Hey all, I've been experimenting in teams in nat dex from stall to HO and I found out this sun team that i made was one of the best. Please tell me changes and improvements i can make as i've been stuck at 1650.
Disclaimer: I don't know what hidden powers do (except the moves) please explain to my dumbass thanks
Past: https://pokepast.es/4112768e479b9b79
Torkoal @ Heat Rock
Ability: Drought
Hidden Power: Grass
EVs: 252 HP / 252 Def / 4 SpA
Relaxed Nature
- Lava Plume
- Body Press
- Stone Edge
- Rapid Spin
Every sun team needs a sun setter and torkoal has defined its place as the current best sun setter. With a huge def stat and access to body press/stone edge, it also becomes a ttar and charizard-y lure. Heat Rock can be easily knocked off so don't take risks as it will help in the end game.
Victini @ Choice Scarf
Ability: Victory Star
Hidden Power: Dark
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely Nature
- V-create
- Bolt Strike
- U-turn
- Glaciate
Victini has access to the highest base power move in nat dex while having a great movepool and stats. Sun boosted v-create is a nuke to everything but heatran, and glaciate 2HKOs lando, bolt strike 2HKOs fini and pals. Scarf because the team needed some speed control outside of sun (venusaur). Mixed band is also an option to make this team more on the offense side.
Garchomp @ Garchompite
Ability: Rough Skin
Hidden Power: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Fire Fang
- Scale Shot
Garchomp has solidified itsself into one of 2 sets: fat chomp or sweeper. Even though garchomp is normally walled by metal birds, sun boosted fire fang makes those birds go poof. SD, eq, scale shot are the normal moves. Always switchin garchomp to ttar when they try to take away your sun as you can get a sand force boosted EQ.
Venusaur @ Grassium Z
Ability: Chlorophyll
Hidden Power: Rock
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Growth
- Giga Drain
- Weather Ball
- Sludge Bomb
Venusaur is the go-to sun sweeper. Access to its ability chlorophyll boosting its speed with great grass & fire coverage, venusaur is a beast under sun. +2 allows it to break a lot of walls it couldn't before. Venusaur also has a z-move that can OHKO many semi-walls that it couldn't before such as spdef lando. Weather ball is unexpected for people who are unprepared and sacrifice a melmetal, etc. Growth is always a good setup move, basically walmart nasty plot under sun.
Looking for item suggestions, I took out LO as it didn't make much of a difference in my experience.
Corviknight @ Shed Shell
Ability: Pressure
EVs: 252 HP / 184 Def / 72 SpD
Impish Nature
- Defog
- Brave Bird
- U-turn
- Roost
Every team has to have a defogger / wall. And that means every team needs a metal bird. I chose corvi as it actually has spdef and can be switched into lele who may have focus blast where the next member (heatran) is weak to. Shed Shell as hazard control is essential and we don't want to be trapped by magnezone. Brave bird helps with the odd conkeldurr.
Heatran @ Leftovers
Ability: Flash Fire
Hidden Power: Psychic
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Earth Power
- Magma Storm
- Toxic
- Protect
Even though sun heatran is normally a scarf eruption, I chose not do as i need a special wall to cover corvi's weaknesses. Sun-Boosted magma storm takes a big chunk of damage out of everything. Tapu Fini loses this 1v1 unless it's CM. Basically, heatran does its job and does it well.
Well, this is the end of this RMT. Please give me suggestions to improve this really basic sun team. ALSO TELL ME WHAT DO HIDDEN POWERS DO ON POKEMON, NOT THE MOVE. thanks
Disclaimer: I don't know what hidden powers do (except the moves) please explain to my dumbass thanks
Past: https://pokepast.es/4112768e479b9b79
Torkoal @ Heat Rock
Ability: Drought
Hidden Power: Grass
EVs: 252 HP / 252 Def / 4 SpA
Relaxed Nature
- Lava Plume
- Body Press
- Stone Edge
- Rapid Spin
Every sun team needs a sun setter and torkoal has defined its place as the current best sun setter. With a huge def stat and access to body press/stone edge, it also becomes a ttar and charizard-y lure. Heat Rock can be easily knocked off so don't take risks as it will help in the end game.
252 SpA Charizard-Mega-Y Scorching Sands vs. 252 HP / 4 SpD Torkoal: 238-280 (69.1 - 81.3%) -- guaranteed 2HKO
0 Atk Torkoal Stone Edge vs. 0 HP / 4 Def Charizard-Mega-Y: 308-364 (103.7 - 122.5%) -- guaranteed OHKO
0 Atk Tyranitar Stone Edge vs. 252 HP / 252+ Def Torkoal: 158-188 (45.9 - 54.6%) -- 97.3% chance to 2HKO after sandstorm damage (bulky)
252+ Atk Choice Band Tyranitar Stone Edge vs. 252 HP / 252+ Def Torkoal: 312-368 (90.6 - 106.9%) -- 43.8% chance to OHKO (less then 50% chance however i wouldn't take the risk this is just for demonstration.)
252+ Def Torkoal Body Press vs. 0 HP / 0 Def Tyranitar: 376-444 (110.2 - 130.2%) -- guaranteed OHKO (band)
252+ Def Torkoal Body Press vs. 252 HP / 4 Def Tyranitar: 372-440 (92 - 108.9%) -- 56.3% chance to OHKO (bulky)
0 Atk Torkoal Stone Edge vs. 0 HP / 4 Def Charizard-Mega-Y: 308-364 (103.7 - 122.5%) -- guaranteed OHKO
0 Atk Tyranitar Stone Edge vs. 252 HP / 252+ Def Torkoal: 158-188 (45.9 - 54.6%) -- 97.3% chance to 2HKO after sandstorm damage (bulky)
252+ Atk Choice Band Tyranitar Stone Edge vs. 252 HP / 252+ Def Torkoal: 312-368 (90.6 - 106.9%) -- 43.8% chance to OHKO (less then 50% chance however i wouldn't take the risk this is just for demonstration.)
252+ Def Torkoal Body Press vs. 0 HP / 0 Def Tyranitar: 376-444 (110.2 - 130.2%) -- guaranteed OHKO (band)
252+ Def Torkoal Body Press vs. 252 HP / 4 Def Tyranitar: 372-440 (92 - 108.9%) -- 56.3% chance to OHKO (bulky)
Victini @ Choice Scarf
Ability: Victory Star
Hidden Power: Dark
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely Nature
- V-create
- Bolt Strike
- U-turn
- Glaciate
Victini has access to the highest base power move in nat dex while having a great movepool and stats. Sun boosted v-create is a nuke to everything but heatran, and glaciate 2HKOs lando, bolt strike 2HKOs fini and pals. Scarf because the team needed some speed control outside of sun (venusaur). Mixed band is also an option to make this team more on the offense side.
252+ Atk Victini V-create vs. 252 HP / 4 Def Swampert in Sun: 219-258 (54.2 - 63.8%) -- guaranteed 2HKO after Leftovers recovery (bulky swampert)
252+ Atk Victini V-create vs. 0 HP / 4 Def Swampert-Mega in Sun: 185-218 (54.2 - 63.9%) -- guaranteed 2HKO (rain sweeper)
4 SpA Victini Glaciate vs. 252 HP / 48 SpD Landorus-Therian: 216-256 (56.5 - 67%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Victini Bolt Strike vs. 252 HP / 192+ Def Tapu Fini: 178-210 (51.7 - 61%) -- 94.1% chance to 2HKO after Leftovers recovery
252+ Atk Victini V-create vs. 0 HP / 4 Def Swampert-Mega in Sun: 185-218 (54.2 - 63.9%) -- guaranteed 2HKO (rain sweeper)
4 SpA Victini Glaciate vs. 252 HP / 48 SpD Landorus-Therian: 216-256 (56.5 - 67%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Victini Bolt Strike vs. 252 HP / 192+ Def Tapu Fini: 178-210 (51.7 - 61%) -- 94.1% chance to 2HKO after Leftovers recovery
Garchomp @ Garchompite
Ability: Rough Skin
Hidden Power: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Fire Fang
- Scale Shot
Garchomp has solidified itsself into one of 2 sets: fat chomp or sweeper. Even though garchomp is normally walled by metal birds, sun boosted fire fang makes those birds go poof. SD, eq, scale shot are the normal moves. Always switchin garchomp to ttar when they try to take away your sun as you can get a sand force boosted EQ.
+2 252 Atk Garchomp Fire Fang vs. 252 HP / 252+ Def Skarmory in Sun: 244-288 (73 - 86.2%) -- guaranteed 2HKO
+2 252 Atk Garchomp Fire Fang vs. 248 HP / 168+ Def Corviknight in Sun: 320-378 (80.2 - 94.7%) -- guaranteed 2HKO after Leftovers recovery
+2 252 Atk Garchomp Fire Fang vs. 252 HP / 144+ Def Buzzwole in Sun: 260-308 (62.2 - 73.6%) -- guaranteed 2HKO after Leftovers recovery
+2 252 Atk Garchomp Fire Fang vs. 248 HP / 168+ Def Corviknight in Sun: 320-378 (80.2 - 94.7%) -- guaranteed 2HKO after Leftovers recovery
+2 252 Atk Garchomp Fire Fang vs. 252 HP / 144+ Def Buzzwole in Sun: 260-308 (62.2 - 73.6%) -- guaranteed 2HKO after Leftovers recovery
Venusaur @ Grassium Z
Ability: Chlorophyll
Hidden Power: Rock
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Growth
- Giga Drain
- Weather Ball
- Sludge Bomb
Venusaur is the go-to sun sweeper. Access to its ability chlorophyll boosting its speed with great grass & fire coverage, venusaur is a beast under sun. +2 allows it to break a lot of walls it couldn't before. Venusaur also has a z-move that can OHKO many semi-walls that it couldn't before such as spdef lando. Weather ball is unexpected for people who are unprepared and sacrifice a melmetal, etc. Growth is always a good setup move, basically walmart nasty plot under sun.
Looking for item suggestions, I took out LO as it didn't make much of a difference in my experience.
+2 252+ SpA Venusaur Bloom Doom (140 BP) vs. 252 HP / 0 SpD Landorus-Therian: 502-592 (131.4 - 154.9%) -- guaranteed OHKO
+2 252+ SpA Venusaur Weather Ball (100 BP Fire) vs. 0 HP / 244 SpD Melmetal in Sun: 622-732 (151.3 - 178.1%) -- guaranteed OHKO
252+ SpA Venusaur Bloom Doom (140 BP) vs. 0 HP / 4 SpD Tapu Koko: 264-312 (93.9 - 111%) -- 62.5% chance to OHKO
0 SpA Tapu Fini Scald vs. 0 HP / 4 SpD Venusaur: 42-49 (13.9 - 16.2%) -- possible 7HKO (always switchin venusaur for a free giga drain / bloom doom.)
+2 252+ SpA Venusaur Weather Ball (100 BP Fire) vs. 0 HP / 244 SpD Melmetal in Sun: 622-732 (151.3 - 178.1%) -- guaranteed OHKO
252+ SpA Venusaur Bloom Doom (140 BP) vs. 0 HP / 4 SpD Tapu Koko: 264-312 (93.9 - 111%) -- 62.5% chance to OHKO
0 SpA Tapu Fini Scald vs. 0 HP / 4 SpD Venusaur: 42-49 (13.9 - 16.2%) -- possible 7HKO (always switchin venusaur for a free giga drain / bloom doom.)
Corviknight @ Shed Shell
Ability: Pressure
EVs: 252 HP / 184 Def / 72 SpD
Impish Nature
- Defog
- Brave Bird
- U-turn
- Roost
Every team has to have a defogger / wall. And that means every team needs a metal bird. I chose corvi as it actually has spdef and can be switched into lele who may have focus blast where the next member (heatran) is weak to. Shed Shell as hazard control is essential and we don't want to be trapped by magnezone. Brave bird helps with the odd conkeldurr.
Heatran @ Leftovers
Ability: Flash Fire
Hidden Power: Psychic
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Earth Power
- Magma Storm
- Toxic
- Protect
Even though sun heatran is normally a scarf eruption, I chose not do as i need a special wall to cover corvi's weaknesses. Sun-Boosted magma storm takes a big chunk of damage out of everything. Tapu Fini loses this 1v1 unless it's CM. Basically, heatran does its job and does it well.
Well, this is the end of this RMT. Please give me suggestions to improve this really basic sun team. ALSO TELL ME WHAT DO HIDDEN POWERS DO ON POKEMON, NOT THE MOVE. thanks