
Sun teams are one of the most satisfying archetypes in competitive Pokemon — and in Pokemon Champions, the formula holds up. Set Harsh Sunlight with a Drought setter, bring in a Chlorophyll sweeper that suddenly runs twice as fast as anything else on the field, and back it with a Fire-type attacker whose moves hit hard enough to KO targets that would normally survive. The synergy is clean, the game plan is obvious, and the gap between a good Sun player and an average one is large. This guide covers how Sun functions mechanically, how to build around it, team structures for Singles and Doubles, and how to handle the matchups that give Sun teams the most trouble.
How Sun Works in Pokemon Champions
Harsh Sunlight changes several battle calculations at once. Based on established mechanics (verify exact multipliers against the current patch notes after any balance update):
- Fire-type moves deal significantly more damage. Both physical and special Fire attacks benefit — Fire Punch, Flamethrower, Heat Wave, Sacred Fire, all of them.
- Water-type moves deal significantly less damage. This halves your primary weakness while the weather holds.
- SolarBeam skips its charge turn. Any Pokemon with SolarBeam fires it immediately, making it reliable Grass coverage for Fire-types.
- Chlorophyll doubles the user’s Speed. This is the ability that defines the archetype’s sweeping potential.
- Secondary Sun interactions. Growth doubles its stat boosts under Sun. Morning Sun, Synthesis, and Moonlight restore more HP. Flower Gift boosts an ally’s stats in Doubles. These can be built around, but the four above are the core.
Sun is set by the Drought ability (activates when the Pokemon enters the field) or by the move Sunny Day (costs a turn but adds flexibility). Held items can extend Sun’s duration — the Held Items guide covers what’s confirmed in Champions.
The weather lasts a fixed number of turns. If your opponent sets a different weather, yours gets overwritten. Resetting with Sunny Day or re-sending the setter restarts the turn count.
Drought Setters: Activating Sun Reliably
The Drought ability is the backbone of every serious Sun team. When your setter enters the field, Harsh Sunlight activates before either Pokemon moves — meaning your Chlorophyll sweeper is already at doubled Speed on turn one without spending a move slot.
What Makes a Good Drought Setter
A good setter does more than just trigger Sun:
- It survives long enough to matter. If the setter gets KO’d before taking any actions, you need a backup plan. A Focus Sash guarantees at least one turn; bulkier setters can absorb a hit and still contribute.
- It contributes offensively or provides utility. Dead weight is a real problem. A setter that can spread status, use Fake Out in Doubles, or threaten with its own attacks gives you more options per turn.
- It pairs well with its lead partner in Doubles. Your setter will share the field on turn one, so the partner should directly benefit from Sun — ideally a Chlorophyll sweeper or a Fire-type attacker.
Sunny Day as a Backup
Even teams with a Drought setter should include one backup Sunny Day somewhere on the roster. This covers: the setter getting KO’d before Sun expires, an opponent immediately resetting weather, or a Cloud Nine user suppressing your weather and forcing you to respond. A back-row pivot with Sunny Day restores Sun without needing to send the setter back in. For broader weather mechanics, see the Weather Teams guide.
Chlorophyll Sweepers: The Speed Win Condition
Chlorophyll is what makes Sun teams genuinely threatening. A Pokemon at doubled Speed that can fire off boosted coverage moves is extremely hard to wall or outrun.
What to Look for in a Chlorophyll Sweeper
| Quality | Why It Matters |
|---|---|
| High offensive stat | Chlorophyll adds Speed; damage output comes from the base stat |
| Decent movepool | Coverage matters — you want to hit types outside Grass/Fire |
| Reasonable natural Speed | Even at doubled Speed, a very slow Pokemon can still get caught by priority moves |
| Some physical bulk | Fragile sweepers die before firing off attacks if the support chain breaks |
Grass-type Pokemon with Chlorophyll are the natural fit — they resist Water moves and learn Grass-type attacks that benefit from Sun via SolarBeam. That said, Chlorophyll doesn’t require a Grass typing; any Pokemon with the ability gains the Speed doubling under Sun.
Chlorophyll in Doubles vs. Singles
In Doubles, a Chlorophyll sweeper as your turn-one partner for the Drought setter means you’re applying Speed-doubled pressure immediately. You can open with Heat Wave from a Fire-type partner and a Grass-type move from the sweeper simultaneously — two boosted attacks in a single turn is difficult to answer from behind.
In Singles, Chlorophyll functions as a mid-to-late-game sweeper. Set Sun early, then bring the Chlorophyll sweeper in once the opponent’s Speed control answers (priority move users, Trick Room setters) are removed. For how speed interacts with priority in that context, see the Speed Tiers guide.
Fire-Type Attackers: The Sun’s Direct Weapon
While Chlorophyll sweepers use Sun indirectly, Fire-type attackers use it directly — their moves hit harder, full stop. A Fire-type move under Harsh Sunlight can threaten KOs on Pokemon that would normally survive comfortably.
Physical vs. Special Fire Attackers
| Category | Move Examples | Trade-off |
|---|---|---|
| Special Fire | Heat Wave, Flamethrower, Fire Blast | Higher damage ceiling; Heat Wave hits both opponents in Doubles |
| Physical Fire | Flare Blitz, Fire Punch, Sacred Fire | Avoids special walls; Flare Blitz recoil is a consideration |
| Mixed | Both on the same Pokemon | Harder to wall, but rarer |
Heat Wave is especially valuable in Doubles: it hits both opposing Pokemon at once, and in Sun those hits are meaningfully stronger. A well-timed Heat Wave can weaken or KO two targets simultaneously, giving immediate board advantage.
SolarBeam as Coverage
Sun removes SolarBeam’s charge turn, making it instantly usable — and for Fire-type Pokemon, it’s often the best way to hit Water and Ground types on the same moveset. The catch: if Sun gets overwritten, SolarBeam users spend a full turn charging, which is a lost turn in competitive play. Always have a plan to reset Sun if this happens.
Sun Team Structure
A well-built Sun team balances setters, clear abusers, utility support, and coverage for the matchups that give Sun trouble.
Doubles Template
| Slot | Role | Priority |
|---|---|---|
| Lead A | Drought setter | Essential |
| Lead B | Chlorophyll sweeper or Fire-type attacker | Essential |
| Back 3 | Utility pivot — Tailwind, screens, or Fake Out | High |
| Back 4 | Second abuser or backup setter with Sunny Day | High |
| Back 5 | Rain/Water counter — Grass coverage or Water resistance | Medium |
| Back 6 | Flexible — speed control or additional coverage | Medium |
Singles Template
| Slot | Role | Priority |
|---|---|---|
| 1 | Drought setter | Essential |
| 2 | Chlorophyll sweeper | Essential |
| 3 | Fire-type abuser | Essential |
| 4 | Backup weather (Sunny Day) | High |
| 5 | Water/Ground coverage | Medium |
| 6 | Speed control or priority answer | Medium |
Three dedicated Sun slots (setter, sweeper, Fire attacker) is the minimum in Singles. Going beyond three can add flexibility but thins out utility. For a broader framework, the Team Builder guide walks through the full process.
Utility Support on Sun Teams
Sun teams win by applying offensive pressure fast, but fragile Chlorophyll and Fire-type Pokemon can get removed before they fire off. Support buys your abusers the turns they need.
Key Support Moves
| Move | Effect | Value on Sun Teams |
|---|---|---|
| Tailwind | Doubles Speed for your side | Stacks with Chlorophyll in Doubles — makes even non-Chlorophyll slots very fast |
| Fake Out | Forces flinch on the target | Buys your Chlorophyll sweeper a free turn in Doubles |
| Reflect / Light Screen | Reduces physical/special damage | Protects fragile Fire-types and sweepers from chip-KOs |
| Helping Hand | Boosts partner’s move damage by 50% | Stacks with the Sun boost — can push a Fire move from strong to KO threshold |
| Protect | Skips the user’s turn; avoids all damage | Lets the setter survive a hit; gives the sweeper time |
| Redirection (Follow Me, Rage Powder) | Forces the opponent to target the redirection user | Shields your setter or sweeper from targeted KOs |
The Helping Hand interaction is worth emphasizing: a 50% boost on top of Sun’s Fire damage boost can end games from a single attack in Doubles.
Handling Sun’s Hard Matchups
Rain Teams
Rain is Sun’s hardest counter. It overwrites Harsh Sunlight, halves your Fire damage, and responds with boosted Water moves that threaten most of your roster. A Rain setup pairing a Rain setter with a Swift Swim sweeper also neutralizes your Chlorophyll Speed advantage.
Counter-approach:
- At least one Water-resistant Pokemon. Grass types resist Water and can threaten Rain setters directly.
- Backup Sunny Day. Resetting your weather costs a turn, but it’s usually worth it.
- Target the Rain setter. A strong Super Effective hit on the setter before Drizzle activates — or KOing it shortly after — limits Rain’s ability to maintain the weather long-term.
Rock and Ground Types
Many Rock and Ground types resist or are neutral to Fire moves and can threaten back with Rock-type coverage (Rock Slide, Stone Edge). SolarBeam on a Fire-type handles both Water and Ground threats from one move slot. Chlorophyll Grass-types manage Rock threats naturally.
Cloud Nine
Cloud Nine suppresses all weather effects without ending them. While it’s active, your Chlorophyll Speed bonus disappears, your Fire attacks lose their boost, and SolarBeam needs a charge turn. Remove the Cloud Nine user quickly — it’s often not especially bulky. If your opponent leads with an unusual Pokemon, consider Protecting on turn one to scout before committing. For broader guidance on the wider meta, the Meta Threats and Counters guide covers priority threats.
Sun Teams in Singles vs. Doubles
| Factor | Singles | Doubles |
|---|---|---|
| Turn one priority | Get setter out safely | Lead with setter + Chlorophyll pair |
| Chlorophyll value | Mid-to-late-game sweeper | Immediate turn-one pressure |
| Heat Wave value | Not applicable | High — hits both opponents |
| Weather wars | Play out over multiple turns | Often decided in the lead phase |
| Support Pokemon | More optional | Near-essential for fragile leads |
In Singles, patience matters more. Experienced opponents target the setter immediately, so play it cautiously and protect it with Protect when needed. Bring the Chlorophyll sweeper in after the setter has done its job and Speed control threats have been cleared.
In Doubles, aggression is the default approach. A Drought setter plus Chlorophyll sweeper lead is one of the most recognized pairings in the format — the question is whether your opponent prepared for it and whether your back four can answer their response. For a deeper strategic comparison between formats, see the Singles vs. Doubles guide.
Common Mistakes on Sun Teams
- No backup weather. If your Drought setter gets KO’d early, you have no Sun and no game plan. Include at least one Pokemon with Sunny Day.
- Stacking too many frail abusers. Chlorophyll sweepers and Fire-type attackers are often offensively loaded but defensively thin. If your entire team dies to a single Earthquake, the team-building went wrong. Include at least one bulky utility Pokemon.
- Forgetting SolarBeam fails without Sun. Running it on a Pokemon that can’t reset Sun is a gamble — one overwrite and that slot becomes a liability.
- Ignoring Rain entirely. Rain counters Sun hard. Every Sun team needs at least one answer, even just a Grass-type coverage move on a back-row member.
- No item on the setter. A Focus Sash or duration-extending item can be the difference between your Sun being active for three turns or one.
- Ignoring priority moves. Doubled Speed from Chlorophyll doesn’t help against Sucker Punch, Bullet Punch, or Extreme Speed. Fragile sweepers can get KO’d before they move regardless of how fast they are.
For foundational team-building principles that apply across all archetypes, the EV and IV Stats guide and Team Archetypes guide are useful companions.
Quick-Reference: Sun Team Checklist
Before taking your Sun team into ranked, run through this:
- At least one Drought setter
- Backup Sunny Day move on a back-row member
- At least one Chlorophyll sweeper
- At least one Fire-type attacker
- SolarBeam coverage considered, with a plan if Sun gets overwritten
- At least one Water-resistant or Grass-type Pokemon for Rain matchup
- An answer to Cloud Nine (typically offensive pressure)
- Utility support (Fake Out, Tailwind, Helping Hand, or Protect) — especially for Doubles
- No more than three frail Pokemon without a way to protect them
FAQ
How does Sun work in Pokemon Champions? Sun (Harsh Sunlight) is activated by the Drought ability or the move Sunny Day. While active, Fire-type moves deal significantly more damage, Water-type moves deal significantly less, SolarBeam fires without a charge turn, and Pokemon with Chlorophyll have their Speed doubled. It lasts a fixed number of turns unless extended by a held item.
What is the best Sun setter in Pokemon Champions? Any Pokemon with the Drought ability is the most reliable Sun setter, since it activates Harsh Sunlight the moment it enters battle — no move cost required. Sunny Day as a move is a useful backup option for teams that need more flexibility or want to reset weather mid-game.
What does Chlorophyll do in Sun? Chlorophyll is an ability that doubles a Pokemon’s Speed when Harsh Sunlight is active, turning otherwise average-Speed Pokemon into extremely fast sweepers that can outrun nearly the entire field.
Does Sun boost all Fire moves or just special attacks? Sun boosts all Fire-type moves — both physical and special. This makes coverage moves like Fire Punch viable on mixed attackers, not just Flamethrower or Heat Wave.
How do I beat Rain teams with my Sun team? Rain overwrites your Sun and shuts down your Fire damage, so it’s critical to have an answer. Grass-type Pokemon resist Water moves and pressure the Rain setter directly. A backup Sunny Day can reset your weather after it gets overwritten.
What held items work best on Sun teams? Items that extend Sun duration go on Drought setters. For abusers, Choice Specs or Choice Band push already-powerful moves further; Life Orb adds flexibility with a recoil trade-off. Check the Held Items guide for what’s currently available in Champions.
Is Sun better in Singles or Doubles in Pokemon Champions? Both formats work, but Sun is especially powerful in Doubles. A Drought setter and a Chlorophyll sweeper as your lead pair applies Speed-doubled, Fire-boosted pressure on turn one — that’s immediate coordinated pressure that’s hard to answer cleanly.
Can Sun teams run SolarBeam reliably? Yes, as long as Sun stays up. SolarBeam skips its charge turn under Harsh Sunlight, making it instantly effective Grass coverage. If your opponent overwrites the Sun, it reverts to needing a full charge turn — always pair it with a weather reset option.
What are the biggest weaknesses of Sun teams? Rain is the hardest counter — it overwrites your weather, halves your Fire damage, and replies with boosted Water moves. Rock and Ground types threaten many Sun setters. Every Sun team needs at least one Water-resistant Pokemon and a plan for the setter going down early.
How many Sun abusers should a team run? A typical Doubles Sun team runs two to three clear abusers: a Chlorophyll sweeper, a Fire-type attacker, and optionally a SolarBeam user. In Singles, two abusers plus the setter is standard. More abusers thin your utility; fewer leave dead weight if one gets removed early.

