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I haven't made a RMT here in years. omfg. Here we go.
Torkoal @ Heat Rock
Ability: Drought
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Lava Plume
- Stealth Rock
- Rapid Spin
- Toxic
The cornerstone of any sun team is the infamous Torkoal. Though it's dropped on the tiering rung due to the recent power creep (or should I say, power leap), Torkoal remains a force to be reckoned with in the OU metagame. Its absurd physical bulk and dreadful speed allow it to harass most other weather setters fairly easily. It can also easily stay in on Excadrill and threaten it with Lava Plume, which has a chance to even provide the KO through Focus Sash. Torkoal's only real purpose is to set sun and possibly rocks. It really only needs to do so 1-3 times throughout a match, so I don't bother much with trying to keep Torkoal healthy. If it eats a Toxic, no big deal. If it has to take a stray Liquidation or Earthquake, fine. It's great support for my sun wallbreakers, Venusaur and Charizard. Torkoal is infinitely preferred to Ninetales due to its litany of support moves that Ninetales simply cannot keep up with. Once Torkoal has provided enough sun turns for my team to close out the deal, it sacrifices itself graciously.
Pheromosa @ Choice Band
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Close Combat
- Triple Axel
- Rapid Spin
Pheromosa is a nice insurance piece for additional rapid spin support and speed control. Charizard mandates a more reliable spinner than Torkoal, which is reserved for sun support and death fodder. Pheromosa can spin against most of the tier due to its extremely high speed, and fears only Regieleki (what a god forsaken monstrosity that is). Triple Axel isn't terribly reliable but it can provide some support by taking on bulky ground types like Garchomp. U-Turn is, as always, great momentum to help get Charizard or Venusaur in on the switches Pheromosa tends to force. Close Combat can help out with Pokemon like Heatran that make a mess of the lovely Charizard.
Charizard @ Choice Specs
Ability: Solar Power
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Overheat
- Weather Ball
- Air Slash
- Solar Beam
Total nuke. With the sun blazing, this thing manages to 2HKO even Blissey with Weather Ball. Overheat can push massive damage on even bulky resists like Tapu Fini, and KO's pretty much any neutral target from full. The synergy between Charizard and Venusaur is simply stunning. Charizard easily wrecks even the bulkiest stall teams under sun, while Venusaur can patch up Charizard's decent but not spectacular speed.
Venusaur @ Life Orb
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Giga Drain
- Growth
- Sludge Bomb
- Weather Ball
Pretty much this team's only prayer against Regieleki, and it either needs sun or full HP to do so. Venusaur is a phenomenal sun sweeper, and threatens a massive chunk of the metagame with these three moves. Ferrothorn and Rillaboom stand no prayer against it. I honestly have to be very bold with my Growth predictions, as Venusaur has a hard time forcing things out that don't KO it back if Venusaur goes for the Growth and they decide to stay in. It totally ravages most of the tier alongside Charizard.
Blissey (F) @ Heavy-Duty Boots
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Seismic Toss
- Thunder Wave
- Teleport
- Soft-Boiled
Blissey on hyper offense? This gen of OU is bizarre for sure. Blissey works excellently as a specially defensive pivot with Teleport. This allows Blissey to switch in on a predicted Toxic or Thunder Wave, Teleport out, and give Venusaur/Charizard a free switch. This can be game breaking when done once, but when done several times throughout a match provides Charizard and Venusaur with way more defensive prowess than they could ever muster on their own. Thunder Wave and Seismic Toss are nice, but very situational. This Blissey set spams Teleport and grabs a Soft-boiled when feasible. It helps against non-Sub CM Spectrier and Regieleki without Thunder Cage.
Tapu Lele @ Terrain Extender
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Focus Blast
- Moonblast
- Energy Ball
An oddball pick but hear me out: my team is weak as shit to priority. This Tapu Lele set doesn't accomplish much other than keeping those Sucker Punches and Shadow Sneaks at bay. It can provide a nice switch-in to predicted fighting-type moves as well, and easily protects the team against the antics of Urshifu-Single Strike.
Torkoal @ Heat Rock
Ability: Drought
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Lava Plume
- Stealth Rock
- Rapid Spin
- Toxic
The cornerstone of any sun team is the infamous Torkoal. Though it's dropped on the tiering rung due to the recent power creep (or should I say, power leap), Torkoal remains a force to be reckoned with in the OU metagame. Its absurd physical bulk and dreadful speed allow it to harass most other weather setters fairly easily. It can also easily stay in on Excadrill and threaten it with Lava Plume, which has a chance to even provide the KO through Focus Sash. Torkoal's only real purpose is to set sun and possibly rocks. It really only needs to do so 1-3 times throughout a match, so I don't bother much with trying to keep Torkoal healthy. If it eats a Toxic, no big deal. If it has to take a stray Liquidation or Earthquake, fine. It's great support for my sun wallbreakers, Venusaur and Charizard. Torkoal is infinitely preferred to Ninetales due to its litany of support moves that Ninetales simply cannot keep up with. Once Torkoal has provided enough sun turns for my team to close out the deal, it sacrifices itself graciously.
Pheromosa @ Choice Band
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Close Combat
- Triple Axel
- Rapid Spin
Pheromosa is a nice insurance piece for additional rapid spin support and speed control. Charizard mandates a more reliable spinner than Torkoal, which is reserved for sun support and death fodder. Pheromosa can spin against most of the tier due to its extremely high speed, and fears only Regieleki (what a god forsaken monstrosity that is). Triple Axel isn't terribly reliable but it can provide some support by taking on bulky ground types like Garchomp. U-Turn is, as always, great momentum to help get Charizard or Venusaur in on the switches Pheromosa tends to force. Close Combat can help out with Pokemon like Heatran that make a mess of the lovely Charizard.
Charizard @ Choice Specs
Ability: Solar Power
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Overheat
- Weather Ball
- Air Slash
- Solar Beam
Total nuke. With the sun blazing, this thing manages to 2HKO even Blissey with Weather Ball. Overheat can push massive damage on even bulky resists like Tapu Fini, and KO's pretty much any neutral target from full. The synergy between Charizard and Venusaur is simply stunning. Charizard easily wrecks even the bulkiest stall teams under sun, while Venusaur can patch up Charizard's decent but not spectacular speed.
Venusaur @ Life Orb
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Giga Drain
- Growth
- Sludge Bomb
- Weather Ball
Pretty much this team's only prayer against Regieleki, and it either needs sun or full HP to do so. Venusaur is a phenomenal sun sweeper, and threatens a massive chunk of the metagame with these three moves. Ferrothorn and Rillaboom stand no prayer against it. I honestly have to be very bold with my Growth predictions, as Venusaur has a hard time forcing things out that don't KO it back if Venusaur goes for the Growth and they decide to stay in. It totally ravages most of the tier alongside Charizard.
Blissey (F) @ Heavy-Duty Boots
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Seismic Toss
- Thunder Wave
- Teleport
- Soft-Boiled
Blissey on hyper offense? This gen of OU is bizarre for sure. Blissey works excellently as a specially defensive pivot with Teleport. This allows Blissey to switch in on a predicted Toxic or Thunder Wave, Teleport out, and give Venusaur/Charizard a free switch. This can be game breaking when done once, but when done several times throughout a match provides Charizard and Venusaur with way more defensive prowess than they could ever muster on their own. Thunder Wave and Seismic Toss are nice, but very situational. This Blissey set spams Teleport and grabs a Soft-boiled when feasible. It helps against non-Sub CM Spectrier and Regieleki without Thunder Cage.
Tapu Lele @ Terrain Extender
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Focus Blast
- Moonblast
- Energy Ball
An oddball pick but hear me out: my team is weak as shit to priority. This Tapu Lele set doesn't accomplish much other than keeping those Sucker Punches and Shadow Sneaks at bay. It can provide a nice switch-in to predicted fighting-type moves as well, and easily protects the team against the antics of Urshifu-Single Strike.