SS OU Double Weather Specs Zard

Hello, haven't played much since February. I love Zard, and it has been really cool seeing him roast stuff on sun teams. But ever since Zard got hurricane, using him alongside Pelipper has been really fun, Hurricane spam really shreds teams with Mage gone. Despite how fun spamming hurricane is, I suck at team building, the double weather is super gimmicky, and sometimes it hurts the team but most of the time it's pretty irrelevant as long as I keep PPer around. Would appreciate any and all ideas on how to tweak the team to make it more consistent, bc as it's now it super matchup reliable.



The team:

vp/ - Pokémon » Thread #40492539

Charizard @ Choice Specs
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hurricane
- Weather Ball
- Flamethrower
- Focus Blast​


So as I said before I decided to build around Hurricane spam. Zard is a great breaker, not much can switch into it, it really catches people off guard, for example, it 2hkos physically defensive Pex ( 252 SpA Choice Specs Charizard Hurricane vs. 252 HP / 4 SpD Toxapex: 175-207 (57.5 - 68%) -- guaranteed 2HKO ). Also, it is a good switch into Rillaboom (unless it knocks off). I mainly click Hurricane or Weather ball, flamethrower is there as STAB and Focus Blasts there to tickle Blissey a bit. I've thought about using boots since Zard requires so much maintenance, but specs hurricane is kind of the point of the team. But I felt I had limited options while building this team.



Pelipper by black-nikora on DeviantArt


Pelipper @ Choice Specs
Ability: Drizzle
EVs: 84 HP / 172 SpA / 252 Spe
Modest Nature
- Hurricane
- Weather Ball
- U-turn
- Defog​

Specs Pper is really funny too. As you have probably noticed it has a weird spread. The 84 HP EVs allow PPer to always live an +6 aqua jet in rain and kill Azu.
( +6 252+ Atk Huge Power Azumarill Aqua Jet vs. 84 HP / 0 Def Pelipper in Rain: 238-281 (84.3 - 99.6%) -- guaranteed 2HKO ). OFC Preserving PPer's health becomes critical since Azu is such a scary mon, which can be annoying for me. The speed was lower, it was enough to outspeed 4ev 85 base mons (Kommo-o), but since getting blown back by Crawdaunt I made it 229. I've toyed with the idea of Scarf (to shred unexpecting Shifus), but it's just too slow and weaker than I'd like. Funny thing is this thing kills more mons than Zard.


El pokémon Hatterene se ha convertido en un extraño icono sexual en Internet

(For all that's holy do not look up Hatterene Art in google, jesus christ lmao)
Hatterene (F) @ Leftovers
Ability: Magic Bounce
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Nuzzle or Mystical Fire?
- Draining Kiss
- Psychic
- Calm Mind


"If I'm not running boots on Zard, I'll need magic bounce" That pretty much sums up this addition to the team. I've tried mystical fire over nuzzle, but with mage gone nuzzle seems more practical. Hat is a lot tankier than it leads on, it comes in on phat mons, setting up or nuzzling on the switch. Teleport does annoy this mon but people that spam teleport are pretty predictable and hard switching works fine. Here is the thing with the team, Zeraora is a nightmare, and Hat can take it on as long as it's healthy. ( 252 Atk Zeraora Plasma Fists vs. 252 HP / 252+ Def Hatterene: 109-130 (34.2 - 40.8%) -- 62.9% chance to 3HKO after Leftovers recovery ) (0 SpA Hatterene Psychic vs. 0 HP / 0 SpD Zeraora: 153-180 (48.2 - 56.7%) -- 88.3% chance to 2HKO ). Still, this is not by any means a reliable answer since Hat needs to switch into hazard setters that can chip at its health. It also deals with a lot of stall mons bc of magic bounce and having recovery, mystical fire tends to help shred stall teams.

Blissey lol - by silverdragon24 - PaigeeWorld


Blissey (F) @ Heavy-Duty Boots
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Teleport
- Soft-Boiled
- Toxic
- Seismic Toss​

Such a lame mon. But I don't like losing to Volc, that's it.
In all seriousness, Blissey facilitates putting on offensive pressure so much with teleport. It pretty much allows for my team to not get chipped so much, which as stated before is critical in some matchups. Giving PPer a free switch can just outright win a game. Having rain/any weather up for free is a real boon that this mon provides for any weather team. This is probably the MVP of the team when I have a tough matchup.

450


Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- Whirlwind/Toxic?
- Earthquake
- Slack Off​

Okay, this is probably the iffiest part of the team. I ran Kommo-o before, but Zeraora kept shredding the team. (It still does if its grass knot lol). I needed a rocker that could take hits and recover because the offensive members of my team had way too many roles and them taking even minimal chip damage could lose me the game. Losing Kommo-o actually made my team significantly weaker to CB Shifu, I run Toxic to chip away at it, but the occasional BU set becomes really threatening without whirlwind. Also although mostly useless this is pretty funny 252 SpA Choice Specs Charizard Weather Ball (100 BP Rock) vs. 248 HP / 44 SpD Mandibuzz in Sand: 288-340 (68 - 80.3%) -- guaranteed 2HKO. Here's what I've been thinking, with the advent of boots, is it 100% necessary to run a rocker? especially while having a Magic Bounce user in the team. I could replace Hippo with Amoongus or Tang. Would like some feedback from some better, more experienced SS OU players.



Excadrill pokemorph by ZinZoa on Newgrounds

Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Rapid Spin
- High Horsepower
- Iron Head​

And the other mon that I'm looking to change is drill. As you can see this team is pretty slow. Drill was my first idea on how to fix the issue, I ran a scarfed Shifu that did well enough, but that made my team pretty weak to fairies, relying on Zard and PPer to break them. Drill also is another hazard removal option, can't have too many when using Zard. But with Mage and Ace gone, this core is fairly weaker than before. I'm probably looking for a speed control mon here, but at the same time, id rather not have Hat and specs Pper be my hazard removers since in some matchups they need to be as healthy as they can be.




Threats

Zeraora: Depending on the set this mon 6-0s me, counterplay includes praying it doesn't run grass knot and clicking x. I miss scarf dugtrio as skilless as it was :(

Pult: DD/Sub just beats me. Fast mons are just really annoying to this team. Blissey can act as a pivot after toxic if it's not sub. And get a switch into Hippo that can either slack off spam mixed with eq or whirlwind it to postpone the inevitable.

Kingdra: Big threat if blissey is weakened but as long as I can teleport into hippo and change the weather its manageable. This does make PPer a liability, which is pretty lame.

Crawdaunt: Comes in and picks one. Specs Pper tanks jet easily and OHKO's it, again have to play carefully with my rain since boosted daunt is not a cute thing

Clef: It does get 2hkod by Zard and PPer but para sucks.

Cloyster: Only lame people use Cloyster. An attack from Pper, Zard or Hat will KO it, if its sash sand finishes it off.


Most of all crits just lose the game most of the time bc this team is very finicky.


Conclusion: After evaluating this team it has many critical flaws, such as the lack of priority/speed control and frail mons. I've also used a support A-Ninetails with heal bell and encore with A-Sandslash with rapid spin and spikes, which is pretty funny and does make the team more offensive and bulkierish due to aurora veil, but it does not fix the main issues with the team (it worsens them lol). Ive not laddered too much with the team, low 1700s with one of my accounts and 1500s with the aurora veil version. Would really appreciate any ideas on how to make the team a bit more consistent. Thank you very much for reading all my ramblings. Amoongus and Scarf Shifu are the options I'm exploring, but if anyone has other ideas I'm eager to see them. :)


Importables:
Double Weather Specs Zard: https://pokepast.es/7884acd8e413ed3f
Veil version: https://pokepast.es/e4e3cae5341f40ba

 

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Interesting team using dual weather Charizard, but here is a modification I might try. I'm not sure if it is necessarily better, but it may help.


Major Changes
Noivern - #715 - Serebii.net Pokédex
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Charizard - #006 - Serebii.net Pokédex


QD Volcarona: 252 SpA Choice Specs Noivern Hurricane vs. +1 0 HP / 0 SpD Volcarona: 282-332 (90.6 - 106.7%) -- 43.8% chance to OHKO
Specs Magnezone: 252 SpA Choice Specs Noivern Heat Wave vs. 0 HP / 0 SpD Magnezone: 278-328 (98.9 - 116.7%) -- 93.8% chance to OHKO
Toxapex: 252 SpA Choice Specs Noivern Hurricane vs. 252 HP / 4 SpD Toxapex: 162-192 (53.2 - 63.1%) -- guaranteed 2HKO
Rotom-Heat: 252 SpA Choice Specs Noivern Draco Meteor vs. 248 HP / 0 SpD Rotom-Heat: 246-289 (81.1 - 95.3%) -- guaranteed 2HKO
Zeraora: 252 SpA Choice Specs Noivern Draco Meteor vs. 0 HP / 0 SpD Zeraora: 313-369 (98.7 - 116.4%) -- 87.5% chance to OHKO

Noivern @ Choice Specs
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hurricane
- Draco Meteor
- Heat Wave
- U-turn

This one is debatable, but I see Noivern as solid option. It only takes 25% from SR, is resistant to Aqua Jet, and is neutral to electric. It also has access to U-Turn, meaning it can gain momentum on defensive pivots. Hurricane will still 2HKO Toxapex, same as Charizard. It can also beat down Kingdra outside of rain. I think a huge reason for Noivern over Charizard is Volcarona. Noivern can come in on SR, take a +1 Psychic, and threaten to OHKO with Hurricane. Charizard dies immediately with SR up. Noivern might not be able to KO it, but it can still heavily dent it for Hippowdon to KO it and set up sand for Excadrill (Granted Volc doesn't have Giga Drain). Since Noivern is neutral to electric, it deals with the Rotom appliances much better, meaning Volt-Switch is no longer free, and neither is Nasty Plot. It also can very easily threaten Zeraora as it cannot OHKO with Plasma Fists, and is nuked by Draco Meteor. I don't think the base 379 speed will be needed as Dragapult will outrun it, but it does provide a more substantial form of speed control. I would run Heat Wave since the extra 5 base power over Flamethrower really helps pushing the rolls into your favor.

I chose Noivern because I wanted to keep a Specs Hurricane user, as it seems like that was a cornerstone of this team. Both Charizard and Noivern have their advantages/disadvantages, but I think Noivern is much lower maintenance and can fulfill a role similar to Chairzard.



Clefable (Pokémon GO) - Best Movesets, Counters, Evolutions and CP
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Pokemon Sword and Shield Hatterene | Locations, Moves, Weaknesses
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Clefable (Pokémon GO) - Best Movesets, Counters, Evolutions and CP
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Blissey (Pokémon GO) - Best Movesets, Counters, Evolutions and CP

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Moonblast
- Knock Off
- Flamethrower
- Soft-Boiled

Magic Bounce isn't quite as necessary with Noivern since SR aren't as big of an issue. I mean yeah 2 mons are still taking 25% on switch in, but it's more manageable than Charizard taking 50%. I do think a fairy type is necessary since Noivern will be pressured by Draco Meteor or Dragon Darts.

Clefable can replace both roles, but obviously not both mons. I would recommend a Physically Defensive variant of Clefable as Urshifu is currently terrorizing everyone. Knock off is very useful for removing recovery items as whenever Clefable comes in, people like to pivot Toxapex. Flamethrower is for Ferrothorn/Scizor. Soft Boiled is nice recovery. Something I really like about Clefable is that it is able to force out a lot of offensive threats with Moonblast. I'm really not sure which mon to replace with Clefable, but I do think it can replace either one.

If you want to keep Blissey, use T-Wave over Toxic as Hippowdon will use Toxic. I believe Toxic is more viable than Whirlwind.
If you want to keep Hatterene, use Nuzzle and Psyshock as Clefable and Noivern have fire type coverage. Psyshock > Psychic

Whatever mon you choose, paralysis will really help, especially if you paralyze a Dragapult/Scarf Hydreigon.
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Minor Changes
Hippowdon sprites gallery | Pokémon Database

Toxic > Whirlwind

I think Toxic is better because you can use Toxic on opposing walls, and set anything on a timer. Rocks are definitely necessary. Just because Boots are a thing that doesn't make rocks any less important. It is by far the best move in singles. Rocks can push plenty of rolls in your favor, and a HUGE thing people don't realize is how much information rocks give you. Is that Togekiss Scarf or Nasty Plot + Boots? Is that Life Orb or Boots Zeraora? Is that Pelipper Specs/Damp Rock, or Boots? The damage you get on mons using rocks can tell you a lot about their set even before they switch in. They may not win on their own, but my god do they really give you a fighting chance.

Pokemon is a game entirely based on making better predictions than your opponent, and to make good predictions you need as much information as possible. Rocks can really give you that slight edge over your opponent.

I actually love sand, so I'm biased. I think Sand Rush Excadrill can win games entirely on its' own, and can easily put massive holes into opposing teams. Iron Head really does help out Noivern as it is able blow away every fairy, and it completely negates Zeraora as a threat. It serves as a great late game sweeper once certain walls are taken care of.

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Alternatives
If you're looking to ditch Hippowdon and Excadrill, then maybe this can work.

Rotom sprites gallery | Pokémon Database
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Excadrill sprites gallery | Pokémon Database


Rotom-Wash @ Choice Scarf
Ability: Levitate
EVs: 252 HP / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Trick
- Defog

I think Scarf Rotom-Wash can be a good nuisance. The ability to trick and cripple most mons is helpful too. Hydro Pump works as a nice little bonus in the rain, and absolutely cleaves through Hippowdon. Defog is to add hazard removal since I know Excadrill was used, and can help give Pelipper some breathing room. Also, it allows you to run Ice Beam as Pelipper. Ice Beam really isn't useful as Weather Ball will be murdering every flying type in the meta, but it can be cool to potentially ice beam into a dragon type. Also, Rotom-Wash is not concerned about Crawdaunt or Cloyster.

Terrakion sprites gallery | Pokémon Database
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Hippowdon sprites gallery | Pokémon Database


Terrakion @ Focus Sash
Ability: Justified
EVs: 252 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Taunt
- Close Combat
- Stone Edge

I think Terrakion can work very well for this team. It provides Stealth Rocks, great STAB in Close Combat, and really nice early support with Taunt. Most importantly, its' speed allows it to out-speed Urshifu and OHKO with Close Combat. This mon is mainly for speed control and early rocks.

Krookodile sprites gallery | Pokémon Database
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Excadrill sprites gallery | Pokémon Database

Krookodile @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Earthquake
- Close Combat
- Stone Edge

I think Scarf Krookodile may also work. It provides very nice speed control while hitting very hard physically. The coverage here allows Krookodile to hit many mons super effectively in an effort to KO for Moxie boosts. Krook works very well at shutting down opposing Excadrill, Zeraora, and Urshifu. Krook can be a nice alternative to Rotom-Wash as a Scarfer as it provides some more physical power to the team, but you lose Defog/Trick Support.

Krookodile sprites gallery | Pokémon Database
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Hippowdon sprites gallery | Pokémon Database

Krookodile @ Chople Berry
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Taunt
- Knock Off
- Earthquake

Taunt+Rocks for early momentum. STAB Knock Off+EQ is no joke, and intimidate for crippling physical attackers. Chople Berry is here to help against Body Press and Close Combat. Replacing Taunt with Close Combat works as well, I see both as interchangeable.

The only issue I see with adding Krook and Terrak is Aqua Jet OHKOing these mons.


Overall I hope this helps. I know these changes aren't very concrete, and I didn't give one solid answer, but with this team I don't think there is. There are just too many options you can run with this team. I know the choices I gave were all from UU, but I like to look deeper in the list rather than just in OU.

EDIT: Slightly realized Scarf Urshifu is pretty similar if not just a better version of Scarf Krook.
 
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