I have a few questions about Weather-based teams for OU. I noticed that every time I create a Weather-based team, it's always checked by the simplest things. And when I turn for help in the chat, I'm asked if I'm drunk. I need someone who is not afraid to criticize, but they know how to help. Here is the most recent Final Draft Team I developed. It has lost countless battles and is shut down by Stealth Rock and Taunt completely. I'm not sure if I should switch some Pokemon out or replace it entirely. It looks OK...but "OK" isn't enough to get on the competitive ladder. I figured out that it has way too many weaknesses to Earthquake, but I can't put in many Water-types, since Sunny Day weakens Water-type attacks.
Sunny Blaze Blitz
Charizard (M) @ Leftovers
Ability: Solar Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flame Charge
- Power-Up Punch
- Earthquake
- Thunder Punch
Venusaur (M) @ Leftovers
Ability: Chlorophyll
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Leech Seed
- Giga Drain
- Toxic
- Synthesis
Ninetales (M) @ Focus Sash
Ability: Drought
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Energy Ball
- Will-O-Wisp
- Hex
Garchomp (M) @ Rocky Helmet
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Aqua Tail
- Dragon Claw
- Iron Head
Marowak-Alola @ Thick Club
Ability: Rock Head
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Flare Blitz
- Bonemerang
- Shadow Bone
- Will-O-Wisp
Kartana @ Choice Scarf
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Leaf Blade
- Night Slash
- Sacred Sword
- Smart Strike
________________________________________________________
Charizard: It is the main Pokemon in this team that benefits from Sunny Day. It spawned from a joke in the chat about a Normalium Z Belly Drum Flame Charge Solar Charizard. I thought I could edit it to the point where it did not lose so much HP where it became a Glass Cannon. I gave it Leftovers to mediate the HP loss and removed Belly Drum. Instead it has PowerUpPunch to increase its attack. Flame charge is used for speeding up and (hopefully) sweep-preparing with Earthquake. Thunder punch is used to hopefully return the threat given by Water types. It will not go against Greninja, for it is way too fast for a Charizard. Priority stings, too.
Venusaur: It is used as a fast support Pokemon. I gave it Chlorophyll, that way when the sun is out, it can outspeed other supports, or get the first move before it is swept by a Fire-type hoping to take advantage of my sunlight. Leech seed and Synthesis are healing methods, and Toxic is a good stalling method. Giga Drain is primarily used to check Water-types, and another healing method is pretty sweet.
Ninetales: Ninetales is my suicide weather extension. Its primary use is to switch in, and activate Drought. I try to use the Heat Rock more than the Focus Sash. However, if it happens to have the Focus Sash, it can Will-o-wisp to weaken a foe. It can either Hex or Fire Blast to deal more damage. Energy Ball is just there to pose a minimal threat to Water types. It helps when anticipating, too.
Garchomp: I have a nasty habit of trying to squeeze in a Z-Move into all my teams. Garchomp is used as a fast sweeper. He doesn’t have Draco Meteor, instead he has Dragon Claw. He uses Devastating Drake to break walls, and has an arsenal of powerful moves. Aqua Tail takes care of other Charizards hoping to leech off of my Sunny Weather. Earthquake is for a nice, round, 100 power STAB move (ideal for sweeping). And Iron Head is to knock back a few meddling Fairy-types. Not Poison Jab for a good reason: Magearna.
Alolan Marowak: Marowak-Alola is yet another sweeper, but this one’s a little different from the others. I gave it a bulkier HP to hopefully keep it from being knocked out before it gets a chance to do damage. The Thick Club makes up for its average Attack stat, and it has the standard Maro-Alola Set: F-Blitz, Bonemerang, Shadow Bone, and Will-o-wisp. I rarely use Will-o-wisp, because Ninetales already uses it. It is there for good measure, because I often find myself at the point where I wish I had it on Marowak-Alola.
Kartana: Kartana is the final sweeper, but also an Earthquake Warder. It has the possibility of outspeeding even a Garchomp, which could be vital in defending against EQs that could destroy the team. Leaf Blade does wonders against Water-types, Smart-strike kills Fairies, and Night Slash hacks M-Metagross apart (M-Meta is another threatening EQer). Sacred Sword is a wall breaker, helpful against things like Chansey and other Stat-Raising nuisances.
Sunny Blaze Blitz
Charizard (M) @ Leftovers
Ability: Solar Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flame Charge
- Power-Up Punch
- Earthquake
- Thunder Punch
Venusaur (M) @ Leftovers
Ability: Chlorophyll
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Leech Seed
- Giga Drain
- Toxic
- Synthesis
Ninetales (M) @ Focus Sash
Ability: Drought
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Energy Ball
- Will-O-Wisp
- Hex
Garchomp (M) @ Rocky Helmet
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Aqua Tail
- Dragon Claw
- Iron Head
Marowak-Alola @ Thick Club
Ability: Rock Head
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Flare Blitz
- Bonemerang
- Shadow Bone
- Will-O-Wisp
Kartana @ Choice Scarf
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Leaf Blade
- Night Slash
- Sacred Sword
- Smart Strike
________________________________________________________
Charizard: It is the main Pokemon in this team that benefits from Sunny Day. It spawned from a joke in the chat about a Normalium Z Belly Drum Flame Charge Solar Charizard. I thought I could edit it to the point where it did not lose so much HP where it became a Glass Cannon. I gave it Leftovers to mediate the HP loss and removed Belly Drum. Instead it has PowerUpPunch to increase its attack. Flame charge is used for speeding up and (hopefully) sweep-preparing with Earthquake. Thunder punch is used to hopefully return the threat given by Water types. It will not go against Greninja, for it is way too fast for a Charizard. Priority stings, too.
Venusaur: It is used as a fast support Pokemon. I gave it Chlorophyll, that way when the sun is out, it can outspeed other supports, or get the first move before it is swept by a Fire-type hoping to take advantage of my sunlight. Leech seed and Synthesis are healing methods, and Toxic is a good stalling method. Giga Drain is primarily used to check Water-types, and another healing method is pretty sweet.
Ninetales: Ninetales is my suicide weather extension. Its primary use is to switch in, and activate Drought. I try to use the Heat Rock more than the Focus Sash. However, if it happens to have the Focus Sash, it can Will-o-wisp to weaken a foe. It can either Hex or Fire Blast to deal more damage. Energy Ball is just there to pose a minimal threat to Water types. It helps when anticipating, too.
Garchomp: I have a nasty habit of trying to squeeze in a Z-Move into all my teams. Garchomp is used as a fast sweeper. He doesn’t have Draco Meteor, instead he has Dragon Claw. He uses Devastating Drake to break walls, and has an arsenal of powerful moves. Aqua Tail takes care of other Charizards hoping to leech off of my Sunny Weather. Earthquake is for a nice, round, 100 power STAB move (ideal for sweeping). And Iron Head is to knock back a few meddling Fairy-types. Not Poison Jab for a good reason: Magearna.
Alolan Marowak: Marowak-Alola is yet another sweeper, but this one’s a little different from the others. I gave it a bulkier HP to hopefully keep it from being knocked out before it gets a chance to do damage. The Thick Club makes up for its average Attack stat, and it has the standard Maro-Alola Set: F-Blitz, Bonemerang, Shadow Bone, and Will-o-wisp. I rarely use Will-o-wisp, because Ninetales already uses it. It is there for good measure, because I often find myself at the point where I wish I had it on Marowak-Alola.
Kartana: Kartana is the final sweeper, but also an Earthquake Warder. It has the possibility of outspeeding even a Garchomp, which could be vital in defending against EQs that could destroy the team. Leaf Blade does wonders against Water-types, Smart-strike kills Fairies, and Night Slash hacks M-Metagross apart (M-Meta is another threatening EQer). Sacred Sword is a wall breaker, helpful against things like Chansey and other Stat-Raising nuisances.
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