Weathering the Storm
Weather. A dominant force in the OU metagame. Many teams today are based around this field condition, as the effects are weather are very powerful, and can turn several mediocre Pokemon into offensive or defensive behemoths. For those of you who don't remember, let's review the effects of weather: (curtesy of each weather's article)
•Water moves' base power is increased by 50%
•Fire moves' base power is decreased by 50%
•Solarbeam is forced into its charge turn
•Hurricane and Thunder have 100% accuracy
•Weather Ball becomes a Water type move with double its default base power
•Synthesis, Moonlight and Morning Sun recover 25% of the user's HP
•Pokemon with the ability Swift Swim have there speed doubled
•Pokemon with the ability Hydration have all status healed during the rain
•Pokemon with Dry Skin gain 12.5% HP per turn
•Pokemon with Rain Dish gain 6.25% HP per turn
•Castform changes forme[/list]
•Fire moves' base power is decreased by 50%
•Solarbeam is forced into its charge turn
•Hurricane and Thunder have 100% accuracy
•Weather Ball becomes a Water type move with double its default base power
•Synthesis, Moonlight and Morning Sun recover 25% of the user's HP
•Pokemon with the ability Swift Swim have there speed doubled
•Pokemon with the ability Hydration have all status healed during the rain
•Pokemon with Dry Skin gain 12.5% HP per turn
•Pokemon with Rain Dish gain 6.25% HP per turn
•Castform changes forme[/list]
•The base power of Fire-type moves is increased by 50%.
•The base power of Water-type moves is decreased by 50%.
•Solarbeam can be used without requiring a turn to charge.
•Thunder and Hurricane have their accuracy reduced to 50%.
•Weather Ball becomes a Fire-type move and its base power is doubled.
•Synthesis, Moonlight, and Morning Sun recover 66% of the user's HP.
•Chlorophyll is activated, and Pokemon with this ability gain doubled Speed.
•Solar Power is activated, and Pokemon with this ability receive a 50% increase in Special Attack while losing 12.5% of their HP each turn.
•Leaf Guard is activated, and Pokemon with this ability become immune to status.
•Pokemon with the Dry Skin ability lose 12.5% of their HP every turn.
•Cherrim's ability, Flower Gift, is activated and it changes form.
•Castform becomes a Fire-type.[/list]
•The base power of Water-type moves is decreased by 50%.
•Solarbeam can be used without requiring a turn to charge.
•Thunder and Hurricane have their accuracy reduced to 50%.
•Weather Ball becomes a Fire-type move and its base power is doubled.
•Synthesis, Moonlight, and Morning Sun recover 66% of the user's HP.
•Chlorophyll is activated, and Pokemon with this ability gain doubled Speed.
•Solar Power is activated, and Pokemon with this ability receive a 50% increase in Special Attack while losing 12.5% of their HP each turn.
•Leaf Guard is activated, and Pokemon with this ability become immune to status.
•Pokemon with the Dry Skin ability lose 12.5% of their HP every turn.
•Cherrim's ability, Flower Gift, is activated and it changes form.
•Castform becomes a Fire-type.[/list]
•The Special Defense of Rock-type Pokemon is increased by 50%
All non-Rock-, Steel-, and Ground-type •Pokemon and Pokemon without the ability Magic Guard, Sand Veil, or Overcoat take 1/16 damage at the end of every turn.
•The evasion of a Pokemon with the Sand Veil ability is increased by 20%.
•Solarbeam's Base Power is reduced from 120 to 60.
•Synthesis, Moonlight, and Morning Sun only recover 25% of the user's HP, as opposed to the standard 50%.
•Weather Ball's base power is doubled to 100, and becomes a Rock-type move.
•All Pokemon with Sand Rush have their speed doubled in sandstorm. In addition, non-Rock-, Steel-, and Ground-type Pokemon do not take residual damage from sandstorm.
•All Pokemon with the ability Sand Force have their Ground-type, Rock-type, and Steel-type moves boosted by 30%.[/list]
All non-Rock-, Steel-, and Ground-type •Pokemon and Pokemon without the ability Magic Guard, Sand Veil, or Overcoat take 1/16 damage at the end of every turn.
•The evasion of a Pokemon with the Sand Veil ability is increased by 20%.
•Solarbeam's Base Power is reduced from 120 to 60.
•Synthesis, Moonlight, and Morning Sun only recover 25% of the user's HP, as opposed to the standard 50%.
•Weather Ball's base power is doubled to 100, and becomes a Rock-type move.
•All Pokemon with Sand Rush have their speed doubled in sandstorm. In addition, non-Rock-, Steel-, and Ground-type Pokemon do not take residual damage from sandstorm.
•All Pokemon with the ability Sand Force have their Ground-type, Rock-type, and Steel-type moves boosted by 30%.[/list]
•All non-Ice Pokemon and Pokemon without the ability Magic Guard, Snow Cloak, Ice Body, or Overcoat take 1/16 damage at the end of every turn.
•The evasion of a Pokemon with the Snow Cloak ability is increased by •Blizzard has 100% accuracy.[/list]
•The evasion of a Pokemon with the Snow Cloak ability is increased by •Blizzard has 100% accuracy.[/list]
Now that you know what the effects are, let's talk about weather, shall we? Like I said, aside from hail, weather is very common in OU, with Politoed and Tyranitar in the top 10 most used Pokemon and Ninetales in the top 30. Not only that, but many powerful weather abusing threats, like Dragonite, Rotom-W, Terrakion, Gliscor, Landorus, and Starmie, all in the top 15. So, with all these dangerous threats running around, how do you stop them? Well, that's what this discussion is for. Here are some things to consider for the 2 scenarios you'll face when up against a weather team:
Fighting Weather with Weather: So you're battling with your brand new weather team, when suddenly you encounter another weather team that runs a different weather than you. Now you've gotten engaged in a common weather war. Winning this "weather war" is crucial, as having your weather is important, not just to power you Pokes, but to weaken there's. So, how do you win this weather war? There are many ways to do it, but I'll just give one to get things started. One thing I know that's been popular for sun teams is Sunny Day Ninetales. This is a great strategy to use, as it's very common for Politoed or Tyranitar to switch in on your Ninetales, as they know they'll have the upper hand. So, what do you do? As they switch in, you use Sunny Day! This not only keeps the weather in your favor, but also suddenly puts them at an unexpected disadvantage. So, you've seen my example, now how do you win the weather war? What strategies have you found effective?
Non-weather vs Weather: So you're now trying out your new non-weather team, and you've come across another weather team. This can be tricky, as without a weather inducer, your opponents weather will probably be up for most of the game, therefor putting them at an advantage. So, how do you overcome this challenge? One way to do it is to use Pokes that that general weather is weak to. For instance, for rain teams, rain teams often run several water types, most of whom have trouble with grass types. Therefor, running a good grass type like Ferrothorn can help beat rain. Another way to win in this scenario is to use a weather inducing move. Almost all Pokemon can learn Rain Dance and Sunny Day, so fitting this on your team isn't too difficult. One popular Poke for this role is Sunny Day Heatran. Heatran is a great way to deal with all types of weather, as Heatran himself can deal with sun, whereas Sunny Day shuts down other weather, especially rain. So, I've given you some examples, now how do you deal with weather on a non-weather team?
To recap: here's what this thread will discuss:
•What methods have you found effective for winning the weather war?
•What methods have you found effective for beating weather with a non-weather team?