Oasis (Dual Weather OU)

Just a stupid idea I came up with while I was drifting off to sleep and refined it today. I tried it out on Pokemon Showdown and I must say it does pretty well. So without further ado, here you go!
Team Building Process
Had to start with the weather starters. At first, I picked Tyranitar.

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Then I saw these two had a common weakness in Grass, so I put in Scizor and Magnezone as the offensive core/coverage.


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Then I saw my team needed a hazard setter and Rapid Spinner, so I killed 2 birds with 1 stone and went with Forretress.
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However, I didn't like the idea of 3 Steel-types on one team, so I switched Forretress with Espeon so instead of setting hazards myself, I could bounce them back. This would also eliminate my need for a Rapid Spinner.
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Lastly, for a bit of extra bulk, I went with HydraRest Vaporeon because it never dies.
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However, now I had 3 weaknesses to Grass-types, so I traded bulk for sheer power in the form of Dragon Dance Dragonite.
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But one thing was bothering me, and that was how many weaknesses Tyranitar had (6 if I counted correctly), so I switched it out for Hippowdon, who only has 3 weaknesses.
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So there ya go!​




*All changes in red*

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Kermit the Politoed @ Leftovers​
Nature: Bold​
EVs: 252 HP / 252 Def / 4 Sp. Def​
Ability: Drizzle​
~Scald​
~Perish Song
~Toxic​
~Protect​

The first half of my weather starters and my physical wall. It's your standard bulky Drizzletoed. Scald for STAB and nice 30% chance of burn, Perish Song for scaring out any threats (unless they wanna die), Toxic and Protect for stalling purposes. I maxed out HP and Defense because Politoed was already so specially bulky and it makes for sort of a mixed wall.

Synergy:
Grass: Magnezone, Scizor, Dragonite
Electric: Hippowdon, Magnezone

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Bertha the Hippowdon @ Leftovers​
Nature: Careful​
EVs: 252 HP / 4 Atk / 252 Sp.Def​
Ability: Sand Stream​
~Stealth Rock
~Slack Off​
~Whirlwind
~Earthquake​

Second half of my weather inducers. Pretty much Politoed except I put the EVs in its Special Defense. Stealth Rock is there because who doesn't love Stealth Rock? Slack Off is there for reliable recovery. Whirlwind for phazing and EQ is for STAB. Like Politoed, Hippowdon was only bulky on one side of the defensive spectrum so I maxed out the other side as well as it's HP. The EVs in Attack give a tiny bit more power.

Synergy:
Water: Politoed, Dragonite
Grass: Magnezone, Scizor, Dragonite
Ice: Politoed, Magnezone, Scizor

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Attractive the Magneton @ Choice Scarf​
Nature: Timid​
EVs: 4 HP / 252 Sp. Atk / 252 Spe​
Ability: Magnet Pull​
~Volt Switch​
~Thunderbolt/Thunder​
~Hidden Power Fire​
~Flash Cannon​

After noticing Politoed and Hippowdon are both weak to Grass, I added this as a bit of coverage. Volt Switch is for scouting purposes and Thunderbolt is its main STAB. However, I might switch it with Thunder, but it becomes somewhat unreliable without the rain. Hidden Power Fire is for KOing the Steel-types that I trap in with Magneton. Flash Cannon's just there for STAB on Dragons that resist Thunderbolt and HP Fire.

Synergy:
Fire: Politoed, Dragonite
Ground: Dragonite
Fighting: Espeon, Dragonite

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BugginOut the Scizor @ Choice Band​
Nature: Adamant​
EVs: 248 HP / 252 Atk / 8 Spe​
Ability: Technician​
~U-Turn​
~Bullet Punch​
~Pursuit​
~Superpower​

Under the rain with their Fire-type weaknesses halved, Magnezone and Scizor make a strong offensive core. U-Turn is also for scouting and creates the VoltTurn combo with Magnezone. Bullet Punch is for priority, STAB, and picking off weakened Pokemon. Pursuit is for dealing damage on anything that's switching out. Superpower is there for coverage against other Steels.

Synergy:
Fire: Politoed, Dragonite

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RightRound the Hitmontop @ Leftovers

Nature: Impish​
EVs: 252 HP / 252 Def / 4 Sp. Def​
Ability: Intimidate​
~Rapid Spin​
~Mach Punch​
~ Foresight​
~Sucker Punch​

This thing's bulky and Intimidate complements that well. Rapid Spin for getting away the hazards. I chose Mach Punch over Close Combat because of priority and Hitmontop really doesn't appreciate the drop in its defenses, especially considering it won't be attacking that much. Foresight is so I can Rapid Spin on Ghost-types. Lastly, Sucker Punch is also for priority and so I can get the heads-up on anything faster.

Synergy:
Psychic: Magneton, Scizor
Flying: Magneton​


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Puff the Dragonite @ Lum Berry​
Nature: Adamant​
EVs: 252 HP / 44 Atk / 212 Spe​
Ability: Multiscale​
~Dragon Dance​
~Dragon Claw​
~Fire Punch​
~Roost​

Whether it be rain or sand, this thing has one an only one job: DESTROY! It has the bulk to withstand several hits even without Multiscale so it can DD up. Multiscale so it can survive a hit while Dragon Dancing. Dragon Claw because this is meant to be used late game, so I don't want to get locked into Outrage. Fire Punch for Ice-types and Roost is for healing off any damage it has taken.Lefties is counter-intuitive in the sand, so I went with Lum Berry.

Synergy:
Dragon: Magneton, Scizor
Ice: Politoed, Magnezone, Scizor
Rock: Hippowdon, Magnezone

So here it is. Leave any comments you like as well as some ways I can make this team better.​

Thanks,​
GSP​
 
Hi there!

Dual Weather is a very interesting concept, and it's nice to see someone using it to good effect. This team looks like it is trying to attempt a Dragonite sweep, by removing some of it's counters and checks that cause it some trouble. The main problem Dragonite has is how it is pretty slow in comparison with other Dragons, and needs a Dragon Dance or two before it can start sweeping. Those faster Dragons especially look pretty problematic for your team, as well as the very common Tornadus-T. Given that you're running dual weather, when Hippowdon is down, you still have Politoed giving opposing Rain Teams another chance. Tornadus-T more than benefits from this, being able to hit everything on your team hard. It seems like you fully rely on Hippowdon to deal with Tornadus-T, as Scizor can only revenge something when you get a free switch, which often results in sacking a Pokemon to do so. To help with this, I recommend that you try a Choice Scarf Magneton over your current Choice Scarf Magnezone. The main difference between Magneton and Magnezone is the difference in speed. When Magneton is equipped with a Scarf, you can outspeed everything up to base 129 Speed, including Tornadus-T -- something that Magnezone fails to outspeed even when Scarfed. Being able to outspeed Tornadus-T alleviates a lot of the pressure for your team. It means Scizor or Hippowdon doesn't have to take a hit, which is important as both of them are very helpful for your team. The only thing you lose with this change is the lack of power, which really isn't notable as Magneton still manages to get the same KOs Magnezone does. Most importantly Skarmory and Ferrothorn, both of which can take on Dragonite in the Rain.

Also looking over your Hippowdon set, I did notice it was a little inefficient. While Stockpile in combination with Slack Off will make Hippowdon very hard to take down, it doesn't really accomplish much. With no attack investment, Hippowdon lacks the power to hit anything hard, and setting up 3 Stockpiles is a waste if a Ferrothorn or Skarmory comes in. I have also noticed how your team lacks hazards. While Espeon is there to bounce them back, any good player can easily predict around Espeon, and hit it as it tries to come in to bounce back said hazards. Scizor and Dragonite also rely on hazards, with Scizor being able to U-Turn out, forcing many switches and granting free switches, hazards will be much appreciated. The extra 12% for every switch in really makes a difference for your main sweeper Dragonite, who as I said earlier, needs a couple Dragon Dances before it can fully sweep. Hazards will often put opposing mons into KO range for Dragonite, or to the point where they have to Recover essentially giving Dragonite a free turn of setup. I suggest you try out Stealth Rock > Stockpile and Whirlwind > Stone Edge. Whirlwind allows you to phase out stat boosting mons, that threaten your other team mates. With Hippowdon's limited coverage and sub par attacking stats, it can't really dent stat boosters as much as your other team mates. Leaving Hippowdon in easily gives your opponent 2 or 3 turns of free set up, which is all they need sometimes to easily plow through your team. The things that Stone Edge hits harder (Dragonite, Salamence, etc.) are all phased out by Whirlwind as they set up, and take 25% from hazards upon switching in. Whirlwind is preferred over Roar to help get rid of Soundproof mons in Baton Pass teams, as you can stop them stat boosting.

Another threat that looks annoying for your team to face, is Sub Calm Mind Jirachi. As these are commonly run with Rain Teams, Jirachi will have no trouble setting up in the face of Dragonite. Jirachi can also grab free turns of set up against Choice locked Scizor, Espeon, Choiced Locked Magnezone and Politoed. It's also pretty annoying as Jirachi spreads paralysis and confusion around your whole team, while your only Electric immunity in Hippowdon will not appreciate a Rain Boosted Water Pulse. To help with this, I recommend that you try out Perish Song > Ice Beam on your Politoed. Perish Song severely limits how long Jirachi can stay in and spread hax around your team. It also warrants free switches for the rest of your team. For example, when the Perish Count is on 2, you can switch in Scizor on a predicted move as the perish count goes to 1, and U-Turn out racking up even more damage on your opponent's switch in. Perish Song is great for dealing with set up sweepers that Hippowdon has trouble with.

Cool team, hope I helped!

Magneton @ Choice Scarf
Nature: Timid
EVs: 4 HP / 252 SAtk / 252 Spe
Ability: Magnet Pull
- Volt Switch
- Thunderbolt / Thunder
- Hidden Power [Fire]
- Flash Cannon
 
Hi there!

Dual Weather is a very interesting concept, and it's nice to see someone using it to good effect. This team looks like it is trying to attempt a Dragonite sweep, by removing some of it's counters and checks that cause it some trouble. The main problem Dragonite has is how it is pretty slow in comparison with other Dragons, and needs a Dragon Dance or two before it can start sweeping. Those faster Dragons especially look pretty problematic for your team, as well as the very common Tornadus-T. Given that you're running dual weather, when Hippowdon is down, you still have Politoed giving opposing Rain Teams another chance. Tornadus-T more than benefits from this, being able to hit everything on your team hard. It seems like you fully rely on Hippowdon to deal with Tornadus-T, as Scizor can only revenge something when you get a free switch, which often results in sacking a Pokemon to do so. To help with this, I recommend that you try a Choice Scarf Magneton over your current Choice Scarf Magnezone. The main difference between Magneton and Magnezone is the difference in speed. When Magneton is equipped with a Scarf, you can outspeed everything up to base 129 Speed, including Tornadus-T -- something that Magnezone fails to outspeed even when Scarfed. Being able to outspeed Tornadus-T alleviates a lot of the pressure for your team. It means Scizor or Hippowdon doesn't have to take a hit, which is important as both of them are very helpful for your team. The only thing you lose with this change is the lack of power, which really isn't notable as Magneton still manages to get the same KOs Magnezone does. Most importantly Skarmory and Ferrothorn, both of which can take on Dragonite in the Rain.

Also looking over your Hippowdon set, I did notice it was a little inefficient. While Stockpile in combination with Slack Off will make Hippowdon very hard to take down, it doesn't really accomplish much. With no attack investment, Hippowdon lacks the power to hit anything hard, and setting up 3 Stockpiles is a waste if a Ferrothorn or Skarmory comes in. I have also noticed how your team lacks hazards. While Espeon is there to bounce them back, any good player can easily predict around Espeon, and hit it as it tries to come in to bounce back said hazards. Scizor and Dragonite also rely on hazards, with Scizor being able to U-Turn out, forcing many switches and granting free switches, hazards will be much appreciated. The extra 12% for every switch in really makes a difference for your main sweeper Dragonite, who as I said earlier, needs a couple Dragon Dances before it can fully sweep. Hazards will often put opposing mons into KO range for Dragonite, or to the point where they have to Recover essentially giving Dragonite a free turn of setup. I suggest you try out Stealth Rock > Stockpile and Whirlwind > Stone Edge. Whirlwind allows you to phase out stat boosting mons, that threaten your other team mates. With Hippowdon's limited coverage and sub par attacking stats, it can't really dent stat boosters as much as your other team mates. Leaving Hippowdon in easily gives your opponent 2 or 3 turns of free set up, which is all they need sometimes to easily plow through your team. The things that Stone Edge hits harder (Dragonite, Salamence, etc.) are all phased out by Whirlwind as they set up, and take 25% from hazards upon switching in. Whirlwind is preferred over Roar to help get rid of Soundproof mons in Baton Pass teams, as you can stop them stat boosting.

Another threat that looks annoying for your team to face, is Sub Calm Mind Jirachi. As these are commonly run with Rain Teams, Jirachi will have no trouble setting up in the face of Dragonite. Jirachi can also grab free turns of set up against Choice locked Scizor, Espeon, Choiced Locked Magnezone and Politoed. It's also pretty annoying as Jirachi spreads paralysis and confusion around your whole team, while your only Electric immunity in Hippowdon will not appreciate a Rain Boosted Water Pulse. To help with this, I recommend that you try out Perish Song > Ice Beam on your Politoed. Perish Song severely limits how long Jirachi can stay in and spread hax around your team. It also warrants free switches for the rest of your team. For example, when the Perish Count is on 2, you can switch in Scizor on a predicted move as the perish count goes to 1, and U-Turn out racking up even more damage on your opponent's switch in. Perish Song is great for dealing with set up sweepers that Hippowdon has trouble with.

Cool team, hope I helped!

Magneton @ Choice Scarf
Nature: Timid
EVs: 4 HP / 252 SAtk / 252 Spe
Ability: Magnet Pull
- Volt Switch
- Thunderbolt / Thunder
- Hidden Power [Fire]
- Flash Cannon
Yes you did help. Thanks so much! Yes the main Pokemon is Dragonite. The point of this team is to whittle stuff down so Dragonite can come in and hopefully KO some stuff. I know that Thundurus-T is a threat, but I didn't realize SubCM Jirachi was a threat either. So again, thanks for the suggestions! :)
 
Hey. I made a few changes to my team, so I'm bumping this. I'm still looking for some more feedback.
 
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