Galar @ Rocky Helmet
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Toxic
- Aromatherapy
- Clear Smog
- Strange Steam
Weezing's an oddball here. I have G-Weezing on the team specifically because it fulfills a few specific things I seemed to need; a bulky tank to stop Fighting, Dark, and Normal attackers. I initially used Chansey, but found it folded to fighters too badly. Then I swapped to G-Corsola, but I had the same problem, just with Darks. After that it was Slowking, but I still couldn't deal with Darks. Now, my latest attempt is with G-Weezing, given its good physical bulk and resistances to two of the aforementioned types. As a bonus, it can act as a general support for the team by crippling walls with Toxic, healing status with Aromatherapy, and stopping boosters with Clear Smog.
So, that about does that. All feedback is appreciated, and I thank you for your time looking at my team.
I hope you have a wonderful day/night/evening/7:42P.M. GMT/etc.
I hope you have a wonderful day/night/evening/7:42P.M. GMT/etc.