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:
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 @ 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.
(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 (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.
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 @ 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.
The team:
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 @ 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.
(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 (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.

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 @ 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
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