Concept Team.

I am not 100% sure if this has been done before but i could not find it posted here so...
***This Team has not gone through a lot of testing I will update the information here as the team grows***

Team Building process
Step 1:
split the team in to 3 pairs of 2, and in each pair put a lead with a weather ability, and a sweeper who benefits from that weather.
step 2:
decide what 3 weather ability I want. hail seems a bit useless in comparison to other weather boosts so that went straight away. leaving me with. rain sun and sand.
Step 3:
The lead pair, tyranitar makes a good lead on any team not to mention he just happens to have the sand stream ability. So again a easy choice. However who to use a sweeper... In my short experience of using sand storm teams the most effective pokemon in the sand was excadrill with his insane speed and attack he should blow a few holes in the opponent nice and early.
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Step 4:
next pair up is sun I think, first poke was a easy choice here as well, nine tales can set up sun and attack effectively using the boosts it gains. Now this pair for nine tales was a lot harder to find at first i thought liligant, but like the mole if something hits it its gone. So I decided to stick with the Chlorophyll ability but choose something a bit bulkier...
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The final pair up is probably the most successful pair in this team, The rain element.Clearly I will be going with a politoed lead, but this next pokemon was one of the hardest choices i had to make after a while it bubbled down to rotom-w making use of thunder dance stab and a boosted hydro pump stab. or toxicroak and its reliable dry skin ability. It the end I went for the toad but I am still un-decided...
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Next step in the team building was to post this thread, get shouted out a bit. then try to do it again after that was done the team looked like this:
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Now politoed looks lonely without a parter and toxicroak is out so i am going back to plan 1. and putting rotom-w in there:
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now we have 2 weather teams working, this time im not going to add a 3rd im going to shove in 2 pokes who functions well under both sandstorms and rain, so the team does not get isolated:
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Now For The Team


Tyranitar (M) @ Leftovers
Trait: Sand Stream
EVs: 252 HP / 180 SAtk / 76 Spd
Sassy Nature (+SDef, -Spd)
- Stealth Rock
- Crunch
- Fire Blast
- Focus Blast
A strong lead generally and his sand stream trait makes him perfect for my team. His first turn is used to put stealth rock down and assuming he has not been Ko’ed by a fight move the next few turns are used to do as much damage as I can before the inevitable.

Excadrill (M) @ Life Orb
Trait: Sand Rush
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Swords Dance
- Earthquake
- Rock Slide
- X-Scissor
Excadrill is next up, with his massive 550 speed and huge power he is a formidable opponent. The only real problem I am having here is he is weak o the same types as Ttar so one or two of the revenge killers have to come in and deal with whatever killed Ttar.

Politoed (M) @ Leftovers
Trait: Drizzle
EVs: 252 HP / 252 SAtk
Calm Nature (+SDef, -Atk)
- Toxic
- Protect
- Substitute
- Surf
Not a great pokemon in general but it’s the best pokemon with drizzle. I’m using this set up as a tank. When the sub is up he is quite hard to break, toxic gets rid of any nasty walls that swap in expecting the sweep and surf is there as a general stab.

Rotom-W @ Leftovers
Trait: Levitate
EVs: 130 HP / 252 SAtk / 128 Spd
Modest Nature (+SAtk, -Atk)
- Thunder
- Hydro Pump
- Hidden Power [Ice]
- Pain Split
Chose this guy over toxicroak for his superior bulk. He can take a fair few hits and 100% accuracy stab thunder + stab rain boosted hydro pump, can be a lethal combination the only problem I have with this set is low speed a fast grass type can really screw me.

Magnezone @ Air Balloon
Trait: Magnet Pull
EVs: 36 HP / 252 SAtk / 220 Spd
Timid Nature (+Spd, -Atk)
- Substitute
- Thunder
- Hidden Power [Water]
- Flash Cannon
Functions well under sand and rain (immune to sand, and gets a 100% accuracy thunder in rain) nice revenge killer or late game sweeper comes in handy if a water/grass type comes in to stop Ttar and clears room for excadrill.


Importable
Tyranitar (M) @ Leftovers
Trait: Sand Stream
EVs: 252 HP / 180 SAtk / 76 Spd
Sassy Nature (+SDef, -Spd)
- Stealth Rock
- Crunch
- Fire Blast
- Focus Blast

Excadrill (M) @ Life Orb
Trait: Sand Rush
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Swords Dance
- Earthquake
- Rock Slide
- X-Scissor

Politoed (M) @ Leftovers
Trait: Drizzle
EVs: 252 HP / 252 SAtk
Calm Nature (+SDef, -Atk)
- Toxic
- Protect
- Substitute
- Surf

Rotom-W @ Leftovers
Trait: Levitate
EVs: 130 HP / 252 SAtk / 128 Spd
Modest Nature (+SAtk, -Atk)
- Thunder
- Hydro Pump
- Hidden Power [Ice]
- Pain Split

Magnezone @ Air Balloon
Trait: Magnet Pull
EVs: 36 HP / 252 SAtk / 220 Spd
Timid Nature (+Spd, -Atk)
- Substitute
- Thunder
- Hidden Power [Water]
- Flash Cannon
 
The problem with this team is that when you have a weather up, you're essentially preventing ~ half of your team from switching in.
 
The problem that I believe Venser is alluding to is the fact that when you are running one type of weather, you are limited to only two Pokemon. Essentially, your team is fighting 2 vs. 6 the entire match.

Multi-weather teams intrigue me, so why not use secondary Pokemon that work under all weathers? I dunno how many Pokemon fit that category, but I know at least one: Magnezone. It appreciates the Special Defense boost of Sandstorm, throws out lethal 100% accurate Thunders under rain, and enjoys the attacking power of HP Fire under sunlight. I dunno, maybe Pokemon like that would better suit your team? It's an interesting concept, but the current set up is really limiting you.
 
lol yeah I've seen this team before, something similar... and once one of the guys who's taking advantage of whatever weather you have on is gone, it's basically pointless. With everyone and their mother trying to counter weather teams, one with almost zero sense of teamwork (as a whole of 6) is going to be slaughtered.

and agreed to Yourself, Magnezone would be great. Rotom maybe would be better than the Toxicroak because if sun is up, it's not great to have dry skin.
 
3 weather inducers and hyperbeam? Doesn't this team violate the rule stating that a player must have a basic knowledge of the metagame??
 
3 weather inducers and hyperbeam? Doesn't this team violate the rule stating that a player must have a basic knowledge of the metagame??

Methinks Ninetales is aiming for the best coverage it can get. However, Hyper Beam will never be a better option than STAB Fire under sun. I wouldn't recommend it. Furthermore, Dark Pulse is currently illegal with Drought, since it is a Gen IV move. Please do a bit more research. I think the team concept could be interesting with triple weather! You're just going to have to do lots of work to get it to jell correctly.
 
Ninetales can't have Dark Pulse along with Drought, since Drought is a Gen V ability and Dark Pulse is a Gen 4 TM.
(Edit, Ninja'd by Yourself >_>)

Also, Magnezone would would be a good addition, but it does NOT receive a 50% Special Defense increase from Sandstorm, only Rock Pokemon do.

I like the idea of this team, but working with 3 sets of 2 is just too chaotic. I'd pick 2 types of weather only, and then have 2 weather inducers, 2 Pokemon who abuse those types of weather, and the other 2 Pokemon that work well under both. That way when you have a type of weather up, you have a total of 4 Pokemon you can use with that weather. Personally, I'd go with Rain and Clear Skies, but it's all up to preference.
 
I can't see this team having too much success but I could be wrong. 3 weather inducers and a weather abuser for each one means that 2/3 of your team is always playing at a disadvantage. I would suggest no more than 2 weather inducers on your team.
 
i ran a team a lot like this but back when swift swim and drizzle was not banned. in my experiences i always find politoed and ninetales to be dead weight unless they are scarfed, maybe thats just because of my playstyle but i would look into it.

hyper beam is silly, ninetales doesnt have many viable options for the fourth slot but hyper beam definitely is not the best option, probably a hidden power of something.

leftovers is better on toxicroak because trickers will just take the black sludge then just trick again later to put it on something else, which is no fun.

thats all i got, in the computer lab at school and period is almost over so have fun
 
Whew, this team is forcing me to de-lurk my account. I played against a similar team once, and actually lost due to the strangeness of it.

I know the rules say that we have to do team rates without disrupting the team concept, but I would still recommend reevaluating the concept. Your team does not just lack synergy, the members actively hinder each other. The fact that you will have to move to a weather inducer before moving to the appropriate abuser makes your actions much more predictable, since, at any time, your opponent will know that 2 members of your team will very rarely be switching in, and another two likely won't.

Miscellaneous nit-picks:
Superpower will hit harder than Focus Blast on Tyranitar. It's up to you whether you prefer Superpower over Ice Beam.

Hyper Beam is a terrible attack. With the turn of recharge, it will do just as much damage as a base 75 non-STAB over two turns, while also being much more predictable. Any sun-boosted fire move will do more damage in one turn anyways. Ninetales is not terribly powerful, so you will probably want to be looking into a more support-oriented set.

Solarbeam is a dangerous choice, as it will be weaker in non-Sun weathers.

HP Water on Venusaur is probably a bad choice, as it will be weaker in the sun, though it does give it more ability to work in the rain. HP Fire is your strongest option, however, HP Ground will hit both the steel- and fire-types that you are worried about.

Politoed has Water Absorb as its ability. I assume you meant Drizzle? Either way, you have a mainly tank set there, and shouldn't let it "come in and die". It can take hits, so let it.


Also, @Yourself, only Rock-types get a SDef bonus in Sand, steels and grounds do not.
 
Ok thanks for all the suggestions (excluding MajorGambit, please don't just flame) Now i have done a pretty major revamp (see team building section) and I hope i have fixed most of the problems.

~Bump~
 
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