This is a team I recently made in order to take advantage of both of the most common weather conditions: sandstorm and rain. The team seemed unpredictable to all of its opponents so far; when I tested it out against a few people, it won 100% of the time. I haven't been playing the team long enough to know if it's completely flawless, or if the idea of playing two weather types is a downright stupid and risky idea...but that is why I'm posting this RMT in the first place. This is my first time posting a new thread on Smogon, so I don't know how to do all that image bullshit :/
Bold Rotom-C w/ Damp Rock
252 Hp, 252 Def, 4 Sp.Atk
Leaf Storm
Will-o-wisp
Rain Dance
Pain Split
Rotom is my primary lead. Leaf Storm ensures that it's not Taunt-bait. Wisp lets it wall like a beast. Rain Dance nullifies the Fire weakness, and supports some of my team. Pain Split is the recovery move. It can be used offensively with the right prediction. For example, getting hit by Choice Band Scizor's U-turn gives Rotom-M an 89% chance of living with 1-43 Hp, so Pain Split becomes a big fat Recover and Seismic Toss all in one turn.
Modest Omastar w/ Life Orb
Trait: Swift Swim
252 Sp.Atk, 252 Speed, 4 Hp
Surf
Ice Beam
Earth Power
Substitute
Sub +3 Attacks sets rarely fail. Especially not with a decent 361 Sp.Atk, epic coverage, and a Speed stat of 400+. Omastar is the team's Special sweeper for early game, given that Rain is in play, and not too many turns have passed. I have yet to try a Shell Smash set with Omastar because I thought it would be too risky with all the Mach Punchers in gen 5, so Substitute is meant to block such priority moves. Ground Gem is used over Life Orb here because it provides some extra power against Water and Steel types that resist the Ice Beam-Surf combination, and it doesn't kill me after 6 turns of attacking. Omastar's role is very simple: speed and coverage.
Careful Bronzong w/ Lagging Tail
Trait: Levitate
248 Hp, 196 Def, 62 Sp.Def
Trick
Stealth Rock
Confuse Ray
Gyro Ball
Trick-zong is by far the most epic way to set up Stealth Rock IMO. It is Taunt-bait to some extent. Aside from that, Trick is beneficial no matter what the recipient is, bar Choice users. After a Trick, more than likely Bronzong got his grubby paws on some Leftovers, or an important item that cripples the opponent when they aren't holding it, like Light Clay, Life Orb, Toxic Orb, or Focus Sash. With the opponent's moves all being -1 Priority thanks to Lagging Tail, Confuse Ray and Gyro Ball will always land first, thus threatening to slowly kill anything that doesn't resist Steel or have a means of recovery. Bronzong also benefits from both weather effects as well, being that he loses his Fire weakness with Rain in play, and can increase his damage output with Sandstorm in play. I will often use Bronzong as an alternative lead if the opponent seems like he/she will be leading with something that can easily kill Rotom-C.
Bold Jellicent w/ Water Gem
Trait: Cursed Body
252 Hp, 252 Def, 4 Sp.Def
Hydro Pump
Will-o-wisp
Taunt
Recover
Here is where I may be going too far with the Gems. With Rain in play and Water Gem equipped, Hydro Pump hits like a fire hose on crack. Simply put, not too many things will get back up after a shot of 300 Base Power off of 200 Sp.Atk. Water Gem powered Hydro Pump is meant to be a way of killing off a switch-in that threatens Jellicent's ability to wall and stall with Wisp and Recover. Will-o-wisp is being used as a status move--again--to increase bulk, but also as a means of stalling and wearing down the opponent. Taunt is for other walls who want to play the same game, and perhaps set up hazards or inflict Toxic on Jellicent. Unless speed is invested in the opponent's walls and support Pokemon, they are likely to be outrun by Jellicent, thus being rendered useless in the face of the taunting pink jellyfish of justice. Recover is recover. Take it or leave it.
Careful Tyranitar w/ Leftovers
Trait: Sandstream
248 Hp, 200 Def, 60 Sp.Def
Payback
Curse
Rest
Sleep Talk
Tyranitar is only meant to set up Sandstorm, but it has been able to pull off many late game sweeps with Curse. Payback deals in 150 STAB damage assuming you're going last with your abysmal speed after a Curse or two. Curse is the boosting move which makes Tyranitar nearly invincible in the absence of any STAB Fighting moves. Rest is to recover health after the opponent attempts a 3 or 4 KO, and Sleep Talk is there so you can do things as you snooze. There is a 2/3 it will pick something useful, so there's nothing wrong with it at all.
Jolly Excadrill w/ Air Balloon
Trait: Sand Rush
252 Speed, 252 Atk, 4 Sp.Def
Earthquake
Rock Slide
X-Scissor
Swords Dance
Another late game sweeper; If Tar fails, Excadrill prevails. Sand Rush boosts its speed to 604, easily outrunning anything that doesn't use priority. EQ is the typical STAB. Rock Slide helps with Flying type Pokemon, namely Thundurus, and Zapdos. X-Scissor is for more coverage against Psychic and Dark bulky Pokemon like Reuniclus, Cresselia, Uxie, Latios, Latias, and Umbreon, which would otherwise stop Excadrill in its tracks. Swords is the final move. In case the opponent's current Pokemon does not possess an attack that immediately threatens Excadrill, then it can increase its chance of sweeping by using Swords Dance. Not often have I seen myself forced to use Swords Dance, because mostly any super-effective hit off of 369 Atk is an OHKO. Scizor, Empoleon and Ferrothorn may need a Swords Dance to kill with Earthquake, or a couple Swords can be used to KO Skarmory with Rock Slide, but by the time the late game comes around Jellicent or Omastar may have already dealt with them.
Please tell me what you think. I'm open to any criticisms, praise, or suggestions.
Peace :)
Bold Rotom-C w/ Damp Rock
252 Hp, 252 Def, 4 Sp.Atk
Leaf Storm
Will-o-wisp
Rain Dance
Pain Split
Rotom is my primary lead. Leaf Storm ensures that it's not Taunt-bait. Wisp lets it wall like a beast. Rain Dance nullifies the Fire weakness, and supports some of my team. Pain Split is the recovery move. It can be used offensively with the right prediction. For example, getting hit by Choice Band Scizor's U-turn gives Rotom-M an 89% chance of living with 1-43 Hp, so Pain Split becomes a big fat Recover and Seismic Toss all in one turn.
Modest Omastar w/ Life Orb
Trait: Swift Swim
252 Sp.Atk, 252 Speed, 4 Hp
Surf
Ice Beam
Earth Power
Substitute
Sub +3 Attacks sets rarely fail. Especially not with a decent 361 Sp.Atk, epic coverage, and a Speed stat of 400+. Omastar is the team's Special sweeper for early game, given that Rain is in play, and not too many turns have passed. I have yet to try a Shell Smash set with Omastar because I thought it would be too risky with all the Mach Punchers in gen 5, so Substitute is meant to block such priority moves. Ground Gem is used over Life Orb here because it provides some extra power against Water and Steel types that resist the Ice Beam-Surf combination, and it doesn't kill me after 6 turns of attacking. Omastar's role is very simple: speed and coverage.
Careful Bronzong w/ Lagging Tail
Trait: Levitate
248 Hp, 196 Def, 62 Sp.Def
Trick
Stealth Rock
Confuse Ray
Gyro Ball
Trick-zong is by far the most epic way to set up Stealth Rock IMO. It is Taunt-bait to some extent. Aside from that, Trick is beneficial no matter what the recipient is, bar Choice users. After a Trick, more than likely Bronzong got his grubby paws on some Leftovers, or an important item that cripples the opponent when they aren't holding it, like Light Clay, Life Orb, Toxic Orb, or Focus Sash. With the opponent's moves all being -1 Priority thanks to Lagging Tail, Confuse Ray and Gyro Ball will always land first, thus threatening to slowly kill anything that doesn't resist Steel or have a means of recovery. Bronzong also benefits from both weather effects as well, being that he loses his Fire weakness with Rain in play, and can increase his damage output with Sandstorm in play. I will often use Bronzong as an alternative lead if the opponent seems like he/she will be leading with something that can easily kill Rotom-C.
Bold Jellicent w/ Water Gem
Trait: Cursed Body
252 Hp, 252 Def, 4 Sp.Def
Hydro Pump
Will-o-wisp
Taunt
Recover
Here is where I may be going too far with the Gems. With Rain in play and Water Gem equipped, Hydro Pump hits like a fire hose on crack. Simply put, not too many things will get back up after a shot of 300 Base Power off of 200 Sp.Atk. Water Gem powered Hydro Pump is meant to be a way of killing off a switch-in that threatens Jellicent's ability to wall and stall with Wisp and Recover. Will-o-wisp is being used as a status move--again--to increase bulk, but also as a means of stalling and wearing down the opponent. Taunt is for other walls who want to play the same game, and perhaps set up hazards or inflict Toxic on Jellicent. Unless speed is invested in the opponent's walls and support Pokemon, they are likely to be outrun by Jellicent, thus being rendered useless in the face of the taunting pink jellyfish of justice. Recover is recover. Take it or leave it.
Careful Tyranitar w/ Leftovers
Trait: Sandstream
248 Hp, 200 Def, 60 Sp.Def
Payback
Curse
Rest
Sleep Talk
Tyranitar is only meant to set up Sandstorm, but it has been able to pull off many late game sweeps with Curse. Payback deals in 150 STAB damage assuming you're going last with your abysmal speed after a Curse or two. Curse is the boosting move which makes Tyranitar nearly invincible in the absence of any STAB Fighting moves. Rest is to recover health after the opponent attempts a 3 or 4 KO, and Sleep Talk is there so you can do things as you snooze. There is a 2/3 it will pick something useful, so there's nothing wrong with it at all.
Jolly Excadrill w/ Air Balloon
Trait: Sand Rush
252 Speed, 252 Atk, 4 Sp.Def
Earthquake
Rock Slide
X-Scissor
Swords Dance
Another late game sweeper; If Tar fails, Excadrill prevails. Sand Rush boosts its speed to 604, easily outrunning anything that doesn't use priority. EQ is the typical STAB. Rock Slide helps with Flying type Pokemon, namely Thundurus, and Zapdos. X-Scissor is for more coverage against Psychic and Dark bulky Pokemon like Reuniclus, Cresselia, Uxie, Latios, Latias, and Umbreon, which would otherwise stop Excadrill in its tracks. Swords is the final move. In case the opponent's current Pokemon does not possess an attack that immediately threatens Excadrill, then it can increase its chance of sweeping by using Swords Dance. Not often have I seen myself forced to use Swords Dance, because mostly any super-effective hit off of 369 Atk is an OHKO. Scizor, Empoleon and Ferrothorn may need a Swords Dance to kill with Earthquake, or a couple Swords can be used to KO Skarmory with Rock Slide, but by the time the late game comes around Jellicent or Omastar may have already dealt with them.
Please tell me what you think. I'm open to any criticisms, praise, or suggestions.
Peace :)