(This ignores the last few posts because it took so freaking long to write)
I'd say dual screens is a bit meh if you're also dancing. And then switching, and dancing. Cress with a damp rock, though... that's pretty bad. Maybe
Calm Mind
Rain Dance
Thunder
Reflect/Psychic
or something of the like.
Anyways, I really think rain needs some serious discussion. The relevant characteristic:
Support Characteristic
A Pokémon is uber if, in common battle conditions, it can consistently set up a situation in which it makes it substantially easier for other pokemon to sweep.
Now, Rain Dance and Damp Rock aren't exactly pokémon, but since we're discussing the uber-ness of them, we'll use the handy dandy criteria above. To be eligible for support, the technique or whatever used must be:
1. Easy to use/hard to stop (It can be "consistently set up")
2. Powerful ("Substantially easier... to sweep")
So, this begs the question: How do you prevent a Rain Dance? The simple answer is that you really can't. One of the commonly-used leads is Electrode. Hands up, who's faster than Electrode? Oh, that's right. NOTHING. You can nail it with Fake Out, but nothing can OHKO, barring a crit. And then after that, it's got free reign to Dance while you kill it in return. Alternatively, you could use TechniTop as a lead for Fake Out followed by a Mach Punch. This is the single method I can think of that will prevent Electrode from Rain Dancing. So unless you're packing Technitop as a lead, it's 8 turns of Hell for you.
Now, I don't want to sound like I'm nominating Electrode for BL or anything, but I just want to give an example of how freaking easy it is to set up rain. And that's just one potential lead. Ambipom makes a workable lead than can even force switches for an anticipated Fake Out while it dances unscathed. Again, bizzarely, TechniTop prevents this scenario by OHKOing with Mach Punch if Ambipom is holding a Damp Rock. If it's got a Sash on, though, you've still got rain, albeit three fewer turns of it.
Now, that's just analysis on two potential leads. Unless you want to use TechniTop for your lead (and honestly, I'd rather be able to deal with Froslass), rain's up. Focusing on the ease of setting up at the moment over the power of Rain Dance, we'll just assume your team hasn't been swept off of the initial Dance. How do you prevent it now? That's another problem. Even if the opposing Rain Dance team sucks without its weather, it only needs one turn to put it back up again. You have to have a 100% success rate in blocking it. Maybe they switch in a Lanturn on your Hp Grass Raikou. Or maybe they catch you Sleep Talking. Or maybe you just can't OHKO their next Dancer. The point here is that it's nigh impossible to prevent a determined foe from using Rain Dance. Therefore, the use of Rain Dance immediately makes any user fit the first part of the Support characteristic in the context of its team.
The second part of the Support characteristic is that the setup makes it significantly easier for another pokémon to sweep. Showing this is too easy. Here are some random calcs from what you might see on a Rain Dance team:
252 SpATK Modest Gorebyss Surf vs. 0/252 Calm Chansey: 33.4% - 39.3%
Not that impressive, but keep in mind that that's FREAKING CHANSEY.
252 SpATK Modest Gorebyss Surf vs. 252/156 Careful Registeel: 48.9% - 57.7%
Possible 2HKO. NoWall4U!
252 SpATK Modest Gorebyss Hydro Pump vs. 252/156 Careful Registeel: 62.1% - 73.4%
If you're daring, you can chance a miss, then finish it with a 100% accurate Surf the next turn.
252 SpATK Modest Gorebyss Surf vs. 252/0 Modest Cresselia: 45.3% - 53.4%
Cress is brokenly powerful in UU. What's it doing being 3HKO'd?
252 SpATK Modest Gorebyss Hydro Pump vs. 252/0 Modest Cresselia: 56.8% - 66.9%
Lolwut
252 SpATK Modest Gorebyss Surf vs. 252/252 Bold Venusaur: 33.8% - 39.6%
Looks like Venusaur's got this. Looks like a 4HKO with Sludge recovery, and Venusaur's got Sleep Powder and Power Whip.
252 SpATK Modest Gorebyss Surf vs. 252/252 Bold Venusaur: 58.8% - 69.2%
Whoops, looks like Gorebyss can do more than Surf. Switch in on this and you're dead. Power Whip only does 72.3% - 86.2% back, though, so I guess you're screwed anyways unless Sleep Powder hits.
Now, that's how Gorebyss (which is admittedly the most powerful sweeper on a Rain Dance team) fares against UU's premiere walls. Here are some more mundane defenders:
252 SpATK Modest Gorebyss Surf vs. 252/116 Calm Spiritomb: 76% - 89.8%
What's that, Spiritomb? You're supposed to take hits?
252 SpATK Modest Gorebyss Hydro Pump vs. 252/116 Calm Spiritomb: 96.1% - 113.5%
That one's for teh lulz.
252 SpATK Modest Gorebyss Surf vs. 0/0 Jolly Leafeon: 79.3% - 93.4%
Easy 2HKO. Ice Beam does 141.7% - 166.8% as well, and Leafeon is NOT going first.
252 SpATK Modest Gorebyss Surf vs. 4/0 Timid Raikou: 93.5% - 110.2%
Okay, maybe electric pokes aren't the answer.
Okay, okay, enough Gorebyss. How about Ludicolo?
252 SpATK Modest Ludicolo Surf vs. 4/0 Timid Raikou: 79.5% - 94.1%
Good thing Raikou OHKOs back with Thunderbolt. Oh, wait, no it doesn't. Bye, Raikou.
252 SpATK Modest Ludicolo Surf vs. 0/0 Timid Mismagius: 94.3% - 111.5%
Another one bites the dust...
252 SpATK Modest Ludicolo Surf vs. 4/0 Jolly Sceptile: 52.1% - 61.7%
Sceptile's speed means nothing with Swift Swim in effect. Good RNG or Hydro Pump followup and it's goodbye Sceptile.
252 SpATK Modest Ludicolo Surf vs. 252/212 Careful Clefable: 52% - 61.7%
Same deal. Clefable gets blasted.
Kabutops time!
252 ATK +2 Adamant Kabutops Aqua Tail vs. 252/212 Careful Clefable: 178.4% - 210.2%
Ouch.
252 ATK +2 Adamant Kabutops Aqua Tail vs. 0/252 Calm Chansey: 194.2% - 228.5%
I know Chansey isn't a great physical wall, but the sucker has a good chance of being OHKO'd even without Swords Dance.
252 ATK +2 Adamant Kabutops Aqua Tail vs. 80/252 Impish Hariyama: 125.8% - 148.3%
Hariyama's a nice wall. Kabutops better be careful of Bullet Punch, it could do a whole 15% in return!
252 ATK Adamant Technician Hitmontop Mach Punch vs. 72/0 Adamant Kabutops: 77.4% - 91%
Close, but no cigar. You might not even get this far, though, because
252 ATK +2 Adamant Kabutops Aqua Jet vs. 252/4 Adamant Hitmontop: 87.2% - 103%
Yes, that's Jet. The move with 40 freaking base power.
That'll be enough calcs for now. The addition of Rain Dance turns potential counters into more meat for the grinder. Kabutops in particular is unstoppable. Now, I know, those calcs involve a Swords Dance, but not much will OHKO Kabutops, and you need an OHKO when it 2HKOs back and always goes first. Even priority users can be annihilated with Kabutops' own priority. This clearly demonstrates the awesome power of Rain Dance on offense. But wait! There's more! In every one of those calcs listed, the attacker went first, maybe barring the priority users vs. Kabutops' Aqua Tail. There are priority moves out there, but they're most effective on Kabutops, who is weak to fighting. Quick Attack and the like will do damage like Hariyama's neutral Bullet Punch. Extremespeed's not bad, except its users either suck are or called Arcanine and get ganked by water moves. Therefore, the usage of Rain Dance fulfills the second portion of the Support characteristic for the assisted pokemon. In effect, it's a free +1 Atk/SpATK and +2 Speed for your entire team. With that, the usage of Rain Dance, especially in conjunction with a Damp Rock, fulfills the Support Characteristic and is brokenly powerful.
I'd say dual screens is a bit meh if you're also dancing. And then switching, and dancing. Cress with a damp rock, though... that's pretty bad. Maybe
Calm Mind
Rain Dance
Thunder
Reflect/Psychic
or something of the like.
Anyways, I really think rain needs some serious discussion. The relevant characteristic:
Support Characteristic
A Pokémon is uber if, in common battle conditions, it can consistently set up a situation in which it makes it substantially easier for other pokemon to sweep.
Now, Rain Dance and Damp Rock aren't exactly pokémon, but since we're discussing the uber-ness of them, we'll use the handy dandy criteria above. To be eligible for support, the technique or whatever used must be:
1. Easy to use/hard to stop (It can be "consistently set up")
2. Powerful ("Substantially easier... to sweep")
So, this begs the question: How do you prevent a Rain Dance? The simple answer is that you really can't. One of the commonly-used leads is Electrode. Hands up, who's faster than Electrode? Oh, that's right. NOTHING. You can nail it with Fake Out, but nothing can OHKO, barring a crit. And then after that, it's got free reign to Dance while you kill it in return. Alternatively, you could use TechniTop as a lead for Fake Out followed by a Mach Punch. This is the single method I can think of that will prevent Electrode from Rain Dancing. So unless you're packing Technitop as a lead, it's 8 turns of Hell for you.
Now, I don't want to sound like I'm nominating Electrode for BL or anything, but I just want to give an example of how freaking easy it is to set up rain. And that's just one potential lead. Ambipom makes a workable lead than can even force switches for an anticipated Fake Out while it dances unscathed. Again, bizzarely, TechniTop prevents this scenario by OHKOing with Mach Punch if Ambipom is holding a Damp Rock. If it's got a Sash on, though, you've still got rain, albeit three fewer turns of it.
Now, that's just analysis on two potential leads. Unless you want to use TechniTop for your lead (and honestly, I'd rather be able to deal with Froslass), rain's up. Focusing on the ease of setting up at the moment over the power of Rain Dance, we'll just assume your team hasn't been swept off of the initial Dance. How do you prevent it now? That's another problem. Even if the opposing Rain Dance team sucks without its weather, it only needs one turn to put it back up again. You have to have a 100% success rate in blocking it. Maybe they switch in a Lanturn on your Hp Grass Raikou. Or maybe they catch you Sleep Talking. Or maybe you just can't OHKO their next Dancer. The point here is that it's nigh impossible to prevent a determined foe from using Rain Dance. Therefore, the use of Rain Dance immediately makes any user fit the first part of the Support characteristic in the context of its team.
The second part of the Support characteristic is that the setup makes it significantly easier for another pokémon to sweep. Showing this is too easy. Here are some random calcs from what you might see on a Rain Dance team:
252 SpATK Modest Gorebyss Surf vs. 0/252 Calm Chansey: 33.4% - 39.3%
Not that impressive, but keep in mind that that's FREAKING CHANSEY.
252 SpATK Modest Gorebyss Surf vs. 252/156 Careful Registeel: 48.9% - 57.7%
Possible 2HKO. NoWall4U!
252 SpATK Modest Gorebyss Hydro Pump vs. 252/156 Careful Registeel: 62.1% - 73.4%
If you're daring, you can chance a miss, then finish it with a 100% accurate Surf the next turn.
252 SpATK Modest Gorebyss Surf vs. 252/0 Modest Cresselia: 45.3% - 53.4%
Cress is brokenly powerful in UU. What's it doing being 3HKO'd?
252 SpATK Modest Gorebyss Hydro Pump vs. 252/0 Modest Cresselia: 56.8% - 66.9%
Lolwut
252 SpATK Modest Gorebyss Surf vs. 252/252 Bold Venusaur: 33.8% - 39.6%
Looks like Venusaur's got this. Looks like a 4HKO with Sludge recovery, and Venusaur's got Sleep Powder and Power Whip.
252 SpATK Modest Gorebyss Surf vs. 252/252 Bold Venusaur: 58.8% - 69.2%
Whoops, looks like Gorebyss can do more than Surf. Switch in on this and you're dead. Power Whip only does 72.3% - 86.2% back, though, so I guess you're screwed anyways unless Sleep Powder hits.
Now, that's how Gorebyss (which is admittedly the most powerful sweeper on a Rain Dance team) fares against UU's premiere walls. Here are some more mundane defenders:
252 SpATK Modest Gorebyss Surf vs. 252/116 Calm Spiritomb: 76% - 89.8%
What's that, Spiritomb? You're supposed to take hits?
252 SpATK Modest Gorebyss Hydro Pump vs. 252/116 Calm Spiritomb: 96.1% - 113.5%
That one's for teh lulz.
252 SpATK Modest Gorebyss Surf vs. 0/0 Jolly Leafeon: 79.3% - 93.4%
Easy 2HKO. Ice Beam does 141.7% - 166.8% as well, and Leafeon is NOT going first.
252 SpATK Modest Gorebyss Surf vs. 4/0 Timid Raikou: 93.5% - 110.2%
Okay, maybe electric pokes aren't the answer.
Okay, okay, enough Gorebyss. How about Ludicolo?
252 SpATK Modest Ludicolo Surf vs. 4/0 Timid Raikou: 79.5% - 94.1%
Good thing Raikou OHKOs back with Thunderbolt. Oh, wait, no it doesn't. Bye, Raikou.
252 SpATK Modest Ludicolo Surf vs. 0/0 Timid Mismagius: 94.3% - 111.5%
Another one bites the dust...
252 SpATK Modest Ludicolo Surf vs. 4/0 Jolly Sceptile: 52.1% - 61.7%
Sceptile's speed means nothing with Swift Swim in effect. Good RNG or Hydro Pump followup and it's goodbye Sceptile.
252 SpATK Modest Ludicolo Surf vs. 252/212 Careful Clefable: 52% - 61.7%
Same deal. Clefable gets blasted.
Kabutops time!
252 ATK +2 Adamant Kabutops Aqua Tail vs. 252/212 Careful Clefable: 178.4% - 210.2%
Ouch.
252 ATK +2 Adamant Kabutops Aqua Tail vs. 0/252 Calm Chansey: 194.2% - 228.5%
I know Chansey isn't a great physical wall, but the sucker has a good chance of being OHKO'd even without Swords Dance.
252 ATK +2 Adamant Kabutops Aqua Tail vs. 80/252 Impish Hariyama: 125.8% - 148.3%
Hariyama's a nice wall. Kabutops better be careful of Bullet Punch, it could do a whole 15% in return!
252 ATK Adamant Technician Hitmontop Mach Punch vs. 72/0 Adamant Kabutops: 77.4% - 91%
Close, but no cigar. You might not even get this far, though, because
252 ATK +2 Adamant Kabutops Aqua Jet vs. 252/4 Adamant Hitmontop: 87.2% - 103%
Yes, that's Jet. The move with 40 freaking base power.
That'll be enough calcs for now. The addition of Rain Dance turns potential counters into more meat for the grinder. Kabutops in particular is unstoppable. Now, I know, those calcs involve a Swords Dance, but not much will OHKO Kabutops, and you need an OHKO when it 2HKOs back and always goes first. Even priority users can be annihilated with Kabutops' own priority. This clearly demonstrates the awesome power of Rain Dance on offense. But wait! There's more! In every one of those calcs listed, the attacker went first, maybe barring the priority users vs. Kabutops' Aqua Tail. There are priority moves out there, but they're most effective on Kabutops, who is weak to fighting. Quick Attack and the like will do damage like Hariyama's neutral Bullet Punch. Extremespeed's not bad, except its users either suck are or called Arcanine and get ganked by water moves. Therefore, the usage of Rain Dance fulfills the second portion of the Support characteristic for the assisted pokemon. In effect, it's a free +1 Atk/SpATK and +2 Speed for your entire team. With that, the usage of Rain Dance, especially in conjunction with a Damp Rock, fulfills the Support Characteristic and is brokenly powerful.









