This thread is for discussion of the competitive impacts of weather in Generation 5.
While we still probably don't have all the information we might like to have about the abilities that effect the various weather effects, it seems pretty obvious weather will have a great and more varied impact on competitive play in generation 5 than it has in the past. A couple new Pokemon got the permanent weather abilities, and many more Pokemon got new and old abilities that make them more powerful under weather effects. Even without a Drizzle user, rain was an effective playstyle in both OU and UU last generation, and weather control with the permanent weather Pokemon was an important component of play in both Ubers and VGC, with the team that kept the desired weather on the field most often coming out on top in many battles. Regardless of whether or not we start out with arbitrary bans that would relegate Groudon and Kyogre to ubers, we can be fairly certain thanks to newly allocated abilities we will have users of all four auto-weather traits available at the beginning of play for the first time in any generation(if Dream World cooperates...), so let's think about some of the weather-relevant Pokemon in Gen 5.
Format is Pokemon (Type, BaseHP/BaseAtt/BaseDef/BaseSpA/BaseSpD/BaseSpe)
Red is new.
Drizzle
Kyogre (Water, 100/100/90/150/140/90)
Politoed (Water, 90/75/75/90/100/70)
Drought
Groudon (Ground, 100/150/140/100/90/90)
Ninetales (Fire, 73/76/75/81/100/100)
Snow Warning
Abomasnow (Grass/Ice, 90/92/75/92/85/60)
Sandstream
Tyranitar (Rock/Dark, 100/134/110/95/100/61)
Hippowdon (Ground, 108/112/118/68/72/47)
I'm posting all the Gen 4 mechanics of the weather effects as I go along, but I do so with a warning: I would be surprised if there isn't a big change or two we don't know about yet. Think Sandstorm boosting Rock-type's Special Defenses in Gen 4 typ changes. Seems like they made weather a little too accessible not to have some changes in mind...
Listed next are the weather-support abilities. Hid this stuff under spoiler tags to make the thread less unruly. Will add more information to the appropriate sections as it becomes available.
Some early thoughts to get us started discussing:
-Many of these new abilities are from the Dream World, which we currently don't have a whole lot of information on. Many of the Pokemon from it may not be accessible from the game's release, but it doesn't hurt to be prepared.
- Keep in mind that if mechanics are the same as they were in Gen 3 and 4, if two weather-inducing Pokemon are sent out in the same turn, the slower weather goes last. It's good to be Abomasnow, Hippowdon, and Tyranitar. Don't throw away those Iron Balls...
- Armaldo is kind of interesting in regards to having an interesting place in weather heavy battles. He now gets Swift Swim, giving him an excuse to be on rain themed teams. Swift Swim brings his terrible 45 base speed up to... well, a still not that amazing 378 Speed with max speed Adamant in the Rain, but enough speed to make its base 125 Attack and reasonable 75HP/100 Defense/80 Special Defense effective. Like a few other Rock-type Swift Swimmers, he gets a Special Defense boost in the Sand when playing against teams using Tyranitar or Hippowdon, but unlike all other Pokemon who fit that requirement, he does not have a 4x(or any) weakness to Grass, making him a little less vulnerable against Drought teams. Has an annoying Stealth Rock weakness that will be problematic in standard play.
- I'm excited about Ninetales. While it also has an annoying SR weakness and was deservedly in UU last generation(and wasn't even very good there either, frankly), it has the tools to keep itself from dying long enough to let you reset Drought a few times if you're stuck in a battle where you're flipping the weather back and forth. 100 base Special Defense is nothing to scoff at, though being so fast is kind of wasteful for the role it is likely to server. Has Hypnosis to support its team.
- Politoed is interestingly in an almost identical situation, with the same Speical Defense score and the same sleep move. Both need to watch out for each other's weather buddies: Drought teams will have a lot of Grass-types and Fire-types with Grass-type moves to hit Water Pokemon, and Rain is obviously going to have lots of Water types ready to smack Ninetales into oblivion - many of whom attack on the physical side of the spectrum. Does NOT have an annoying SR weakness. Hooray!
- Interesting that a pure-Ice type gets Swift Swim in our favorite polar bear friend. I guess in theory this would help against Hail-teams, but unless he gets some gimmicks in his movepool I can't see the Rain supporting him very well... I suppose at least it gives them an excuse to carry a Pokemon who is super-effective against the Grass-types that are so common on sun teams.
-While Rain Dance has proven better than Sunny Day in most of Gen 4's play, it's a lot easier to build a team around Drought because more types naturally benefit from sun. Perhaps stuff like the Swift Swim Ice-type was intended to balance that out a bit...
- Can't imagine many rain teams using her, but love Dry Skin on Jynx. Sure hurts her CoverGirl candidacy, but an extra immunity is just what her defensively inept self needed.
- While I didn't list Fire-types who lacked a weather-centric ability in the sun section, they'll obviously be very important. Some interesting options as far as typing include Shanderaa, who gives some interesting resistances with it's Ghost-type. Pity it doesn't get Levitate... still, 145 Special Attack firing off STAB Fire attacks in the sun will be crazy. Gotta imagine a lot of teams carrying Tyranitar to help deal with this sort of thing, a weather swap, a Fire-resist, and a Pursuit user in one(pity he won't be able to switch in until after a kill if the candle-ghost-contraption is using Shadow Tag, lol). He beats up some other nice Sun Pokemon like Exeggutor too, get used to him...
- Excited to do a lot of bad gimmicky shit in multi-battles already. I'm sure most of it won't work out in reality, but the ideas are always fun. Solar Power Tropius + Solar Power Charizard + Groudon, anyone? Just asking to get cleaved by Blizzard, but...
-Ice and Sand still seem a little underwhelming, other than generally being disruptive to teams focusing on the other two weathers, who are likely to be carrying members that suck without the correct weather condition. Sand got some help with two new abilities, though neither are widely available. Wonder if Hail won't have something similar up its sleeve, hard to believe it got nearly completely neglected... at least Ice Body Regice is pretty exciting. 18% a turn helps make up for the fact it's a lot easier to hit with a super-effective special attacks than it was back in Gen 3.
While we still probably don't have all the information we might like to have about the abilities that effect the various weather effects, it seems pretty obvious weather will have a great and more varied impact on competitive play in generation 5 than it has in the past. A couple new Pokemon got the permanent weather abilities, and many more Pokemon got new and old abilities that make them more powerful under weather effects. Even without a Drizzle user, rain was an effective playstyle in both OU and UU last generation, and weather control with the permanent weather Pokemon was an important component of play in both Ubers and VGC, with the team that kept the desired weather on the field most often coming out on top in many battles. Regardless of whether or not we start out with arbitrary bans that would relegate Groudon and Kyogre to ubers, we can be fairly certain thanks to newly allocated abilities we will have users of all four auto-weather traits available at the beginning of play for the first time in any generation(if Dream World cooperates...), so let's think about some of the weather-relevant Pokemon in Gen 5.
Format is Pokemon (Type, BaseHP/BaseAtt/BaseDef/BaseSpA/BaseSpD/BaseSpe)
Red is new.
Drizzle
Kyogre (Water, 100/100/90/150/140/90)
Politoed (Water, 90/75/75/90/100/70)
Drought
Groudon (Ground, 100/150/140/100/90/90)
Ninetales (Fire, 73/76/75/81/100/100)
Snow Warning
Abomasnow (Grass/Ice, 90/92/75/92/85/60)
Sandstream
Tyranitar (Rock/Dark, 100/134/110/95/100/61)
Hippowdon (Ground, 108/112/118/68/72/47)
I'm posting all the Gen 4 mechanics of the weather effects as I go along, but I do so with a warning: I would be surprised if there isn't a big change or two we don't know about yet. Think Sandstorm boosting Rock-type's Special Defenses in Gen 4 typ changes. Seems like they made weather a little too accessible not to have some changes in mind...
Listed next are the weather-support abilities. Hid this stuff under spoiler tags to make the thread less unruly. Will add more information to the appropriate sections as it becomes available.
Rain-themed effects
Assuming the mechanics are the same as they were in Gen 4:
While in effect, it increases the damage of Water-type moves by 50%, and causes Fire-type moves to do half damage. Thunder always hits. SolarBeam has 60 Base Power. Moonlight, Morning Sun, and Synthesis heal 1/4 of the user's maximum HP. Pokémon with the Swift Swim ability have double Speed. Pokémon with the Forecast ability become Water-type. At the end of each turn, Pokémon with the Rain Dish ability heal 1/16 HP, Pokémon with the Dry Skin ability heal 1/8 HP, and Pokémon with the Hydration ability cure themselves of status ailments.
Swift Swim
Rain doubles the Speed of Pokémon with Swift Swim. This is not a stat boost. If the rain ends or a new weather condition is brought into play, the Pokémon's Speed returns to normal.
Floatzel (Water, 85/105/55/85/50/115)
Gorebyss (Water, 55/84/105/114/75/52)
Huntail (Water, 55/104/105/94/75/52)
Kabutops (Water/Rock, 60/115/105/65/70/80)
Kingdra (Water/Dragon, 75/95/95/95/95/85)
Ludicolo (Water/Grass, 80/70/70/90/100/70)
Lumineon (Water, 69/69/76/69/86/91)
Luvdisc (Water, 43/30/55/40/65/97)
Mantine (Water/Flying, 65/40/70/80/140/70)
Omastar (Water/Rock, 70/60/125/115/70/55)
Qwilfish (Water/Poison, 65/95/75/55/55/85)
Relicanth (Water/Rock, 100/90/130/45/65/55)
Seaking (Water, 80/92/65/65/80/68)
Golduck (Water, 80/82/78/85/95/80)
Poliwrath (Water/Fighting, 90/85/95/90/70/70)
Armaldo (Rock/Bug, 75/125/100/70/80/45)
Abagohra (Water/Rock, 74/108/133/83/65/32)
Tsunbeaa (Ice, 95/110/80/70/80/50)
Gamageroge (Water/Ground, 105/85/75/85/75/74)
Rain Dish
When rain is in effect, this Pokémon heals 1/16 of its max HP at the end of each turn.
Ludicolo (Water/Grass, 80/70/70/90/100/70)
Blastoise (Water, 79/83/100/85/105/78)
Tentacruel (Water/Poison, 80/70/65/80/120/100)
Pelipper (Water/Flying, 60/50/100/85/70/65)
Hydration
When Rain Dance is in effect, this Pokémon heals itself of burn, freeze, paralysis, poison, and sleep at the end of each turn. If rain ends on the same turn that this Pokemon is afflicted with a status, that status will not be healed.
Dewgong (Water/Ice, 90/70/80/70/95/70)
Manaphy (Water, 100/100/100/100/100/100)
Phione (Water, 80/80/80/80/80/80)
Lapras (Water/Ice, 130/85/80/85/95/60)
Vaporeon (Water, 130/65/60/110/95/65)
Whiscash (Water/Ground, 110/78/73/76/71/60)
Luvdisc (Water, 43/30/55/40/65/97)
Swanna (Water/Flying, 75/87/63/87/63/98)
Mamanbou (Water, 165/75/80/40/45/65)
Agirudaa (Bug, 80/70/40/100/60/145)
Dry Skin
If Sunny Day is in effect, this Pokémon loses 12.5% HP each turn. If Rain Dance is in effect, this Pokémon heals 12.5% HP each turn. In addition, this Pokémon heals 25% HP when hit with a Water-type attack, but takes 25% extra damage from Fire-type attacks.
Parasect (Bug/Grass, 60/95/80/60/80/30)
Toxicroak (Fighting/Poison, 83/106/65/86/65/85)
Jynx (Psychic/Ice, 65/50/35/115/95/95)
Assuming the mechanics are the same as they were in Gen 4:
While in effect, it increases the damage of Water-type moves by 50%, and causes Fire-type moves to do half damage. Thunder always hits. SolarBeam has 60 Base Power. Moonlight, Morning Sun, and Synthesis heal 1/4 of the user's maximum HP. Pokémon with the Swift Swim ability have double Speed. Pokémon with the Forecast ability become Water-type. At the end of each turn, Pokémon with the Rain Dish ability heal 1/16 HP, Pokémon with the Dry Skin ability heal 1/8 HP, and Pokémon with the Hydration ability cure themselves of status ailments.
Swift Swim
Rain doubles the Speed of Pokémon with Swift Swim. This is not a stat boost. If the rain ends or a new weather condition is brought into play, the Pokémon's Speed returns to normal.
Floatzel (Water, 85/105/55/85/50/115)
Gorebyss (Water, 55/84/105/114/75/52)
Huntail (Water, 55/104/105/94/75/52)
Kabutops (Water/Rock, 60/115/105/65/70/80)
Kingdra (Water/Dragon, 75/95/95/95/95/85)
Ludicolo (Water/Grass, 80/70/70/90/100/70)
Lumineon (Water, 69/69/76/69/86/91)
Luvdisc (Water, 43/30/55/40/65/97)
Mantine (Water/Flying, 65/40/70/80/140/70)
Omastar (Water/Rock, 70/60/125/115/70/55)
Qwilfish (Water/Poison, 65/95/75/55/55/85)
Relicanth (Water/Rock, 100/90/130/45/65/55)
Seaking (Water, 80/92/65/65/80/68)
Golduck (Water, 80/82/78/85/95/80)
Poliwrath (Water/Fighting, 90/85/95/90/70/70)
Armaldo (Rock/Bug, 75/125/100/70/80/45)
Abagohra (Water/Rock, 74/108/133/83/65/32)
Tsunbeaa (Ice, 95/110/80/70/80/50)
Gamageroge (Water/Ground, 105/85/75/85/75/74)
Rain Dish
When rain is in effect, this Pokémon heals 1/16 of its max HP at the end of each turn.
Ludicolo (Water/Grass, 80/70/70/90/100/70)
Blastoise (Water, 79/83/100/85/105/78)
Tentacruel (Water/Poison, 80/70/65/80/120/100)
Pelipper (Water/Flying, 60/50/100/85/70/65)
Hydration
When Rain Dance is in effect, this Pokémon heals itself of burn, freeze, paralysis, poison, and sleep at the end of each turn. If rain ends on the same turn that this Pokemon is afflicted with a status, that status will not be healed.
Dewgong (Water/Ice, 90/70/80/70/95/70)
Manaphy (Water, 100/100/100/100/100/100)
Phione (Water, 80/80/80/80/80/80)
Lapras (Water/Ice, 130/85/80/85/95/60)
Vaporeon (Water, 130/65/60/110/95/65)
Whiscash (Water/Ground, 110/78/73/76/71/60)
Luvdisc (Water, 43/30/55/40/65/97)
Swanna (Water/Flying, 75/87/63/87/63/98)
Mamanbou (Water, 165/75/80/40/45/65)
Agirudaa (Bug, 80/70/40/100/60/145)
Dry Skin
If Sunny Day is in effect, this Pokémon loses 12.5% HP each turn. If Rain Dance is in effect, this Pokémon heals 12.5% HP each turn. In addition, this Pokémon heals 25% HP when hit with a Water-type attack, but takes 25% extra damage from Fire-type attacks.
Parasect (Bug/Grass, 60/95/80/60/80/30)
Toxicroak (Fighting/Poison, 83/106/65/86/65/85)
Jynx (Psychic/Ice, 65/50/35/115/95/95)
Sun-Themed effects
Assuming the mechanics are the same as they were in Gen 4:
While in effect, it increases the damage of Fire-type moves by 50%, and causes Water-type moves to do half damage. Thunder is 50% accurate. SolarBeam has no charge turn. Moonlight, Morning Sun, and Synthesis heal 2/3 of the user's maximum HP. No Pokémon can be Frozen while the sunlight is active. Pokémon with the Chlorophyll ability have double Speed. Pokémon with the Forecast ability become Fire-type. Pokémon with the Leaf Guard ability are unaffected by status inducing moves. Pokémon with the Flower Gift ability and its partner in 2v2 have an increase in stats. At the end of each turn, Pokémon with the Dry Skin or Solar Power abilities lose 1/8 of their total HP. The latter also gets a one stage Special Attack boost.
Chlorophyll
Sun doubles the Speed of Pokémon with Chlorophyll. This is not a stat boost. If the sunlight ends or a new weather condition is brought into play, the Pokémon's Speed returns to normal.
Bellossom (Grass, 75/80/85/90/100/50)
Exeggutor (Grass/Psychic, 95/95/85/125/65/55)
Jumpluff (Grass/Flying, 75/55/70/55/85/110)
Shiftry (Grass/Dark, 90/100/60/90/60/80)
Sunflora (Grass, 75/75/55/105/85/30)
Tangrowth (Grass, 100/100/125/110/50/50)
Tropius (Grass/Flying, 99/68/83/72/87/51)
Victreebel (Grass/Poison, 80/105/65/100/60/70)
Vileplume (Grass/Poison, 75/80/85/100/90/50)
Hahakurimo (Grass/Bug, 75/103/80/70/70/92)
Doreida (Grass, 70/60/75/110/75/90)
Marakacchi (Grass, 75/86/67/106/67/60)
Mebukijka (Normal/Grass, 80/100/70/60/70/95)
Venusaur (Grass/Poison, 80/82/83/100/100/80)
Leafeon (Grass, 65/110/130/60/65/95)
Erufuun (Grass, 60/67/85/77/75/116)
Leaf Guard
Opponent-induced burn, paralysis, poison, and sleep are blocked while Sunny Day is in effect. This does not prevent those inflicted by the user (such as sleep induced by Rest), and it does not heal status effects that are already present when Sunny Day is used.
Jumpluff (Grass/Flying, 75/55/70/55/85/110)
Leafeon (Grass, 65/110/130/60/65/95)
Tangrowth (Grass, 100/100/125/110/50/50)
Meganium (Grass, 80/82/100/83/100/80)
Doreida (Grass, 70/60/75/110/75/90)
Flower Gift
When the sunlight is strong, this Pokémon raises its own Attack and Special Defense by 50%. In 2v2, it also raises the Attack and Special Defense of its partner by 50%. This effect does not stack if two Pokémon have Flower Gift.
Cherrim (Grass, 70/60/70/87/78/85)
Solar Power
When Sunny Day is in effect, this Pokémon loses 1/8 HP per turn, but Special Attack is increased by 50%.
Sunflora (Grass, 75/75/55/105/85/30)
Tropius (Grass/Flying, 99/68/83/72/87/51)
Charizard (Fire/Flying, 78/84/78/109/85/100)
Assuming the mechanics are the same as they were in Gen 4:
While in effect, it increases the damage of Fire-type moves by 50%, and causes Water-type moves to do half damage. Thunder is 50% accurate. SolarBeam has no charge turn. Moonlight, Morning Sun, and Synthesis heal 2/3 of the user's maximum HP. No Pokémon can be Frozen while the sunlight is active. Pokémon with the Chlorophyll ability have double Speed. Pokémon with the Forecast ability become Fire-type. Pokémon with the Leaf Guard ability are unaffected by status inducing moves. Pokémon with the Flower Gift ability and its partner in 2v2 have an increase in stats. At the end of each turn, Pokémon with the Dry Skin or Solar Power abilities lose 1/8 of their total HP. The latter also gets a one stage Special Attack boost.
Chlorophyll
Sun doubles the Speed of Pokémon with Chlorophyll. This is not a stat boost. If the sunlight ends or a new weather condition is brought into play, the Pokémon's Speed returns to normal.
Bellossom (Grass, 75/80/85/90/100/50)
Exeggutor (Grass/Psychic, 95/95/85/125/65/55)
Jumpluff (Grass/Flying, 75/55/70/55/85/110)
Shiftry (Grass/Dark, 90/100/60/90/60/80)
Sunflora (Grass, 75/75/55/105/85/30)
Tangrowth (Grass, 100/100/125/110/50/50)
Tropius (Grass/Flying, 99/68/83/72/87/51)
Victreebel (Grass/Poison, 80/105/65/100/60/70)
Vileplume (Grass/Poison, 75/80/85/100/90/50)
Hahakurimo (Grass/Bug, 75/103/80/70/70/92)
Doreida (Grass, 70/60/75/110/75/90)
Marakacchi (Grass, 75/86/67/106/67/60)
Mebukijka (Normal/Grass, 80/100/70/60/70/95)
Venusaur (Grass/Poison, 80/82/83/100/100/80)
Leafeon (Grass, 65/110/130/60/65/95)
Erufuun (Grass, 60/67/85/77/75/116)
Leaf Guard
Opponent-induced burn, paralysis, poison, and sleep are blocked while Sunny Day is in effect. This does not prevent those inflicted by the user (such as sleep induced by Rest), and it does not heal status effects that are already present when Sunny Day is used.
Jumpluff (Grass/Flying, 75/55/70/55/85/110)
Leafeon (Grass, 65/110/130/60/65/95)
Tangrowth (Grass, 100/100/125/110/50/50)
Meganium (Grass, 80/82/100/83/100/80)
Doreida (Grass, 70/60/75/110/75/90)
Flower Gift
When the sunlight is strong, this Pokémon raises its own Attack and Special Defense by 50%. In 2v2, it also raises the Attack and Special Defense of its partner by 50%. This effect does not stack if two Pokémon have Flower Gift.
Cherrim (Grass, 70/60/70/87/78/85)
Solar Power
When Sunny Day is in effect, this Pokémon loses 1/8 HP per turn, but Special Attack is increased by 50%.
Sunflora (Grass, 75/75/55/105/85/30)
Tropius (Grass/Flying, 99/68/83/72/87/51)
Charizard (Fire/Flying, 78/84/78/109/85/100)
Sand-themed effects
Assuming the effects of Sandstorm are the same as in Gen 4:
This does 1/16 damage to all Pokémon that aren't part Rock, Ground, or Steel, or have the trait Sand Veil. It also raises the Special Defense of Rock types by 50%. SolarBeam has 60 power. Moonlight, Morning Sun, and Synthesis heal 1/4 of the user's maximum HP.
Sand Power
The Pokemon's Rock, Steel, & Ground-type moves are increased in power during Sandstorms.
Doryuuzu (Ground/Steel, 110/135/60/50/65/88)
Randorosu (Ground/Flying, 89/125/90/115/80/101)
Hippowdon (Ground, 108/112/118/68/72/47)
Gastrodon (Water/Ground, 111/83/68/92/82/39)
Probopass (Steel/Rock, 60/55/145/75/150/40)
Dugtrio (Ground, 35/80/50/50/70/120)
Sand Throw
Doubles the Pokemon's Speed during a Sandstorm.
Murrando (Normal, 85/100/90/45/90/80)
Doryuuzu (Ground/Steel, 110/135/60/50/65/88)
Sandslash (Ground, 75/100/110/45/55/65)
Sand Veil
When a sandstorm is in effect, this Pokémon gets a 20% evasion increase. In addition, if a non-Rock, Steel, or Ground-type Pokémon has this ability, it will not take damage from sandstorm.
Cacturne (Grass/Dark, 70/115/60/115/60/55)
Dugtrio (Ground, 35/80/50/50/70/120)
Garchomp (Dragon/Ground, 108/130/95/80/85/102)
Gliscor (Ground/Flying, 75/95/125/45/75/95)
Sandslash (Ground, 75/100/110/45/55/65)
Golem (Ground/Rock, 80/110/130/55/65/45)
Donphan (Ground, 90/120/120/60/60/50)
Maggyo (Ground/Electric, 109/66/84/81/99/32)
Assuming the effects of Sandstorm are the same as in Gen 4:
This does 1/16 damage to all Pokémon that aren't part Rock, Ground, or Steel, or have the trait Sand Veil. It also raises the Special Defense of Rock types by 50%. SolarBeam has 60 power. Moonlight, Morning Sun, and Synthesis heal 1/4 of the user's maximum HP.
Sand Power
The Pokemon's Rock, Steel, & Ground-type moves are increased in power during Sandstorms.
Doryuuzu (Ground/Steel, 110/135/60/50/65/88)
Randorosu (Ground/Flying, 89/125/90/115/80/101)
Hippowdon (Ground, 108/112/118/68/72/47)
Gastrodon (Water/Ground, 111/83/68/92/82/39)
Probopass (Steel/Rock, 60/55/145/75/150/40)
Dugtrio (Ground, 35/80/50/50/70/120)
Sand Throw
Doubles the Pokemon's Speed during a Sandstorm.
Murrando (Normal, 85/100/90/45/90/80)
Doryuuzu (Ground/Steel, 110/135/60/50/65/88)
Sandslash (Ground, 75/100/110/45/55/65)
Sand Veil
When a sandstorm is in effect, this Pokémon gets a 20% evasion increase. In addition, if a non-Rock, Steel, or Ground-type Pokémon has this ability, it will not take damage from sandstorm.
Cacturne (Grass/Dark, 70/115/60/115/60/55)
Dugtrio (Ground, 35/80/50/50/70/120)
Garchomp (Dragon/Ground, 108/130/95/80/85/102)
Gliscor (Ground/Flying, 75/95/125/45/75/95)
Sandslash (Ground, 75/100/110/45/55/65)
Golem (Ground/Rock, 80/110/130/55/65/45)
Donphan (Ground, 90/120/120/60/60/50)
Maggyo (Ground/Electric, 109/66/84/81/99/32)
Hail-Themed Effects
Does 1/16 damage to all Pokémon except Ice types and those with the Snow Cloak ability. Blizzard is 100% accurate. Moonlight, Morning Sun, and Synthesis heal 1/4 of the user's maximum HP.
Snow Cloak
When hail is in effect, this Pokémon gets a 20% evasion increase. In addition, if a non Ice-type Pokémon has this ability, it will not take damage from hail.
Froslass (Ice/Ghost, 70/80/70/80/70/110)
Glaceon (Ice, 65/60/110/130/95/65)
Mamoswine (Ice/Ground, 110/130/80/70/60/80)
Tsunbeaa (Ice, 95/110/80/70/80/50)
Articuno (Ice/Flying, 90/85/100/95/125/85)
Ice Body
When hail is in effect, this Pokémon heals 1/16 of its max HP at the end of each turn. In addition, if a non Ice-type Pokémon has this ability, it will not take damage from hail.
Glalie (Ice, 80/80/80/80/80/80)
Walrein (Ice/Water, 110/80/90/95/90/65)
Baibanira (Ice, 71/95/85/110/95/79)
Dewgong (Water/Ice, 90/70/80/70/95/70)
Regice (Ice, 80/50/100/100/200/50)
Glaceon (Ice, 65/60/110/130/95/65)
Does 1/16 damage to all Pokémon except Ice types and those with the Snow Cloak ability. Blizzard is 100% accurate. Moonlight, Morning Sun, and Synthesis heal 1/4 of the user's maximum HP.
Snow Cloak
When hail is in effect, this Pokémon gets a 20% evasion increase. In addition, if a non Ice-type Pokémon has this ability, it will not take damage from hail.
Froslass (Ice/Ghost, 70/80/70/80/70/110)
Glaceon (Ice, 65/60/110/130/95/65)
Mamoswine (Ice/Ground, 110/130/80/70/60/80)
Tsunbeaa (Ice, 95/110/80/70/80/50)
Articuno (Ice/Flying, 90/85/100/95/125/85)
Ice Body
When hail is in effect, this Pokémon heals 1/16 of its max HP at the end of each turn. In addition, if a non Ice-type Pokémon has this ability, it will not take damage from hail.
Glalie (Ice, 80/80/80/80/80/80)
Walrein (Ice/Water, 110/80/90/95/90/65)
Baibanira (Ice, 71/95/85/110/95/79)
Dewgong (Water/Ice, 90/70/80/70/95/70)
Regice (Ice, 80/50/100/100/200/50)
Glaceon (Ice, 65/60/110/130/95/65)
Cloud Nine
While a Pokémon with Cloud Nine is in play, the effects of weather are temporarily disabled. Fire- and Water-type moves are at normal power in sun and rain, Rock-types have normal Special Defense in sandstorm, SolarBeam has 120 Base Power and takes two turns, Blizzard and Thunder have normal accuracy, and Pokémon take damage from neither sandstorm nor hail. The game will report that the weather is still going, and the weather's effects will return when the Pokémon with Cloud Nine switches out.
Golduck (Water, 80/82/78/95/80/85)
Altaria (Dragon/Flying, 75/70/90/70/105/80
Lickilicky (Normal, 110/85/95/80/95/50)
Air Lock
While a Pokémon with Air Lock is in play, the effects of weather are temporarily disabled. Fire- and Water-type moves are at normal power in sun and rain, Rock-types have normal Special Defense in sandstorm, SolarBeam has 120 Base Power and takes two turns, Blizzard and Thunder have normal accuracy, and Pokémon take damage from neither sandstorm nor hail. The game will report that the weather is still going, and the weather's effects will return when the Pokémon with Air Lock switches out.
Rayquaza (Dragon/Flying, 105/150/90/150/90/95)
While a Pokémon with Cloud Nine is in play, the effects of weather are temporarily disabled. Fire- and Water-type moves are at normal power in sun and rain, Rock-types have normal Special Defense in sandstorm, SolarBeam has 120 Base Power and takes two turns, Blizzard and Thunder have normal accuracy, and Pokémon take damage from neither sandstorm nor hail. The game will report that the weather is still going, and the weather's effects will return when the Pokémon with Cloud Nine switches out.
Golduck (Water, 80/82/78/95/80/85)
Altaria (Dragon/Flying, 75/70/90/70/105/80
Lickilicky (Normal, 110/85/95/80/95/50)
Air Lock
While a Pokémon with Air Lock is in play, the effects of weather are temporarily disabled. Fire- and Water-type moves are at normal power in sun and rain, Rock-types have normal Special Defense in sandstorm, SolarBeam has 120 Base Power and takes two turns, Blizzard and Thunder have normal accuracy, and Pokémon take damage from neither sandstorm nor hail. The game will report that the weather is still going, and the weather's effects will return when the Pokémon with Air Lock switches out.
Rayquaza (Dragon/Flying, 105/150/90/150/90/95)
Some early thoughts to get us started discussing:
-Many of these new abilities are from the Dream World, which we currently don't have a whole lot of information on. Many of the Pokemon from it may not be accessible from the game's release, but it doesn't hurt to be prepared.
- Keep in mind that if mechanics are the same as they were in Gen 3 and 4, if two weather-inducing Pokemon are sent out in the same turn, the slower weather goes last. It's good to be Abomasnow, Hippowdon, and Tyranitar. Don't throw away those Iron Balls...
- Armaldo is kind of interesting in regards to having an interesting place in weather heavy battles. He now gets Swift Swim, giving him an excuse to be on rain themed teams. Swift Swim brings his terrible 45 base speed up to... well, a still not that amazing 378 Speed with max speed Adamant in the Rain, but enough speed to make its base 125 Attack and reasonable 75HP/100 Defense/80 Special Defense effective. Like a few other Rock-type Swift Swimmers, he gets a Special Defense boost in the Sand when playing against teams using Tyranitar or Hippowdon, but unlike all other Pokemon who fit that requirement, he does not have a 4x(or any) weakness to Grass, making him a little less vulnerable against Drought teams. Has an annoying Stealth Rock weakness that will be problematic in standard play.
- I'm excited about Ninetales. While it also has an annoying SR weakness and was deservedly in UU last generation(and wasn't even very good there either, frankly), it has the tools to keep itself from dying long enough to let you reset Drought a few times if you're stuck in a battle where you're flipping the weather back and forth. 100 base Special Defense is nothing to scoff at, though being so fast is kind of wasteful for the role it is likely to server. Has Hypnosis to support its team.
- Politoed is interestingly in an almost identical situation, with the same Speical Defense score and the same sleep move. Both need to watch out for each other's weather buddies: Drought teams will have a lot of Grass-types and Fire-types with Grass-type moves to hit Water Pokemon, and Rain is obviously going to have lots of Water types ready to smack Ninetales into oblivion - many of whom attack on the physical side of the spectrum. Does NOT have an annoying SR weakness. Hooray!
- Interesting that a pure-Ice type gets Swift Swim in our favorite polar bear friend. I guess in theory this would help against Hail-teams, but unless he gets some gimmicks in his movepool I can't see the Rain supporting him very well... I suppose at least it gives them an excuse to carry a Pokemon who is super-effective against the Grass-types that are so common on sun teams.
-While Rain Dance has proven better than Sunny Day in most of Gen 4's play, it's a lot easier to build a team around Drought because more types naturally benefit from sun. Perhaps stuff like the Swift Swim Ice-type was intended to balance that out a bit...
- Can't imagine many rain teams using her, but love Dry Skin on Jynx. Sure hurts her CoverGirl candidacy, but an extra immunity is just what her defensively inept self needed.
- While I didn't list Fire-types who lacked a weather-centric ability in the sun section, they'll obviously be very important. Some interesting options as far as typing include Shanderaa, who gives some interesting resistances with it's Ghost-type. Pity it doesn't get Levitate... still, 145 Special Attack firing off STAB Fire attacks in the sun will be crazy. Gotta imagine a lot of teams carrying Tyranitar to help deal with this sort of thing, a weather swap, a Fire-resist, and a Pursuit user in one(pity he won't be able to switch in until after a kill if the candle-ghost-contraption is using Shadow Tag, lol). He beats up some other nice Sun Pokemon like Exeggutor too, get used to him...
- Excited to do a lot of bad gimmicky shit in multi-battles already. I'm sure most of it won't work out in reality, but the ideas are always fun. Solar Power Tropius + Solar Power Charizard + Groudon, anyone? Just asking to get cleaved by Blizzard, but...
-Ice and Sand still seem a little underwhelming, other than generally being disruptive to teams focusing on the other two weathers, who are likely to be carrying members that suck without the correct weather condition. Sand got some help with two new abilities, though neither are widely available. Wonder if Hail won't have something similar up its sleeve, hard to believe it got nearly completely neglected... at least Ice Body Regice is pretty exciting. 18% a turn helps make up for the fact it's a lot easier to hit with a super-effective special attacks than it was back in Gen 3.