A different weather team that you might be used to......

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.

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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.

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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.

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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.

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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.

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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.

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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.​
 
The biggest problem I see is 3 fire weaknesses. My suggestion would be a flash fire user. I would suggest Heatran, but then you have a fighting weakness, something you don't want in the current metagame. I'd suggest a Arcanine set I've been using over Infernape.
Arcanine @ Leftovers
Trait: Flash Fire
EVs : 4 HP / 252 Atk / 252 Spd
Adamant (+Atk, - SAtk)
- Flare Blitz
- Wild Charge
- Extreme Speed
- Close Combat

Flare Blitz hits hard in the sun, even harder if he makes use of Flash Fire. Thanks to Extreme Speed he's a good revenge killer. Leftovers is there to help him heal up from the recoil he's going to take.

Another problem I'm seeing with your team is everyone other than Skarmory is weak to Earthquake. For this I'm going to suggest taking out Venusaur for Tangrowth. While not quite as fast, Tangrowth hits a hell of a lot harder and has a lot more bulk.

Tangrowth @ Life Orb
Trait: Chlorophyll
EVs : 252 Atk / 4 SAtk / 252 Spd
Naughty (+Atk, -SDef)
- Growth
- Power Whip
- Earthquake
- HP Fire
Growth and Power Whip are obvious. HP Fire hits hard in Sun and stops opposing grass types. Earthquake hits enemy fire types trying to take advantage of the sun
 
The biggest problem I see is 3 fire weaknesses. My suggestion would be a flash fire user. I would suggest Heatran, but then you have a fighting weakness, something you don't want in the current metagame. I'd suggest a Arcanine set I've been using over Infernape.
Arcanine @ Leftovers
Trait: Flash Fire
EVs : 4 HP / 252 Atk / 252 Spd
Adamant (+Atk, - SAtk)
- Flare Blitz
- Wild Charge
- Extreme Speed
- Close Combat

Flare Blitz hits hard in the sun, even harder if he makes use of Flash Fire. Thanks to Extreme Speed he's a good revenge killer. Leftovers is there to help him heal up from the recoil he's going to take.

Another problem I'm seeing with your team is everyone other than Skarmory is weak to Earthquake. For this I'm going to suggest taking out Venusaur for Tangrowth. While not quite as fast, Tangrowth hits a hell of a lot harder and has a lot more bulk.

Tangrowth @ Life Orb
Trait: Chlorophyll
EVs : 252 Atk / 4 SAtk / 252 Spd
Naughty (+Atk, -SDef)
- Growth
- Power Whip
- Earthquake
- HP Fire
Growth and Power Whip are obvious. HP Fire hits hard in Sun and stops opposing grass types. Earthquake hits enemy fire types trying to take advantage of the sun

I do not quite agree with your fire weak. Yes, I have 3 weaknesses, but also 3 resisters in the form of TTar, Infernape and Ninetales.

I will definetely try out Tangrowth though, seems pretty cool to me.
 
You're right, the fire thing isn't a huge deal. But personally, I don't make sun teams without someone immune to fire because the sun increase cancels out the resist. IMO the 5 ground weaknesses is the biggest flaw.
 
hi! before all you should know im agree with adding tangrowth as Cuban Vader said so you have a chance against choice scarf landorus, which is a huge threat to this team he can KO more than half of your team in the sand and can easily predict an U-turn when you switch into skarmory as its is the only safe check you have when sand is up. note: im not sure but i think that venu is unable to KO lando without prior set up. Also you dont have 3 resisters to fire as drought cancel out the fire resistance.
 
Hey, cool team. I've played around with dual sun/sand and I've picked up some pretty useful tips. First off, on Venasaur run Sunny Day over Growth. Sunny Day ensures that you can still pull off a sweep even if Tyranitar has been out. Without Growth you lose out on some significant power so I recommend using Solar Beam over Energy Ball. Since Venasaur is setting up his own sun, running Solar Beam is less risky. You have a pretty big Volcarona weakness. It sets up on Venasaur, Sub variants set up on Ninetales and if you don't play it right Volc could grab a boost on Skarmory (or just outright kill it). At the same time Magnezone is doing almost nothing for your team. Your team has no problems with the stuff Mag traps (Skarm, Ferro, Jirachi are all handled easily). So I recommend using Specially Deffensive Heatran Magnezone. Heatran gives you a solid check to Volcarona as well as a seconday check to Lati@s (you'll need it since you're running a less bulky Tyranitar set. You get stealth rock which will greatly help when squaring off againt Volcarona or Dragonite (who can both use your sun against you to get past their checks on your team). Heatran can also opperate in sand or sun by stalling with sandstorm damage or using a sun boosted Lava Plume.

Now for your Ninetales set. I'll just c&p this from another sun team I rated. Excadrill is banned so your Ninetales spread is pretty pointless. I recommend a Calm nature with a spread of 252 HP / 148 SDef / 108 Spd. This spread allows Tales to outspeed max speed Politoed and Breloom. Also swap Flamethrower for Overheat. Ninetales rarely gets the chance to attack twice and the extra power is nice sometimes when you need to revenge kill something. Finally, run Roar over Hypnosis. The accuracy just isn't worth it (especially when you have WoW) and Roar prevents Latias/Volcarona from setting up on you (it's also racks up Spikes/SR damage.

Heatran (F) @ Leftovers
Trait: Leftovers
EVs: 252 HP / 252 SDef / 4 Spd
- Lava Plume
- Toxic
- Hidden Power [Ice]
- Stealth Rock

Ninetales (F) @ Leftovers
Trait: Drought
EVs: 252 HP / 148 SDef / 108 Spd
Calm nature (+SDef, -Atk)
- Overheat
- Roar
- Will-O-Wisp
- Substitute*

good luck with the team!
 
Hey, cool team. I've played around with dual sun/sand and I've picked up some pretty useful tips. First off, on Venasaur run Sunny Day over Growth. Sunny Day ensures that you can still pull off a sweep even if Tyranitar has been out. Without Growth you lose out on some significant power so I recommend using Solar Beam over Energy Ball. Since Venasaur is setting up his own sun, running Solar Beam is less risky. You have a pretty big Volcarona weakness. It sets up on Venasaur, Sub variants set up on Ninetales and if you don't play it right Volc could grab a boost on Skarmory (or just outright kill it). At the same time Magnezone is doing almost nothing for your team. Your team has no problems with the stuff Mag traps (Skarm, Ferro, Jirachi are all handled easily). So I recommend using Specially Deffensive Heatran Magnezone. Heatran gives you a solid check to Volcarona as well as a seconday check to Lati@s (you'll need it since you're running a less bulky Tyranitar set. You get stealth rock which will greatly help when squaring off againt Volcarona or Dragonite (who can both use your sun against you to get past their checks on your team). Heatran can also opperate in sand or sun by stalling with sandstorm damage or using a sun boosted Lava Plume.

Now for your Ninetales set. I'll just c&p this from another sun team I rated. Excadrill is banned so your Ninetales spread is pretty pointless. I recommend a Calm nature with a spread of 252 HP / 148 SDef / 108 Spd. This spread allows Tales to outspeed max speed Politoed and Breloom. Also swap Flamethrower for Overheat. Ninetales rarely gets the chance to attack twice and the extra power is nice sometimes when you need to revenge kill something. Finally, run Roar over Hypnosis. The accuracy just isn't worth it (especially when you have WoW) and Roar prevents Latias/Volcarona from setting up on you (it's also racks up Spikes/SR damage.

Heatran (F) @ Leftovers
Trait: Leftovers
EVs: 252 HP / 252 SDef / 4 Spd
- Lava Plume
- Toxic
- Hidden Power [Ice]
- Stealth Rock

Ninetales (F) @ Leftovers
Trait: Drought
EVs: 252 HP / 148 SDef / 108 Spd
Calm nature (+SDef, -Atk)
- Overheat
- Roar
- Will-O-Wisp
- Substitute*

good luck with the team!
Not quite sure about Heatran. It's not very cool when you look at the fact that Tyranitar, Ninetales and Infernape are already weak to water, only to face another problem in the form of Heatran, the only resister being Venusaur/Tangrowth. I agree on Ninetales though, I will test it out to see if Heatran works cool.
 
For any dual weather team, the most important thing is to pack pokemon who can hold their own in both weathers. For example, Ninetails gets taken out, and Latios comes in, now you're forced to send in Tyrantiar. Your Chlorophyll sweepers are now useless for the rest of the match. For this reason, Venusaur is not a very good choice at all. In the sand, it is a liability. Atm, your team is incredibly weak to water, and rain teams in general. I suggest replacing Venusaur with a Nasty Plot Celebi. Celebi is an absolute nightmare for most rain teams due to its water and electric resistances. It can keep itself healthy with a combination of Giga Drain and Natural Cure. It gets to keep the pseudo STAB HP Fire. Your team currently gets absolutely mauled by Terrakion and Conkeldurr as well. Carrying Psychic on Celebi should help mitigate this problem.

Celebi @ Life Orb
Natural Cure
Modest
220 Hp/ 252 SpA/ 36 Spe
- Nasty Plot
- Giga Drain
- Psychic
- Hidden Power Fire

This team is also currently extremely susceptible to fire moves, Celebi, Skarm, and Maggie get mauled, Ninetails and Infernape are frail. I suggest swapping Magnezone for a Choice Specs Hydreigon. Hydreigon may seem like an odd choice, but it can provide another fire resist without having to resort to Heatran, which would give you 4 water weaks. Hydreigon is an absolute monster in the sun with STAB Draco Meteor and pseudo STAB Fire Blast. It also provides you with another all important ground immunity. Dark Pulse lets you smack ghosts and Reuniclus, while Focus Blast is for Heatran and Tyrantar.

Hydreigon @ Choice Specs
Levitate
Modest
252 SpA/ 252 Spe/ 4 Hp
- Draco Meteor
- Fire Blast
- Focus Blast
- Dark Pulse

Lastly, I suggest swapping Tyranitar to a specially defensive variant. DDtar doesn't have enough bulk to repeated take Draco Meteors. Your team also lacks Stealth Rock support, which can help Infernape and Hydreigon grab many more OHKOs and 2HKOs. Crunch and Pursuit allow Tyranitar to put the Latii twins into a checkmate position. While the final move should be filled with Rock Slide for another STAB. Specially defensive variant can survive a Bug Buzz from Volcorona and bring it down with Rock Slide, whereas before, Volcorona could just 6-0 the team bar Infernape, who gets brought down due to low bulk anyways. Chople as always for Reuniclus.

Tyranitar @ Chople Berry
Sand Stream
Careful
252 Hp/ 252 SpD/ 4 Atk
- Stealth Rock
- Crunch
- Rock Slide
- Pursuit
 
For any dual weather team, the most important thing is to pack pokemon who can hold their own in both weathers. For example, Ninetails gets taken out, and Latios comes in, now you're forced to send in Tyrantiar. Your Chlorophyll sweepers are now useless for the rest of the match. For this reason, Venusaur is not a very good choice at all. In the sand, it is a liability. Atm, your team is incredibly weak to water, and rain teams in general. I suggest replacing Venusaur with a Nasty Plot Celebi. Celebi is an absolute nightmare for most rain teams due to its water and electric resistances. It can keep itself healthy with a combination of Giga Drain and Natural Cure. It gets to keep the pseudo STAB HP Fire. Your team currently gets absolutely mauled by Terrakion and Conkeldurr as well. Carrying Psychic on Celebi should help mitigate this problem.

Celebi @ Life Orb
Natural Cure
Modest
220 Hp/ 252 SpA/ 36 Spe
- Nasty Plot
- Giga Drain
- Psychic
- Hidden Power Fire

This team is also currently extremely susceptible to fire moves, Celebi, Skarm, and Maggie get mauled, Ninetails and Infernape are frail. I suggest swapping Magnezone for a Choice Specs Hydreigon. Hydreigon may seem like an odd choice, but it can provide another fire resist without having to resort to Heatran, which would give you 4 water weaks. Hydreigon is an absolute monster in the sun with STAB Draco Meteor and pseudo STAB Fire Blast. It also provides you with another all important ground immunity. Dark Pulse lets you smack ghosts and Reuniclus, while Focus Blast is for Heatran and Tyrantar.

Hydreigon @ Choice Specs
Levitate
Modest
252 SpA/ 252 Spe/ 4 Hp
- Draco Meteor
- Fire Blast
- Focus Blast
- Dark Pulse

Lastly, I suggest swapping Tyranitar to a specially defensive variant. DDtar doesn't have enough bulk to repeated take Draco Meteors. Your team also lacks Stealth Rock support, which can help Infernape and Hydreigon grab many more OHKOs and 2HKOs. Crunch and Pursuit allow Tyranitar to put the Latii twins into a checkmate position. While the final move should be filled with Rock Slide for another STAB. Specially defensive variant can survive a Bug Buzz from Volcorona and bring it down with Rock Slide, whereas before, Volcorona could just 6-0 the team bar Infernape, who gets brought down due to low bulk anyways. Chople as always for Reuniclus.

Tyranitar @ Chople Berry
Sand Stream
Careful
252 Hp/ 252 SpD/ 4 Atk
- Stealth Rock
- Crunch
- Rock Slide
- Pursuit

Celebi rocks and is definitely a cool addition. Hydreigon sucks major ass.
 
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