End Fashion
Algorithm of the mind.
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Walking on the Sun
By End Fashion
Introduction
One day, I decided to make a weather team. It was a Rain Dance team, and it worked well. Along my way, I encountered two other excellent teams that employed hail and sand. This was very interesting to me, but I preferred my offensively based rain team. Then, somehow, I stumbled across another weather move called Sunny Day. This move intrigued me as I had not seen it in battle, and I knew that for every weather move, there was a set of Pokemon who functioned most efficiently when it was in play. Immediately, I became curious about the sunshine. I was soon to realise, however, that the sunshine Pokemon did not function in the same way as the rain Pokemon, who appeared much more powerful in their drizzly conditions. At this point, I did not know what direction I needed to take to make the team better. Did I need to rely on sweepers or draw from some stall principles first? Am I relying on power or status? Not knowing the sunshine's niche made me sad, but I endeavored to assemble a team that would at least be mildly competitive. Finally, after much deliberation, I formed a team that sometimes allowed me to control the pace of games much like I had with my rain team. This made me very happy. So happy, in fact, that I would like to share it with you so you may tell me very bad things about it in the hopes of making it better.
This team is the product of rigorous testing on the Smogon Shoddy ladder. As such, it is highly moulded around the current metagame. The team has scored a number of pleasing wins against some of the top ranked players on the Smogon server, beating a number of top 50 and even some top 15 players. The team aims to correct the mistakes of a lot of Sunny Day teams which I have seen and personally built in the past. For starters, this team does not make the mistake of being hyper offensive and having a team loaded with Chlorophyll Pokemon. It is about having the sweepers, but also having their necessary supports. The second common mistake tends to occur on the defensive, where a lot of players often use general or common walls to patch their defenses, rather than looking at specific threats and holes in the team itself. To amend this, I started with my offensive Pokemon, saw what threatened them, and worked from there. In today's metagame, it is not about just setting up the sun and blasting away. It is more about scouting teams and being able to clear a safe path for your sweepers to do their work. Speed is pivotal, as is defensive capability.
This team is the product of rigorous testing on the Smogon Shoddy ladder. As such, it is highly moulded around the current metagame. The team has scored a number of pleasing wins against some of the top ranked players on the Smogon server, beating a number of top 50 and even some top 15 players. The team aims to correct the mistakes of a lot of Sunny Day teams which I have seen and personally built in the past. For starters, this team does not make the mistake of being hyper offensive and having a team loaded with Chlorophyll Pokemon. It is about having the sweepers, but also having their necessary supports. The second common mistake tends to occur on the defensive, where a lot of players often use general or common walls to patch their defenses, rather than looking at specific threats and holes in the team itself. To amend this, I started with my offensive Pokemon, saw what threatened them, and worked from there. In today's metagame, it is not about just setting up the sun and blasting away. It is more about scouting teams and being able to clear a safe path for your sweepers to do their work. Speed is pivotal, as is defensive capability.
Comprehensive Analysis
Jumpluff (M) @ Heat Rock
Ability: Chlorophyll
EVs: 232 HP/24 Def/252 Spd
Jolly nature (+Spd, -SAtk)
- Sleep Powder
- U-turn
- Sunny Day
- Encore / Aromatherapy
a. Why Jumpluff?
Jumpluff is a tricky little lead with Sleep Powder, and is lightning fast in the Sun. Whilst Jumpluff is not the most aggressive lead, it can play a good supportive role with Encore. A lot of the metagame at the moment is seeing the likes of Feraligatr and Mismagius using stat boosting moves. Locking these Pokemon into a move forces switches and allows me to get a free switch myself. Jumpluff is also a beacon of Sunny Day. Honestly, I was against Jumpluff in the beginning because it tends to give away your team's strategy. That said, so do Abomasnow and Hippowdon in OU, and these teams are successful due to exquisite build quality.
b. Leading competition
- Ambipom: Ambipom will not be able to resist a Fake Out. Switch to Spiritomb and keep hitting with Pursuit.
- Uxie: Sleep Powder, Sunny Day, U-Turn.
- Electrode: It will probably try to Rain Dance or Taunt. Electrode is a pain and it is annoying that Rain Dance teams have the fastest lead in the tier but not Sunny Day. The best way to go is to try for a Sunny Day and hope they don't think of Taunting (the smart option). Since I am slower I will end the turn with the sun up, meaning I am faster for the next turn to sleep the giant Pokeball.
- Froslass: This is probably my worst matchup, with STAB ice attacks meaning lights out for Jumpluff. Try to sleep from turn one, having to risk the speed tie. The risk with switching is status and Spikes, which I don't want to deal with.
- Moltres: Lead Moltres usually be Scarfed, and looking to take me out with a fire attack. Switch to Regirock to set up Stealth Rock.
- Alakazam: I think most Alakazam try to set up screens when leading. Sunny Day for a start since I don't think Kazam has anything other than neutral attacks to hit with. With the speed boost I can sleep it, Encore it, and when done use U-Turn to hurt it. If you face one of the 14.7% using Taunt, U-Turn to Spiritomb.
- Omastar: Sleep it, and proceed to sun-set and U-Turn.
- Arcanine: Straight to Regirock to set up Stealth Rocks.
- Cloyster: With STAB Ice Shard, this is one tough cookie. As an act of desperation I could go Regirock with Stealth Rock then Explosion. Or Spiritomb -> Sunny Day -> Sweeper. I risk getting spiked.
- Donphan: Ice Shard is again a threat. Option A is to just try Sleep Powder and hope they go for Stealth Rock. Option B is to go to Spiritomb and avoid an Ice Shard, allow their SR to go up but criple Donphan with WoW.
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Spiritomb (M) @ Heat Rock
Ability: Pressure
EVs: 252 HP/140 Atk/116 SDef
Careful nature (+SDef, -SAtk)
- Sunny Day
- Pursuit / Sucker Punch
- Rest / Momento
- Will-o-wisp / Toxic
Spiritomb (M) @ Heat Rock
Ability: Pressure
EVs: 252 HP/140 Atk/116 SDef
Careful nature (+SDef, -SAtk)
- Sunny Day
- Pursuit / Sucker Punch
- Rest / Momento
- Will-o-wisp / Toxic
a. Why Spiritomb?
Spiritomb is a good defensive unit who usually takes a couple of hits to KO. This is fortunate as it allows him to be a Sunny Day setter whilst filling some defensive gaps. Spiritomb also works well in tandem with Jumpluff as a leading pair, with Ambipom being so popular. It turns the tide on the little monkey as his role is usually to chip off damage, but instead, he gets landed with Pursuits taking some nice chunks out of him. Will-O-Wisp helps the team on the defensive front, and whittles down foes. Momento helps get in Tangrowth and allows for a Swords Dance most of the time. However, I am considering using Rest to allow for some recovery and status absorption. Finally, Spiritomb is a good Rapid Spin blocker, since Stealth Rock is so important to this team. He is not raped by Donphan's Assurance and wrecks his offensive power with Will-O-Wisp.
The original Pokemon in this position was Hitmonlee, who was more agressive and addressed a number of issues related to the metagame, namely Registeel and Thunder Wave (with Limber). However, Registeel appears to have taken a small dive in popularity midway through the month, perhaps after people started building teams to cater for it. I felt that the team lacked supports and synergy also, so I've gone for something more defensive, whilst moving Arcanine and Tangrowth into more offensive roles.
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Arcanine (M) @ Leftovers
Ability: Intimidate
EVs: 192 HP/252 Atk/64 Spd
Adamant nature (+Atk, -SAtk)
- Flare Blitz
- Extremespeed
- Toxic / Will-o-Wisp
- Morning Sun
Arcanine (M) @ Leftovers
Ability: Intimidate
EVs: 192 HP/252 Atk/64 Spd
Adamant nature (+Atk, -SAtk)
- Flare Blitz
- Extremespeed
- Toxic / Will-o-Wisp
- Morning Sun
a. Why Arcanine?
Arcanine is a sturdy Pokemon on any team, and hence it is not hard to fit him onto a team that he should thrive in. Arcanine's Intimidate is an amazing tool to use against physical attackers. ExtremeSpeed is also a handy weapon to take out weakened foes. Couple this with a powerful STAB boosted by the weather, and excellent recovery in the weather, and you have a very handy and reliable Pokemon indeed.
b. Role and EVs.
Arcanine has seen a number of roles in this team. He was originally very offensive with a Howl set. However Howl just doesn't give him the masses of power I feel needed to sweep, and I was feeling the need for a sturdy Pokemon. From there, Arcanine went to a Sleep Taking shuffler who could come in on a number of threats and use Roar to not only stack up the Stealth Rock damage, but also scout teams and counters. After another switch where Spiritomb handles a lot of defensive duties, I have made Arcanine more offensive, albeit durable and supportive with Toxic.
c. A note on Intimidate and Flash Fire.
I see a lot of Sunny Day teams who run Flash Fire over Intimidate saying that they can lure fire attacks with the Chlorophyll Pokemon and catch them out with Arcanine, powering up his Flare Blitz. This is a viable tactic, however, rarely is Arcanine in a position to sweep an entire team with this boost. Flash Fire also becomes useless to Arcanine once all fire-types are eliminated. What's more, Arcanine doesn't really have the tools to take on another fire-type one-on-one, with no secondary STAB or neat movepool. That said, Intimidate allows Arcanine to have repeated switches and to do what he does best - take large swipes out of teams and pester them as they switch again and again.
d. The moves.
i. Flare Blitz
Obligatory STAB. 120 base power + weather enhancement = pain for non-resists.
ii. ExtremeSpeed
Powerful priority move that can help late game with cleaning up the opposition.
iii. Toxic / Will-o-Wisp
Toxic is one of the best options for taking out counters. Arcanine can learn Thunder Fang for water types, but they are bulky and survive even +1 attacks. Toxic lets me wear out things like Milotic and Slowbro, amongst others. In the sun their Surf attacks are weakened, and are shrugged off with Morning Sun. On the other hand, Will-O-Wisp makes Arcanine even more of a physical counter, especially against the recently demoted Gallade. Putting Will-O-Wisp on Arcanine and Toxic on Spiritomb makes Spiritomb a more daunting staller and Arcanine a powerful physical wall.
iv. Morning Sun
This was a great addition to Arcanine's movepool, and in the sun it allows him to Toxic stall against a number of Pokemon, including bulky waters. Morning Sun gives Arcanine some endurance even in the face of Stealth Rock also.
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Tangrowth (F) @ Expert Belt
Ability: Chlorophyll
EVs: 252 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- Earthquake
- Power Whip
- Rock Slide
- Swords Dance
Tangrowth (F) @ Expert Belt
Ability: Chlorophyll
EVs: 252 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- Earthquake
- Power Whip
- Rock Slide
- Swords Dance
a. Why Tangrowth?
First, Chlorophyll. Second, coverage. With Earthquake at her disposal, Tangrowth can take on fire types who think they can scare me out. Same can be said for flying and bug types with Rock Slide. Aside from that, Tangrowth has the best physical STAB grass attack in the game. Finally, access to Swords Dance makes Tangrowth a powerful and often underestimated sweeper, particularly with Stealth Rock support.
b. Nature: Jolly vs Adamant.
It is a toss up as to whether I run Adamant or Jolly. In the sun, Adamant seems sufficient to outpace most threats. However, I think the recommendation on Smogon is to run Jolly, and hence, Tangrowth will lose to opposing Tangrowth running a mixed set. I don’t see too many of them though, so this will do for now I suppose.
c. Life Orb or Expert Belt?
Life Orb takes its toll too much, and with Swords Dance and Stealth Rock I'm not sure I need that added oomph. I have good coverage with the moves, meaning that Expert Belt comes into play a lot. Take your pick, really. I'm also a fan of Wide Lens, since Power Whip and even Rock Slide have a tendency to miss at critical points of the game.
d. The moves.
i. Earthquake
Ground beats fire, the #1 counter to this guy. Also lets me take chunks out of Registeel.
ii. Power Whip
Power Whip has 120 base power, and is STAB. Accuracy is a bit iffy, and has honestly cost me matches from missing in the past. Still, I can always claim "hax" (
iii. Swords Dance
How to make a Sweeper in one easy step.
iv. Rock Slide
Again for coverage. This will do masses of damage to the likes of Moltress, Yanmega and Scyther. Bug and flying attacks are super effective, and Rock Slide can stop these threats.
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Exeggutor (M) @ Life Orb
Ability: Chlorophyll
EVs: 4 Def/252 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Solarbeam
- Psychic
- Hidden Power [Fire]
- Substitute
Exeggutor (M) @ Life Orb
Ability: Chlorophyll
EVs: 4 Def/252 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Solarbeam
- Psychic
- Hidden Power [Fire]
- Substitute
a. Why Exeggutor?
Like Tangrowth, Exeggutor becomes extremely fast in the sun. Secondly, Exeggutor has a top tier special attack stat to work off, and with the sun up he gets access to the best special grass attack (barring Seed Flare) in the game. Some may argue that Leaf Storm is better, but seriously, use that once and you have to switch out.
c. The moves.
i. Solarbeam
STAB 120 base power off a massive special attack stat. Obvious choice.
ii. Psychic
Basically the only other usable special attack outside of a Hidden Power. It hits most things for neutral although I rarely rely on it.
iii. Hidden Power [Fire]
HP Fire takes out other grass-types, steel-types, and ice-types who otherwise wall the set. It is not the most powerful move and is best used when the opponent has been weakened. For example, Registeel can survive a HP Fire with relative ease and treaten with Thunder Wave, basically ending my sweep.
iv. Substitute
Substitute protects from status, ie. Registeel as mentioned above. It also protects against Sucker Punch, which is used a lot in UU by the likes of Hitmontop who wants you to use Psychic.
d. Major threats to Exeggutor.
Sucker Punch. Namely, Honchkrow. Honchkrow can come in and threaten me big time. Rarely (if ever) have I been hit with Pursuit, since they pretty much force me out with Sucker Punch. If it hits, I'm gone. Two guys can come in and make life difficult for Honch. First is Regirock, who generally comes in on an attempted Sucker Punch and threatens with Stone Edge. He can also survive a Superpower if Honchkrow tries to be a hero. Guys like Toxicroak can also rattle me for the same reasons. Cacturne is another who could come in and pose a lot of problems, since it can threaten with Sucker Punch and force a switch, but set up a sub on the switch and go to town on my counter with Focus Punch. Arcanine is best suited to come in thanks to Intimidate.
Standard Venusaur can take a Psychic and survive, whilst likely taking me out with Sludge Bomb when considering Life Orb damage. In general Venusaur is one of the biggest threats to disassembling the team, and I think I need to focus on finding a solution for him. Aggron is likely to survive a Solarbeam, whilst the other Rock/Steels definitely will. Registeel, despite being weak to HP Fire, is barely 2HKO'd and spoils me with Thunder Wave. Obviously Chansey is the best swtich-in, forcing me out immediately. Walls are generally switched into by either Spiritomb who can take status and Rest, or Arcanine who can deal severe damage with Flare Blitz to just about anything under the sun. If they were to switch in Milotic or Slowbro, Toxic will wear them down.
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Regirock (M) @ Heat Rock
Ability: Clear Body
EVs: 252 HP/36 Def/220 SDef
Careful nature (+SDef, -SAtk)
- Sunny Day
- Stealth Rock
- Counter
- Explosion
Regirock (M) @ Heat Rock
Ability: Clear Body
EVs: 252 HP/36 Def/220 SDef
Careful nature (+SDef, -SAtk)
- Sunny Day
- Stealth Rock
- Counter
- Explosion
a. Why Regirock?
Regirock is supposed to be a defensive pivot for the team. In the sun, the water weakness is cut by 50%, while his solid defenses allow him to take even some ground and fighting attacks and still stand - that said, he does have typing support in these areas. In the early stages of this team, Scarf Moltress could really rip this team to shreads if it wanted to. That said, flying types in general are an issue with this team, and hence, Regirock can switch in and make life hard for them. Regirock also serves as a counter to Arcanine who is very popular in standard teams.
b. The moves.
i. Sunny Day
No need to explain
ii. Stealth Rock
Some of the biggest threats to the team, namely bug-, fire-, flying- and ice-types are hit hard with Stealth Rock, making repeated switches painful for them and gives the sweepers a good head start on their prey.
iii. Counter
Counter is a great attack against the likes of Rhyperior and other physical attackers. IMO Stone Edge has limited uses and most fire-types are scared out by Regirock anyway. Regirock is not meant to be an attacker as such, just an annoying and pesky road block.
iv. Explosion
As above, I don't see much need in using an attacking move. Explosion lets me take something like Milotic out, or at least to the verge, and lets me get Exeggutor or Tangrowth in for free, with one less hurdle to tackle and hopefully maximum time in the sun.
c. Other considerations.
I am contemplating using Rest on Regirock to get some durability out of him should I need the sun again later on. Without an Aromatherapist/Heal Bell user though, it is risky and probably wouldn't turn out in the end. Sleep Talk is pretty much necessary, but that would probably mean losing Stealth Rock which I'm not sure I like the prospects of. I'll have to test this out; comments would be appreciated in the meantime.
Nothing much else to add, really. I would like to close by mentioning four other Pokemon who have potential on this team, or future teams. The first is Victreebel, who received Weather Ball in the HG/SS transition. This gives the poisonous trap a 100 base power fire attack, meaning that you no longer have to pick and choose between using HP Fire or Ice - having both is mighty handy IMO. Secondly, the poison typing is great for absorbing Toxic Spikes which can be a real pain. On that note, I will mention Vileplume, who can also suck up Toxic Spikes and play a more defensive role. A problem with this team is that none of the Sunny Day setters actually use it to their advantage offensively, meaning I have to make a switch before I can really get to work. Vileplume would be one of those Pokemon who I would trust to play a defensive yet offensively useful role at the same time (SubSeed comes to mind), sort of how Ludicolo works in Rain Dance teams. My third and final mention goes to Slowbro and Slowking. Both these guys can resist a lot of the attacks that threaten the team, or at least tank against neutral damage, whilst being two of the rare group of water-types who can learn Sunny Day. On top of that, they also learn Fire Blast and Flamethrower, whilst boasting 100 base special attack and Slack Off. I am seriously considering checking these guys out again for this or another team, since they could be the best check against Rain Dance teams I can think of thus far. Porygon2 could also be an almighty check against Rain Dance teams, with its ability to Trace Swift swim and use the pace to decimate teams with Thunderbolt or counter with Sunny Day. It also learns Recover making it a durable Sunny Day setter. Unfortunately right now I have no room for these guys in this team, but who know what the future holds.
Peace - End Fashion
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