I've been playing with this team for a fair while, and it has been serving me very well due to its versatility and surprising ease at countering enemy weather teams. There are a couple kinks I'd like to work out, though; I haven't been able to integrate a rapid spinner particularly well with this team. Entry hazards in particular are a big problem for these guys. A lack of strong priority can also hurt this teams performance, so I've decided to throw it up here just to work out a couple of these factors. NINETALES @ Wide Lens Timid Nature 252 SpAtt/252 Speed Ability: DROUGHT - Fire Blast - Hypnosis - Pain Split - Energy Ball This is obviously the core of this set, to set up sun and give the sun sweepers all of the fun little bonuses. I chose to go with Wide Lens just to give Hypnosis a bit better reliability, and due to Wide Lens already being there, I switched out Flamethrower just to kind of mitigate the obvious power loss I have from doing that instead of a Specs or Life Orb set. This Ninetales hits very hard with STAB sun-powered Fire Blast, and uses Energy Ball mostly just to punish Politoed when he switches in, over Solarbeam. Ninetales' fast Hypnosis is also particularly useful in situations where someone's trying to kill my weather, and fast Pain Split gives surprisingly reliable recovery. VICTREEBEL @ Leftovers Modest Nature 252 SpAtt/252 Speed Ability: CHLOROPHYLL - Giga Drain - Growth - Sludge Bomb - Weather Ball This guy hits hard. If he's given even one turn to Growth up, he will more than likely sweep an entire team. Giga Drain lets him heal off surprisingly potent amounts of damage, it lets him Growth in the face of some attackers that are just slightly not good enough and then heal off all damage as he cuts holes in the other team. Sludge Bomb is mostly there for neutral STAB coverage on threats like Dragonite and Salamence, though I've been considering switching it out for a Hidden Power. Weather Ball functions as a third STAB in sun, which is the only time Victreebel sees the light of day. He's also just slightly faster than most Venusaur in sun, which is also the reason why he ISN'T a Venusaur. JUMPLUFF @ Flying Gem Adamant Nature 252 Att/252 Speed Ability: CHLOROPHYLL - Acrobatics - Sleep Powder - Seed Bomb - Swords Dance Yeah, laugh it up. Despite Jumpluff being horrendously weak on paper, with a couple of Swords Dance boosts she becomes an unexpectedly awesome sweeper. I generally save my Flying Gem boosted Acrobatics for a wall that needs to be punched through like Forretress or Ferrothorn, and it does that job particularly well; possibly because the opponent is too busy laughing to stop me from Sleep Powdering him and Swords Dancing up. Seed Bomb is there for another STAB option, it's a pretty self-explanatory set. Jumpluff's incredible speed just means she can't be stopped bar a strong Bullet Punch or any Ice Shard, really. And once Jumpluff gets to two or three Swords Dance boosts, people stop laughing pretty quickly. ZOROARK @ Life Orb Timid Nature 252 SpAtt / 252 Speed Ability: ILLUSION - Dark Pulse - Flamethrower - Focus Blast - Hidden Power Ice I'll lead with this guy most of the time, usually pretending that he's a Victreebel. He's there entirely to counter a lot of common leads and walls. Dark Pulse 2HKOs Deoxys-D and generally 1HKOs Magic Bounce Espeons that switch in on Turn 1, along with putting a huge dent in Focus Sash Alakazams, usually killing him if he starts out with a Psychic or Psyshock to target Victreebel's Poison typing. Similar situation with the Lati@s. Flamethrower ruins Ferroseed and Forretress, and Scizor and Skarmory...Plus it puts a nice dent in grass types trying to use the sun. Focus Blast breaks down steels, plus Zoroark is just slightly faster than Hydregion which falls very quickly. Hidden Power Ice is there for Gliscor, the Kami Trio and...well, the rest of the plethora of things that are wrecked by ice. LANDORUS-T @ Choice Scarf Adamant Nature 252 Attack/ 252 Speed Ability: INTIMIDATE - Earthquake - Stone Edge - Superpower - U-Turn Lando takes care of pesky fire types who could KO my sweepers. He also absorbs a lot of common Fighting attacks, by virtue of both his typing and ability. U-Turn is for scouting, Superpower is for coverage...Once again, very self-explanatory. People don't expect a Choice Scarf Lando-T as often as they really should with stats like that. I don't really like Choice items, though, they're very easy to circumvent, so a better set for Lando would be nice. CINCCINO @ King's Rock Jolly Nature 252 Att/252 Speed Ability: SKILL LINK - Bullet Seed - Rock Blast - Tail Slap - U-Turn And my final Pokemon, for the assorted problems that the rest of my team just can't overcome. Cinccino is blisteringly fast independent of Sun and sports moves which let it beat down most other weather inducers. King's Rock also gives it a 41% chance to flinch or so, which is incredibly useful (and frustrating for the person on the receiving end.) I used to run T-Wave instead of U-Turn, but Cinccino can take like, half a hit, so it's better to just rely on the 41%, or U-Turn out if you're worried. And that's it. Thoughts? Hate?