Inclement Weather: Duel of the Weathers.

Inclement Weather:

Update:
So it seems that Hail and Rain work together like a charm. I had no difficulties changing the tides between Rain and Hail, and I completely dominated the weather war. With only one weather setter on most opposing teams, it's difficult for them to keep their weather up, and cripples their strategy. The spinner helped like a charm, and I was able to keep the Rocks up on my opponent. They were stuck tolerating Hail and Rain dance, because there was nothing they could do to stop my two setters. However, there was a few problems that almost had my team destroyed. First, having 2 slots designated for a spinner and a SR setter was turn consuming to say the least. I had to spin with my Tentacruel, then switch to my Bronzong to set up SR. I'd rather have one Pokemon designate the role instead. Also, I need another revenge killer on my team. I will be building Revision 2.1, so I can fix these issues.

First, a changelog:

- Replaced Sun Support with Hail Support to prevent the type halving issue

- Added Tentacruel in place of Gyrados for much needed spinner support / Fighting resist

- Added Bronzong in place of Jirachi for much needed SR support and with Defensive EV's for Fighting resist

- Extremespeed on Dragonite. Replaced Fire Punch with Blizzard for support in Hail

- Choice Scarfed Politoed, and replacing Hypnosis with Perish Song

- Replaced Volcarona with Choice Scarf Kyurem for Hail Support

Thanks to Ganj4lf and Eranu's help, I was able to see the flaws of my original design, and have created this new revision in order to fix the flaws that were detrimental to Revision 1.0. First, I made the decision to get rid of Sun altogether and add Hail (Remember, I am trying to make a team that can utilize two weather conditions. So please take that in mind as my main goal). The problem that was present in my original Sun / Rain idea was that Sun and Rain didn't go together like Peanut Butter and Jelly, but instead clashed together because each Weather Condition would weaken the opposing type's attacks, and vise versa. But Hail and Rain won't weaken any attack type that I frequently return to on my team, so that's a plus. As I go through this team, I want to be able to explain my decisions as I go along.

The Team 2.0:

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Politoed @ Choice Scarf
Ability: Drizzle
EVs: 252 SpA / 252 Spe / 4 HP
Nature: Timid (+Spe, -Atk)
- Hydro Pump
- Ice Beam
- Focus Blast
- Perish Song

As suggested to me, Politoed is now Scarfed and has a bigger emphasis on speed. This will allow me to get some revenge killing in with him, as well as get a Perish Song in to prevent boosters and sweepers. It's pretty much the same Politoed as in Revision 1.0, but with an emphasis on speed this time.

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Abomasnow @ Expert Belt
Ability: Snow Warning
EVs: 252 Atk / 144 SpA / 112 Spe
Nature: Lonely (+Atk, -Def)
- Wood Hammer
- Blizzard
- Ice Shard
- Hidden Power Fire

One of the biggest changes in Revision 2.0 of my team, Abomasnow is the replacement for Ninetales, offering my team some Hail support instead. So why did I make this decision exactly? I wanted to make a dual weather team, but Sun just wasn't cutting it for me. So I either had to choose Sandstorm or Hail, so I went with Hail. Because Hail doesn't have as much support as other weather conditions do, people don't use hail as often as they would for the three other weather conditions, making it a good anti-meta tactic for when I'm pressured by Rain Teams who will take advantage of the Rain I set up. Another thing I noticed was that Blizzards can rip through Sandstorm teams really well, as well as all the Dragons roaming around these days.

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Tentacruel @ Black Sludge
Ability: Rain Dish
EVs: 252 HP / 240 Def / 16 Spe
Nature: Timid (+Spe, -Atk)
- Toxic
- Rapid Spin
- Scald
- Substitute

I had considered Eranu's Donphan first, but I knew that with the new revision of Hail on my team, that Donphan would get destroyed much easier, so I opted to use Ganj4lf's suggestions instead because they are able to resist the 2 main weaknesses of my sweepers; Fighting Types and Stealth Rocks. Tentacruel is the Spinner on my team, allowing him to counter and stall Fighting Types as well with a ToxicSub combo.

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Bronzong @ Leftovers
Ability:: Levitate
EVs: 252 HP / 252 Def / 4 SpD
IVs: 0 Spe
Relaxed nature (+Def, -Spe)
- Stealth Rock
- Gyro Ball
- Psyshock
- Earthquake

Bronzong is the SR setter on my team. Bronzong makes for a great defensive wall, and under Rain Dance, his fire weakness is eliminated. Bronzong can counter opposing Ice types with Gyro Ball and opposing Fire Types with Earthquake. I chose Psychock instead of Hidden Power Ice because I wanted better coverage against Fighting Types. Overall, SR is the main meat of Bronzong.

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Dragonite @ Life Orb
Ability: Multiscale
EVs: 76 Atk / 252 SpA / 180 Spe
Nature: Mild (+SpA, -Def)
- Hurricane
- Thunder
- Blizzard / Aqua Tail
- Extremespeed

Dragonite is really adaptable to Rain. Not only that, but he also has access to Blizzard for a guaranteed hit under Hail. While it may seem odd to throw Dragonite under hail, due to him having a 4x weakness to Ice, it's not as odd of an option as it may seem. One thing to understand is that Ice Type moves don't get boosted under Hail; Blizzard gets perfect accuracy, and that's it. Most teams generally don't run Blizzard anyway, so it's not too big of a factor. The residual damage of hail won't hinder Multiscale, because Dragonite generally already takes a hit before hail even comes into effect. If adding Dragonite into Hail is a bad option, then I could simply run Aqua Tail instead. Extremespeed is my last move, as suggested. I can revenge kill with it if I need to.

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Kyurem @ Choice Scarf
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Nature: Jolly (+Spe, -SpA)
- Blizzard
- Draco Meteor
- Earth Power
- Focus Blast

Kyurem is the whole reason Hail works in the first place. Being an incredible revenge killer under Choice Scarf, Kyurem can change the tide of a battle between Sandstorm teams and Dragons. His moveset should be able to explain it all. He's a special sweeper under Hail, and a very good one.


Some people may still be wondering why I added Hail onto Rain. Aside from the fact that I'm trying to make a dual weather team, Hail puts an anti-meta twist on a defensive styled Rain team, so that opposing Rain teams can't take advantage of my setup. When I had added Sun, it backfired against me, making many of my moves useless. Fortunately, Hail won't backfire against me the same way the Sun did. I hope these revisions fixed my problems. If not, then feel free to comment on whatever you think should be added to my team. But remember, Dual Weather Conditions.


Older Revisions:

BOOM! Best title ever! No seriously, this has been the longest two weeks of my life. But I'm finally here once again, able to waste your time with another unique team I have whipped up. I spent these two weeks searching through the great depths of the metagame, looking for an idea that would allow me to create an original and effective team. And I know what you're thinking; how could somebody such as myself come up with an original effective idea for a team? That is because it is my purpose in the metagame; to find original ideas to advance the metagame forward. I'm not one to complain, but my analysis seems to show that most teams that pop up in OU RMT have been done numerous times. Rain, Sun, Standard, etc. But people keep making the same things over and over again because they are effective and don't require taking as much risk because the template is lined out for them already. There are slight variations, but mostly have the same aim, goal, and purpose. I want to be able to see the metagame pushed forward with concepts that haven't been implemented before, and it would be nice to see more people take risks when building their team; to go off the template and do something new for a change. Fortunately, I am going to try just that. With, this...

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...wait what?! I think we're missing somebody here. And indeed we are! Take a look in the box below, but this addition might shock you if you aren't careful. Two words; be prepared.

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The hide function isn't working... so... ooooh itsss a boxxxxx! And youuuu can't see it unless you click the show button that's supposed to be there but isn't because it doesn't work for some reason. Oooohhh, scaryyyyyy! ..... o.o


IMPOSSIBRU! One might say. How can those two Pokemon even go together? They are for entirely different purposes. How do you expect to make a team out of two Pokemon that would naturally counter each other? Simple; creativity. These two forces will be joining together to create a team of epic proportions. Their skills will completely dominate weather and create a sense of unpredictability for the team like no other. They will join forces with many other Pokemon who can understand the art of not just sun or rain, but Inclement Weather.


The Team:

So as you may have guessed, due to your fabulous intuition, this team is about taking advantage of both Sun and Rain to secure weather advantage over other teams. Not just that, but my team is able to adapt to both Sun and Rain conditions, in the case that the opposing team somehow wins the weather wars. Having both Sun and Rain on my team allows me to select the weather that will be best suited for the opposing team, and secure my type advantage over that team. If a certain type is an issue, then I can easily switch the tide of the weather at ease.

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Politoed @ Leftovers
Ability: Drizzle
EVs: 252 HP / 252 SpA / 4 Spe
Nature: Modest (+SpA, -Atk)
- Hydro Pump
- Ice Beam
- Focus Blast
- Hypnosis

No need to act surprised. This is the standard set for Drizzle Politoed that can take advantage of Rain and provide coverage. Hypnosis puts annoying ass Spikes leads and switch-ins to sleep. Nothing else to say here; his role should be pretty clear.

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Ninetales @ Leftovers
Ability: Drought
EVs: 136 HP / 252 SpA / 120 Spe
Nature: Modest (+SpA, -Atk)
- Sunny Day
- Solar Beam
- Fire Blast
- Will-O-Wisp

Ninetales' role should be pretty clear as well, but there's one odd thing you may notice about it; Sunny Day. Some may ask, "Why would you put Sunny Day on a Ninetales when it can already summon permanent Sun?". However, there is one thing you're forgetting; Ninetales loses the weather wars to every other weather inducer in the game. Sunny Day is a surprising twist that surprises Politoed in his nastry tracks, and can secure Ninetales' ability to set up the Sun. Again, Ninetales' role should be pretty clear.

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Volcarona @ Life Orb
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Nature: Timid (+Spe, -Atk)
- Quiver Dance
- Bug Buzz
- Hurricane
- Fire Blast

This guy is the entire reason I decided to build this team in the first place. This is the incredibly popular "Drizzle Volcarona" set. By looking at his moveset, you'll notice one thing off the bat. Volcarona works in both Rain and Sun. Hurricane gets 100% accuracy in Rain and Fire Blast gets a 50% damage boost in Sun. Quiver Dance offers boosting potential and Bug Buzz gives Volcarona a Bug-Type STAB.

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Dragonite @ Life Orb
Ability: Multiscale
EVs: 76 Atk / 252 SpA / 180 Spe
Nature: Mild (+SpA, -Def)
- Hurricane
- Fire Punch
- Thunder
- Aqua Tail / Extremespeed / Ice Punch / Ice Beam / Outrage

Dragonite is the second Pokemon to offer options in both Rain and Sun. Hurricane and Thunder work well in Rain and Fire Bunch gets a 50% damage boost in the Sun. The last slot has a ton of move suggestions, and this is because I am unsure of which one I should have in place. Aqua Tail gives Dragonite that Watery-Type attack in Rain, Extremespeed gives it a priority attack, but my team also needs Ice support, which is why I had put Ice Beam / Ice Punch in the slot, and Outrage could counter Dragons as well, but with a STAB boost.

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Jirachi @ Expert Belt
Ability: Serene Grace
EVs: 152 Atk / 204 SpA / 152 Spe
Nature: Naive (+Spe, -SpD)
- Thunder
- Water Pulse
- Fire Punch
- Iron Head / Energy Ball / Wish

Jirachi is the third Pokemon that can take advantage of both Rain and Sun. Thunder and Water Pulse work devilishly well together, combined with Serene Grace, that will most likely force your opponent to switch. Fire Punch offers a 50% damage boost in Sun, allowing it to counter annoying Grass-Types. Iron Head was going to be my final option, but then I realized that I needed Grass support on my team to get rid of Gastroden, so I decided to consider Energy Ball. Wish is another option, though I'm not sure if my team will need Wish support.

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Gyrados @ Life Orb
Ability: Moxie
EVs: 252 Atk / 4 Def / 252 Spe
Nature: Jolly (+Spe, -SpA)
- Dragon Dance
- Waterfall
- Stone Edge
- Earthquake

So he can't take advantage of both Rain and Sun, but he checks Landorus and other threats in Sandstorm teams, which is what my team needs. Stone Edge can take out Landorus as well as Waterfall, and Earthquake gets rid of Steel counters and Venasaur. Dragon Dance is the standard boosting move for Gyrados.


There is some more type coverage my team needs, but I just can't think of it off the top of my head. I picked the best Pokemon that could adapt to both Rain and Sun that I could think of. If you have any better suggestions for Pokemon or movesets, feel free to let me know (that's why I posted this in the first place).

 
Okay, there's one BIG problem in your team. You're horrendously weak to Stealth Rock, having one x4 weakness to Rock and 3 x2 weaknesses, while not having a Taunt user / Spinner / Magic Bouncer / whatever that can help against that. You also lack revenge killers, don't carry priority or Scarf users, and are generally weak to Water attack spam anyway, since after your Ninetales goes down (not that hard against a Specs Keldeo) your only resistances will be crippled anyway thanks to Hydro Pump's huge power under Rain (or just via coverage moves). Also, you lack SR. I'd suggest you to think if your implementation of dual weather is really beneficial for your team is it hampers it more than it helps, but I won't do that myself; instead, I'll try to suggest small changes to make your team more efficient without altering your strategy.

Now, first of all, I'd get rid of that Gyarados and use Tentacruel instead. LO Gyarados is extremely weak to residual damage, and doesn't work well in Sun; not only, but it's stopped cold by relatively common things, for example Specially Devensive Rotom-W is not OHKO'd by +1 Stone Edge and will Volt Switch to defeat Gyarados easily. Tentacruel can provide MUCH needed Spin support, can abuse Rain very well thanks to its SubToxic set, and can help against Keldeo, which otherwise looks troubling.

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Tentacruel @ Black Sludge | Rain Dish
Timid | 252 HP / 240 Def / 16 Spe
- Scald
- Toxic
- Substitute
- Rapid Spin

At this point you seem quite weak to Ground moves, since Tentacruel just introduces another weakness on top of Jirachi's and Ninetale's ones. I'd suggest running Bronzong instead of Jirachi. Zong is an awesome mixed wall that can act as a handy pivot for your team. It brings another immunity to Ground to the table, and its only weakness, Fire, is removed in Rain and perfectly covered by many others in Sun (Tentacruel, but also Tales and your Dragon). Bronzong also brings the much needed SR to the table, that somves a huge number of issues with Sash users / Multiscale / opposing Volcaronas, and so on. It also stops Tornadus-T that could be very dangerous for your team otherwise.

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Bronzong @ Leftovers | Levitate
252 HP / EVs and nature are up to you (Specially Defensive or Physically Defensive) | 2 Spe IVs
- Stealth Rock
- Gyro Ball
- Hidden Power Ice
- Earthquake

Now, to solve your lack of revenge killers. I'd use ExtremeSpeed on Dragonite, to get some form of priority, and slap a Scarf on your Politoed, maybe changing Hypnosis with something else (Perish Song? Although I must admit that a Scarf Hypnosis is an interesting idea somehow) and obviousy running 252 SpA / 252 Spe / 4 something Timid. Also, Sunny Day Tales seems redundant when you have another weather starter to back it up. You could opt for another kind of set, although I don't really see a need for this; it was just a random suggestion for you to think about.

Hope it was useful somewhat. Good luck.
 
Hey,

The reason Sun and Rain dual teams are so uncommon, is because they harm one another. Sun halves water moves and vice versa. Now, the biggest problem of this team is the lack of hazards and the weakness to hazards. Strong rock moves are therefore a problem too, so pokes like Terrakion can be troublesome. These three problems can be solved by replacing Gyarados with Donphan. Donphan can lay down Stealth Rocks, spin away hazards and check Terrakion. I suggest a somewhat offense ev spread : 192 HP / 252 Atk / 64 Def. This way Ice Shard will do 62% - 73% which will make Landorus an easy kill with double priority.

Next up, Rotom-w can Volt Switch on you all day. Rain offense can be a problem too since Jirachi, with the set it has right now, can easily be worn down. Therefore I suggest you change Jirachi's set to a somewhat unstandard Wish Calm Mind one. Since you run sun too, a set with Water Pulse and Thunder doesn't look right. You don't really need Fire Punch either since Grass types are easily dealt with by your combination of Volcarona + Dragonite. A bulky set with Thunderbolt/Psyshock/Wish/Calm Mid looks best. This way you can take Volt Switches and heal up with Wish making it harder for your opponent to ake out your Jirachi. Neither of the moves it then has are weather dependent, which makes utilizing it easier.

On Dragonite, pick Extremespeed in your last slot. Your lack of a revenge killer can be somewhat compensated by running double priority. as for Jirachi, I posted a set below showing you how I think it would be most efficient.

Lastly, I want to ask you if you really want to use dual weather. Most of your sets are rain based, seeing as you carry Hurricane on both Dragonite and Volcarona. Nothing on your team really profits from apart from your fire moves becoming stronger. Ninetales' slot could be used more efficiently, but it would destroy the purpose of the team. If you do, you want it to be something that can take water hits and can get rid of things like Chansey, something like Keldeo for example.

~Sets:

Donphan (F) @ Leftovers
Trait: Sturdy
EVs: 192 HP / 252 Atk / 64 Def
Adamant Nature (+Atk, -SAtk)
- Ice Shard
- Earthquake
- Stealth Rock
- Rapid Spin

Jirachi @ Leftovers
Trait: Serene Grace
EVs: 252 HP / 4 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Wish
- Calm Mind
- Psyshock
- Thunderbolt
 
Thank you two for the advice. I think one of the biggest problems in building this style of dual weather team is exactly as pointed out; Sun weakens Water-Type attacks and vice versa. It ends up backfiring and making my team less adaptable due to the weakening. As pointed out, my team gives opposing Rotom-W's an advantage over me, as well as rain abusers. The whole purpose I had built this team was to make an adaptable weather team. Still, I don't think dual weather teams are impossible; I think it was just a bad pick on my part, due to the unfortunate side effect of weakening Fire-Type attacks in Rain and vice versa. Something like Rain and Hail won't weaken each other, and with all the defensive support that's been recommended to me, the residual damage from Hail won't be that bad. I like the rain element on my team, but I want to still keep the dual weather team element. I think hail might be a good option, because then my team will be able to utilize both Blizzard and Thunder. I'm going to take the suggestions that have been handed to me in account to create a revision to my team. Thanks for the help again.

EDIT:
My new team revision is up. Tell me what you guys think about it.
 
Hey there, I like the idea you have with your team. Hail and Rain have pokemon that have great synergy with both types of weather like your Tentacruel and Kyurem-B to an extent.

One problem I see with your team is your weakness to Stealth Rock. You may have Tentacruel but you are pressured to go into it to Rapid Spin, which gives your opponent a free turn to do whatever if you decide to spin. And if you're unable to spin, your opponent doesnt need a lot of offense to take on your pokemon.

I suggest you replace Dragonite altogether with an Offensive Latias. You have a good matchup against sand as everything on your team can handle Tyranitar pretty efficiently. It doesnt get many opportunities to switch in without taking some significant damage. Latias gives you another pokemon that can handle sun, has good offensive synergy with Kyurem, and has enough bulk to take some hits if necessary.

However to make your matchup with sun even better, I would make Politoed a more defensive variant with leftovers so that you're slower than ninetales. You want to be slower so that you get up your weather last on a double down or if you both lead with your weather. you already have enough speed on your team with Scarf kyurem and latias. you don't need your weather starter to sacrifice survivability for that.

TL;DR
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->
380MS.png

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Scarf -> Leftovers
Latios (M) @ Life Orb Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Draco Meteor
- Surf

- Psyshock
- Recover
Politoed (M) @ Leftovers Trait: Drizzle
EVs: 252 HP / 240 SDef / 16 Spd
Calm Nature (+SDef, -Atk)
- Scald
- Encore
- Perish Song
- Ice Beam


You can definitely change around the spread, I'm not sure of what type of politoed would fit your playstyle. You could even go max hp max special attack to deal some decent damage to threats under Rain.
 
Hey there, I like the idea you have with your team. Hail and Rain have pokemon that have great synergy with both types of weather like your Tentacruel and Kyurem-B to an extent.

One problem I see with your team is your weakness to Stealth Rock. You may have Tentacruel but you are pressured to go into it to Rapid Spin, which gives your opponent a free turn to do whatever if you decide to spin. And if you're unable to spin, your opponent doesnt need a lot of offense to take on your pokemon.

I suggest you replace Dragonite altogether with an Offensive Latias. You have a good matchup against sand as everything on your team can handle Tyranitar pretty efficiently. It doesnt get many opportunities to switch in without taking some significant damage. Latias gives you another pokemon that can handle sun, has good offensive synergy with Kyurem, and has enough bulk to take some hits if necessary.

However to make your matchup with sun even better, I would make Politoed a more defensive variant with leftovers so that you're slower than ninetales. You want to be slower so that you get up your weather last on a double down or if you both lead with your weather. you already have enough speed on your team with Scarf kyurem and latias. you don't need your weather starter to sacrifice survivability for that.

TL;DR
149MS.png
->
380MS.png

186MS.png
Scarf -> Leftovers
Latios (M) @ Life Orb Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Draco Meteor
- Surf

- Psyshock
- Recover
Politoed (M) @ Leftovers Trait: Drizzle
EVs: 252 HP / 240 SDef / 16 Spd
Calm Nature (+SDef, -Atk)
- Scald
- Encore
- Perish Song
- Ice Beam


You can definitely change around the spread, I'm not sure of what type of politoed would fit your playstyle. You could even go max hp max special attack to deal some decent damage to threats under Rain.

Thanks for the advice! Before I make some decisions, I want to be able to tell you how I've been doing with my Revision 2.1 so far. So far, I've versed Sun Teams, Sandstorm Teams, Specially Defensive Teams, and many Standard Teams, and have successfully beaten them all. Just as I had predicted, the combination of Rain and Hail would set the opponent off. Most people will assume I'll lead with a Politoed, but then I surprise them by leading with Abomasnow instead and hitting them with a STAB super effective Blizzard thanks to the Scarf revision I made in my revision 2.1. I understand the idea of having lower speed, but I have two weather inducers on my team, and thanks to the rule that team preview has to be on, I generally know what's coming my way and how to accommodate to it. You'll still be asking, why Choice Scarf? Well, I can't count how many times I've revenge killed a player who was expecting a slow Politoed, and then gets hit with a boosted Hydro Pump and gets 0TK'ed. The problem I see with Latias is that I will lose two moves that have served me wonders on my team; Hurricane and Thunder. I have yet to find an opponent who could stop the Hurricane / Thunder / Aqua Tail combo as soon as I get it out. Also, Latias doesn't have a reliable priority move. My team would have gotten swept by a Shell Smash Cloyster if I didn't have Extremespeed on my team. Steath Rock is incredibly annoying, but I haven't had too many issues with it so far, due to how fast my team is. My addition of Forretress was good because he can not only Rapid Spin, but I usually get SR and 3 layers of Spikes while he's out. And nobody ever expects me to revenge kill them with a Weather Ball Raikou either. I'll consider these additions, though I feel my team is pretty stable right now. But if it starts to become unstable, then I'll take these considerations :P

Edit: I think I'll take the Latias now xD I need something specially defensive, and I think Latias will serve that purpose.

Edit Edit: The Latias helped! Thanks!
 
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