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Sunny Day Team

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Sunny Day Team Empty Sunny Day Team

Post by jolteon14 Tue Jun 22, 2010 2:45 pm

Sunny Day Team
Sunny Day Team Dpmfa169
Crobat Heat Rock Inner Focus - Jolly
-Sunny Day
-U-Turn
-Brave Bird
-SuperFang
252 Spe 252 HP 6 SpA
Sunny Day Team 465
Tangrowth Life Orb Chloryphil - Adamant
-Power Whip
-Earthquake
-Swords Dance
-Synthesis
252 Atk 252 Spe 6 HP
Sunny Day Team 59
Arcanine Life Orb Flash Fire - Adamant
-Morning Sun
-Flare Blitz
-Crunch
-ExtremeSpeed
252 Atk 252 Spe 6 HP
Sunny Day Team 197
Umbreon Leftovers Synchronize - Calm
-Moon Light
-Curse
-Heal Bell
-Sunny Day
252 JP 252 Def 6 SpD
Sunny Day Team Dpmfa143
Snorlax Leftovers Thick Fat - Careful
-Earthquake
-Fire Punch
-Ice Punch
-Curse
Sunny Day Team 94
Gengar Life Orb Levitate - Modest
Shadow Ball
Thunderbolt
HP Fire
Focus Blast
252 SpA 252 Spe 6 HP

My strategy for this team is for Crobat to set up the sun and let Tangrowth with double speed take over, get him swords dance up and for all the fire and ice type attacks aimed at him switch into Arcanine to either absorb the ice type attacks or boost from the fire ones.

Snorlax is there to switch into any ice type attacks that could harm my buddy tangrowth and also fire back with some strong physical attacks, replaced dragonite for him.

Arcanine is one of my favorite pokemon so when making a sunny day team I had to use him, Morning sun recovers 2/3 HP and flare blitz is going to deal massive damage to anything that doesn't resist it.

Umbreon is there to set up the sun after Alakazam dies, because hes probably not going to live very long anyway. Moonlight recovers 2/3 HP and curse will boost his defense so he can take hits with ease. Heal Bell for support is going to help my team stay alive.

Gengar is there as a good special sweeper that isn't affected if the sun goes down. But can hit hard with HP fire if it is, otherwise that move is there for scizors.




Last edited by jolteon14 on Tue Jun 29, 2010 12:57 am; edited 3 times in total
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Sunny Day Team Empty Re: Sunny Day Team

Post by H0und00m Tue Jun 22, 2010 5:51 pm

don't heat rocks effects wear off after user is dead? i dont know but if it does i wouldnt give it to alkazam seeing that you dont expect for him to be out very long.
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Post by Ichimarunico Tue Jun 22, 2010 5:55 pm

H0und00m wrote:don't heat rocks effects wear off after user is dead? i dont know but if it does i wouldnt give it to alkazam seeing that you dont expect for him to be out very long.
No. Heat Rock increases the length of turns that Sunny Day will last, and without it the team is pretty much crippled.
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Post by RSLfan Wed Jun 23, 2010 12:58 am

I think crobat might be the better choice bcuz he can sunny day and come back to set the sun back up after it goes down
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Post by Ichimarunico Wed Jun 23, 2010 1:01 am

RSLfan wrote:I think crobat might be the better choice bcuz he can sunny day and come back to set the sun back up after it goes down
I agree, he's quick with access to a more powerful U-Turn, he's a good choice for things like that.
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Post by H0und00m Wed Jun 23, 2010 12:50 pm

Ichimarunico wrote:
H0und00m wrote:don't heat rocks effects wear off after user is dead? i dont know but if it does i wouldnt give it to alkazam seeing that you dont expect for him to be out very long.
No. Heat Rock increases the length of turns that Sunny Day will last, and without it the team is pretty much crippled.

but lets say the user has been out for 3 turns, i know heat rock makes sunny day 8 turns, but if the user dies after 3 turns wont it only last 2 more turns once its dead (2+3=5) 5 is usual amount of turns. but if the user holding it is out for the full 8 turns wont it last 8 turns?

because you cant just switch in a user holding heat rock for a turn and switch it back out and then it will be sunnny for 8 turns.
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Post by Ichimarunico Wed Jun 23, 2010 5:54 pm

H0und00m wrote:
Ichimarunico wrote:
H0und00m wrote:don't heat rocks effects wear off after user is dead? i dont know but if it does i wouldnt give it to alkazam seeing that you dont expect for him to be out very long.
No. Heat Rock increases the length of turns that Sunny Day will last, and without it the team is pretty much crippled.

but lets say the user has been out for 3 turns, i know heat rock makes sunny day 8 turns, but if the user dies after 3 turns wont it only last 2 more turns once its dead (2+3=5) 5 is usual amount of turns. but if the user holding it is out for the full 8 turns wont it last 8 turns?

because you cant just switch in a user holding heat rock for a turn and switch it back out and then it will be sunnny for 8 turns.
Incorrect on all counts. Once the Pokemon using Sunny Day @ Heat Rock uses it, the 8 turns start counting down. It lasts 8 turns, no matter what, unless another weather effect is used or the battle ends.
The reason you want a bulky pokemon with Heat Rock & Sunny Day is so that you can refresh it often over the course of battle.
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Post by PokeCenter Thu Jun 24, 2010 11:57 pm

That's a pretty nice team!
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Post by Quicksteel Sun Jun 27, 2010 1:28 am

yea Crobat is always supreme when it comes to weather stuff!

Could a Victreebel be employed here too? Or would that be relying too much on the sunny day?
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Post by jolteon14 Mon Jun 28, 2010 12:48 am

I don't really have anywhere to fit it in, Gengar is my special attacker thats not affected sun being up or down, and dragonites one of my favorite pokemon...
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Post by Quicksteel Mon Jun 28, 2010 7:03 pm

hmmm, while the idea of victreebel is still fresh,

I just took a quick glance at victreebel on smogon and they say nothing about using his decent attack stat. Is that latter too defensively oriented for victreebel to use an attack like leaf blade? Would it just be better for it to spam solarbeam? Or is it just a matter of coverage?

I've always had a thing for the carnivorous pitcher..


Also maybe you should run fire blast (instead of ice punch) on dragonite?
Im not quite sure about his nature.
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Post by jolteon00 Mon Jun 28, 2010 11:33 pm

@quicksteel

Dragonite has a very high base attack stat, I think. It'd make more sense to run fire punch than fire blast or flamethrower. If you wanted a fire move.
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Post by jolteon14 Tue Jun 29, 2010 12:07 am

Actually Victreebel could be pretty awesome.

I was thinking
Adamant Nature Life Orb
-Leaf Blade
-Weather Ball (100 base power and fire type)
-Swords Dance
-Sucker Punch
252 Atk 252 Spe 6 HP
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Post by Quicksteel Tue Jun 29, 2010 10:31 am

jolteon14 wrote:Actually Victreebel could be pretty awesome.

I was thinking
Adamant Nature Life Orb...

why not make it naughty? you'd have to worry about priority users either way.
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Post by jolteon14 Tue Jun 29, 2010 1:20 pm

Theres no point in using that nature unless I was going to use a mixed attacker.
I don't want to risk lowering any defenses if I don't have to.

But I don't think I will be able to fit victreebel into my team Sad
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Post by Quicksteel Tue Jun 29, 2010 1:59 pm

Ahh I see, I just thought that since weatherball was a special move that the
-sp. att would limit its damage.
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Post by TheSquirtleDude Sun Jul 04, 2010 9:00 am

You shouldn't have curse on umbreon if you don't have an attacking move.

A Move like Toxic could be more viable in the place of curse, or you could have payback so you don't get ruined by Taunt
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Post by Wasim Mon Jul 05, 2010 12:47 am

That's a good team although Aracnine should know Faint Attack instead. Of crunch.
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Post by Ichimarunico Mon Jul 05, 2010 9:52 am

Wasim wrote:That's a good team although Aracnine should know Faint Attack instead. Of crunch.
In competitive battles Crunch has a huge advantage over Faint Attack. It has 100 Acc, instead of 100% chance to hit (Evasion Clause means this doesn't matter, they're the same) and it has 20 more base power, as well as a 20% chance to lower the foe's defense. Crunch is definitely the move of choice. Please stop spreading misinformation
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Post by TheSquirtleDude Mon Jul 05, 2010 9:53 am

Wasim wrote:That's a good team although Aracnine should know Faint Attack instead of crunch.

Does Arcanine even learn faint attack, I checked a website?
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Post by jolteon14 Mon Jul 05, 2010 1:03 pm

No Arcanine doesn't.
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Post by ILeikMudkipz Mon Jul 05, 2010 2:25 pm

great team maybe thunder punch over eq on snorlax though?
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Post by jolteon14 Mon Jul 05, 2010 10:38 pm

I will think about it, but I've got a lot of input on this team, its ready for a lock I think.
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Post by Kale12321 Mon Jul 05, 2010 10:41 pm

Last minute input

Jumpluff Dangerous with clorophil adn substitute, leechseed,maybe synthesis, and solorbeam or msomething like that but with max speed with sunny day it out speed ANY pokemon with 700 speed
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