Competitive Trainer School ep11: Weather teams

Last episode.

Hi guys, girls and everything in-between! As demanded by @Derpysaga, I’ll be more focused on weather based teams this time around. Think of it as episode 3, but not about the main archetypes. Open your books folks, school is on!

I am not a professional competitive trainer. I do not pretend to hold the holy sacred Truth or to replace experts and experienced players. I simply think I have strong enough bases to share my knowledge with less experienced players.


I’ll be talking about Rain, Sand, New Moon, Sun and briefly talk about Hail’s case. Also, in order to be more productive, I will talk about each weather like they are in mainline games aside from New Moon, who I will talk about Insurgence wise. If you want to to do things about Insurgence, tell me and I’ll do a comment explaining this.

  • Rain
    – How rain works
    – Frequent Pokémon
    – Hard matchup
  • Sandstorm
    – How sandstorm works
    – Frequent Pokémon
    – Hard matchup
  • New Moon
    – How new moon works
    – Frequent Pokémon
    – Hard Matchup
  • Sun
    – How sun works
    – Frequent Pokémon
    – Hard matchup

Rain

Rain is very often considered the best weather in modern games and always been a strong part of VGC since 2010. Gen 6 had it somewhat rough, but when Pelliper got Drizzle in Gen 7, everything changed dramatically. Also, a good number of players want Damp Rock to be banned in DPP UU because of how broken Rain is there. I am myself somewhat of a rain specialist.

How rain works

Rain makes water moves receive a 50% damage increase to their power and Fire types moves gets a 50% damage nerf. Rain is often called a support weather because to does not direct damages and has a lof of side effect, those being:

  • Solar Beam have 60 BP
  • Thunder and Hurricane gets 100% accuracy. Plus, in DPP, they had 30% chance to bypass protect.
  • Morning Sun, Synthesis and Moonlight only restore 1/4 of the users HP.
  • Castform turn Water type.
  • Weather Ball turn Water type and double its base power.
  • Swift Swim, Dry Skin, Hydratation and Rain Dish activates.
    – Swift Swim double the users speed
    – Dry Skin and Rain Dish restores Hp. Dry Skin restore 1/8 and Rain Dish restore 1/16.

Also to notes, in PMD, Rain prevent Pokémon from exploding and Sliggoo require rain to evolve into a Goodra.

Frequent Pokémon

Pelliper and Politoad are the most common Drizzle users and are thus mandatory in a rain team. For singles, Pelliper is better in my opinion because of its Ground immunity and access to U-Turn. This means it can pivot very easily compared to Politoad. In doubles, both are viables. Pelliper is better used alongside Earthquake users and can provide Tailwind. Politoad has a much better support movepool including Perish Song and Helping Hand.

Swift Swim users are, most of the time, the best sweepers for rain teams. Kingdra always been a good choice for OU Rain, but Mega Swampert and more recently Barrascuda seems to have taken its throne. Some very offensive rain teams even carry two Swift Swim users.

Thanks to the rain weakening fire types, many steel types enjoy the weather. However, none of them is better suited for rain than Ferrothorn. As many Pokémon resort to Hidden Power Fire to check Ferrothorn, it can survive some of those and also act as the main hazards setter in those teams.

Tornadus-T is a very strong and popular pivot in Rain. This is because of two things: Hurricane and Flying types. It allow to check Grass types who are generally speaking annoying for Rain. We won’t neglect its synergy with Ferrothorn either.

A lot of special attacking electric types greatly enjoy the usage of Thunder over Thunderbolt, like Zapdos for Gen 8 and Tapu Koko for Gen 7.

If you play in Gen 7 or in National Dex, there is always one you should use: Ash-Greninja. Not only its Surf and Hydro Pump become absolute nukes, but it also check Mega Alakazam, a big threats to Rain thanks to Trace. Also, Spikes. Ferrothorn and Ash-Gren are actually good together as a hazard stacking core.

Hard matchup

Ferrothorn is hard to pass for many Rain team. Fighting types are not really frequent in Rain aside from Urshifu-RS, and Fire is not even close to be used. Rain team tends to rely on Hurricane to beats Grass, but Ferrothorn is neutral to flying and can setup Leech Seed or even Protect to stall rain turns.

But the biggest pain is Specially defensive Gastrodon (after Gen 4). Immunity to Water and Electric, capable of taking Hurricane somewhat well and also great staying power means it can stall Rain turn effectively. This is the reason why Ferrothorn must run Power Whip, because Ferrothorn is immune to Toxic and can hit Gastrodon on its only weakness.

Of course, Pokémon that can remove the weather problematic for almost any rain. Tyranitar cause the classic Rain vs Sand clash. Most, if not any, sand team must be ready to face Rain and are thus prepared to this matchup, often in the sens of Gastrodon.

A typical Rain team would look like this:

Gen 7 Rain

Pelipper @ Damp Rock
Ability: Drizzle
EVs: 248 HP / 36 Def / 224 SpD
Bold Nature
-Scald
-U-turn
-Roost
-Hurricane

Greninja (M) @ Choice Specs
Ability: Battle Bond
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
-Surf
-Dark Pulse
-Water Shuriken
-Spikes

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 24 Def / 232 SpD
IVs: 0 Spe
Sassy Nature
-Stealth Rock
-Leech Seed
-Gyro Ball
-Power Whip

Swampert @ Swampertite
Ability: Damp
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
-Waterfall
-Earthquake
-Ice Punch
-Superpower

Tornadus-Therian @ Life Orb
Ability: Regenerator
EVs: 4 HP / 252 SpA / 252 Spe
Naive Nature
-Hurricane
-Knock Off
-U-turn
-Defog

Tapu Koko @ Electrium Z
Ability: Electric Surge
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
-Wild Charge
-Hidden Power Ice
-U-turn
-Roost

I allowed myself a little trick. Usually, Z-Hurricane Tornadus is used. However, since Assault Vest Magearna is common in the Metagame, I greatly prefer to use Z-Wild Charge to lure Magearna and greatly weaken it, if not OHKO. Then, your opponent often cannot check Ash-Greninja anymore and it’s GG.

This is a team I love to use, although it is very classic in the metagame and, as such, is prepared for. Very straight forward and easy to use. Probably what I would recommend for those who want to try out the USUM matagame.

Sandstorm

Ah, the classic, the one, the only: Sandstorm. A staple since abilities were introduced in Generation 3. This is how TTar shaped the landscape of what would be later called Over Used with its permanent sandstorm. Generation 5 is obviously the greatest weather clash, where Sandstorm and Rain were fighting over dominance in Over Used. The Sand archetype was somewhat popular in Gen 6, but dropped in Generation 7 when Rain proved to be superior in this Metagame.

How sandstorm works

Sandstorm make every Pokémon loose 1/16 of their HP every turn, unless they are Rock, Ground or Steel types. Pokémon who have Magik Guard, Sand Veil, Sand Rush, Sand Force, Overcoat or holding the Safety Goggles are also immune to the Sand damages. Here are the side effects:

  • Since Gen 4, Rock types gain a 50% SpD boost.
  • Solar Beam power drop to 60.
  • Morning Sun, Synthesis and Moonlight restore 1/4 Hp.
  • Shore Up restore 2/3 of Hp.
  • Sand Rush, Sand Veil and Sand Force activates.
    – Sand Ruch doubles the speed of the user.
    – Sand Veil increase evasion of the user by 20% under sandstorm.
    – Sand Force increase the power of Ground, Rock and Steel types moves by 30% (like a Life Orb).
  • Weather Ball turn Rock type and base power turn 100 base power. Castform don’t change form in the mainline game, but it does in Insurgence.

Frequent Pokémon

As Sandstorm is more of an offensive weather, teams will be a bit less centred around the weather itself like Rain does. Thus, Sand team are very varied because the team will prefer to patch is weakness stacking and complete its offensive synergy regardless of the weather.

Tyranitar is often regarded as the best Sand Stream user, although Hippodown is sometimes the superior choice for bulkyer archetype. TTar usage dropped a cliff when Pursuit got removed from the game in Gen 8, as it was its best move in both its offensive and supportive set. Speaking about those, supportive sets are ofter chose over offensive ones for sand teams because it can allow itself to use Smooth Rock instead of Choice Band or a mega stone. HIppodown is the more balanced/stallish sandstorm setter.

Gen 5 introduced a monster, the best sand rush sweeper of all time, the one and only Excadrill. Partner in crime of Tyranitar, Excadrill is used in any decent Sand team due to its explosive offensive capabilities when its speed is doubled. One of its biggest weakness is that is stacks important weakness with its Sand Stream partner. Those being Fighting and Ground for TTar and Water in all case. As such, Sand teams must always accommodate for those. Keep in mind that now that Dracozolt has Sand Rush, it is a potent competitor for the Sand Rush sweeper in Gen 8. However, Exacrill often outclasses it because Dracozolt must be played mixed due to its shallow-ish physical movepool, so the overall damage output is lower.

As strange as it might seems, Mega Charizard X and Y are very popular amoung Sand Team, especially in Gen 6. Their ability to check Grass types and Rotom-W that sand struggle a lot against is a good plus for sand. Plus, Exacrill is a very good hazards remover for Charizard X and Y and they share a wonderfull offensive synergy. Charizard Y in particular can activate Sun to weaken Water types because, if it wasn’t clear, you kinda have 3 water weakness on your team, and can make sure the Sandstorm doesn’t run out at the worst moment possible by cancelling it with something that sill give you a decent advantage.

Grass types are incredible team members for Sand teams as they resist both Water and Ground. Usually, the battle for the spot goes for either Tangrowth or Amoonguss. While Tangrowh is just super Bulky and Regenerator, you know the drill, Amoonguss trades the Ground resistance for the more reliable Spore (ease Exadrill’s setup) and a much better defensive synergy with Tyranitar. In fact, it checks a lot of threats to Sand team, like Keldeo in Gen 6 or Kartana in Gen 7.

Another good Pokémon I rarely see in Sand teams is Clefable. Not only it is immune to the Sandstorm, but it has both a fighting resistance and can pass wish to Tyranitar and give it a form of recovery. It has a good synergy with Tyranitar and Exadrill in general. Madibuzz is also a good addition for sand team in Gen 8, although it is arguably better paired with Hippodown.

As a base guideline, sand usually cary TTar, Exacrill, a strong wallbeaker, a grass type and two other things. This is one instance of a Gen 6 Sand team, credit to ethanlol on the Sample Team Smogon thread.

Gen 6 Sand

Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
IVs: 0 SpA
-Flare Blitz
-Dragon Claw
-Dragon Dance
-Roost

Keldeo @ Choice Specs
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
-Hydro Pump
-Scald
-Secret Sword
-Focus Blast

Tyranitar @ Chople Berry
Ability: Sand Stream
EVs: 248 HP / 80 Def / 180 SpD
Relaxed Nature
-Stealth Rock
-Stone Edge
-Pursuit
-Thunder Wave

Excadrill @ Air Balloon
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
-Earthquake
-Iron Head
-Swords Dance
-Rapid Spin

Tangrowth @ Rocky Helmet
Ability: Regenerator
EVs: 244 HP / 216 Def / 48 SpD
Relaxed Nature
-Sleep Powder
-Giga Drain
-Knock Off
-Hidden Power [Fire]

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
-Draco Meteor
-Psyshock
-Hidden Power [Fire]
-Recover

Alright, here is a team description for those who are too lazy to click on the link:

Keldeo and Charizard is the base core of the team. Keldeo has a decent matchup vs Stall and can wallbreak in order to pave the way for Charizard to sweep. Keldeo deals with Heatran, Landorus-T and Hippodown who are problematic for Charizard. Here, Keldeo runs Focus Blast instead of Secret Sword in order to pass Rotom-W. Tyranitar + Excadrill was chosen to deal with Latios and to deal with many Pokémon found in offensive teams. TTar has the rock and use Thunder Wave for Charizard, potentially easing the setup and maybe even not needing a dragon dance to outspeed things. Exacdrill has Rapid Spin and can use Swords Dance against slow and fat teams. Tangrowth beats common weakness to Sand teams like Azumarill, Breloom and Rotom-W and a switch-in to physical attacker like Mega Lopunny and Mega Metagross. 3 Attack Latios is chosen to cover Keldeo and have a ground immunity. Overall, the team does great at weakening checks to Charizard and let it sweep.

New Moon

Ok, since I’m not really good on new moon teams, take those with a grain of salt. Remember, this section is the only one talking about Insurgence, the others were talking about more mainline stuff.

So, I’m not a master about New Moon teams, but I still have the basis covered. As for version 2.7, New Moon increase the power of Dark and Ghost types by 35% and reduce the power of Fairy type by 25%. Now, the side effects according to the Wiki:

  • Allwor Lunar Canon, Phantom Force and Shadow Force to be use in 1 turn.
  • Activates Absolution, Forecast, Heliophobia, Shadow Dance and Supercell.
    – Under New Moon, Absolution increase the users SpA by 50%, but it looses 1/8 of its HP each turn, exactly like Solar Power does.
    – Forecast change castform’s form.
    – Under New Moon, Heliophobia restores 1/8 of the max HP but remove 1/8 of max HP under harsh sunlight.
    – Shadow Dance double the user’s speed under New Moon.
    – Supercell increase the user’s SpA by 50% under New Moon or Rain and change Mega Delta Typhlosion’s form.
  • Recude the healing of Synthesis and Morning Sun by 1/3
  • Increase the healing of Moonlight by 1/3
  • Reduce the power of Solar Beam by 70%
  • Increase the power of Surf by 50%
  • Weather Ball turn Dark Type and double its power.
  • Hone Claw does a 2 stage boost instead of 1 stage.
  • Geomancy’s boost are halved.
  • Nightmare does 1/2 of the target’s max HP instead of 1/4.
  • Bad Dream does 1/4 of the target’s max HP instead of 1/8.
  • Pressure drops the PP by 3 instead of 2.
  • Flash decrease accuracy by 2 stages instead of 1.
  • Illuminate the users increase evasion by 1,25x.
  • Fairy Aura does not works under New Moon, even if Aura Break is active.
  • Dark Aura boost the power of Dark Types moves by 5/3 instead of 4/3.
    – If Aura Break is active, their damage is multiplied by 3/5 instead of 3/4
  • Light Screen and Reflect makes the attack cause 4/10x of their damages in single and 8/15x in doubles.
  • Dusk Ball has its catch rate boost active.

Frequent Pokémon

Spiritomb and Lunatone are the two Noctem users that can hold the Dark Rock. Spiritomb can also Mega Evolve himself and become a good wallbreaker, although I recommend using another Mega in a full New Moon team.

Since powerful priorities are basically the insurgence meta, Bisharp becomes a force to be recon with. As many Gen 6 teams sometimes relies on fighting types that lack recovery to take Sucker Punch, the damage boost from New Moon makes Bisharp extremely dangerous. It can, amoung other things, drop a Keldeo nier to mid life with Sucker Punch while also protecting the team’s hazard thanks to Defiant.
252+ Atk Life Orb Bisharp Sucker Punch vs. 0 HP / 0 Def Keldeo: 99-117 (30.6 - 36.2%) – 56.8% chance to 3HKO
252+ Atk Life Orb Bisharp Sucker Punch vs. 0 HP / 0 Def Keldeo in New Moon: 134-159 (41.4 - 49.2%) – guaranteed 3HKO
+2 252+ Atk Life Orb Bisharp Sucker Punch vs. 0 HP / 0 Def Keldeo in New Moon: 268-316 (82.9 - 97.8%) – 31.3% chance to OHKO after Stealth Rock

Mega Delta Typhlosion is usually the chosen Mega Evolution due to its outstanding wall breaking capabilities. Although sometimes, Mega Delta Blastoise and Mega Shiftree can be chosen sometimes as respectively wallbreaker and sweeper.

Speaking of sweeper, the best shadow dance user seems to be Delta Roserade, as it is not afraid of both Ghost and Dark types that would utilise its weather and have good coverage alongside Spikes. It’s Special Attack makes it a fearsome Choice Specs user too and it has high speed for a weather sweeper. Delta Meloetta is good too, but trading the weather sweeping thing for an all around broken Pokémon.

Fighting types enjoy the little weakening of Fairy and they also check opposing dark types that are troublesome for New Moon in general. In this regard, Keldeo is an incredible choice. Boosted Surf means it doesn’t have to rely on Hydro Pump’s accuracy and it can (soft?) check Dark types too.

Lastly, using your own defensive Dark Type to resist both Dark and Ghost is very useful. I’ve seen most success with Tyranitar and Mandibuzz, but Umbreon seems to work too. Tyranitar in particular can fill the role of Stealth Rock user and also proven the weather from running out at the worst moment possible. I recommend support Tyranitar with the armour in this regard.

Hard matchup

Mega Delta Blastoise can be a difficult matchup as it resist Dark, Rock and Ghost while having priorities in Vacuum Wave and having significant wall breaking capabilities for the Noctem defensive core.

Sun Team is a nightmare to face off. Not a lot of common Pokémon in New Moon team possesses reliable Grass and Fire resist. Tyranitar’s ability to handle Volcaronna, Charizard Y and Mega Delta Frosslass is a good reason for Tyranitar to be in a Noctem Team to begin with.

While also being one of the best teammate for New Moon, Bisharp is also part of the best counter to it, especially the Ghost types like Mega Delta Charizard or Gengar. Boosted Sucker Punch hurt either way.

Opposing Tyranitar is a hard matchup too. No bonus points for those who figure out why.

Team example

Ins.OU example

Spiritomb @ Dark Rock
Ability: Noctem
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
-Knock Off
-Pain Split
-Toxic
-Taunt

Keldeo @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 1 Atk / 30 SpA
-Surf
-Secret Sword
-Hidden Power [Electric]
-Icy Wind

Typhlosion-Delta-Mega @ Delta Typhlosionite
Ability: Supercell
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
-Thunderbolt
-Flash Cannon
-Dark Pulse
-Hidden Power [Ice]

Volcarona-Delta-Armor @ Volcarona-Delta Armor
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
-Dark Pulse
-Corrode
-Defog
-Roost

Tangrowth @ Rocky Helmet
Ability: Regenerator
EVs: 244 HP / 216 Def / 48 SpD
Relaxed Nature
-Giga Drain
-Sleep Powder
-Knock Off
-Focus Blast

Garchomp @ Lum Berry
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
-Dragon Claw
-Earthquake
-Swords Dance
-Stealth Rock

Please, take this team with a grain of salt. I never been the greatest at making New Moon teams. Spiritomb is the Noctem setter here. Classic set, Toxic is the main damage output and Taunt is here to prevent opposing Toxic or recovers. Delta Typhlosion is the obvious mega and main Wallbreaker. Keldeo is played Choice Scarf on the team to patch the need of a revenge killer. Delta Typhlosion is strong enough of a wallbreaker, so Choice Specs wasn’t needed that much. Surf is the only water STAB because it didn’t needed Scald that much on this set and Surf benefited more from New Moon than Hydro Pump. Delta Volcarona serves as an offensive Defog user. Corrode is the better STAB because most Pokémon ment to cover poison types are Steel types. Tangrowth is your main pivot here and can avoid the 2HKO from Delta Arcanine’s at +2. It is not a reliable check by any mean, but can help deal with it.
+2 252+ Atk Delta Arcanine Extreme Speed vs. 244 HP / 216+ Def Tangrowth: 160-190 (39.8 - 47.2%) – 46.9% chance to 2HKO after Stealth Rock

Garchomp is your offensive Stealth Rock user and physical wallbreaker. And, that’s it! It can loose somewhat hard to many very strong offensive threat, like Delta Meloetta or Delta Metagross Ruin. At least I tried.

Sun

The “new” weather in OU! Aside from the occasional appearance in Gen 5, Sun never were very popular in OU. Sure, it was seen in VGC thanks to Mega Charizard Y and Groundon, but was more of a NU and PU thing. However, it became quite popular in Gen 8 after the release of Pokémon Home and dairying a part of Isle Of Armour when Venusaur got buffed and the appearance of the Heavy Duty Boots, but the play style faded away later on. Sun team is famous by having many Fire and Grass types in their teams.

[/u]How Sun works[u]

Sun is pretty much the exact opposite of rain (go figure).

  • Fire types moves become 50% more powerful
  • Water types move become 50% weaker
  • Solar Blade and Solar Beam can be used in 1 turn instead of needing 2
  • Thunder and Hurricane drop to 50% accuracy
  • Morning Sun, Moonlight and Synthesis restore 2/3 of the users HP. In Gen 2, they restore 100% of HP.
  • Harvest works each turn
  • Cherrim and Castform changes form. Weather Ball become Fire type and get to 100 base power.
  • Growth raise Atk and SpA stats by 2 instead of by 1
  • The following ability activates: Chlorophyl, Dry Skin, Forecast, Flower Gift, Leaf Guard and Solar Power
    – Chlorophyl double the users speed under harsh sunlight
    – Dry Skin inflict 1/8 HP of the user at the end of each turn under Harsh Sunlight. Plus, Fire Types move inflict 25% more damage.
    – Flower Gift and Forecast make Cherrim and Castform change form.
    – Leaf Guard prevent status condition under Harsh Sunlight
    – Solar Power inflict a recoil of 1/8 of maximum HP each turn, but increase the users SpA by 50%.

Frequent Pokémon

Torcoal and Ninetails are the obvious Drought users. Ninetails was preferred in Gen 5 and 6, but when Torcoal got Drought in Gen 7, it became the preferred one due to its superior physical bulk and better support options (Rapid Spin notably). Part of the reason why Sun is considered a weaker team style is because their Drought setter are weak to Stealth Rock. Although the Heavy Duty Boots made life way easier for Sun teams, now they have to make the tough decision between HDB or Heat Rock on Torcoal.

Venusaur is the default Sun sweeper in all OU Sun teams thanks to chlorophyll, solid stats and interesting typing. Plus, thanks to its Gen 8 buff, it now has a lot more options. Since it no longer has to deal with Hidden Power as its strongest fire type move, damages roll against Fire weak Pokémon are much more advantageous with the addition of Weather Ball in its movepool, it can also finally bypass Heatran with Earth Power. Unfortunately, Venusaur suffer from the 4 moveslot syndrome. It must choose 4 moves between Solar Beam, Weather Ball, Sludge Bomb, Growth, Giga Drain and Earth Power. None of which are really thrilling to give up on.

Due to Venusaur’s weakness to psychic, Heatran makes to a good teammate. Heatran can constantly check dangerous Psychic and Fire types and can also trap annoying things with Magma Storm and/or setup Stealth Rock.

When Mega Evolution was still a thing, Mega Houndoom was a powerful wallbreaker thanks to Solar Power. Now that Mega Evolutions are gone, Charizard has taken its place as a Solar Power user. However, without Choice Specs, its damage output is rater disappointing. On the same token, there is also regular Darmanitan. Not gonna lie, it won’t survive long, but a Life Orb Sheer Force Sun Flare Blitz coming from a base 140 attack under sun deal massive damages. HDB are maybe a better option after all, like for 1/2 of your Sun team.

Mega Charizard Y was also used for being a secondary Drought user. Ground immunity is also appreciated.

This is an example of what a Gen 8 Sun team would look like. Maybe not be perfect, Gen 8 is not my speciality. Although I would like to get better at it.

Gen 8 Sun team

Heatran @ Choice Specs
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
-Eruption
-Lava Plume
-Earth Power
-Flash Cannon

Torkoal @ Heat Rock
Ability: Drought
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
-Lava Plume
-Rapid Spin
-Stealth Rock
-Yawn

Venusaur @ Life Orb
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
-Growth
-Giga Drain
-Sludge Bomb
-Weather Ball

Blissey (F) @ Heavy-Duty Boots
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
-Teleport
-Soft-Boiled
-Seismic Toss
-Toxic

Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
-U-turn
-Earthquake
-Defog
-Stone Edge

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
-Soft-Boiled
-Flamethrower
-Moonblast
-Calm Mind

I found this one on a dead french forum that I still visit from time to time. Seems to do great, nothing else to say here.

Hail’s case

Well, hail has the problem of needing to stack many Ice type who, I remember all pack extremely exploitable weaknesses. Plus, even if Slush Rush exists, its abusers are slow for weather sweepers. The best of the bunch is Alolan Sandslash, who doesn’t have a very high attack by OU standards. No, hail is better suited for Hyper Offense because of 1 thing alone: Aurora Veil. Aside from maybe a perfect accuracy Blizzard, there isn’t much reason to play a hail centred team.

Hail is more of a double battle thing, being part of the Hail Room archetype.


So, that’s what I had to say! Took me longer than I wished to make those teams.

3 Likes

havent read it yet but dang its a long one. also nice that this is back

I can’t believe i inspired a Trainer school episode!! And i forgot i said something about this :smiley:

1 Like

I’m looking for subjects right now. Got any ideas?

:thinking:

ill get back to you on that later.

What about, ugh, Monotype Teams?

1 Like

I can also talk about other concept, like synergy or creating your own set.

1 Like

Definitely Synergy. Also Monotypes arent a bad subject.