Hi Everyone, I am new to competitive [current ELO - 1350]. I have always been excited to use weather teams, and would like some help to take this Sun team to the next level. Took the basics from what I know of the OU scene and the different roles, and made tweaks based on battle experience.
PokePaste: https://pokepast.es/febf516921b0905d
Team Members:
1. Torkoal:
Very classic sun setter. (Why can we not have a better Sun setter in OU. Feels like fodder every time I need to bring him in!). Tera water to ensure survivability if I need to bring him in several times during the game, either to setup Walking wake for the sweep or as a defensive sponge. EV'd in Special Defence to ensure I can eat hits from both ends of the defensive spectrum, get a surprise rocks or lava plume on opponents expecting to take me out. Lava plume for the higher burn chance and yawn to ensure safe switch ins.
2. Walking Wake:
The main man. The sweeper to clean up a weakened team, or to wall-break early. Choice specs for maximum damage, and no need for alternating between moves. Its mostly a toss-up between flamethrower and hydro steam anyways based on the nature of resists left and their HPs. EVd specifically to get a Speed boost in the sun, needed to outspeed all major threats like Dragapult, etc. Tera fairy if I need to resist a late-game Kingambit Sucker Punch (that thing is a monster) + other fair/dragon moves outside sun.
3. Heatran:
The other fire type mon needed to take advantage of the sun. Made him a Special Defence wall since he mostly is needed to switch in to these moves. Physical super effective moves like EQ, CC are all very easily switched out of or negated by Tera Grass. Added Lefties and Stealth rock for longetivity and as a back up rock setter to Torkoal. Lava Plume over Magma storm for accuracy + burn chances, and Solar Beam to surprise unsuspecting water types in the sun without the need to Tera grass. Flash fire is also handy for a fire immunity, since I dont have any bulky waters on this team to switch in. Earth power for fire types of Glimmora leads.
4. Hatterene:
My main answer to special threats and rock leads like Garchomp. Tried a calm mind set, but liked the option of healing my heavy hitters late game with healing wish (still have not mastered the timing of it due to Hatterene's slow speed). Mystical fire for SpA drops and good coverage, draining kiss + lefties for good recovery, and STAB Psychic. Tera Steel for defensive pivots and more likely hits from the physical side. Good counter to SpA mons, but feels like I've not found good use for it.
5. Rillaboom:
The glue to most of the pieces on this team. Choice band priority grassy glide hits like a truck, but being locked on this mon really makes opponent switches very easy. Has good defensive matchups against most of my other teammates' threats, and as a result find it hard to keep him alove for long. Tera Grass + grassy glide 2HKOs all mons without a resistance. And currenlty my only check to late game sucker punch Kingambit.
6. Great Tusk:
The mon I experimented the most with and made multiple changes. Currently, has Speed higher than Attack and Defense to outspeed most mons in the sun, as I felt my team was too slow if I made him too defensive with a max defence bulk up set. Good coverage with Knock off, Ice spinner and headlong rush (no EQ to get nerfed by Grassy terrain). Tera water to take some special flying/psychic hits from mons like Zapdos, LandoT, Slowking, etc. Another mon I feel like I'm under-utilizing and would like to know he can fit better on this team.
Teams I struggle against:
PokePaste: https://pokepast.es/febf516921b0905d
Team Members:
1. Torkoal:
Very classic sun setter. (Why can we not have a better Sun setter in OU. Feels like fodder every time I need to bring him in!). Tera water to ensure survivability if I need to bring him in several times during the game, either to setup Walking wake for the sweep or as a defensive sponge. EV'd in Special Defence to ensure I can eat hits from both ends of the defensive spectrum, get a surprise rocks or lava plume on opponents expecting to take me out. Lava plume for the higher burn chance and yawn to ensure safe switch ins.
2. Walking Wake:
The main man. The sweeper to clean up a weakened team, or to wall-break early. Choice specs for maximum damage, and no need for alternating between moves. Its mostly a toss-up between flamethrower and hydro steam anyways based on the nature of resists left and their HPs. EVd specifically to get a Speed boost in the sun, needed to outspeed all major threats like Dragapult, etc. Tera fairy if I need to resist a late-game Kingambit Sucker Punch (that thing is a monster) + other fair/dragon moves outside sun.
3. Heatran:
The other fire type mon needed to take advantage of the sun. Made him a Special Defence wall since he mostly is needed to switch in to these moves. Physical super effective moves like EQ, CC are all very easily switched out of or negated by Tera Grass. Added Lefties and Stealth rock for longetivity and as a back up rock setter to Torkoal. Lava Plume over Magma storm for accuracy + burn chances, and Solar Beam to surprise unsuspecting water types in the sun without the need to Tera grass. Flash fire is also handy for a fire immunity, since I dont have any bulky waters on this team to switch in. Earth power for fire types of Glimmora leads.
4. Hatterene:
My main answer to special threats and rock leads like Garchomp. Tried a calm mind set, but liked the option of healing my heavy hitters late game with healing wish (still have not mastered the timing of it due to Hatterene's slow speed). Mystical fire for SpA drops and good coverage, draining kiss + lefties for good recovery, and STAB Psychic. Tera Steel for defensive pivots and more likely hits from the physical side. Good counter to SpA mons, but feels like I've not found good use for it.
5. Rillaboom:
The glue to most of the pieces on this team. Choice band priority grassy glide hits like a truck, but being locked on this mon really makes opponent switches very easy. Has good defensive matchups against most of my other teammates' threats, and as a result find it hard to keep him alove for long. Tera Grass + grassy glide 2HKOs all mons without a resistance. And currenlty my only check to late game sucker punch Kingambit.
6. Great Tusk:
The mon I experimented the most with and made multiple changes. Currently, has Speed higher than Attack and Defense to outspeed most mons in the sun, as I felt my team was too slow if I made him too defensive with a max defence bulk up set. Good coverage with Knock off, Ice spinner and headlong rush (no EQ to get nerfed by Grassy terrain). Tera water to take some special flying/psychic hits from mons like Zapdos, LandoT, Slowking, etc. Another mon I feel like I'm under-utilizing and would like to know he can fit better on this team.
Teams I struggle against:
- Setup Teams: Apart from Walking Wake in Sun, feels I have very few wallbreakers / struggling to get them on the field at the right time. With my opoonents setting up sword dances, bulk ups, calm minds, etc., feels like I struggle/ need to use too many pieces to dent them. Could be just inexperinece, but if there are team changes I can make for that, would be down
- Galarian Slowking, Zapdos, Kingambit, LandoT - some common threats I feel like my team struggles to break