Solrock is certainly a strange case. Rock/Psychic with the Levitate ability is certainly different, and it does provide some useful resistances and offensive coverage, but in the long run Solrock just kind of falls flat. None of its stats are particularly great and its astonishingly broad movepool is misaligned to its stats; it has so many more move types on the special side but only 55 base SpA. Solrock also suffers from middling speed and defenses, meaning it isn't fast enough to sweep, isn't helpful in Trick Room, and while it does get recovery it's still a poor tank. So where does Solrock succeed? It can set Stealth Rocks, although there are better options even in NU. It has Rock Polish, so you can boost its Speed. It gets recovery, so you can stay alive after boosting or setting Stealth Rocks. And finally, it has a pretty solid support movepool, sporting options such as dual screens, Cosmic Power, Baton Pass, Will-o-Wisp, and Embargo. The trick, then, is to get a set that can use these to its advantage:
House of the Rising Sun
Solrock@Leftovers
Ability: Levitate
EVs: 252 HP / 4 Atk / 252 Def or 252 SpD
Nature: Impish or Careful (respective to defensive investment option)
- Stealth Rock
- Will-o-Wisp
- Morning Sun
- Rock Slide / Zen Headbutt / Rock Tomb
This set allows Solrock to set itself apart from Lunatone, which lacks Will-o-Wisp rendering it an inferior wall. Solrock's defenses are not amazing, but if you go all-out investing in one of them it becomes difficult to get around. Physically defensive Solrock can take hits like no tomorrow after a Will-o-Wisp, and is great at taking on physical attackers that rely on Ground-type moves for coverage against Rock. Specially defensive Solrock can use Will-o-Wisp to shore up its lesser Defense, and walls many Fire-type special attackers in NU with ease. Invest as you see fit, placing max EVs in your chosen defense and using a nature that will take away from Special Attack to feed into a defense stat. The rest of the set is easy; Stealth Rock is always appreciable, and with Solrock's bulk and Morning Sun it can set up rocks several times in a match if needed. Will-o-Wisp is important to Solrock's defenses and helps wear down everything but Fire-types. The attacking move is up to you; Rock Slide is preferred to make Solrock a proper Fire-type check, especially since they're immune to Will-o-Wisp, but Zen Headbutt hits harder neutrally and is nice for Poliwrath. Rock Tomb can also be used for utility, allowing Solrock to more safely pass the torch to a teammate. The biggest threat to this set? Any super-effective attack targeting its weaker defense. It's really that simple, and that's why this thing is ranked PU. It's usable, but don't let your opponent take you by surprise or Solrock will fail to accomplish much of anything.