Hello there fellow PS player! My name is snax and this is my team for SM OU. For years now, I've been using the RMT and having fun team building (even though my teams are garbage lol). Please enjoy this balanced sun team that I whipped up in 10 min. Any help and suggestions with teams in the future are greatly appreciated!
Houndoom-Mega @ Houndoominite
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Dark Pulse
- Sludge Bomb
- Nasty Plot
Mega Houndoom is the main focus of this sun team, taking advantage of its ability Solar Power. I wanted to use Mega Houndoom because it's one of my personal favorite mons and it rarely gets any shine being in RUBL (plus it's nice to run something different in OU than standard sun teams). I made its pre-mega ability Flash Fire in order to switch into any fire type attacks, making it a hard Will-O-Wisp pivot. The moveset is nothing special being a standard Nasty Plot set up variant. You could sub Fire Blast for Flamethrower for that extra accuracy; I chose Fire Blast for that extra kick.
Klefki @ Heat Rock
Ability: Prankster
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Sunny Day
- Foul Play
- Thunder Wave
- Spikes
Klefki is another mon I wanted to highlight in this sun team. Back in Gen 6, Klefki was a MAJOR threat and I wanted to use this mon because of its ability Prankster. Klefki serves as the 'sun-setter' and holds the Heat Rock in order to lengthen sun's amount. I gave it T-Wave in order to be a nuisance for setup mons and substitute users. Spikes provide for another way of hazards. Foul Play is just thrown on there for a coverage attacking move and can be replaced for Moonblast or another setup move (hard walled by Taunt).
Kartana @ Choice Scarf
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Leaf Blade
- Sacred Sword
- Smart Strike
- Knock Off
Kartana is your LIFE SAVER if caught in a tough situation. While testing this team, I was pitted against many RAIN TEAMS. I prefer using scarf than band in order to outspeed Greninja and Mega Alakazam. The first three moves are really standard. The last slot can be subbed with Defog, just in case you wanted to have another way to get rid of hazards. I like running Knock Off because it's a safe move all around and can be used to scout for Z moves/Megas.
Landorus-Therian @ Flyinium Z
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stealth Rock
- Fly
- Swords Dance
Lando is the king of OU with how diverse it can be. I decided to make him Z-Fly because I needed a Z on this team and I wanted to use Torn as a wall. +2 Z-Fly absolutely destroys anything in the tier, especially Ferro and Pex. I gave him rocks because I wanted another hazard on this team. You could make him double dance and drop rocks for Rock Polish if you wanted a more sweeper set.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Defog
- Will-O-Wisp
Rotom serves as Gren check. Pump is used for STAB and Volt is used for momentum. Wisp is REALLY standard. Rotom also serves as the only way of hazard removal on this team. I run Leftovers over Iapapa because I prefer this constant healing rather than just the one. I like Rotom because he is immune to EQ and can shut dwonMega Swampert.
Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 Atk / 252 SpA
Mild Nature
- Hurricane
- Knock Off
- Heat Wave
- U-turn
With the rise of Z-Hurricane Torn, I wanted to run Torn as a bluff. AV allows for that extra bulk that Torn takes advantage of with its ability Regenerator. U-turn gives Torn a momentum booster and compliments Rotom's Volt Switch. Again, Knock Off is an extremely safe move and used for scouting items. Heat Wave hits Ferro, Kart, Mega Scizor, and another steel type better than Focus Blast does with its type coverage (plus it gets boosted if the sun is up).
Thank you for taking time out of your day to check out my team! Have fun using this team and testing it out! Again, comments and suggestions are welcome :)
Houndoom-Mega @ Houndoominite
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Dark Pulse
- Sludge Bomb
- Nasty Plot
Mega Houndoom is the main focus of this sun team, taking advantage of its ability Solar Power. I wanted to use Mega Houndoom because it's one of my personal favorite mons and it rarely gets any shine being in RUBL (plus it's nice to run something different in OU than standard sun teams). I made its pre-mega ability Flash Fire in order to switch into any fire type attacks, making it a hard Will-O-Wisp pivot. The moveset is nothing special being a standard Nasty Plot set up variant. You could sub Fire Blast for Flamethrower for that extra accuracy; I chose Fire Blast for that extra kick.
Klefki @ Heat Rock
Ability: Prankster
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Sunny Day
- Foul Play
- Thunder Wave
- Spikes
Klefki is another mon I wanted to highlight in this sun team. Back in Gen 6, Klefki was a MAJOR threat and I wanted to use this mon because of its ability Prankster. Klefki serves as the 'sun-setter' and holds the Heat Rock in order to lengthen sun's amount. I gave it T-Wave in order to be a nuisance for setup mons and substitute users. Spikes provide for another way of hazards. Foul Play is just thrown on there for a coverage attacking move and can be replaced for Moonblast or another setup move (hard walled by Taunt).
Kartana @ Choice Scarf
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Leaf Blade
- Sacred Sword
- Smart Strike
- Knock Off
Kartana is your LIFE SAVER if caught in a tough situation. While testing this team, I was pitted against many RAIN TEAMS. I prefer using scarf than band in order to outspeed Greninja and Mega Alakazam. The first three moves are really standard. The last slot can be subbed with Defog, just in case you wanted to have another way to get rid of hazards. I like running Knock Off because it's a safe move all around and can be used to scout for Z moves/Megas.
Landorus-Therian @ Flyinium Z
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stealth Rock
- Fly
- Swords Dance
Lando is the king of OU with how diverse it can be. I decided to make him Z-Fly because I needed a Z on this team and I wanted to use Torn as a wall. +2 Z-Fly absolutely destroys anything in the tier, especially Ferro and Pex. I gave him rocks because I wanted another hazard on this team. You could make him double dance and drop rocks for Rock Polish if you wanted a more sweeper set.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Defog
- Will-O-Wisp
Rotom serves as Gren check. Pump is used for STAB and Volt is used for momentum. Wisp is REALLY standard. Rotom also serves as the only way of hazard removal on this team. I run Leftovers over Iapapa because I prefer this constant healing rather than just the one. I like Rotom because he is immune to EQ and can shut dwonMega Swampert.
Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 Atk / 252 SpA
Mild Nature
- Hurricane
- Knock Off
- Heat Wave
- U-turn
With the rise of Z-Hurricane Torn, I wanted to run Torn as a bluff. AV allows for that extra bulk that Torn takes advantage of with its ability Regenerator. U-turn gives Torn a momentum booster and compliments Rotom's Volt Switch. Again, Knock Off is an extremely safe move and used for scouting items. Heat Wave hits Ferro, Kart, Mega Scizor, and another steel type better than Focus Blast does with its type coverage (plus it gets boosted if the sun is up).
Thank you for taking time out of your day to check out my team! Have fun using this team and testing it out! Again, comments and suggestions are welcome :)