I hate weather (UU)

Hello everybody. This is a team based around attempting to counter weather affects as many of my other teams have been swept or outstalled by them. I'm not too sure if it is a good team, but that's what the RMT is for.

Team Building
I started with Clefable and Golduck. Clefable doesn't take damage from hail, completing nulling Stallrein's ability to outstall (it would still stall), as Clefable would never die. Golduck removes Stallrein's beloved hail's effects, so it heals half as much. Golduck resists Brine too, and common rain dance sweepers, bar Ludicolo, STAB. Golduck scares Sandstorm stall teams, completing removing their 1.5x special defense boost.
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I needed someone who could remove permanent weather, so I used Arcanine with Sunny Day. His Fire-typing isn't ideal for coming onto rock types, Walrein or rain dance sweepers however. And to solve that, a Tangrowth with Synthesis. Hits the types that scares Arcanine, as well as capitalizing on the Sunny Day. Its ability to wall and hit hard with its high attack is appreciated, as well as sleep powdering stallers.
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I needed a lead who could handle Hippowdon and Snover, so I decided to use a TrickScarf pokemon. This also helped against stall. I chose Rotom, who could come in on Clefable's weakness to Close Combat. Rotom also scares Uxie and Mesprit, and could Thunderbolt water type leads such as Qwilfish (whose Explosion does nothing), and Omastar.
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I chose Donphan as a Rapid Spinner, and is bulky enough to semi-stall. He also doesn't take damage from Sandstorm too.
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Rotom @ Choice Scarf
Ability: Levitate
EVs: 4 Spd/252 SpAtk/252 SpDef
Timid nature (+Spd,-Atk)
- Pain Split
- Shadow Ball
- Thunderbolt
- Trick
Rotom is a decent anti-lead, whose job is to trick-scarf set-up pokemon Hippowdon. It scares Uxie, Mesprit, and does enough damage to Cloyster and Omastar. I usually swap Rotom out around Turn 2, and it will come in later to trickscarf someone else. Has pain split to deal with bulkier pokemon, after trick scarfing them. He is specially defensive because I need a specially defensive pokemon aside from Clefable.

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Clefable (F) @ Flame/Toxic Orb
Ability: Magic Guard
EVs: 252 HP/4 Def/252 SpDef
Careful nature (+SpDef,-SpAtk)
- Double-Edge
- Heal Bell
- Trick
- Wish
I don't take recoil from double-edge, so everyone is going to cop 180 base power. I use trick to get leftovers off bulky pokemon, and give them toxic orb. Clefable uses heal bell to heal any pokemon on its team thats crippled, and wish to heal them. With Arcanine, Tangrowth and Donphan able to check physical attackers, Clefable is my specially defensive pokemon. It doesn't need to trick Flame Orb, as there's enough adequate ways to check pysical attackers, and because it reduces double-edges damage output.

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Golduck (M) @ Life Orb
Ability: Cloud Nine
EVs: 76 Def/232 Spd/200 SpAtk
Timid nature (+Spd,-Atk)
- Calm Mind
- Hidden Power (Grass)
- Ice Beam
- Surf

All of Golduck's moves, nature and ev spread is from Smogon. His role is simply to run into any weather condition, removing Cradily's 1.5x special defense boost, Ludicolo's double speed, Walrein's healing etc. Golduck boosts his stats on a predicted switch, or attacks. He is fast enough to outrun a 252spd neutral Arcanine, so Golduck can sweep. I don't know about having a life orb, but Golduck is quite frail anyway. His power was truly demonstrated, when, as the last pokemon left, he calm minds three times on a Registeel rest, then proceeds to sweep the Registeel and his 2 amigos.
 
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Arcanine (M) @ Life Orb
Ability: Intimidate
EVs: 252 Atk/252 Spd/4 SpDef
Adamant nature (+Atk,-SpAtk)
- ExtremeSpeed
- Flare Blitz
- Morning Sun
- Sunny Day
Typical Arcanine set with Intimidate, but with Sunny Day. Sunny Day boost Morning Sun, makes Water neutral effectiveness, and Flare Blitz more powerful, and more recoil! Usually I use him to scare someone, and Morning Sun, then switch to Tangrowth to handle the counter. On weather teams, I would use him after Golduck or Clefable has rendered one of Arcanine's threats useless.

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Tangrowth (M) @ Leftovers
Ability: Leaf Guard
EVs: 48 HP/252 Atk/208 Def
Impish nature (+Def,-SpAtk)
- Earthquake
- Power Whip
- Sleep Powder
- Synthesis
Tangrowth is awesome. Leaf Guard lets him absorb status, then get Arcanine to Sunny Day, curing Tangrowth of status when he jumps back in to whip them. The HP evs to get maximum leftovers number, but it could be better if i get max Synthesis 50% and 66%. Rest in Attack and Defence. I can sleep powder set up threats, like nasty plot houndoom. Earthquake for coverage, but maybe leech seed would be good.


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Donphan (M) @ Leftovers
Ability: Sturdy
EVs: 232 HP/24 Atk/252 Def
Adamant nature (+Atk,-SpAtk)
- Earthquake
- Ice Shard
- Rapid Spin
- Stone Edge

Donphan hasn't been pulling the weight I wished he could. Golduck is outstalling him. I rarely get a chance to Rapid Spin, because Donphan dies to early, or the threat is too imminent. Ice Shard is good, but not doing enough. The EVs are for maximum Leftovers. He walls alright, but Donphan is fast becoming a dead weight.
 
 
Changes I am considering:
Switching Rotom and Donphan out of this team for someone else.
A different weather changer, as Arcanine doesn't have the bulkiness or the opportunity to change it.
Arcanine's ability, Flash Fire or Intimidate, and his hold item.
Tangrowth having Leech Seed or Earthquake
Having a different Fire of my F/W/G core, Houndoom? Moltres?
Clefable's moveset?
Not having a rapid spinner?
 
 
I havn't found many weather stall teams on Pokelab, so I don't know if enough testing was done and this is my first RMT.
 
Threat List

Red is major threat
Orange is minor threat with no immediate counter
Green is minor threat, but with a counter

Absol - Arcanine to intimidate Sunny Day, Tangrowth
Aggron - Golduck
Alakazam - Trick scarf screws my team over (unless Rotom), sweepers screws us over, but lead is not as threatening
Altaria - Golduck
Ambipom - Leads run away or pursuit against Rotom.
Arcanine - Arcanine to intimidate
Azumarill - Tangrowth, if it has ice punch, switch to Arcanine.
Blastoise - Rotom
Blaziken - Arcanine to intimidate
Chansey - Tangrowth or Clefable, Arcanine can't Flare Blitz because of recoil
Claydol - Golduck, Tangrowth, even Rotom.
Clefable - My Clefable can usually give it a run, but it depends on the set.
Cloyster - Golduck, or Rotom if explosion
Donphan - Tangrowth or Golduck
Drapion - Arcanine to intimidate, Tangrowth
Dugtrio - Golduck
Exeggutor - Arcanine
Feraligatr - Rotom
Hariyama - Arcanine to intimidate, Golduck, Tangrowth if no Ice Punch
Heracross - If Choice Scarf then appropriate counter, if not Arcanine intimidate
Hitmonlee - Rotom, Arcanine to intimidate
Hitmontop - Rotom, Arcanine to intimidate
Houndoom - Arcanine, Donphan, Golduck, depends on set
Kabutops - Golduck, or Tangrowth
Kangaskhan - Tangrowth or Donphan
Lanturn - Clefable, Trickscarf, but has to Boltbeam + Surf is hard to defend against
Leafeon - Arcanine
Ludicolo - Golduck, Tangrowth.
Mesprit - Shadow Ball Rotom
Milotic - Tangrowth, Clefable to absorb Toxic, Trickscarf
Miltank - TrickOrb, or Arcanine, or Tangrowth
Mismagius - No real counters
Moltres - Donphan, Golduck
Nidoking - Donphan, Golduck
Omastar - Golduck, Tangrowth
Primeape - Trick Orb, or Arcanine to intimidate
Qwilfish - Rotom
Registeel - Arcanine, and when it rests, CM Golduck
Rhyperior - Golduck
Rotom - Rotom, Clefable and Donphan
Sceptile - TrickOrb, Arcanine
Scyther - Arcanine, Donphan, Rotom
Slowbro - Tangrowth, Clefable, Trickscarf
Spiritomb - Trickscarf, Trickorb,
Steelix - Arcanine, CM Golduck
Swellow - Rotom, Donphan
Tangrowth - Arcanine
Torterra - Arcanine, Tangrowth
Toxicroak - Arcanine
Ursaring - Rotom,
Uxie - Shadow Ball Rotom
Venusaur - Arcanine, Donphan to Ice Shard, Clefable if Special Offensive
Weezing - Trick Scarf (Hope no Black Sludge), Trick Orb, Arcanine
 
If you have a MIsmagius weakness i suggest Spec tile. That thing is beastly. It can OHKO milotic with Leaf Storm. Its pretty standard so heres the set

252 sp.atl, 252 spe
nature: modest/ jolly
~leaf storm
~hp ice
~focus blast
~energy ball
 
If your thinking about replacing motoR *read backwards* *nudge,nudge* *wink,wink* use a spiritomb because runnning a Special Defence tomb with pursuit + sucker pawnch kills missy the set i use is coming soon
 
Spiritomb (M) @ Leftovers
Ability: Pressure
EVs: 120 HP/168 Atk/220 SpDef
Careful nature (+SpDef,-SpAtk)
- Pain Split
- Pursuit
- Sucker Punch
- Will-O-Wisp

This is the tomb set i mentioned above ^
 
thanks for the sceptile suggestion irkkk, but i dont really like Specstile, i like subseed more, but Tangrowth is more suited to my team, I think?

DFrog, i'll try Tomb, but i dont know wat lead i should try instead
 
Your Clefable's strategy is a bit odd...
When using Trick to get rid of an Orb, you mine as well replace Trick with the Orb's Status move, in this case Toxic, and give Clefable leftovers. This allows Clefable to status more than one Pokémon.
From experience - Seismic Toss is waayyyyy > Double Edge on every level. It is a 3-4 hit kill on almost everything (exceptions being things like Tangrowth, Chansey, Kagnaskhan etc...), while Double Edge at best is around a three hit kill for things like Manectric with no Attack EVs while Seismic Toss is also a 3HKO. You mine as well use Seismic Toss to get the same easy KOs as well as the hard ones on things such as Registeel who Double Edge does laughable damage to.

Softboiled over Wish. Clefable does not have Protect in its moveset and you will constantly find yourself in situations where you need instant recovery. Also, Rotom, Arcanine, and Tangrowth all have recovery moves of their own.

You really should have SR somewhere on this team... Replace Stone Edge on Donphan for Stealth Rock because it really helps with hail teams and every team, really.
 
As you can probably tell from my sig, Gardevoir is godly at stopping weather in UU, at least in Gen 4. She can outspeed most rain sweepers thanks to Trace, OHKO them with Life Orb Energy Ball or Psychic, and she even does well against Sun teams thanks to Signal Beam OHKOing Exeggutor and Shiftry, and dealing massive damage to Tangrowth and Leafeon. She also has more use than Golduck in game, with Trace giving her a lot of switching opportunities, a base 125 SpA stat giving excellent power, and a myriad of support options. I'm not sure about the type synergy she has with the rest of your team, though.
 
You could consider a Skuntank to replace Donphan if you feel he isn't pulling his weight. He's a cure-all for Alakazam and Mismagius, while also serving as a good check to Venusaur thanks to resisting both of its STABs and outspeeding it if you run max Speed. Skuntank also gives you priority in Sucker Punch. Unfortunately, you now have another Ground weakness.

A set of:
move 1: Sucker Punch
move 2: Pursuit
move 3: Explosion
move 4: Taunt / Poison Jab
item: Life Orb
nature: Adamant / Jolly
ability: Aftermath
evs: 252 Atk / 4 SpD / 252 Spe

This is what I was thinking. The EVs are open to change, and are probably not the most efficient, but the moves are pretty basic. Doesn't really help with your Heracross weakness either, but I feel he's better than Donphan at at least getting priority in and then leaving a nasty surprise with Aftermath.
 
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