Possibly Standard So I've never done an RMT before, and I'm not fantastic at this or anything, but I was just playing around with the idea of a Dual Weather team. Turns out they aren't as awful as I've always thought. In fact, they're quite decent. The key for me is not to focus on what weather is up right now, but rather to take advantage of whatever is up. Even if that weather isn't your weather. The Team The Details Tyranitar @ Choice Band Trait: Sand Stream EVs: 252 Atk / 148 HP / 108 Spd Adamant Nature - Crunch - Stone Edge - Superpower - Pursuit So, the first half of the dual weather team. The choices were Offensive T-tar, Defensive Hippowdon and Defensive T-tar. But I've never really thought of weather-setters as great defensive choices, because if an unlucky crit gets in there, you can say good bye to your weather and your wall. Ninetales @ Leftovers Trait: Drought EVs: 252 SDef / 252 HP / 4 SAtk Calm Nature - Hypnosis - Will-O-Wisp - Flamethrower - Roar Defensive Ninetales makes up the second half of the dual weathers, despite my previous comment of weather-setters as a poor defensive choice. There just wasn't a justifiable reason for me to use Ninetales offensively. And yes, double status is a real set on Ninetales. Don't let anyone tell you otherwise. The idea of running Sunny Day on this team never even came through my mind, since the weather isn't going to be very stable anyways, and I don't fear sand like so many other sun-based teams. Forretress @ Leftovers Trait: Sturdy EVs: 252 Def / 252 HP / 4 Atk Relaxed Nature IVs: 0 Spd - Stealth Rock - Rapid Spin - Gyro Ball - Spikes A fairly standard Forretress set. I used Volt Switch for a while, but I decided that I really didn't need the move since it wasn't as if Forretress would land any real outspeeds against threats. It's not the greatest wall, but it's role as a spiker and a spinner is reason enough to land him a spot on the team. Landorus (M) @ Life Orb Trait: Sheer Force EVs: 48 HP / 252 SAtk / 208 Spd Modest Nature - Earth Power - Focus Blast - Rock Polish - Hidden Power [Ice] Rock Polish Landorus. There really isn't much to say here aside from the fact that it's one of the better late game cleaners out there. The nature is Modest because honestly, Timid Landorus doesn't outspeed any threats at +2 that Modest Landorus can't. Jumpluff @ Flying Gem Trait: Chlorophyll EVs: 4 HP / 252 Atk / 252 Spd Adamant Nature - Acrobatics - Sleep Powder - Seed Bomb - Swords Dance Who's a nice cottonbal- OW GODDAMMIT! That's roughly the reaction I get whenever I switch in this monster. Outside the sun, it's still a fast bugger and lands some nice sleeps. In the sun though, this thing shuts down everything without priority. And even some things with priority can't stop it. Scarf Keldeo? Jumpluff. Rock Polished Terrakion? Jumpluff. The only problem with Jumpluff is that it dies about as fast as it is. Thankfully, practically any common threat to Jumpluff is dealt with by this last guy. Gastrodon @ Leftovers Trait: Storm Drain EVs: 240 HP / 252 Def / 16 SAtk Bold Nature IVs: 0 Spd - Scald - Earth Power - Recover - Toxic Yep. Gastrodon. The bane of 90% of rain teams, and a great check against the majority of Ice Shard users and Steel-types. I ran Clear Smog over Toxic to prevent something like Conkeldurr from trying to set up its Bulk Ups, but after a few matches, it became clear that there wasn't anything that could set up and present a real threat that wasn't dealt with by Jumpluff or Landorus. Closing Notes Well, that's about all there is to say about this team. It's standard enough to work, but not standard enough to be very easily countered. Any suggestions or improvements is always appreciated, so feel free to leave them.