Ability: Drought
Nature: Bold
EVs: 132HP / 196Def / 36SpA / 76SpD
-Flamethrower
-Energy Ball
-Will-O-Wisp
-Confuse Ray
Ability: Chlorophyll
Nature: Timid
EVs: 76Def / 196SpA / 36SpD / 196Spe
-Solar Beam
-Sludge Bomb
-Weather Ball
-Sleep Powder
Bellsprout, in my opinion, is easily the best sun sweeper in the tier with its access to Weather Ball and high offensive stats, with it's only obvious issue being the poor defenses. I've opted for a special moveset instead of a physical one so I can abuse Solar Beam / Weather Ball, although a physical set was considered. The problem with a physical set is that it couldn't do "that" much without getting up SD, which is pretty tricky considering it has poor defenses even if were to have an Eviolite, which also explains why there's no Growth on this special set. Although there's good coverage it's obviously not perfect, so Sleep Powder is to be used on anything that can't be KOed (fire types, various Eviolite users, etc) so that I can get a 2HKO and preserve the offensive pressure without having to switch into a counter. Timid > Modest because LO Bellsprout already hits like a truck and the added speed lets me outspeed more Scarfed pokes.
Ability: Chlorophyll
Nature: Modest
EVs: 240SpA / 240Spe
-Solar Beam
-Sludge Bomb
-Hidden Power Fire
-Growth
Bulbasaur is my second sun sweeper and functions quite differently from Bellsprout. Lack of Weather Ball (with Chlorophyll, anyway) means that HP fire is to be used instead; having this power drop means I'm using Growth to give it (and everything else) a boost. Growth means that I'm free to have an Eviolite instead of a Life Orb, which compliments Growth as it means I'm able to take a hit in order to set it up. Modest instead of Timid because it already reaches the same speed as Timid Bellsprout so I'm able to give it more damage output. Bulbasaur usually functions as the secondary sweeper because Bellsprout has the advantage of being able to apply pressure without the use of a setup move. This works quite well with the fact that by the time I'm finishing up with Bulbasaur their team is likely to be weakened so that it may not even be necessary to use Growth to finish things up. Sleep Powder has been considered but I'm not a fan of having it on both of my sweepers and Bellsprout is definitely the preferred candidate for using it.
Ability: Volt Absorb
Nature: Bold
EVs: 76HP / 212Def / 148SpA / 60Spe
-Volt Switch
-Scald
-Ice Beam
-Heal Bell
Chinchou is invaluable to the team as it cockblocks a lot of things which threaten the sweepers, with the most popular threat being Fletchling. I've opted for a bulky build rather than using a Scarf because a slow Volt Switch allows me to go into a sweeper safely. Ice Beam is to hit the obvious ground switch-ins that predict Volt Switch, Heal Bell is a relatively new addition and means that Chinchou can support the sweepers in a way other than just dealing with Fletchling/fire stuff. Berry Juice instead of Eviolite because recovery > bulk, but I guess it just comes down to preference. Being able to switch into and handling unboosted priority moves that Bellsprout can't handle is pretty useful, with the exception of Sucker Punch which is one of the teams weaknesses (Mienfoo handles Sucker Punch users quite well). Overall Chinchou does amazingly well at supporting Sprout and Bulba.
Ability: Defeatist
Nature: Jolly
EVs: 76HP / 190Atk / 196Spe
-Acrobatics
-Earthquake
-Rock Tomb
-Defog
Another poke that stops me from getting wrecked by Fletchling because of how badly it tears Sprout and Bulba to pieces, but it differs from Chinchou in that it won't flop to EQ, although speed tying with jolly Drilbur is unfortunate because it's Rock Slide will KO. Archen's main use is to keep things that the sweepers can't handle in check, and so there's no Stealth Rock here (the horror!) because setting it up would make me lose a lot of needed momentum. If, however, lacking Stealth Rock becomes noticeably horrible then I'll throw it on somehow. Rock Tomb is beautiful here, just don't use it on an incoming Pawniard because only Mienfoo will survive +2 Sucker Punch. I would say that Archen is definitely the weakest link in the team but also one that I can't seem to part with because of the huge Fletchling threat this team has. If I do end up taking this guy out, it'd have to be something that also keeps Fletchling in check.
Ability: Regenerator
Nature: Impish
EVs: 156HP / 116Def / 196SpD
-Fake Out
-Drain Punch
-Knock Off
-U-turn
EDIT: Special bulk added (thank you Corporal Levi) so I have answer to Omanyte as well as having an easier time facing Misdreavus.
Threat List
Snover/Hippopotas - Changing the weather is obviously gonna screw things over, Bellsprout and Bulbasaur become pretty useless. With Snover I can switch into Vulpix and be pretty safe (aside from a HP rock) to get the weather back up or KO with Mienfoo, but realistically I'm gonna be heavily slowed down until it's dead. Hippopotas is way more difficult to kill due to it's bulk and recovery, but Archen is safe assuming it's only damaging move is EQ and Mienfoo can Knock Off to make it easier to deal with. Good thing about all of this is that Snover and Hippopotas aren't too popular.Fletchling - KOs Bellsprout and Bulbasaur (and Mienfoo) but can be managed quite easily with Chinchou and Archen.
Drilbur - Drilbur can be an issue because they're likely going to lead with it, meaning I can't start right off with Vulpix -> Bellsprout. At best I can wear it down with Mienfoo or risk a speed tie to KO with Archen, assuming it's LO.
Pawniard - Specifically, Sucker Punch is the threat because Weather Ball / HP fire deals with Pawniard. The safe option against Pawniard is to go for Sleep Powder so Sucker Punch doesn't kill the valuable Sprout.
Priority - Bellsprout is too fragile to take hits well (especially with LO), Chinchou and Mienfoo can take priority hits nicely though.
Fire types - Not exactly a threat to a team but just a threat to the sweepers, they can be dealt with pretty easily although they can slow me down depending on what the fire type is.
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