Hello people, welcome to my 3rd RMT. I decided to make a weather team for once. However, I am not a supporter of weather teams, since it has made the current metagame very monotone and predictable. So I decided to give it a little twist of my own, and I decided to make a dual weather team, a choice that actually has a lot of extras over normal weather teams, since you can fall back on one weather when the other is down.
So, I decided to pick the 2 weathers. Rain and Sun combined would be stupid, since they could lower my STAB Fire or Water moves from my other pokes. Rain is probably the weather I hate the most, so I decided to go for Sun and Sandstorm. Enjoy reading everybody!
The sun team!
Yeah, so I decided to split the two weathers apart to make two seperate roles: The sun team will be very offensive, while the Sand team would make a more bulky part of the team, splitting the two weathers somewhat more apart. The sun team here will be mostly very offensive.
Ninetales (M) @ Leftovers
Trait: Drought
Nature: Timid
EVs: 252 HP/92 SDef/164 Spe
Moves:
-Flamethrower
-Substitute
-Will-O-Wisp
-Hypnosis
Ninetales is my lead of the team, and makes sure the sun is up. Although the sun part of the team is mainly offensive, I made Ninetales somewhat bulky to keep him alive as long as possible, to make sure I can get the sun up and running so my sweepers can do their work. Flamethrower is a nice and very reliable STAB option, that gets further boosted thanks to drought, and is capable for dealing huge damage to anything that does not resist it. Substitute is to well.... Substitute I guess. It's a solid option when your enemy has to switch, and when you are behind your Sub, you can throw Will-O-Wisp or Hypnosis their way, while also scouting what move they will use since they have to break your Sub. Will O Wisp is great against Physical attackers like Haxorus or Landorus, crippling them easily. Hypnosis on the other side, is a high risk high reward move. It has a high chance to miss, but when it hits it's nice since it allows one of your sweepers to set up for free.
Infernape (M) @ Life Orb
Trait: Iron Fist
Nature: Naive
EVs: 252 Att/4 SAtk/252 Spe
Moves:
-Overheat
-Close Combat
-Stone Edge
-Mach Punch
Oh Infernape, this guy has pleased me very well so far. I used the standard MixApe set. Overheat has a crazy 140 Base Power, and that in combination with STAB and a sun boost, it is capable of OHKO'ing a lot of common threats that would normally wall Infernape, such as Gliscor. Cool thing is that after it lowers my Special Attack, it is far from over, since Infernape can do a really high amount of damage with his STAB Close Combat and strong Stone Edge, giving excellent coverage. Mach Punch also gets the Iron Fist boost, and is nice to finish of weakened enemy's or he can swoop in for a nice revenge kill. The EVs are pretty standard I guess, as much speed and power as possible.
Venusaur (M) @ Life Orb
Trait: Chlorophyll (duh)
Nature: Modest
EVs: 4 HP/252 SAtk/252 Spe
Moves:
-Growth
-Energy Ball
-Sludge Bomb
-Hidden Power Fire
With a physcal sweeper for the sun team, I wanted a special sweeper. It was a toss up between Quiver Dance Volcarona and this guy. I choose Venusaur over Volcarona because I already have that STAB Fire move, and it gives me another water weak, and I already have way to much of those on my team, so a resister was welcome. Growth boosts my Special Attack with +2 inf the sun is up, powering up my moves to insanely high levels. Sludge Bomb is mainly my move of choice, as it haves higher Base Power than Energy Ball and comes with that nice STAB. Energy ball brings great coverage however. and is probably the most important move on this set. Hidden Power Fire gets that nice boost in the sun, and deals with the way to common Steel types with a 4x Fire weak (I'm looking at you Ferrothorn).
The sand team
There you go. The bulky part of my team.
Tyranitar (M) @ Chople Berry
Trait: Sand Stream
Nature: Jolly
EVs: 4HP/252 Att/252 Spe
Moves:
-Dragon Dance
-Crunch
-Stone Edge
-Fire Punch
While I had a more bulky lead at my offensive part of the team, I wanted a more offensive second weahter inducer at the bulky part. Dragon Dance Tyranitar looked like a solid choice to me. After one Dragon Dance, he i even able to outspeed max speed Tornadus, and his already sky high attack gets boosted even more. I gave it a Chople Berry so it can resist fighting attacks, set up a DD and KO my target. Crunch and Stone Edge come with a nice Dual STAB combination, giving me an overal great coverage. Fire Punch finishes that coverage to counter Ferrothorn and stuff like that.
Skarmory (M) @ Leftovers
Trait: Sturdy
Nature: Impish
EVs: 252 HP/232 Def/24 Spe
Moves:
-Spikes
-Whirlwind
-Roost
-Brave Bird
Skarmory pairs pretty well with Tyranitar. Tyranitar has his huge special bulk thanks to the sandstorm, while Skarmory can shrug of Physical attacks like it's nothing. Spikes makes for hazards, something that is always nice to have. Whirlwind is to phaze for additional hazard damage, or to counter sweepers that think they can set up on Skarmory. Brave Bird is a nice move that can actually pack quite a punch, and works well against Taunters like Whimsicott, that suddenly gets surprised by an Super Effective Brave Bird.
Magnezone (M) @ Choice Scarf
Trait: Magnet Pull
Nature: Timid
EVs: 4 HP/252 SAtk/252 Spe
Moves:
-Thunderbolt
-Flash Cannon
-Hidden Power Fire
-Volt Switch
I always liked this guys design. Seriously, it looks hilarious. Anyways, this guy is there to trap the annoying steels like Forry, Ferro en Scizor. A Scarfed srt allows him to outspeed many other threats to, and surprise them with a quick Thunderbolt that deals huge damage thanks to his gigantic Special Attack. Flash Cannon brings a nice secondary STAB into the game, Hidden Power Fire is to kill the steel types he just trapped, and Volt Switch is to scout.
THANKS FO READING YO GUYS.
So, I decided to pick the 2 weathers. Rain and Sun combined would be stupid, since they could lower my STAB Fire or Water moves from my other pokes. Rain is probably the weather I hate the most, so I decided to go for Sun and Sandstorm. Enjoy reading everybody!
The sun team!
Yeah, so I decided to split the two weathers apart to make two seperate roles: The sun team will be very offensive, while the Sand team would make a more bulky part of the team, splitting the two weathers somewhat more apart. The sun team here will be mostly very offensive.

Ninetales (M) @ Leftovers
Trait: Drought
Nature: Timid
EVs: 252 HP/92 SDef/164 Spe
Moves:
-Flamethrower
-Substitute
-Will-O-Wisp
-Hypnosis
Ninetales is my lead of the team, and makes sure the sun is up. Although the sun part of the team is mainly offensive, I made Ninetales somewhat bulky to keep him alive as long as possible, to make sure I can get the sun up and running so my sweepers can do their work. Flamethrower is a nice and very reliable STAB option, that gets further boosted thanks to drought, and is capable for dealing huge damage to anything that does not resist it. Substitute is to well.... Substitute I guess. It's a solid option when your enemy has to switch, and when you are behind your Sub, you can throw Will-O-Wisp or Hypnosis their way, while also scouting what move they will use since they have to break your Sub. Will O Wisp is great against Physical attackers like Haxorus or Landorus, crippling them easily. Hypnosis on the other side, is a high risk high reward move. It has a high chance to miss, but when it hits it's nice since it allows one of your sweepers to set up for free.

Infernape (M) @ Life Orb
Trait: Iron Fist
Nature: Naive
EVs: 252 Att/4 SAtk/252 Spe
Moves:
-Overheat
-Close Combat
-Stone Edge
-Mach Punch
Oh Infernape, this guy has pleased me very well so far. I used the standard MixApe set. Overheat has a crazy 140 Base Power, and that in combination with STAB and a sun boost, it is capable of OHKO'ing a lot of common threats that would normally wall Infernape, such as Gliscor. Cool thing is that after it lowers my Special Attack, it is far from over, since Infernape can do a really high amount of damage with his STAB Close Combat and strong Stone Edge, giving excellent coverage. Mach Punch also gets the Iron Fist boost, and is nice to finish of weakened enemy's or he can swoop in for a nice revenge kill. The EVs are pretty standard I guess, as much speed and power as possible.

Venusaur (M) @ Life Orb
Trait: Chlorophyll (duh)
Nature: Modest
EVs: 4 HP/252 SAtk/252 Spe
Moves:
-Growth
-Energy Ball
-Sludge Bomb
-Hidden Power Fire
With a physcal sweeper for the sun team, I wanted a special sweeper. It was a toss up between Quiver Dance Volcarona and this guy. I choose Venusaur over Volcarona because I already have that STAB Fire move, and it gives me another water weak, and I already have way to much of those on my team, so a resister was welcome. Growth boosts my Special Attack with +2 inf the sun is up, powering up my moves to insanely high levels. Sludge Bomb is mainly my move of choice, as it haves higher Base Power than Energy Ball and comes with that nice STAB. Energy ball brings great coverage however. and is probably the most important move on this set. Hidden Power Fire gets that nice boost in the sun, and deals with the way to common Steel types with a 4x Fire weak (I'm looking at you Ferrothorn).
The sand team
There you go. The bulky part of my team.

Tyranitar (M) @ Chople Berry
Trait: Sand Stream
Nature: Jolly
EVs: 4HP/252 Att/252 Spe
Moves:
-Dragon Dance
-Crunch
-Stone Edge
-Fire Punch
While I had a more bulky lead at my offensive part of the team, I wanted a more offensive second weahter inducer at the bulky part. Dragon Dance Tyranitar looked like a solid choice to me. After one Dragon Dance, he i even able to outspeed max speed Tornadus, and his already sky high attack gets boosted even more. I gave it a Chople Berry so it can resist fighting attacks, set up a DD and KO my target. Crunch and Stone Edge come with a nice Dual STAB combination, giving me an overal great coverage. Fire Punch finishes that coverage to counter Ferrothorn and stuff like that.

Skarmory (M) @ Leftovers
Trait: Sturdy
Nature: Impish
EVs: 252 HP/232 Def/24 Spe
Moves:
-Spikes
-Whirlwind
-Roost
-Brave Bird
Skarmory pairs pretty well with Tyranitar. Tyranitar has his huge special bulk thanks to the sandstorm, while Skarmory can shrug of Physical attacks like it's nothing. Spikes makes for hazards, something that is always nice to have. Whirlwind is to phaze for additional hazard damage, or to counter sweepers that think they can set up on Skarmory. Brave Bird is a nice move that can actually pack quite a punch, and works well against Taunters like Whimsicott, that suddenly gets surprised by an Super Effective Brave Bird.

Magnezone (M) @ Choice Scarf
Trait: Magnet Pull
Nature: Timid
EVs: 4 HP/252 SAtk/252 Spe
Moves:
-Thunderbolt
-Flash Cannon
-Hidden Power Fire
-Volt Switch
I always liked this guys design. Seriously, it looks hilarious. Anyways, this guy is there to trap the annoying steels like Forry, Ferro en Scizor. A Scarfed srt allows him to outspeed many other threats to, and surprise them with a quick Thunderbolt that deals huge damage thanks to his gigantic Special Attack. Flash Cannon brings a nice secondary STAB into the game, Hidden Power Fire is to kill the steel types he just trapped, and Volt Switch is to scout.
THANKS FO READING YO GUYS.