While fighting yet another weather team, I entertained the thought of making a dual-weather team. First I thought of a Drought/Sand Steam team since I thought that the Sun would cover up some of the water weakness. However, it don't turn out so well so I scraped the entire thing and went with a Drizzle/Sand Stream team with a buttload more steels which has been working much better. I may return to a Drought/Sand Stream team sometime in the near future.
I first started with:
Then I added two pokes that were 4x weak to fire, which I was hoping that the rain could alleviate. Scizor also provided some offense while Ferrothorn could wall many things and counter other waters.
After that, I tried to come up with two pokes that could take advantage of the water offensively and still not be bothered that much by the sand. I got Jirachi to add Wish and some special offensive and Rotom-W to counter other stuff that likes to play in the sand.
After some testing, it seemed to me like my team needed some more offense. Hippowdon was out for Tyranitar.
After listening to some of the rates from the good folks here, I exchanged Jirachi for Landorus
Team at a glance:
My team:
Politoed (M) @ Leftovers Trait: Drizzle
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature (+Def, -Atk)
- Scald
- Ice Beam
- Toxic
- Protect
It's a Politoed. It makes things rain. The more defensive spread is to try and keep it alive in case I need to switch . Protect is to scout out some suspicious looking threats. Toxic over hypnosis since Toxic isn't limited by a sleep clause. Ice Beam to take on some of the dragons which my team has a little trouble with.
Tyranitar (M) @ Leftovers Trait: Sand Stream
EVs: 252 HP / 60 Atk / 176 SAtk / 20 Spd
Quiet Nature (+SAtk, -Spd)
- Substitute
- Focus Punch
- Fire Blast
- Crunch
Changed to the Boah set to help against the remanants of SkarmBliss and since Landorus was already scarfed. I thought about using Thunderbolt over Fire Blast for the gen 3 memories but decided to go the more sensible route. It doesn't hit as hard as it does previously, but it hits well enough for the things I need it to hit and it's more bulky, so it can survive more switch-ins to change the weather.
Scizor (M) @ Life Orb
Trait: Technician
EVs: 252 HP / 40 Atk / 216 SDef
Adamant Nature (+Atk, -SAtk)
- Swords Dance
- Bullet Punch
- Bug Bite
- Roost
Gets its almost crippling fire weak reduced in the rain and isn't affected by sand. Since his survivability is increased in the rain, I decided to go the more bulky route to make him more durable in general. He is my main source of offense since I like to save TTar for the end game.
Ferrothorn (M) @ Leftovers
Trait: Iron Barbs
EVs: 252 HP / 48 Def / 208 SDef
Relaxed Nature (+Def, -Spd)
- Leech Seed
- Stealth Rock
- Power Whip
- Protect
Like, I said before I've been thinking about giving Ferrothorn spikes over stealth rock and letting TTar have stealth rock. Not only would that increase the hazards on the field and therefore the amount of residual damage, but Ferrothorn is a more stall-y pokemon and therefore would have more time to lay down three layers of spikes with the leech seed plus lefties recovery coming in plus the rain numbing some of the hurt from fire attacks. Ferrothorn also serves as my counter to water pokes that resist thunder/thunderbolt particularly Gastrodon/Rotom-W.
Landorus (M) @ Choice Scarf Trait: Sand Force
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Earthquake
- Stone Edge
- U-turn
- Hidden Power [Ice]
It gives my team a fighting resist even if it is with questionable bulk. It plays nice with the sand and is immune to two of the three entry hazards. Choice Scarf is so it can outspeed various hazards on a sun team. While I initially thought it would make my team slanted more towards physical attacking, it has done well.
Rotom-W @ Leftovers
Trait: Levitate
EVs: 108 HP / 252 SAtk / 148 Spd
Timid Nature (+Spd, -Atk)
- Thunder Wave
- Thunderbolt
- Hydro Pump
- Pain Split
Ah, Rotom-W. Once upon a time, I was considering either this or Gastrodon. This won out because it had a few advantages. It could hit most water types with a SE attack and Gastrodon's water immunity wasn't that much better than Rotom-W's 4x resistance to water. Also this was immune to ground type attacks which is good seeing as how its the only thing on my team that resists it. And this is immune to toxic spikes like the other three none-weather changers. Thunder Wave over WoW because I thought this team didn't have that much of a problem with physical attackers and Thunder Wave has the potential of ruining both physical and special sweepers.
I first started with:


Then I added two pokes that were 4x weak to fire, which I was hoping that the rain could alleviate. Scizor also provided some offense while Ferrothorn could wall many things and counter other waters.




After that, I tried to come up with two pokes that could take advantage of the water offensively and still not be bothered that much by the sand. I got Jirachi to add Wish and some special offensive and Rotom-W to counter other stuff that likes to play in the sand.






After some testing, it seemed to me like my team needed some more offense. Hippowdon was out for Tyranitar.






After listening to some of the rates from the good folks here, I exchanged Jirachi for Landorus
Team at a glance:






My team:

Politoed (M) @ Leftovers Trait: Drizzle
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature (+Def, -Atk)
- Scald
- Ice Beam
- Toxic
- Protect
It's a Politoed. It makes things rain. The more defensive spread is to try and keep it alive in case I need to switch . Protect is to scout out some suspicious looking threats. Toxic over hypnosis since Toxic isn't limited by a sleep clause. Ice Beam to take on some of the dragons which my team has a little trouble with.

Tyranitar (M) @ Leftovers Trait: Sand Stream
EVs: 252 HP / 60 Atk / 176 SAtk / 20 Spd
Quiet Nature (+SAtk, -Spd)
- Substitute
- Focus Punch
- Fire Blast
- Crunch
Changed to the Boah set to help against the remanants of SkarmBliss and since Landorus was already scarfed. I thought about using Thunderbolt over Fire Blast for the gen 3 memories but decided to go the more sensible route. It doesn't hit as hard as it does previously, but it hits well enough for the things I need it to hit and it's more bulky, so it can survive more switch-ins to change the weather.

Scizor (M) @ Life Orb
Trait: Technician
EVs: 252 HP / 40 Atk / 216 SDef
Adamant Nature (+Atk, -SAtk)
- Swords Dance
- Bullet Punch
- Bug Bite
- Roost
Gets its almost crippling fire weak reduced in the rain and isn't affected by sand. Since his survivability is increased in the rain, I decided to go the more bulky route to make him more durable in general. He is my main source of offense since I like to save TTar for the end game.

Ferrothorn (M) @ Leftovers
Trait: Iron Barbs
EVs: 252 HP / 48 Def / 208 SDef
Relaxed Nature (+Def, -Spd)
- Leech Seed
- Stealth Rock
- Power Whip
- Protect
Like, I said before I've been thinking about giving Ferrothorn spikes over stealth rock and letting TTar have stealth rock. Not only would that increase the hazards on the field and therefore the amount of residual damage, but Ferrothorn is a more stall-y pokemon and therefore would have more time to lay down three layers of spikes with the leech seed plus lefties recovery coming in plus the rain numbing some of the hurt from fire attacks. Ferrothorn also serves as my counter to water pokes that resist thunder/thunderbolt particularly Gastrodon/Rotom-W.

Landorus (M) @ Choice Scarf Trait: Sand Force
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Earthquake
- Stone Edge
- U-turn
- Hidden Power [Ice]
It gives my team a fighting resist even if it is with questionable bulk. It plays nice with the sand and is immune to two of the three entry hazards. Choice Scarf is so it can outspeed various hazards on a sun team. While I initially thought it would make my team slanted more towards physical attacking, it has done well.

Rotom-W @ Leftovers
Trait: Levitate
EVs: 108 HP / 252 SAtk / 148 Spd
Timid Nature (+Spd, -Atk)
- Thunder Wave
- Thunderbolt
- Hydro Pump
- Pain Split
Ah, Rotom-W. Once upon a time, I was considering either this or Gastrodon. This won out because it had a few advantages. It could hit most water types with a SE attack and Gastrodon's water immunity wasn't that much better than Rotom-W's 4x resistance to water. Also this was immune to ground type attacks which is good seeing as how its the only thing on my team that resists it. And this is immune to toxic spikes like the other three none-weather changers. Thunder Wave over WoW because I thought this team didn't have that much of a problem with physical attackers and Thunder Wave has the potential of ruining both physical and special sweepers.