Weather in doubles; how do they compare and how will they affect pokemon usage?

As I'm sure many already know, field effects like weather are much more abusable in doubles than in singles, given the faster pace and what not. What I wanna know is, how do these weather effects stack up?

I'm assuming Rain would be the best weather effect (boosting Surf, 100% Thunder, easy abuse with Water Absorb/Dry Skin, easy Swift Swim abuse) with Sun coming in second (boosting Eruption/Heat Wave/Lava Plume, Chlorophyll, Flower Gift). What I'm curious about is how the weather effects Hail and Sandstorm compare.

I believe Hail is better than Sandstorm in doubles due to the fact it has a higher abusability in Blizzard, whereas Sandstorm has no notable offensive effect besides Weather Ball, which is only learned by two pokemon and not exclusive to Sandstorm. Blizzard has a great attacking type, is not restricting since it targets both opponents but not one's ally, has a large pool of potential users (Starmie, Froslass, Abomasnow, Porygon-Z, Mesprit, Milotic, and Glaceon, to name a few), is 100% accurate in Hail, has a 25% chance to hit through the common Protect or Detect, and has the same power as an Ice Beam against both opponents after the move's power is lowered IIRC.

In terms of ability, both effects don't seem to have much to exploit: for Hail, the only abilites affected by Hail are Snow Cloak (possessed by only Mamoswine, Froslass, and Glaceon) and Hail Body (possessed by only Walrein and Glalie). Sandstorm has only Sand Veil (possessed only by Garchomp, Gliscor, Dugtrio, Sandslash, and Cacturne). Ice Body is not as effective in doubles given its fast past hinders stalling, and, of all the Sand Veil users, Garchomp and possibly Gliscor are the only real users; Dugtrio has a better ability in Arena Trap, Sandslash is rarely used (even in Trick Room there are better choices such as Marowak or Rhyperior) and so is Cacturne given its fragility (although it might see more use in Trick Room given its high attack and poor speed). Gliscor may see use, but walls are not used as much in doubles, although it may benefit from SD sets, Knock Off, and Taunt.

Sandstorm, of course, still has its Sp.Def boost for Rock Types and causing damage to all those not immune to it, but these are more features of stalling, and like I said stalling is much harder to do in doubles.

Now, if I am correct and Sandstorm isn't as popular in doubles as in singles, what will that do to the usage of certain pokemon, namely Tyranitar and Hippowdon? I can see Hippowdon being used with Trick Room and Curse sets. Tyranitar, while still having great stats and movepool, does suffer from numerous weaknesses and the fact that it's outsped by a lot outside and inside of Trick Room given its mediocre speed. But I have to wonder if these pokemon will be used often to support Garchomp or to counter other weather teams.

Of course, this is a lot of Theorymon since there's no readily established doubles metagame as of yet (can't wait for that addition to Shoddy), so I admit I'm probably wrong on a lot of stuff. I just wanna hear people's opinions on this topic.
 
From experience, Rain Dance teams tend to focus more on Swift Swim then anything else. The same goes for Sunny Day and Clorophyll. So with this you'll see a boost in anything from Kabutops to Shiftry usage.

Sandstorm, as you said, is basically used for stall teams. Stall teams and entry hazards fail in doubles however because players don't switch as much as they do in singles. As for Pokemon usage, you already covered that. More Tyranitar and even things like Aerodactyl will increase in usage.

Hail is pretty fun, but incredibly hard to construct. Mamoswine is a beast in hail however as is anything with Snow Cloak. Walrein is fun to use. Even Water Abosorb can be abused in Hail (Lapras). But besides that, basically anything with an Ice typing will increase (Jynx, Abomasnow, Regice). My problem with hail is the weaknesses. Rock and Fire weaknesses just seem to explode when you try to make a hail team. This forces you to use things that resist these types but aren't immune to hail.
 
Sandstorm, as you said, is basically used for stall teams. Stall teams and entry hazards fail in doubles however because players don't switch as much as they do in singles. As for Pokemon usage, you already covered that. More Tyranitar and even things like Aerodactyl will increase in usage.

Wait, I don't quite understand what you're saying. If you agree that Sandstorm is primarily for stall teams, stall is less effective in doubles, and that Sandstorm has less abusibility than other weather teams, then why would Tyranitar usage and such increase?
 
I would say to counteract the weather of other teams. Having your weater that you risked setting up automatically switched into something that harms your team can screw up a few strategies.
 
Sandstorm may have less pros in a double battle, but it has one upside and one downside: More Pokemon are immune to sandstorm (3 types to Hail's 1), so the opponent won't be as hit hard then by Hail, but sandstorm gives teams more diversity, with using Ground, Rock, and Steel types. Unlike Hail teams, it would be harder to exploit a large weakness because of this diversity. Hail teams might require one Pokemon that trumps most of the team's weaknesses. Sandstorm teams won't need this.

You make a lot of good points. Although Sunny Day and Rain Dance have more options, Sandstorm and Hail can be set right when a Pokemon comes out, so there's convenience there. (Predicting a Solarbeam, having to charge longer when you switch in Hippowdon).

I don't have much experience in doubles, so I don't know how much insight I can give =)
 
Wait, I don't quite understand what you're saying. If you agree that Sandstorm is primarily for stall teams, stall is less effective in doubles, and that Sandstorm has less abusibility than other weather teams, then why would Tyranitar usage and such increase?
Ok, let me ask you something. Are we doing these usage predictions on doubles and singles or just doubles? If you included singles, TTar would rise in usage. If you didn't, it would fall.
 
Ok, let me ask you something. Are we doing these usage predictions on doubles and singles or just doubles? If you included singles, TTar would rise in usage. If you didn't, it would fall.

Hm...well, to tell you the truth, I'd have to say both, since I assume that, when an easily-accessible simulator capable of double battling comes out, more people will play and bring new trends to the game. I'd assume that those new to the metagame from standard would bring along the regular OUs at first, but whether that trend would reverse itself or otherwise I can't really say.
 
Sandstorm and Hail teams aren't ruined by the mere presence of a Golduck like the Rain Dance and (to a lesser extent) Sunny Day. I think this is something to consider.
 
Rain teams are something to have in mind when building a 2v2 team. Sun teams are also effective but they're also less popular by an unknown reason. One way to counter these kind of teams is with your own weather. By simply putting a Tyranitar or an Abomasnow in it you'll be countering them fairly well.

Some threats you need to have in mind:

Rain teams:
- Kingdra (main sweeper, durable and reliable. STAB Draco Meteor and Hydro Pump)
- Ludicolo (fake out, excellent couple with the sea dragon, can be either a physical or a special set)
- Metagross (yes, his Fire weak disappears under the rain, Grass resist and stuff)
- Omastar (a thing with 361 SpAtk and 400+ Spd is very hard to deal with)

Sun teams:
- Exeggutor (sets the sun, great mixed sweeper with Explosion and Solarbeam. HP Fire takes care of Metagross. Psychic takes care of Gengar)
- Tangrowth (powerful and bulky enough to cause the sun to shine and still live to deliver some STABed Solarbeams)
- Jumpluff (can actually take a hit or two, put one Pokémon to sleep and U-Turn away to a better sweeper. Encore is a nice move, too)
-Typhlosion (those boosted Eruptions will hurt even Starmie)

Most weather teams enjoy having something like Ambipom or Hariyama to Fake Out a threat and set the weather with their partner on turn 1. Alakazam, Dragonite and Crobat have Inner Focus to prevent that from happening. It would be nice to use them as 'anti-lead' weather teams.
 
Glen ^^ said:
Sandstorm and Hail teams aren't ruined by the mere presence of a Golduck like the Rain Dance and (to a lesser extent) Sunny Day. I think this is something to consider.

You've a point there, although you still must remember that Golduck's stats and movepool are nothing really that spectacular. Still, plenty of UU pokemon have shown themselves to be potent in doubles play (Toxicroak for one) so it may be too soon to write the duck off.

-FL- said:
Rain teams are something to have in mind when building a 2v2 team. Sun teams are also effective but they're also less popular by an unknown reason. One way to counter these kind of teams is with your own weather. By simply putting a Tyranitar or an Abomasnow in it you'll be countering them fairly well.

Not sure truly "countering" it is as simple as throwing auto-weather on your team. Sure, sending out Tyranitar, Hippowdon, or Abomasnow will screw up their weather for awhile, but how do you get them in? Ludicolo, Starmie, and Kingdra are common on Rain teams and can hit Tyranitar and Hippowdon with SE moves that will hurt; Toxicroak and Kabutops can kill or hurt Tyranitar and Abomasnow with SE moves; Abomasnow and Hippowdon don't wanna switch into an Eruption, Heat Wave, or Lava Plume from Typhlosion, Infernape, Heatran, or Moltres; Tyranitar will get its face beaten in by or at least takes some significant damage from Tangrowth, Leafeon, Floatzel, and Kabutops, to name a few. It'll take some smart switching and good prediction to completely shut down a weather team this way, and even then, why run auto-weather just to counter weather? Wouldn't you want your team to benefit from it as well?

As for why rain is more popular than doubles, I believe it's because rain has more potent rain abusers than sun does (Solar Power is useless given its users, Leaf Guard isn't particularly useful, there are arguably more useful Swift Swimmers than there are Chlorophyll users) and that, while Sunny Day has more spread moves to abuse with a Fire-type boost in Heat Wave, Eruption, and Lava Plume, powered up Surfs can be used for healing on Water Absorb and Dry Skin pokemon whereas fire attacks can't do that (there's Flash Fire, yes, but that doesn't heal), not to mention 100% accurate Thunders with a 30% paralysis rate (60% with Serene Grace) is better than 1-turn Solar Beam, which is a considerable worse attacking type and may leave you screwed if they switch in a weather changer when you attempt to use the move.

On an unrelated note, I totally wanna use Leafeon on a doubles Sunny Day team now. 100% healing with Synthesis coupled with an immunity to status (provided I keep the sun out), Helping Hand, and resistance to Surf and EQ sounds good enough to try at least once.
 
You wouldn't want to use Surf when the Sun's out (Leafeon point); it also resists Discharge.
And Synthesis only restores 75% at max.

Anyway, I disagree about the statement that Golduck's movepool is "nothing spectacular." In contrast, it's the stats that are lackluster.
 
Actually, Synthesis restores 2/3 health in the sun. Use the Smogon MoveDex, people. It's there for your benefit. ;)

And I disagree about Golduck's stats. They're above average for non-legendary, fully-evolved Pokémon. Its movepool is limited as far as type-coverage goes, but it packs a few useful support moves like Hypnosis, Disable, and Psych Up.
 
Actually, Synthesis restores 2/3 health in the sun. Use the Smogon MoveDex, people. It's there for your benefit. ;)

And I disagree about Golduck's stats. They're above average for non-legendary, fully-evolved Pokémon. Its movepool is limited as far as type-coverage goes, but it packs a few useful support moves like Hypnosis, Disable, and Psych Up.

D'oh, guess that's what I get for using Serebii. 66% of your health is still a lot, though.
 
I'd like to add that when making Rain Dance teams, there are usually two types of teams you'll be aiming to create. The first involves abusing Surf + Water Absorb and the other is used to take advantage of Swift Swim. So really, there is an offense and a defense when it comes to Rain Dance. Sunny Day has only one effective strategy and that is abusing Chlorophyll.

Floatzel, Kabutops, Kingdra, Ludicolo, Omastar and Qwilfish are the "OUs" of Swift Swim while Lapras, Mantine, Poliwrath, Quagsire, Vaporeon and Toxicroak are used for Water Absorb.

Now, when you get to using Chlorophyll, you'll see Exeggutor, Shiftry, Tropius and sometimes Jumpluff. As you can see, Rain is much easier to work with.
 
I'd like to add that when making Rain Dance teams, there are usually two types of teams you'll be aiming to create. The first involves abusing Surf + Water Absorb and the other is used to take advantage of Swift Swim. So really, there is an offense and a defense when it comes to Rain Dance. Sunny Day has only one effective strategy and that is abusing Chlorophyll.

Floatzel, Kabutops, Kingdra, Ludicolo, Omastar and Qwilfish are the "OUs" of Swift Swim while Lapras, Mantine, Poliwrath, Quagsire, Vaporeon and Toxicroak are used for Water Absorb.

Now, when you get to using Chlorophyll, you'll see Exeggutor, Shiftry, Tropius and sometimes Jumpluff. As you can see, Rain is much easier to work with.

Not exactly. Sun still powers up Fire type moves so it's easy to abuse the Fire spread moves such as Heat Wave, Lava Plume, and Eruption, so Typhlosion, Infernape, Heatran, and possibly Magmortar and Moltres are viable. There's also Flower Gift abuse with Cherrim to consider.

Also--and I'm sure you probably realize this--Swift Swim and Water Absorb abuse aren't exclusive on Rain dance teams, as both can easily be used with the other (take Swift Swim Ludicolo spamming Surfs paired with Dry Skin Toxicroak for example).
 
I was just explaining how Chlorophyll is the easiest to use as well as the most common. Every other strategy seems to end up like a Hail team where you're left with weaknesses left and right.

Anyway, I was looking through an old post on the doubles forum and I found some strategies. For Rain Dance, we forgot Lightning Rod. I also found Over-haze(Overheat, Draco Meteor...+ Haze), which pairs nicely with Sunny Day.
 
Blizzard has a 30% chance to break through Protect and Detect in Hail (100% - 70%).

Sandstorm isn't likely to be much of a factor for using Hippowdon or Tyranitar. Its only purpose in 2v2 is to block Endure and Focus Sash teams. I would generally consider that an added bonus unless I came up with a strategy that specifically uses this.

Hail, on the other hand, has that advantage and you get to use Abomasnow. I like Abomasnow because it resists Surf and Hidden Power Electric / Hidden Power Grass / Grass Knot without being weak to Ice Beam. You also power up your Blizzard, which hits both foes for a 90 power attack (so it's slightly weaker than Ice Beam, except you are hitting both Pokemon instead of one, and you have the Protect / Detect interaction).
 
Not to mention resistance to EQ and Discharge, although that 4x fire weak means it gets massacred by Heat Wave, Lava Plume, and Eruption. And I suppose, if blocking Endure and Focus Sash was your only reason for using Sandstorm or Hail, then Hail would definitely win out since only one type is immune as opposed to three with Sandstorm.
 
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