Hi I’d like help with a sun team I’m currently attempting to build since some people were discussing sun and I wanted to try it out. Without further ado: here’s the pokepaste to my team:
https://pokepast.es/33452555c97463f5
And here’s my explanations for why I chose what I chose
Torkoal @ Heat Rock
Ability: Drought
Tera Type: Flying
EVs: 248 HP / 8 Def / 252 SpD
Relaxed Nature
- Stealth Rock
- Rapid Spin
- Lava Plume
- Will-O-Wisp
I wanted to make sure it wasn’t completely passive but also gave my team extra utility so I settled on one attack+three utility moves. The will-o-wisp is to catch physical mons when they try to switch in and set up in torkoal. The burn chance on lava plume is also nice.
Walking Wake @ Choice Specs
Ability: Protosynthesis
Tera Type: Water
EVs: 240 SpA / 16 SpD / 252 Spe
Timid Nature
- Hydro Steam
- Flamethrower
- Flip Turn
- Draco Meteor
With sun boosting its special attack it can punch holes into opponent’s teams. Tera type is water to further boost hydro steam’s power to astronomical levels. This is a wall breaker on my team. Flip turn is to generate momentum, Draco meteor is a nuke which can OHKO or severely dent checks to other mons on the team for moon or gouging fire to sweep. Hydro steam is the best STAB attack for wake and spammable. Flamethrower is good for coverage against Pokémon like kingambit and is boosted under sun.
Roaring Moon @ Leftovers
Ability: Protosynthesis
Tera Type: Flying
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Knock Off
- Earthquake
- Acrobatics
Just a normal dragon dance variant but because of sun it can take advantage of leftovers to escape from range of priority attacks. This is strong as always on this team but because of the leftovers it is harder to stop its sweep with priority like sucker punch.
Gouging Fire @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Steel
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Heat Crash
- Outrage
- Morning Sun
Gouging fire is a good sweeper and wallbreaker with dragon dance. Dragon dance boosts the attack to insanely high levels and lets it outspeed threats to potentially sweep. Heat crash is what I like to avoid the recoil from flare blitz. I enjoy the insane damage of outrage, and morning sun is good for recovery. Heavy duty boots is to prevent hazard damage from stuff like stealth rock to make gouging fire harder to deal with for all teams. Tera steel prevents revenge kills from fast fairy types.
Raging Bolt @ Leftovers
Ability: Protosynthesis
Tera Type: Fairy
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Calm Mind
- Thunderbolt
- Dragon Pulse
- Thunderclap
Raging bolt gets very bulky with leftovers and max hp investment. Since it’s slow I decided to write off speed and instead focus on tanking hits and then swinging back. I do know that this destroys the bolt mirror though so I have Tera fairy in here. Calm mind makes bolt extremely threatening under a protosynthesis boost and thunderclap bypasses speed while thunderbolt and dragon pulse are really good stab moves. Bolt is a wallbreaker that can set up and tank hits to punch holes in opponents teams for moon and gouging fire to sweep later.
Great Tusk @ Choice Band
Ability: Protosynthesis
Tera Type: Ground
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Headlong Rush
- Close Combat
- Knock Off
- Ice Spinner
Great Tusk with band makes its stab moves become nukes under a protosynthesis attack boost. It combined with wake and bolt provide good coverage of the meta and tusk can provide extra utility with knock off. Ice spinner hits gliscor hard while close combat and headlong rush just do a ton of damage. Tera Ground removes the fairy weakness and boosts headlong rush’s damage even more.
https://pokepast.es/33452555c97463f5
And here’s my explanations for why I chose what I chose
Torkoal @ Heat Rock
Ability: Drought
Tera Type: Flying
EVs: 248 HP / 8 Def / 252 SpD
Relaxed Nature
- Stealth Rock
- Rapid Spin
- Lava Plume
- Will-O-Wisp
I wanted to make sure it wasn’t completely passive but also gave my team extra utility so I settled on one attack+three utility moves. The will-o-wisp is to catch physical mons when they try to switch in and set up in torkoal. The burn chance on lava plume is also nice.
Walking Wake @ Choice Specs
Ability: Protosynthesis
Tera Type: Water
EVs: 240 SpA / 16 SpD / 252 Spe
Timid Nature
- Hydro Steam
- Flamethrower
- Flip Turn
- Draco Meteor
With sun boosting its special attack it can punch holes into opponent’s teams. Tera type is water to further boost hydro steam’s power to astronomical levels. This is a wall breaker on my team. Flip turn is to generate momentum, Draco meteor is a nuke which can OHKO or severely dent checks to other mons on the team for moon or gouging fire to sweep. Hydro steam is the best STAB attack for wake and spammable. Flamethrower is good for coverage against Pokémon like kingambit and is boosted under sun.
Roaring Moon @ Leftovers
Ability: Protosynthesis
Tera Type: Flying
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Knock Off
- Earthquake
- Acrobatics
Just a normal dragon dance variant but because of sun it can take advantage of leftovers to escape from range of priority attacks. This is strong as always on this team but because of the leftovers it is harder to stop its sweep with priority like sucker punch.
Gouging Fire @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Steel
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Heat Crash
- Outrage
- Morning Sun
Gouging fire is a good sweeper and wallbreaker with dragon dance. Dragon dance boosts the attack to insanely high levels and lets it outspeed threats to potentially sweep. Heat crash is what I like to avoid the recoil from flare blitz. I enjoy the insane damage of outrage, and morning sun is good for recovery. Heavy duty boots is to prevent hazard damage from stuff like stealth rock to make gouging fire harder to deal with for all teams. Tera steel prevents revenge kills from fast fairy types.
Raging Bolt @ Leftovers
Ability: Protosynthesis
Tera Type: Fairy
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Calm Mind
- Thunderbolt
- Dragon Pulse
- Thunderclap
Raging bolt gets very bulky with leftovers and max hp investment. Since it’s slow I decided to write off speed and instead focus on tanking hits and then swinging back. I do know that this destroys the bolt mirror though so I have Tera fairy in here. Calm mind makes bolt extremely threatening under a protosynthesis boost and thunderclap bypasses speed while thunderbolt and dragon pulse are really good stab moves. Bolt is a wallbreaker that can set up and tank hits to punch holes in opponents teams for moon and gouging fire to sweep later.
Great Tusk @ Choice Band
Ability: Protosynthesis
Tera Type: Ground
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Headlong Rush
- Close Combat
- Knock Off
- Ice Spinner
Great Tusk with band makes its stab moves become nukes under a protosynthesis attack boost. It combined with wake and bolt provide good coverage of the meta and tusk can provide extra utility with knock off. Ice spinner hits gliscor hard while close combat and headlong rush just do a ton of damage. Tera Ground removes the fairy weakness and boosts headlong rush’s damage even more.