Why hello there. :3 This is my first time posting on Smogon, although I have been around a while. As you all know, the VGCs will be coming around soon, and this is actually my second attempt at making a team. (First one had an overall weakness to weather) So I thought, why not counter it completely? My ideas formed into what came to be a dual-weather hail/rain team. Any comments are welcome.
Changes are in BOLD.
The Leads:
Abomasnow @ Focus Sash
Ability: Snow Warning
EVs: 252 HP/252 sp.atk/4 def (0 speed IV)
Nature: Quiet
- Blizzard
- Grass Knot
- HP Fire (64 Highest)
- Protect
Abomasnow is mainly here to counter both sun/rain/sandstorm and the heavy pokes that would attempt to set it up. (Kyogre, Groudon, and Tyranitar) The only way I would fail to get hail up is in the case of a poke holding an iron ball, or the unlikely hippowdon. Grass Knot hits all the weather setters extremely hard, along with a big majority of ubers. HP Fire is there for other abomasnow, weavile, and chlorophyll pokes. As for the last slot, Ice shard gives me a priority move in case I need to bring a poke into hail ko range before abomasnow faints. (Although this is very situational) Protect is a must in doubles, although the focus sash somewhat compesates for that, so I need a second opinion for this. I decided to go with Protect for the final slot.
Weavile @ King's Rock
Ability: Pressure
EVs: 252 atk/252 spd/4 HP
Nature: Jolly
- Fake Out
- Fling
- Low Kick
- Protect
Weavile makes a solid lead because between fake out and fling, it allows two turns of flinch, meaning it could prevent almost all set up. Low Kick helps mainly against Dialga, but is effective against a large portion of ubers. Protect is necissary for doubles, easing prediction and allowing for an improved longevity of something as frail defensively as Weavile.
The Sweepers:
Kyogre @ Wide Lens
Ability: Drizzle
EVs: 252 HP/252 sp.atk/4 def
Nature: Modest
- Muddy Water
- Thunder
- Ice Beam
- Protect
Here's my rain inducer, bringing my team into the "dual-weather" idea. With the HP evs, kyogre is excellently bulky, but still packs a punch. Compared to Surf, Muddy Water trades accuracy for not hitting your own teammate. (Something that makes absolutely no sense to me, but I'll take it) Thunder and Ice Beam give the legendary BoltBeam coverage, allowing this thing to rip through stuff. I chose Wide Lens as the item for better accuracy when using Muddy Water. I was also thinking of trading the bulky set for a faster one with water spout, so tell me if that might be a tad better.
Mewtwo @ Life Orb
Ability: Modest
EVs: 252 sp.atk/252 spd/4 HP
Nature:
- Shadow Ball
- Thunder
- Aura Sphere
- Protect
Mewtwo also takes advantage of the two weathers, has weaknesses unlikely to be seen outside of Giratina in the VGCs, and has a higher speed stat. Blizzard and Thunder serve the same purpose as always, while Aura Sphere gives great additional coverage. The choice between Modest and Timid natures puzzles me, because with Modest I'm still faster than Palkia, and with more power, but with Timid I can outspeed much more than Palkia. I have changed Blizzard to Shadow Ball because it gives me the same uber coverage but allows me to hit shedinja
Please give all the suggestions you can.
Based on input, I've decided to use Mewtwo over Palkia, but I will keep it here for reference in case someone feels differently.
Palkia @ Haban Berry
Ability: Pressure
EVs: 252 sp.atk/252 spd/4 HP
Nature: Timid
- Hydro Pump/Spacial Rend
- Thunder
- Blizzard
- Protect
Here's the main poke that takes advantage of both types of weather. Palkia is great because between it's typing and the Haban Berry, it has no weaknesses. (At least for one turn) Thunder and Blizzard together is self-explanitory. My main concern was between Spacial Rend or Hydro Pump. Spacial Rend would give super effective damage on other Palkia, and also makes it a good neutral STAB attack, but has frightningly similar coverage to Blizzard. Hydro Pump on the other hand also gets STAB, a rain boost, and a higher BP, but gives it the EXACT same coverage as kyogre.
Changes are in BOLD.
The Leads:

Abomasnow @ Focus Sash
Ability: Snow Warning
EVs: 252 HP/252 sp.atk/4 def (0 speed IV)
Nature: Quiet
- Blizzard
- Grass Knot
- HP Fire (64 Highest)
- Protect
Abomasnow is mainly here to counter both sun/rain/sandstorm and the heavy pokes that would attempt to set it up. (Kyogre, Groudon, and Tyranitar) The only way I would fail to get hail up is in the case of a poke holding an iron ball, or the unlikely hippowdon. Grass Knot hits all the weather setters extremely hard, along with a big majority of ubers. HP Fire is there for other abomasnow, weavile, and chlorophyll pokes. As for the last slot, Ice shard gives me a priority move in case I need to bring a poke into hail ko range before abomasnow faints. (Although this is very situational) Protect is a must in doubles, although the focus sash somewhat compesates for that, so I need a second opinion for this. I decided to go with Protect for the final slot.

Weavile @ King's Rock
Ability: Pressure
EVs: 252 atk/252 spd/4 HP
Nature: Jolly
- Fake Out
- Fling
- Low Kick
- Protect
Weavile makes a solid lead because between fake out and fling, it allows two turns of flinch, meaning it could prevent almost all set up. Low Kick helps mainly against Dialga, but is effective against a large portion of ubers. Protect is necissary for doubles, easing prediction and allowing for an improved longevity of something as frail defensively as Weavile.
The Sweepers:

Kyogre @ Wide Lens
Ability: Drizzle
EVs: 252 HP/252 sp.atk/4 def
Nature: Modest
- Muddy Water
- Thunder
- Ice Beam
- Protect
Here's my rain inducer, bringing my team into the "dual-weather" idea. With the HP evs, kyogre is excellently bulky, but still packs a punch. Compared to Surf, Muddy Water trades accuracy for not hitting your own teammate. (Something that makes absolutely no sense to me, but I'll take it) Thunder and Ice Beam give the legendary BoltBeam coverage, allowing this thing to rip through stuff. I chose Wide Lens as the item for better accuracy when using Muddy Water. I was also thinking of trading the bulky set for a faster one with water spout, so tell me if that might be a tad better.

Mewtwo @ Life Orb
Ability: Modest
EVs: 252 sp.atk/252 spd/4 HP
Nature:
- Shadow Ball
- Thunder
- Aura Sphere
- Protect
Mewtwo also takes advantage of the two weathers, has weaknesses unlikely to be seen outside of Giratina in the VGCs, and has a higher speed stat. Blizzard and Thunder serve the same purpose as always, while Aura Sphere gives great additional coverage. The choice between Modest and Timid natures puzzles me, because with Modest I'm still faster than Palkia, and with more power, but with Timid I can outspeed much more than Palkia. I have changed Blizzard to Shadow Ball because it gives me the same uber coverage but allows me to hit shedinja
Please give all the suggestions you can.

Based on input, I've decided to use Mewtwo over Palkia, but I will keep it here for reference in case someone feels differently.

Palkia @ Haban Berry
Ability: Pressure
EVs: 252 sp.atk/252 spd/4 HP
Nature: Timid
- Hydro Pump/Spacial Rend
- Thunder
- Blizzard
- Protect
Here's the main poke that takes advantage of both types of weather. Palkia is great because between it's typing and the Haban Berry, it has no weaknesses. (At least for one turn) Thunder and Blizzard together is self-explanitory. My main concern was between Spacial Rend or Hydro Pump. Spacial Rend would give super effective damage on other Palkia, and also makes it a good neutral STAB attack, but has frightningly similar coverage to Blizzard. Hydro Pump on the other hand also gets STAB, a rain boost, and a higher BP, but gives it the EXACT same coverage as kyogre.