This is my first time playing UU (I mostly stick to PU) and my first time posting on these forums. I'd never tried a weather team before and sun looked like a fun archetype. after building a bit of a OU team i realized that the team would be way more fun and better in UU, I didn't use many OU pokemon, so i swapped to UU and finished the team
It's a fairly standard sun team, battles normally end quite quickly with this which i like because i have a short attention span. From what ive found playing with this team is 1. Chansey is the worst and is a pain to kill 2. you generally wont do one massive sweep but you also wont kill each of there pokemon individually in most cases. generally its more like 2 mini sweeps that get 2 or 3 of their pokemon with venasaur and hatterene.
Pokepaste: https://pokepast.es/7378f8e82ed8e496
It's a fairly standard sun team, battles normally end quite quickly with this which i like because i have a short attention span. From what ive found playing with this team is 1. Chansey is the worst and is a pain to kill 2. you generally wont do one massive sweep but you also wont kill each of there pokemon individually in most cases. generally its more like 2 mini sweeps that get 2 or 3 of their pokemon with venasaur and hatterene.
Torkoal @ Heat Rock
Ability: Drought
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- Rapid Spin
- Body Press
- Lava Plume
The Sun Setter, Stealth rock as its probably the best move in the game. Body Press to take advantage of its high defence and can catch people off guard when they see that the torkoal did some damage. Rapid spin as an extra form of hazard support (magic bounce and defog normally take care off it though) Lava plume as despite being a sun team, i found that a lot of the time the lack of STAB fire kind of hurt. The original yawn instead of lava plume might be better though.
Venusaur @ Life Orb
Ability: Chlorophyll
Shiny: Yes
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
IVs: 0 Atk
- Solar Beam
- Growth
- Weather Ball
- Synthesis
Venasaur is basically a must in sun teams. Quite bulky and can live a long time. Weather ball for fire coverage. Solar beam for a 1 turn 120 grass move. growth for set up. Synthesis for healing 75% of HP. The lack of any good move when sun isnt out is a problem so may replace synthesis with sludge bomb for that poison STAB
Heliolisk @ Choice Specs
Ability: Solar Power
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Weather Ball
- Thunderbolt
- Volt Switch
- Grass Knot
I wanted a hard hitter who was aided by the sun, yet didn't want to be overly reliant on fire types and fire type coverage and i like heliolisk. Will one shot 90% of things with volt switch and then can switch out to something else as being speced into one move can be a pain. Really good revenge killer that does an insane amount of damage. weather ball and grass knot for fire and grass coverage
Zarude @ Life Orb
Ability: Leaf Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Power Whip
- Darkest Lariat
- U-turn
- Synthesis
Revenge killer part 2, synthesis instead of jungle healing as leaf guard will take care of status. a hard hitter who does its job very well although i dont have much to say about them. good switch in for any possible psychic attacks heading for venasaur
Hatterene @ Leftovers
Ability: Magic Bounce
Shiny: Yes
EVs: 252 HP / 244 Def / 12 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Draining Kiss
- Psyshock
- Mystical Fire
get your sun up turn one with torkoal and bounce back there nihilego's rocks. setting up with this happens alot and you probably wont run out of hp as your blasting out +1 or 2 draining kisses. Very standard set for Hatterene.
Rotom-Wash @ Leftovers
Ability: Levitate
Shiny: Yes
EVs: 252 HP / 4 Def / 252 Spe
Serious Nature
IVs: 0 Atk
- Sunny Day
- Defog
- Volt Switch
- Hydro Pump
I experimented a lot for the last slot as chansey, slowking and volcanion also fit in this slot for various different purposes I wanted a water type for that nice fire water grass core, a Pokémon that could serve as a back up sunny day and something that could defog as i don't like running heavy duty boots on stuff. The washing machine was the best fit for this although I do have different versions of this team as this last slot was the one i was most unsure about.
Ability: Drought
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- Rapid Spin
- Body Press
- Lava Plume
The Sun Setter, Stealth rock as its probably the best move in the game. Body Press to take advantage of its high defence and can catch people off guard when they see that the torkoal did some damage. Rapid spin as an extra form of hazard support (magic bounce and defog normally take care off it though) Lava plume as despite being a sun team, i found that a lot of the time the lack of STAB fire kind of hurt. The original yawn instead of lava plume might be better though.
Venusaur @ Life Orb
Ability: Chlorophyll
Shiny: Yes
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
IVs: 0 Atk
- Solar Beam
- Growth
- Weather Ball
- Synthesis
Venasaur is basically a must in sun teams. Quite bulky and can live a long time. Weather ball for fire coverage. Solar beam for a 1 turn 120 grass move. growth for set up. Synthesis for healing 75% of HP. The lack of any good move when sun isnt out is a problem so may replace synthesis with sludge bomb for that poison STAB
Heliolisk @ Choice Specs
Ability: Solar Power
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Weather Ball
- Thunderbolt
- Volt Switch
- Grass Knot
I wanted a hard hitter who was aided by the sun, yet didn't want to be overly reliant on fire types and fire type coverage and i like heliolisk. Will one shot 90% of things with volt switch and then can switch out to something else as being speced into one move can be a pain. Really good revenge killer that does an insane amount of damage. weather ball and grass knot for fire and grass coverage
Zarude @ Life Orb
Ability: Leaf Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Power Whip
- Darkest Lariat
- U-turn
- Synthesis
Revenge killer part 2, synthesis instead of jungle healing as leaf guard will take care of status. a hard hitter who does its job very well although i dont have much to say about them. good switch in for any possible psychic attacks heading for venasaur
Hatterene @ Leftovers
Ability: Magic Bounce
Shiny: Yes
EVs: 252 HP / 244 Def / 12 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Draining Kiss
- Psyshock
- Mystical Fire
get your sun up turn one with torkoal and bounce back there nihilego's rocks. setting up with this happens alot and you probably wont run out of hp as your blasting out +1 or 2 draining kisses. Very standard set for Hatterene.
Rotom-Wash @ Leftovers
Ability: Levitate
Shiny: Yes
EVs: 252 HP / 4 Def / 252 Spe
Serious Nature
IVs: 0 Atk
- Sunny Day
- Defog
- Volt Switch
- Hydro Pump
I experimented a lot for the last slot as chansey, slowking and volcanion also fit in this slot for various different purposes I wanted a water type for that nice fire water grass core, a Pokémon that could serve as a back up sunny day and something that could defog as i don't like running heavy duty boots on stuff. The washing machine was the best fit for this although I do have different versions of this team as this last slot was the one i was most unsure about.
Pokepaste: https://pokepast.es/7378f8e82ed8e496