 |
Sunkern | |
Stats |
|
Chlorophyll: Doubles speed in the sun. |
HP: |
30 |
|
Solar Power: Raises special attack and loses 1/8 HP per turn in the sun. |
Atk: |
30 |
|
Def: |
30 |
| SpA: |
30 |
| SpD: |
30 |
| Spe: |
30 |
Speedy Sunkern
| Ability: |
|
Chlorophyll |
Sunkern is pretty much worthless with no sun support, but with Sunny Day in place, it can reach incredible speeds and attempt a sweep. SolarBeam is your main STAB while HP Fire hits hard against everything that resists it except Lotad. Synthesis and Sunny Day help maintain your sweep, as the rest of Sunkern's movepool is completely useless. This is also why a Choice Specs set is not recommended instead. Timid is used over Modest because otherwise, the IV drop from HP Fire will not even let you speed tie with neutral Seedot in the sun. Timid lets you beat them and tie other Sunkern.
|
| Item: |
Life Orb |
| Nature: |
Timid |
| EVs: |
4 HP, 252 SpA, 252 Spe |
| Moves: |
- SolarBeam
- HP Fire
- Synthesis
- Sunny Day |
SubSeed
| Ability: |
|
Chlorophyll |
There's one thing that sets Sunkern apart from other SubSeeders in this tier (besides worse stats): Encore. Encore allows you to get free SubSeed setup against any non-threatening move. Other than that, Sunkern plays like a normal SubSeeder. 176 Speed EVs lets it outpace max speed +1 Poochyena in the sun. HP Fire is for coverage if you expect sun support (which you should), but HP Flying is better if you don't.
|
| Item: |
Leftovers |
| Nature: |
Bold |
| EVs: |
140 HP, 96 Def, 96 SpD, 176 Spe |
| Moves: |
- Substitute
- Leech Seed
- Encore
- HP Fire / HP Flying |
Bulky(?) Solar Power
| Ability: |
|
Solar Power |
While Sunkern gets a huge power boost from Solar Power, it also loses a lot of speed and is damaged every turn. This makes it very difficult to actually do anything with all that power. This set attempts to remedy that with Leftovers and Synthesis recovery. Sunkern's user just has to hope that it can actually take a hit as well. Sunny Day can allow you to continue a sweep, while Giga Drain might come in handy with Sunkern's massive special attack and massive need for health. 56 Speed lets it beat all of the major walls as well as 0 Spe Burmy.
|
| Item: |
Leftovers |
| Nature: |
Modest |
| EVs: |
200 HP, 252 SpA, 56 Spe |
| Moves: |
- SolarBeam
- HP Fire
- Synthesis
- Sunny Day / Giga Drain |
Solar POWER
| Ability: |
|
Solar Power |
This set trades in all the prudency and care of the last one for SHEER ATTACKING POWER. Sunkern hits an effective 389 special attack with this set - absolutely unheard of in crap tier. This Sunkern will almost certainly drop anything it hits - and vice versa. With its low speed and loss of health each turn, Sunkern won't be hitting much with this set, but when it does, it's awesome. Life Orb is not recommended due to the even bigger increase in frailty.
|
| Item: |
Choice Specs |
| Nature: |
Modest |
| EVs: |
4 HP, 252 SpA, 252 Spe |
| Moves: |
- SolarBeam
- HP Fire
- Giga Drain
- Endeavor |
Swords Dance
| Ability: |
|
Chlorophyll |
Sunkern can run a Swords Dance set pretty decently. Seed Bomb does some decent damage after a boost, while Return hits everything that resists it (about half the tier). Encore can help you set up a Swords Dance freely while Synthesis allows for more longevity. As with every Sunkern set, this works much better with the speed boost from sun support.
|
| Item: |
Leftovers / Life Orb |
| Nature: |
Adamant |
| EVs: |
4 HP, 252 Atk, 252 Spe |
| Moves: |
- Swords Dance
- Seed Bomb
- Return
- Encore / Synthesis |
Other Options:
EVs:
Counters:
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