Sun Force - GO!

luke

Master of the Elements
  • 7,845
    Posts
    17
    Years
    Slowking@Lum Berry
    Nature: Bold
    Ability: Own Tempo
    EVs: 200 HP / 188 DEF / 96 SPDEF / 24 SPATK

    - Surf
    - Fire Blast
    - Slack Off
    - Calm Mind

    Hitmonchan@Choice Band
    Nature: Adamant
    Ability: Iron Fist
    EVs: 252 ATK / 144 HP / 112 SPD

    - Close Combat
    - Ice Punch
    - Thunderpunch
    - Mach Punch

    Roserade@Life Orb
    Nature: Timid
    Ability: Natural Cure
    EVs: 252 SPD / 252 SPATK / 4 HP

    - Solarbeam
    - Weather Ball
    - Shadow Ball
    - Sunny Day

    Donphan@Leftovers
    Nature: Impish
    Ability: Sturdy
    EVs: 252 HP / 252 DEF / 4 ATK

    - Earthquake
    - Stone Edge
    - Ice Shard
    - Rapid Spin

    Dragonite@Yache Berry
    Nature: Adamant
    Ability: Inner Focus
    EVs: 172 ATK / 172 SPD / 164 HP

    - Dragon Claw
    - Fire Punch
    - Earthquake
    - Dragon Dance

    Rapidash@Wide Lens
    Nature: Jolly
    Ability: Flash Fire
    EVs: 252 SPD / 252 ATK / 4 HP

    - Flare Blitz
    - Megahorn
    - Agility
    - Hypnosis
     
    Last edited:
    I like Sleep Power on Tangrowth rather than Sunny Day. It's great to use when predicting if your opponent will switch into something that Tangrowth can't usually handle by itself. On Houndoom, try either HP Grass if you want help against Water types, either that or HP Fighting against Tyranitar.

    Cradily makes a nice wall.

    Cradily @ Leftovers
    Careful Nature
    EVs: 252 HP / 156 Def / 100 Sp.Def
    - Recover
    - Stealth Rock / Earthquake
    - Rock Slide
    - Toxic

    Stealth Rock is just for support, either that or Earthquake to hurt things like Magnezone that carry HP Ice.
     
    eh this is a mess. 3 fire types (all special) and 3 grass types (all walls)... that's lousy ._.
     
    eh this is a mess. 3 fire types (all special) and 3 grass types (all walls)... that's lousy ._.

    Well, he did state that it is a novelty team and is for experimentation, so he most likely knew that it was a mess to begin with.

    Edit: Nevermind. :x
     
    Charizard@Wide Lens
    Nature: Modest/Timid
    Ability: Blaze
    EVs: 252 SPATK / 252 SPD / 4 HP

    - Heat Wave
    - Air Slash
    - Focus Blast
    - Dragon Pulse


    Good

    Tangrowth@Leftovers
    Nature: Impish
    Ability: Chlorophyll/Leaf Guard
    EVs: 252 DEF / 252 HP / 4 ATK

    - Power Whip
    - Knock Off
    - Leech Seed
    - Sunny Day/Sleep Powder



    Magmortar@Expert Belt
    Nature: Mild
    Ability: Flame Body
    EVs: 252 SPATK / 224 SPD / 34 ATK

    - Flamethrower
    - Thunderbolt
    - HP Ice / Will-o-Wisp/SolarBeam
    - Cross Chop/Focus Blast



    Houndoom@Focus Sash
    Nature: Modest/Timid
    Ability: Flash Fire
    EVs: 252 SPATK / 252 SPD / 4 HP

    - Flamethrower
    - Dark Pulse
    - HP electric.
    - Nasty Plot



    Cradily@Leftovers/Something Else if Item Clause is in Effect
    Nature:Impish
    Ability: Suction Cup
    EVs: 252 HP 252 Def 6 Att

    - Earthquake
    - Stone Edge
    - Rest
    - Swords Dance




    Leafeon@Leftovers
    Nature: Adamant
    Ability: Leaf Guard
    EVs: 252 Att 252 Speed 6 HP
    - Leaf Blade
    - Baton Pass
    - Wish
    - Swords Dance

    Looks Fine



    Eh.. more of a novelty team. I know it'll be hindered by Hippowdon/Tyranitar but I think it could work. It's all experimentation.

    Changes are in bold,

    sorry im not too familiar with these pokemon, so some of them may be iffy.
     
    Last edited:
    O.o Um.. there's a good way to explain Houndoom - FAIL. Pretty much somes up Charizard and Leafeon, too. You can have some different typed Pokemon with Fire type moves, you don't have to open your team up for sweeping.
     
    Sunny Day team are pretty much prone to Dragon Dance rape.
     
    Team needs some Infernape.
     
    Torkoal@Leftovers
    Nature: Relaxed
    Ability: White Smoke
    EVs:252 Hp 252 Def 6 Sp.Att

    Overheat
    Rapid Spin
    Gyro Ball
    Curse

    Any good?

    There now its better.


    Well now you have a Rapid Spinning Tank.


    Still doesn't solve your water and Ice Problem does it though ?
     
    i'd rather give hitmonchan choice band, adamant nature as it is more bulky and has access to mach punch. mach punch/close combat/pursuit/ice punch is good enough. for evs, 252 ATK/144 HP/112 SPD. thunderpunch is also an option for gyara and bulky waters.

    if you're going to go with nasty plot on slowking, give it leftovers, and you may have to sacrifice a move for Slack Off. it'll die quickly without it.
     
    Slowking@Life Orb
    Nature: Calm
    Ability: Own Tempo
    EVs: 200 HP / 188 DEF / 96 SPDEF / 24 SPATK

    - Surf
    - Fire Blast
    - Slack Off
    - Calm Mind

    Hitmonchan@Choice Band
    Nature: Adamant
    Ability: Iron Fist
    EVs: 252 ATK / 144 HP / 112 SPD

    - Close Combat
    - Ice Punch
    - Thunderpunch
    - Mach Punch

    Roserade@
    Nature: Timid
    Ability: Natural Cure
    EVs: 252 SPD / 252 SPATK / 4 HP

    - Solarbeam
    - Weather Ball
    - Shadow Ball
    - Sunny Day

    Torkoal@Leftovers
    Nature: Relaxed
    Ability: White Smoke
    EVs: 252 HP / 252 DEF / 4 SPATK

    - Overheat
    - Gyro Ball
    - Rapid Spin
    - Curse

    Dragonite@
    Nature: Adamant
    Ability: Inner Focus
    EVs:

    - Dragon Claw
    - Fire Punch
    - Earthquake
    - Dragon Dance

    Magmortar@Expert Belt
    Nature: Mild
    Ability: Flame Body
    EVs: 252 SPATK / 224 SPD / 34 ATK

    - Flamethrower
    - Thunderbolt
    - HP Ice
    - Cross Chop

    More balanced now?
     
    life orb is silly on slowking when it needs calm mind to boost its sp atk anyway. after a couple CMs, life orb's effect is basically useless.

    give dragonite yache berry for survival of ice attacks to pull off 2 DDs and REALLY sweep.

    replace magmortar for something with flash fire. if you're going to put sunny day up with roserade, then you really need someone who can completely negate the effect of it. as of who, that's up to you.

    on torkoal, replace curse + gyro ball with substitute + will-o-wisp. otherwise, it gets destroyed by garchomp and the like. using sub allows it safely use rapid spin (just in case they bring in a ghost to prevent it), or burn a threat. even bulky waters wouldn't like getting burnt. you should probably consider flamethrower or fire blast instead of overheat... if there is ever a chance that torkoal could 2HKO a foe, overheat won't help you achieve that.
     
    Back
    Top