Metagame Pokébilities

Been a while, everyone. I've done some occasional playtesting in between closing shifts, and there's one big thing I want to talk about. Today we gather in remembrance and celebrate the life of rain teams.

In all seriousness, though, rain can be debated to be even worse than in base SV OU currently. I already knew that having three less turns would be massive for playing against rain, but it didn't set in nearly as much until test games just how much the damp rock ban kind of shattered the playstyle.

Kingdra is now much less restricting due to it having less room to run rampid. I'd even go as far as to say it went from primary rain abuser to niche amongst even the playstyle.

You already only have effectively four turns maximum with rain abusers because Pelipper has to come in and get out, so setting up is effectively a no go now unless you won't need Swift Swim to outspeed.

On top of that, the drop in power from Weather Ball to Surf is super important as it entirely alters damage calcs. Even if you try to set up a Focus Energy, if rain runs out, you better hope the opposing Valiant/Waterpon/Hisuirott doesn't have Encore.

So we get that Kingdra is ruined. Is it really that big of a deal? Absolutely. Without as many turns to be able to outspeed pokemon such as Waterpon or Booster Val, those pokemon that already do well against rain just get even better.

What about Azumarill? Sap Sipper, resists Val's fighting stab, resists Ivy Cudgel, aaaaand it gets 2HKOd by Cudgel with Rocks up in rain.

What about Basculin? Mold Breaker seems nice, especially with Adaptability and either Reckless or Rock Head.

Well, shockingly enough, both stripes can 2HKO Waterpon... if you have Rocks, rain, Choice Band, and tera water. In the case of red stripe, you're even weakening yourself just to get some extra chip. Wouldn't be such a big deal if the Basculins didn't have only 98 base speed. They're not fast enough without Scarf, not strong enough without Band, and get folded by one hit.

There are options that can occasionally come in handy such as Hurricane on Pelipper or Sludge Bomb on one of the genies, but what typically ends up happening is you end up spending so many turns dealing with Waterpon that you don't get to abuse the rain turns.

Funnily enough, the weather that was the best at the start of the meta can now be debated as the worst. The greater they are, the harder they fall. I'm not going to claim it's an unviable playstyle, and maybe I just need to go for a more balanced style of rain, using abusers that aren't entirely reliant on constantly having rain up. For now, though, rain is in the gutter
 
So, been a while and I found out something I didn't know before. Thought I'd make a team around the idea. Clodsire has been done time and again, but I recently was informed that the Heal Block effect from P Noise is considered a secondary effect and is not an exception to Covert Cloak. Well, this allows Clod to be a way better check to Yanmega as well as holding up better against threats like Glowking and Hattrene. Where did I go from there? Let me show you.

https://pokepast.es/c00c62f519dc26e1

First thought I had was grouping Clod with Clef and Corv as the defensive core this group forms is one of the most reliable. Contact punishment, great defensive types, hazard setting, status, item removal, Knock absorbtion, hazard removal, Volt Switch immunity, ground immunity, a T Spikes absorber, the core just covers so many bases. Usual tera types of dark on Clod (mostly for Stored Power mons), dragon on Corv (both flips the fire+electric weaknesses into resistances and, most importantly, assists against Waterpon), and steel on Clef (just generally great type).

However, the core does have one glaring weakness. No resistance to fire, ice, or ghost. I think we know what happens from there. Azu provides both incredible offensive power as well as great utility via defensive profile, notably having a 4x resistance to two of the aforementioned types (especially resisting Ice Beam while still being resistant to Freeze-Dry). Basic moveset, as standards are standards for a reason. Liquidation and Play Rough for stabs, Aqua Jet for some great priority, and Ice Spinner over Knock to deal with Clod and Amoonguss. Band for as much immediate power as possible, boosted further by tera water.

Now I had a physical breaker, so how about strong special attacker that has its fair share of utility? Reuniclus is absolutely incredible in this meta, so let's do it. Classic AV set with P Noise, Focus Miss, Shadow Ball, and Knock. Provides some incredible power and utility, maintains an ability to take special hits, and can be a Knock absorber from weaker users like Clefable without tera or stronger dark types post fairy tera.

Finally, time to deal with that ghost type issue. Tried out Ting-Lu, Tyranitar, and Darkrai, but I landed on Hisuirott, mostly for the steel resistance. Gholdengo is great at posing a threat to my team when my two ghost neutral special walls have Unaware and don't care about the Make it Rain SpAtk drop, so I needed a resist. On top of that, Hisuirott provides a third Knock user, Spikes, and more momentum in Flip Turn.

Some notes: I think this team could work just as well with changed items, tera types, and movesets, so just alter what you want. Of course, some of the team can always be changed, but I just enjoy this defensive core too much and want to keep using it. Cloak may have some more room for usage if more pokemon end up ok with dropping Boots, AV, or Lefties
 
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So, with other weathers being taken behind the barn and put down, I thought I'd make a sun team that can actually abuse Heat Rock.

https://pokepast.es/713850daf4dcd617

The first decision was immediately one with weight, choosing between Torkoal and Ninetales. Torkoal has Rapid Spin, Stealth Rock, Clear Smog to remove stat boosts, and Body Press for some good damage whereas Ninetales has Encore, Disable, and Healing Wish as some good options. At the end of the day, I went with Ninetales because I value the move trapping of Encore, effective revival of teammates, and higher speed on a more high octane team like this. Tera steel to take advantage of Flash Fire giving the fire immunity on top of just being a genuinely incredible type.

Next, one of the two stars of the show and the biggest reason to use sun, H Lilly. Only 200 speed EVs with an adamant nature because that's all it needs to outspeed a max speed Kingdra with a timid nature if no weather is up. Life Orb is an item I seldom like running, but I felt like it was more warranted here. Petal Blizzard over Leaf Blade to avoid contact punishment, CC for overall power, Ice Spinner to both hit flyers hard and potentially remove Rilla's terrain, and SD over Victory Dance because the instant +2 is more valuable to take advantage of free turns. This leaves just a few meta relevant pokemon resisting all of its moves, being Gholdengo, Ceruledge, and Iron Moth. I didn't want to go tera ground Tera Blast because I don't like pokemon being too tera reliant, even on a team leaning closer to HO.

Next is one of the obligatory four horsemen in Great Tusk. Boots so it doesn't get worn down in the case Hazards go up. Normal moveset of Headlong, Ice Spinner, Knock, and Rapid Spin. Tera steel for switch in abilities, max attack and speed with a Jolly nature to outspeed max speed base 85s like Hisuirott, Rillaboom, and Ceruledge.

Hattrene was the mandatory second hazard helper for the team. Normal Pain Split moveset everyone knows about. P Noise for utility, D Kiss for recovery, Nuzzle for para support, and Helmet to punish U-Turn, Flip Turn, and Rapid Spin. Tera water as some help against any opposing teams trying to abuse the sun my team sets up.

Fifth, Heatran. I needed a Stealth Rocker, I wanted a fire type to abuse stab and sun, and Heatran filled both roles perfectly while also providing some defensive utility and extra contact punishment. Tera grass to flip the water and ground weaknesses, Taunt to stop setup, Flamethrower over Magma Storm for consistency, and Earth Power for reliable coverage. People forget just how monstrous offensive Heatran can be because of its defensive strengths, but it's here to show it off once more.

Lastly, Walking Wake to finish it off. I wanted some more immediate power, and Wake provided. EV spread to still get the Proto speed boost instead of SpAtk boost, which Specs takes care of. Hydro Steam and Draco for stab, Flip Turn for coverage, and lastly, I chose Weather Ball over Flamethrower because it has the extra power without an accuracy issue and is more powerful than Hydro Steam against rain teams. Tera water to make this thing even more of a nuke than it already was.

Overall, I think this is one of the better teams I've made that passes on some of the usual requirements. Deathly offensive core, still some defensive utility, and I get to abuse at least two mons that take advantage of the meta gimmick (H Lilly and Heatran)
 
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