Ársa
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- Seen Jun 6, 2016
INTRODUCTION:
Basically, I've seen a few threads of late with "Weather" Teams, and people are using just any pokemon as a lead, and almost always, six pokemon of the weather type. This isn't always the best way to go. In this Guide, I will show you the proper ways of constructing a Weather Team, which pokemon to use, and how you should use them.
Ok, the second most used weather after Sandstorm is Rain Dance. Rain Dance teams are known for abusing the ability Swift Swim, non more so than Kingdra. Rain is very handy in more ways than one, and here we will find the pros and cons.
WHAT TO LOOK FOR:
Firstly, you need a Rain Starter. Commonly, Bronzong is used, as Rain Dance also helps benefit it's Fire Weakness. Other common Rain Dance starters are Kingrda, Ludicolo and Electrode, although the later is usually in UU. Another point is to try and abuse Swift Swim. This doubles the speed of the pokemon in Rain, giving you the upper hand in speed. Kingrda, Ludicolo and Floatzel are common examples of this.
EFFECTS FROM RAIN DANCE:
The following is a short list of the most common pokemon used in Rain Dance Teams.
Bronzong: Mainly used as a starter of Rain Dance. Combine its sturdy defenses with the decrease of Fire attacks makes this pokemon very handy on any Rain Dance team.
Kingdra: Definately the most common pokemon in Rain Dance teams. It is rare you will see a serious Rain team without Kingdra, and for good reason. Using Swift Swim, Kingdra becomes the fastest thing under the...clouds in Rain. It's very even stats allow for both Physical and Special attacking capabilites, making it very hard to wall, and with only 1 Weakness, it isn't easy to defeat.
Floatzel: Also abuses Swift Swim, Floatzel is even faster with an already Base 130 speed increased beyond anything. It has a large Move Pool, and can baton pass stat-ups like Bulk Up. It's Physical capabilites are nothing to sneeze at, with a STAB Waterfall in Rain doing serious damage. Definately should be considered.
Skarmory: Because of similar reasons to Bronzong and other steels, it's Fire Weakness is downgraded in the rain. The only true problem now is the 100% accuracy of thunder, but no decent battler runs Thunder over Thunderbolt unless they themselves are using Rain Dance.
Forretress: Same situation as Skarmory and the like, but with an added benefit. Forretress isn't weak to electric attacks, and removes the scary 4x weak to fire attacks.
Omastar: Along with Kabutops, this Fossil pokemon also has the ability Swift Swim, and with its above average defenses and very decent Sp. Atk, Omastar can actually provide a decent physical presence. Don't knock it before you try it.
Kabutops: Similar to Omastar, but with a higher base speed and lower defenses. This is the very essence of a Glass Cannon. Weaknesses to common attacks means this cannot stay in for long, but once it is in, Kabutops can cause some considerable damage.
Electivire: Because of the abundance of water types, they are most likely to draw electric attacks. This is where Electivire makes its presence felt. Switch into an electric attack and allow it's Motor Drive ability to kick in. With the added speed boost and a certain hit with Thunder, Electivire can easily sweep teams unprepared.
Ludicolo: With its very unusual Water/Grass Typing, Ludicolo gets boosted water attacks without being scared of electric hits coming its way. A great supporter and annoyer, Leech Seed+Toxic+Rain Dish/Swift Swim can annoy the hell out of anyone, and if used correctly, this is definately a very potent force.
Vaporeon: Vaporeon is here mainly because of its ability. Water Absorb allows Vaporeon the heal itself when hit with a water attack. Your opponents may try to take advantage of the added strength of water attacks, and here is where Vaproeon shines. It is also considered to be the best Wish passer in the game, so combine this with a STAB surf boosted in rain and the commonly used HP ELECTRIC, and Vaporeon can become a potent threat.
Raikou: Anti would kill me if I didn't have this here. While this takes time to set up, it is a definate force. Can take Electric attacks if you don't want to run vire, but because of the time lapse to set it up, Thunderbolt is a better option than Thunder, appealing as it is to use the later.Magnezone: Magnezone is used because it can also abuse thunder, and now helps to trap steels who want to try and switch in because of the increased Fire Resistence. Also, the Rain helps to counter Fire for magnezone itself. Magnet Pull is the ability of choice here.
Blissey: Of course, Blissey is here. Not much to say really, but now you can run thunder, and that 30% Paralysis is increased to 60% with Serene Grace. That is sure to help you overrun your opponent.
Gyarados: A STAB Waterfall in Rain boosted by a Dragon Dance hurts stuff. Not to mention combining with Electivire, this thing draws electric attacks like nothing else. Electivire+Gyarados is a standard combination, but a good one none-the-less.
WHAT IS THE STRATEGY?
Unlike the previous two, Rain teams are more physically oriented. Because of the many abilites that are abused during Rain Dance, the most predominent being Swift Swim, Rain Dance teams are noted for hitting hard and fast, with powerful moves and boosted STAB water typed attacks.
THREATS TO A RAIN DANCE TEAM:
Again, here we will discuss the common problems your are going to face when running a Rain Dance team.
Remember, Rain Dance is fun, but don't overdose. Swift Swim seems to make battlers forget that walls are needed. People start to get excited and load their team with Swift Swimmers and water types to use Rain Dance to power their moves. Problem with this is if you run up against an Electivire etc. or anything that can wall common water attacks and hit back with Electric attacks (Lanturn, HP ELECTRIC bulky waters like Vaporeon) you will have no defense. Please, don't forget, it may be raining outside, but that doesn't mean you can go wild...
WILL CONTINUE SOON
Regards,
~Tortured_Soul
Basically, I've seen a few threads of late with "Weather" Teams, and people are using just any pokemon as a lead, and almost always, six pokemon of the weather type. This isn't always the best way to go. In this Guide, I will show you the proper ways of constructing a Weather Team, which pokemon to use, and how you should use them.
WEATHER #1 [HAIL]
Spoiler:
OK, time for my fave of them all, Hail Teams. Hail teams centrilize around 1 main pokemon, Abomasnow. Abomasnow is the only pokemon other than its Pre-Evolution to be able to summon Hail when it is sent into battle. By doing this, you have already saved yourself 1 move, and possibly more, because this Hail goes forever. Just because Abomasnow is an easy lead to use, its stats aren't that crash hot, so don't make yourself feel obligated to using Abomasnow.
WHAT TO LOOK FOR:
Never believe you need to have all 6 pokemon completely immune from hail. Always look at common pokemon such as Skarmory, Swampert and Blissey, all of which can work well in any team. 1 Main thing to note is that Toxic Orb Breloom still gains health with Hail in effect, so don't need to worry about not using Breloom, as it will still gain HP, although a tad less. Finally, you must be able to build up resistences to 3 main types in particular, Fire, Fighting and Rock. Doing this will be pivotal in creating a competitive Hail Team.
EFFECTS FROM HAIL:
The following is a short list of the most common pokemon used in Hail Teams.
Abomasnow: Simply put, it creates the Hail first turn, and isn't specifically weak to any of the common leads.
Walrein: Commonly known as "StallRein" in the weather teams, couple this pokemon with its ability Ice Body, and Leftovers, and you recover 1/8th of your HP each turn. Combine with Protect, and you have a very potent recovery situation. Most commonly run is a Toxic Stall set, to wear down opponents while recovering in Hail.
Froslass: Use for its ability, Snow Cloak, which increases its evasion by 20% in Hail. This can be used as a Great Special Sweeper, as it has great Speed, and as such, most are run with Choice Specs.
Mamoswine: The Main Powerhouse of Physical Sweeping in Hail Teams. This is probably the third most common behind Abomasnow and Walrein. Mamoswine also has the ability Snow Cloak, and is able to learn the priority move Ice Shard, to outspeed a kill Dragons. Choice Band is a must on this.
Glaceon: Glaceon is another pokemon with the Snow Cloak ability. Glaceon is used mostly as a supporter for Hail Teams, usually coupling attacks like Yawn, Fake Tears and Wish. Very good in a Hail Team if you need Wish support.
Blissey: Considering Hail doesn't help any decent Special Defender, Blissey must be considered. You know the drill, Highest HP+Excellent Sp. Def. Only difference is the ability to now run Blizzard, and hit those Dragons and anything else, harder than before.
Bronzong: The only 'Other' option as far as leading goes. In Hail Teams, Bronzong can do rather well, but you will mainly see Abomasnow used as a lead, and if you're first time at Hail Teams, Abomasnow should be the go.
Porygon-Z: Why is this here? Because it can now add Blizzard over Ice Beam. Take advantage of this, as it may help in Non-Super Effective situations.
Regice: Common only because it is immune to Hail. This is avoided in most Hail teams due to it's obvious in-ability to wall what it needs to, Fire, Fighting and Rock attacks. (Fire specifically) Still, this can be used to some sort of ability, and is hence mentioned here.
Articuno: If you like, this is a rather reliable pokemon in Hail. Articuno can start your Hail team off in the place of Abomasnow, and it can counter quite a few common leads, although the faster ones like Weavile and Aerodactyl, as well as DD Tyranitar cause problems. Abusing Blizzard is a bonus that it along with the rest of your able pokemon can rely on. Works well as a Special Wall, and Cleric support with Heal Bell. (XD Move only)
Snorlax: Although this shares a common problem in a weakness to fighting, Snorlax has Thick Fat, which allows it to take Fire Hits extremely well. Along with this, anyone who just happens to be running Blizzard on you opponents team (Who would) can be countered with Snorlax to some extent due to it's ability.
Weezing: Resists Fighting attacks and isn't effected by Ground attacks. This purely is the reason it is mentioned. Perhaps the best Heracross counter in the game, Weezing should be always considered on a Hail team if you find Stallrein to be unreliable.
Swampert: Crucially resists the dreaded rock types. A very good Tyranitar counter when played right, and can have reliable use on any Hail team.
Tentacruel: Provides much needed Rapid Spin support and counters Mix-Ape to an extent.
*Please tell me if you believe a pokemon should be added.
WHAT IS THE STRATEGY?
Easy. You want to be able to capitalize on the Hail. If you look at those pokemon listed above, they all (Other than Bronzong) benefit from the Hail in some way. The problem is, picking your pokemon. Most Hail Teams run a stalling style, because of the Hail side effects, and it hits more common pokemon for damage than Sandstorm. A great use is to halt the use of Focus Sash being effective, a very nice side-effect indeed.
THREATS TO A HAIL TEAM:
Just like any team, a Hail Team will have pokemon that it will need to be able to counter in order to be effective. Here is a small list, I will add some more at a later date. (If anyone can help contribute, that would be great.)
Hail Teams are my personal fave, because they are the second least common apart from Sunny Day teams. These teams are a force in the competitive battling arena, and the only true counter for any team as a whole is to have another Hail user once Abomasnow goes down.
WHAT TO LOOK FOR:
Never believe you need to have all 6 pokemon completely immune from hail. Always look at common pokemon such as Skarmory, Swampert and Blissey, all of which can work well in any team. 1 Main thing to note is that Toxic Orb Breloom still gains health with Hail in effect, so don't need to worry about not using Breloom, as it will still gain HP, although a tad less. Finally, you must be able to build up resistences to 3 main types in particular, Fire, Fighting and Rock. Doing this will be pivotal in creating a competitive Hail Team.
EFFECTS FROM HAIL:
- 100% Accuracy Blizzard.
- 1/16 HP Damage to non Ice Type Pokemon.
- Snow Cloak Activation.
- Ice Body Activation.
- Forcast Activation.
- Decreases the Effectiveness of Moonlight to 25% Health Gain.
- Allows a 30% Chance of Blizzard hitting through Protect.
- Castform Transforms to Ice Type.
- Weather Ball is now Ice Type. (Base 100)
The following is a short list of the most common pokemon used in Hail Teams.
Abomasnow: Simply put, it creates the Hail first turn, and isn't specifically weak to any of the common leads.
Walrein: Commonly known as "StallRein" in the weather teams, couple this pokemon with its ability Ice Body, and Leftovers, and you recover 1/8th of your HP each turn. Combine with Protect, and you have a very potent recovery situation. Most commonly run is a Toxic Stall set, to wear down opponents while recovering in Hail.
Froslass: Use for its ability, Snow Cloak, which increases its evasion by 20% in Hail. This can be used as a Great Special Sweeper, as it has great Speed, and as such, most are run with Choice Specs.
Mamoswine: The Main Powerhouse of Physical Sweeping in Hail Teams. This is probably the third most common behind Abomasnow and Walrein. Mamoswine also has the ability Snow Cloak, and is able to learn the priority move Ice Shard, to outspeed a kill Dragons. Choice Band is a must on this.
Glaceon: Glaceon is another pokemon with the Snow Cloak ability. Glaceon is used mostly as a supporter for Hail Teams, usually coupling attacks like Yawn, Fake Tears and Wish. Very good in a Hail Team if you need Wish support.
Blissey: Considering Hail doesn't help any decent Special Defender, Blissey must be considered. You know the drill, Highest HP+Excellent Sp. Def. Only difference is the ability to now run Blizzard, and hit those Dragons and anything else, harder than before.
Bronzong: The only 'Other' option as far as leading goes. In Hail Teams, Bronzong can do rather well, but you will mainly see Abomasnow used as a lead, and if you're first time at Hail Teams, Abomasnow should be the go.
Porygon-Z: Why is this here? Because it can now add Blizzard over Ice Beam. Take advantage of this, as it may help in Non-Super Effective situations.
Regice: Common only because it is immune to Hail. This is avoided in most Hail teams due to it's obvious in-ability to wall what it needs to, Fire, Fighting and Rock attacks. (Fire specifically) Still, this can be used to some sort of ability, and is hence mentioned here.
Articuno: If you like, this is a rather reliable pokemon in Hail. Articuno can start your Hail team off in the place of Abomasnow, and it can counter quite a few common leads, although the faster ones like Weavile and Aerodactyl, as well as DD Tyranitar cause problems. Abusing Blizzard is a bonus that it along with the rest of your able pokemon can rely on. Works well as a Special Wall, and Cleric support with Heal Bell. (XD Move only)
Snorlax: Although this shares a common problem in a weakness to fighting, Snorlax has Thick Fat, which allows it to take Fire Hits extremely well. Along with this, anyone who just happens to be running Blizzard on you opponents team (Who would) can be countered with Snorlax to some extent due to it's ability.
Weezing: Resists Fighting attacks and isn't effected by Ground attacks. This purely is the reason it is mentioned. Perhaps the best Heracross counter in the game, Weezing should be always considered on a Hail team if you find Stallrein to be unreliable.
Swampert: Crucially resists the dreaded rock types. A very good Tyranitar counter when played right, and can have reliable use on any Hail team.
Tentacruel: Provides much needed Rapid Spin support and counters Mix-Ape to an extent.
*Please tell me if you believe a pokemon should be added.
WHAT IS THE STRATEGY?
Easy. You want to be able to capitalize on the Hail. If you look at those pokemon listed above, they all (Other than Bronzong) benefit from the Hail in some way. The problem is, picking your pokemon. Most Hail Teams run a stalling style, because of the Hail side effects, and it hits more common pokemon for damage than Sandstorm. A great use is to halt the use of Focus Sash being effective, a very nice side-effect indeed.
THREATS TO A HAIL TEAM:
Just like any team, a Hail Team will have pokemon that it will need to be able to counter in order to be effective. Here is a small list, I will add some more at a later date. (If anyone can help contribute, that would be great.)
- Sandstorm/Rain Dance/Sunny Day Users (Tyranitar, Hippowdon, move users etc.) - Removes Hail
- Heracross - Scarf Versions outspeed common users and can hit all Ice Types and Froslass, among others for SE Damage. Weezing is used best to counter Heracross.
- Medicham - Scarfed, this has great potential to rip through teams. Can hit almost anything normally, with a STAB'd Brick Break it hurts.
- Metagross - Has resistence to Ice Attacks, and steel hits for SE on most hail types.
- Infernape - Physical, Special or Mixed, it doesn't matter. This pokemon can run Fire, Rock and Fighting attacks.
- Ice Types - Resist the main onslaught of Ice attacks, and can use the Hail to it's advantage.
- Salamence - Choice Band and Specs versions both can reak havoc with teams. The most reliable Ice Counter would probably be Regice, but it will go down in the long run
- Gyarados - Especially DD versions, Gyarados learns Stone Edge, and with it's ability to Taunt, it can rampage a team unprepared. HP Electric Swampert is the best counter here.
Hail Teams are my personal fave, because they are the second least common apart from Sunny Day teams. These teams are a force in the competitive battling arena, and the only true counter for any team as a whole is to have another Hail user once Abomasnow goes down.
WEATHER #2 [SANDSTORM]
Spoiler:
Now for the most common of weather teams, a sandstorm team. With a large variety of pokemon who benefit from this, some in more ways than one, it is obvious as to why sandstorm has become the weather of choice in the competitive arena.
WHAT TO LOOK FOR:
As with Hail, you will disadvantage yourself by restricting your pokemon to those that are immune to Sandstorm. Although there are quite a few, it is better to assess all your options, and not rush head-strong into a 6 Ground pokemon team. It will fail with a capital "PH". Tyranitar and Hippowdon are the most common pokemon in sandstorm teams. They start the sandstorm and both find ways of benefiting out of it. For instance, Tyranitar gains a 1.5x Sp. Def boost because of its rock typing. Other common pokemon will be included below. The 2 main problems to the steriotypical sandstorm team are Grass and Water types. Here we will try to help you find a way around this.
EFFECTS FROM SANDSTORM:
The following is a short list of the most common pokemon used in Sandstorm Teams.
Tyranitar: Probably tied with Hippowdon as the most commonly used pokemon in a Sandstorm team. Its Sand Stream ability starts an infinate sandstorm that can only be halted by other weather effects. Coupled with the 1.5x Sp. Def gain from its Rock Typing, and monstrous attack strength, Tyranitar is definately worth considering in any sandstorm team.
Hippowdon: As with Tyranitar, Hippowdon has the ability Sand Stream. Coupled with its more than reliable defensive stats, Hippowdon is a great defensive lead, and can set up Stealth Rock very early in the match. Must be considered.
Garchomp: Wow. This is a significant threat in a Sandstorm team. Sand Veil allows a 20% accuracy drop on all attacks directed at Garchomp while sandstream is in effect. A Massive attack stat and the ability to substitute+swords dance allow Garchomp to easily sweep teams if you can get some luck. Great stats and is able to hit those dreaded Grass types with Fire Blast/Fang.
Blissey: Yes, blissey is here too. The best Special Wall in the game should be considered for any team. Leftovers removes the Sandstorm damage, and is very reliable in any team, this includes sandstorm.
Regirock: With a massive 200 Base Defense stat, and more than reasonable 100 Base Sp. Def stat, this is a great wall in sandstorm. Because of its rock typing, in a sandstorm Regirock is able to add 1.5x to its Sp. Def stat, making this the mother of all mixed walls. With its ability Clear Body, Regirock is able to take Intimidate and stat lowering attacks with ease. The only problem is its weakness to Grass, Water, Fighting and Ground, all very common attack types.
Skarmory: One of the best Physical Walls in the game. Skarm is immune to Sandstorm, and is able to get the spikes rolling for a residual damage Sandstorm team. Can take Grass attacks and hit back with STAB Brave Bird/Drill Peck.
Gliscor: Sand Veil and it's above average defense makes this a regular on Sandstorm teams. Can carry a STAB Aerial Ace for those Grass Types and is sturdy against Fighting attacks aimed at your rock types.
Cradily: Use it. Simple as that. Takes special hits in a Sandstorm like nothing else, and can Toxic stall till the cows come home. Amazingly, this learns recover. Definatly makes Blissey sweat as the best Sp. Defender in Sand.
Tentacruel: Rapid Spin and Toxic Spikes support. Soaks up Grass and Water attacks directed at your Rock and Ground types.
Swampert: Although the 4x Weak to Grass is a problem, swampert is definatley a force. Access to moves that can SE Hit those 4 crucial weaknesses (HP Elec for Water) makes swampert a reliable choice. Sandstorm resist also here.
Heatran: Resists sandstorm damage and feeds off Fire attacks directed at Skarmory. Scarf variations running the standard set can hit 3 of the 4 problems for SE Damage. Great to use, and is in a limited category of the beneficial Sp. Atk'rs in Sandstorm.
Vaporeon: Normally used in conjunction with Skarmory and Heatran. Skarm takes Ground attacks and Vappy takes Water attacks. Apart from this, can pass stat boosts and Wish support, as well as soaking up water attacks, as prevously mentioned.
Metagross: Resists sandstorm, which is always important, but also resists Grass attacks, provides great Physical Sweeping and can SE Water with Thunderpunch. (Emerald Tutor only)
Dusknoir: One of two pokemon that are used for a sole purpose. Block Rapid Spin. Dusknoir has the ability to use an enormous amount of status attacks, and can be a great supporter on any sandstorm team. If you are running Stealth Rock, Spikes and Toxic Spikes, or just one of those, then either Dusknoir or Spiritomb should be given a mention.
Spiritomb: The second common pokemon that is used to resist Rapid Spin. Spiritomb is more commonly used because it doesn't have any weaknesses, and on a Stall Team, resistence is the key to playing out a battle. Along with Dusknoir, Spiritomb can cause great amounts of status problems and is actually able to hit hard back if you so desire. (Some sets only)
WHAT IS THE STRATEGY?
Again, easily explained. Commonly, Sandstorm is combined with residual damage attacks such as Stealth Rock and Spikes, to rack up damage while absorbing hits. Other common uses are abusing Sand Veil on pokemon like Garchomp and setting them up to sweep. Basically, Sandstorm is unique in its ability to help in both offense and defense, and because of this unique ability is a favourite among many battlers, and should be considered as a possibility by anyone.
THREATS TO A SANDSTORM TEAM:
Just like all the other weather teams, and any other teams for that matter, sandstorm teams have weaknesses which need to be attended to for them to perform well in competitive battles.
These types of teams are not to be underestimated. Many very powerful pokemon are made even stronger in Sandstorm, and there is a diverse array of pokemon available that are effective in Sanstorm. There is a reason Sandstorm is the most common weather condition players abuse in the current metagame.
WHAT TO LOOK FOR:
As with Hail, you will disadvantage yourself by restricting your pokemon to those that are immune to Sandstorm. Although there are quite a few, it is better to assess all your options, and not rush head-strong into a 6 Ground pokemon team. It will fail with a capital "PH". Tyranitar and Hippowdon are the most common pokemon in sandstorm teams. They start the sandstorm and both find ways of benefiting out of it. For instance, Tyranitar gains a 1.5x Sp. Def boost because of its rock typing. Other common pokemon will be included below. The 2 main problems to the steriotypical sandstorm team are Grass and Water types. Here we will try to help you find a way around this.
EFFECTS FROM SANDSTORM:
- 1/16 Damage at turn end to non Rock/Ground/Steel Types.
- Decreases Accuracy of Thunder.
- 1.5x Sp. Def of Rock Types. (While in effect only)
- Decreases the Effectiveness of Moonlight/Morning Sun/Synthesis to 25% Health Gain.
- Sand Veil Activation.
- Solarbeam becomes base 60.
- Weather Ball is Rock Type. (Base 100)
The following is a short list of the most common pokemon used in Sandstorm Teams.
Tyranitar: Probably tied with Hippowdon as the most commonly used pokemon in a Sandstorm team. Its Sand Stream ability starts an infinate sandstorm that can only be halted by other weather effects. Coupled with the 1.5x Sp. Def gain from its Rock Typing, and monstrous attack strength, Tyranitar is definately worth considering in any sandstorm team.
Hippowdon: As with Tyranitar, Hippowdon has the ability Sand Stream. Coupled with its more than reliable defensive stats, Hippowdon is a great defensive lead, and can set up Stealth Rock very early in the match. Must be considered.
Garchomp: Wow. This is a significant threat in a Sandstorm team. Sand Veil allows a 20% accuracy drop on all attacks directed at Garchomp while sandstream is in effect. A Massive attack stat and the ability to substitute+swords dance allow Garchomp to easily sweep teams if you can get some luck. Great stats and is able to hit those dreaded Grass types with Fire Blast/Fang.
Blissey: Yes, blissey is here too. The best Special Wall in the game should be considered for any team. Leftovers removes the Sandstorm damage, and is very reliable in any team, this includes sandstorm.
Regirock: With a massive 200 Base Defense stat, and more than reasonable 100 Base Sp. Def stat, this is a great wall in sandstorm. Because of its rock typing, in a sandstorm Regirock is able to add 1.5x to its Sp. Def stat, making this the mother of all mixed walls. With its ability Clear Body, Regirock is able to take Intimidate and stat lowering attacks with ease. The only problem is its weakness to Grass, Water, Fighting and Ground, all very common attack types.
Skarmory: One of the best Physical Walls in the game. Skarm is immune to Sandstorm, and is able to get the spikes rolling for a residual damage Sandstorm team. Can take Grass attacks and hit back with STAB Brave Bird/Drill Peck.
Gliscor: Sand Veil and it's above average defense makes this a regular on Sandstorm teams. Can carry a STAB Aerial Ace for those Grass Types and is sturdy against Fighting attacks aimed at your rock types.
Cradily: Use it. Simple as that. Takes special hits in a Sandstorm like nothing else, and can Toxic stall till the cows come home. Amazingly, this learns recover. Definatly makes Blissey sweat as the best Sp. Defender in Sand.
Tentacruel: Rapid Spin and Toxic Spikes support. Soaks up Grass and Water attacks directed at your Rock and Ground types.
Swampert: Although the 4x Weak to Grass is a problem, swampert is definatley a force. Access to moves that can SE Hit those 4 crucial weaknesses (HP Elec for Water) makes swampert a reliable choice. Sandstorm resist also here.
Heatran: Resists sandstorm damage and feeds off Fire attacks directed at Skarmory. Scarf variations running the standard set can hit 3 of the 4 problems for SE Damage. Great to use, and is in a limited category of the beneficial Sp. Atk'rs in Sandstorm.
Vaporeon: Normally used in conjunction with Skarmory and Heatran. Skarm takes Ground attacks and Vappy takes Water attacks. Apart from this, can pass stat boosts and Wish support, as well as soaking up water attacks, as prevously mentioned.
Metagross: Resists sandstorm, which is always important, but also resists Grass attacks, provides great Physical Sweeping and can SE Water with Thunderpunch. (Emerald Tutor only)
Dusknoir: One of two pokemon that are used for a sole purpose. Block Rapid Spin. Dusknoir has the ability to use an enormous amount of status attacks, and can be a great supporter on any sandstorm team. If you are running Stealth Rock, Spikes and Toxic Spikes, or just one of those, then either Dusknoir or Spiritomb should be given a mention.
Spiritomb: The second common pokemon that is used to resist Rapid Spin. Spiritomb is more commonly used because it doesn't have any weaknesses, and on a Stall Team, resistence is the key to playing out a battle. Along with Dusknoir, Spiritomb can cause great amounts of status problems and is actually able to hit hard back if you so desire. (Some sets only)
WHAT IS THE STRATEGY?
Again, easily explained. Commonly, Sandstorm is combined with residual damage attacks such as Stealth Rock and Spikes, to rack up damage while absorbing hits. Other common uses are abusing Sand Veil on pokemon like Garchomp and setting them up to sweep. Basically, Sandstorm is unique in its ability to help in both offense and defense, and because of this unique ability is a favourite among many battlers, and should be considered as a possibility by anyone.
THREATS TO A SANDSTORM TEAM:
Just like all the other weather teams, and any other teams for that matter, sandstorm teams have weaknesses which need to be attended to for them to perform well in competitive battles.
- Hail/Rain Dance/Sunny Day Users (Abomasnow etc.) - Removes Sandstorm.
- Infernape - Mixed varietys can cause problems, with Close Combat and Grass Knot both accounting for your two main Sandstorm starters.
- Suicune - Calm Mind varietys can be a hassle. Rest+Lum Berry and a STAB Surf plus occasional Ice Beam means that almost nothing that benefits is safe.
- Taunt Users - For the Stall Teams, pokemon like Tauntrados (Gyarados+Taunt) can cause problems, as they don't allow you to get out your residual damage attacks.
- Weavile - Outspeeds all the common pokemon, and can hit all common pokemon for SE other than Skarm and some others. Ice Shard is run for Scarfchomp, so look out.
- Swampert - You may ask why, but Swampert doesn't care about Sandstorm, and can cause problems against the predominent physical attackers, and scares Heatran.
- Heatran - This can switch into your Heatran's Fire Blast, and can KO almost any common pokemon you will have on your team. Protect on Blissey can help scout Explosion.
- Breloom - Sub-Punch Breloom that also runs Seed Bomb can be very worrysome. Spores Garchomp then set the sub and hits hard. Can take down your Sandstorm starters.
These types of teams are not to be underestimated. Many very powerful pokemon are made even stronger in Sandstorm, and there is a diverse array of pokemon available that are effective in Sanstorm. There is a reason Sandstorm is the most common weather condition players abuse in the current metagame.
WEATHER #3 [RAIN DANCE]
Spoiler:
Ok, the second most used weather after Sandstorm is Rain Dance. Rain Dance teams are known for abusing the ability Swift Swim, non more so than Kingdra. Rain is very handy in more ways than one, and here we will find the pros and cons.
WHAT TO LOOK FOR:
Firstly, you need a Rain Starter. Commonly, Bronzong is used, as Rain Dance also helps benefit it's Fire Weakness. Other common Rain Dance starters are Kingrda, Ludicolo and Electrode, although the later is usually in UU. Another point is to try and abuse Swift Swim. This doubles the speed of the pokemon in Rain, giving you the upper hand in speed. Kingrda, Ludicolo and Floatzel are common examples of this.
EFFECTS FROM RAIN DANCE:
- Increases Accuracy of Thunder to 100%.
- Decreases Power of Fire Type moves by 50%.
- Increases Power of Water Type moves by 50%.
- Thunder has a 30% Chance of hitting through Protect.
- Solarbeam has 60 Base Power.
- Solarbeam takes 2 turns to Charge. (i.e Charge->Charge->Fire)
- Decreases the Effectiveness of Moonlight/Morning Sun/Synthesis to 25% Health Gain.
- Water Veil Activation.
- Swift Swim Activation.
- Hydration Activation.
- Rain Dish Activation.
- Dry Skin Activation.
- Forcast Activation.
- Castform Transforms to Water Type.
- Weather Ball is Water Type. (Base 100)
The following is a short list of the most common pokemon used in Rain Dance Teams.
Bronzong: Mainly used as a starter of Rain Dance. Combine its sturdy defenses with the decrease of Fire attacks makes this pokemon very handy on any Rain Dance team.
Kingdra: Definately the most common pokemon in Rain Dance teams. It is rare you will see a serious Rain team without Kingdra, and for good reason. Using Swift Swim, Kingdra becomes the fastest thing under the...clouds in Rain. It's very even stats allow for both Physical and Special attacking capabilites, making it very hard to wall, and with only 1 Weakness, it isn't easy to defeat.
Floatzel: Also abuses Swift Swim, Floatzel is even faster with an already Base 130 speed increased beyond anything. It has a large Move Pool, and can baton pass stat-ups like Bulk Up. It's Physical capabilites are nothing to sneeze at, with a STAB Waterfall in Rain doing serious damage. Definately should be considered.
Skarmory: Because of similar reasons to Bronzong and other steels, it's Fire Weakness is downgraded in the rain. The only true problem now is the 100% accuracy of thunder, but no decent battler runs Thunder over Thunderbolt unless they themselves are using Rain Dance.
Forretress: Same situation as Skarmory and the like, but with an added benefit. Forretress isn't weak to electric attacks, and removes the scary 4x weak to fire attacks.
Omastar: Along with Kabutops, this Fossil pokemon also has the ability Swift Swim, and with its above average defenses and very decent Sp. Atk, Omastar can actually provide a decent physical presence. Don't knock it before you try it.
Kabutops: Similar to Omastar, but with a higher base speed and lower defenses. This is the very essence of a Glass Cannon. Weaknesses to common attacks means this cannot stay in for long, but once it is in, Kabutops can cause some considerable damage.
Electivire: Because of the abundance of water types, they are most likely to draw electric attacks. This is where Electivire makes its presence felt. Switch into an electric attack and allow it's Motor Drive ability to kick in. With the added speed boost and a certain hit with Thunder, Electivire can easily sweep teams unprepared.
Ludicolo: With its very unusual Water/Grass Typing, Ludicolo gets boosted water attacks without being scared of electric hits coming its way. A great supporter and annoyer, Leech Seed+Toxic+Rain Dish/Swift Swim can annoy the hell out of anyone, and if used correctly, this is definately a very potent force.
Vaporeon: Vaporeon is here mainly because of its ability. Water Absorb allows Vaporeon the heal itself when hit with a water attack. Your opponents may try to take advantage of the added strength of water attacks, and here is where Vaproeon shines. It is also considered to be the best Wish passer in the game, so combine this with a STAB surf boosted in rain and the commonly used HP ELECTRIC, and Vaporeon can become a potent threat.
Raikou: Anti would kill me if I didn't have this here. While this takes time to set up, it is a definate force. Can take Electric attacks if you don't want to run vire, but because of the time lapse to set it up, Thunderbolt is a better option than Thunder, appealing as it is to use the later.Magnezone: Magnezone is used because it can also abuse thunder, and now helps to trap steels who want to try and switch in because of the increased Fire Resistence. Also, the Rain helps to counter Fire for magnezone itself. Magnet Pull is the ability of choice here.
Blissey: Of course, Blissey is here. Not much to say really, but now you can run thunder, and that 30% Paralysis is increased to 60% with Serene Grace. That is sure to help you overrun your opponent.
Gyarados: A STAB Waterfall in Rain boosted by a Dragon Dance hurts stuff. Not to mention combining with Electivire, this thing draws electric attacks like nothing else. Electivire+Gyarados is a standard combination, but a good one none-the-less.
WHAT IS THE STRATEGY?
Unlike the previous two, Rain teams are more physically oriented. Because of the many abilites that are abused during Rain Dance, the most predominent being Swift Swim, Rain Dance teams are noted for hitting hard and fast, with powerful moves and boosted STAB water typed attacks.
THREATS TO A RAIN DANCE TEAM:
Again, here we will discuss the common problems your are going to face when running a Rain Dance team.
- Hail/Sandstorm/Sunny Day Users (Abomasnow, Tyranitar, Hippowdon etc.) - Removes Rain Dance.
- Magnezone - Because of Magnet Pull, Magnezone is able to trap your steels you may be using to abuse the Fire resistence. Also resists the predominent Electric attacks and has Thunderbolt for those common water types.
- Metagross - Also is helped with the decrease of Fire strength, Metagross has a high base Defense, and resists common Sp. Atks from Rain Dance teams. Thunderpunch has use here, be wary.
- Swift Swim Users - These can abuse the rain against you and cause serious damage if you cannot deal with them.
- Electivire - Can take your Electivire's hits and increase its own attacks. Can sweep teams with a Speed boost, althought if you have Swift Swimmers, it will lessen the impact.
- Taunt Users - Again, although this time worse, Taunt users can completely halt your ability to set up Rain Dance.
- Gyarados - A Taunt user that can use the Rain against you. Dragon Dance'd STAB Waterfall in Rain hurts like hell, and it refuses to be killed by electric types with Earthquake.
- Thunder Wave Users - These can cause serious problems for your sweepers. This basically nullifies the Speed Boost from Swift Swim, and leaves them vulnerable to powerful attacks from the somewhat slower opponents.
Remember, Rain Dance is fun, but don't overdose. Swift Swim seems to make battlers forget that walls are needed. People start to get excited and load their team with Swift Swimmers and water types to use Rain Dance to power their moves. Problem with this is if you run up against an Electivire etc. or anything that can wall common water attacks and hit back with Electric attacks (Lanturn, HP ELECTRIC bulky waters like Vaporeon) you will have no defense. Please, don't forget, it may be raining outside, but that doesn't mean you can go wild...
WEATHER #4 [SUNNY DAY]
Spoiler:
Perhaps the least used and most difficult to construct. Sunny Day teams are noted for the majority of Grass and Fire types used in their teams. Common abilites include Chlorophyll and Leaf Guard, with common pokemon being Jumpluff, Tangrowth, Vileplume, Roserade and many others.
WHAT TO LOOK FOR:
Just like all the other Weather Teams, you need a Starter. A good Starter is a pokemon that is fast enough to set up Sunny Day, and is able to benefit immediately, or it gives some sort of resistence. Bronzong is no longer a reliable option here, as the Sun seriously dints its ability to wall things. A better starter would be Jumpluff. It is super quick, and can set up Sunny Day, but also learns Sleep Powder and U-Turn. Put them to sleep, use Sunny Day then U-Turn to a benificiary. Let's get cooking with gas!
EFFECTS OF SUNNY DAY:
The following is a list of the most common pokemon found in Sunny Day teams.
Jumpluff: This is a great lead. The already great Base Speed is increased with the activation of Chlorophyll, and with its ability to status your opponent, and U-turn out of harms way, this is a great asset to any Sunny Day team.
Tangrowth: Tangrowth also has the ability Chlorophyll, as well as Leaf Guard. Leaf Guard is the most commonly used as it allows Tangrowth to resist all forms of status when Sunny Day is in effect. This means you can use this to switch into a Hypnosis without fear. Tangrowth has monster defenses, but be wary of the increased strength of Fire Attacks. Still, this is definately a beast when used correctly.
Heatran: This is scary on its own. In the Sun though, its fire attacks are boosted beyond belief. Another way to capitalize is the abundance of grass types in your team can mean you switch Heatran into a Fire attack and let Flash Fire increase it's Fire typed moves even further.
Exeggutor: With Chlorophyll, this can reach 398 Speed with a Neutral nature. Let Exeggutor status and Leech Seed to your heart's content and help it set your team up for a sweep. Other than that, it's base 125 Special Attack is the highest of any Chlorophyll user, making it a perfect candidate for a special sweeping role. With access to Explosion, Exeggutor has a plethora of options to run with. Special Sweeper, Wall Breaker or Supporting role, you name it Exeggutor does it.
Vileplume: Similar boat to Exeggutor, but Vileplume hits harder. Vileplume has access to Swords Dance, making it a viable physical sweeper for UU teams. Add Sleep Powder and Stun Spore to it's arsenal and with boosted speed Vileplume has a plethora of Team supporting options. Because of this, Vileplume is essentially able to set-up on it's own. Sleep Powder under sunlight, then Swords Dance or Stune Spore on the switch.
Houndoom: Similar to Heatran, Houndoom has Flash Fire as its ability. With its more than average Sp. Atk, and a better base speed than Heatran, you don't need to worry about scarfing this as much, and can hit with more power. It is a toss up, but Heatran does resist many more things, take your pick.
Cresselia: With its great walling potential, Cresselia is now made greater. With Sunny Day in effect, Moonlight now heals 66% of it's maximum health, making it far better to use than Rest, and in some cases freeing up a spot over Sleep Talk. Cresselia can possibly be another Sunny Day starter with it's great defenses and immunity to ground attacks.
Leafeon: A great Swords Dance passer and that is all. Leaf Guard lets you switch into status and with Base 130 Def, Leafeon can take a hit fairly well. Don't use this as a wall though, as Base 65 HP isn't very appealing. Swords Dance passing with a Base 110 Atk is not too shabby, and can help against those predominent Rock Types when Sandstorm comes into play.
Snorlax: Because of Thick Fat, Snorlax is probably your best hope once your Flash Fire pokemon is gone to resist Fire Attacks. This is the main reason Snorlax is suggested. Thick Fat halves the power of Fire moves, making them now 75%, lower than the standard, but higher than without sun. Also counters Heatran effectively, who can become a hassle with it's Fire Blast hitting monstrous heights thanks to the sun.
Roserade: With Sunny Day in effect, Roserade now gains a Base 100 Fire Weather Ball attack. Couple this with the ability to set up Sunny Day, provide clericical support to your team and heal itself of status on the way out, and you have a serious contender.
Cherrim:This may seem odd, but Cherrim's unique ability is what sets it apart from the rest. In the Sun, Flower Gift increases Cherrim's Attack and Special Defense stats by 50%, and in double battles this effect applies to it's partner as well. Because of this, Cherrim makes a great Sunny Day starter in both singles and doubles. With the introduction of Platinum, Cherrim finally has a decent Physical STAB in Seed Bomb. This makes an SD Cherrim set possible, although there are other pokemon that can do it better.
THREATS TO A SUNNY DAY TEAM:
As with the other teams, Sunny Day teams need to be wary of a few major threats. They will be stated below.
WHAT TO LOOK FOR:
Just like all the other Weather Teams, you need a Starter. A good Starter is a pokemon that is fast enough to set up Sunny Day, and is able to benefit immediately, or it gives some sort of resistence. Bronzong is no longer a reliable option here, as the Sun seriously dints its ability to wall things. A better starter would be Jumpluff. It is super quick, and can set up Sunny Day, but also learns Sleep Powder and U-Turn. Put them to sleep, use Sunny Day then U-Turn to a benificiary. Let's get cooking with gas!
EFFECTS OF SUNNY DAY:
- Increases Power of Fire Type moves by 50%.
- Decreases Power of Water Type moves by 50%.
- Thunder has 50% Accuracy.
- Solarbeam does not need to charge.
- No Pokemon can be Frozen.
- Chlorophyll Activation.
- Leaf Guard Activation.
- Dry Skin Activation.
- Forecast Activation.
- Solar Power Activation.
- Flower Gift Activation.
- Castfrom Transforms to Fire Type.
- Weather Ball is Fire Type. (Base 100)
- Synthesis/Moonlight/Morning Sun increase 66% of Maximum Health.
The following is a list of the most common pokemon found in Sunny Day teams.
Jumpluff: This is a great lead. The already great Base Speed is increased with the activation of Chlorophyll, and with its ability to status your opponent, and U-turn out of harms way, this is a great asset to any Sunny Day team.
Tangrowth: Tangrowth also has the ability Chlorophyll, as well as Leaf Guard. Leaf Guard is the most commonly used as it allows Tangrowth to resist all forms of status when Sunny Day is in effect. This means you can use this to switch into a Hypnosis without fear. Tangrowth has monster defenses, but be wary of the increased strength of Fire Attacks. Still, this is definately a beast when used correctly.
Heatran: This is scary on its own. In the Sun though, its fire attacks are boosted beyond belief. Another way to capitalize is the abundance of grass types in your team can mean you switch Heatran into a Fire attack and let Flash Fire increase it's Fire typed moves even further.
Exeggutor: With Chlorophyll, this can reach 398 Speed with a Neutral nature. Let Exeggutor status and Leech Seed to your heart's content and help it set your team up for a sweep. Other than that, it's base 125 Special Attack is the highest of any Chlorophyll user, making it a perfect candidate for a special sweeping role. With access to Explosion, Exeggutor has a plethora of options to run with. Special Sweeper, Wall Breaker or Supporting role, you name it Exeggutor does it.
Vileplume: Similar boat to Exeggutor, but Vileplume hits harder. Vileplume has access to Swords Dance, making it a viable physical sweeper for UU teams. Add Sleep Powder and Stun Spore to it's arsenal and with boosted speed Vileplume has a plethora of Team supporting options. Because of this, Vileplume is essentially able to set-up on it's own. Sleep Powder under sunlight, then Swords Dance or Stune Spore on the switch.
Houndoom: Similar to Heatran, Houndoom has Flash Fire as its ability. With its more than average Sp. Atk, and a better base speed than Heatran, you don't need to worry about scarfing this as much, and can hit with more power. It is a toss up, but Heatran does resist many more things, take your pick.
Cresselia: With its great walling potential, Cresselia is now made greater. With Sunny Day in effect, Moonlight now heals 66% of it's maximum health, making it far better to use than Rest, and in some cases freeing up a spot over Sleep Talk. Cresselia can possibly be another Sunny Day starter with it's great defenses and immunity to ground attacks.
Leafeon: A great Swords Dance passer and that is all. Leaf Guard lets you switch into status and with Base 130 Def, Leafeon can take a hit fairly well. Don't use this as a wall though, as Base 65 HP isn't very appealing. Swords Dance passing with a Base 110 Atk is not too shabby, and can help against those predominent Rock Types when Sandstorm comes into play.
Snorlax: Because of Thick Fat, Snorlax is probably your best hope once your Flash Fire pokemon is gone to resist Fire Attacks. This is the main reason Snorlax is suggested. Thick Fat halves the power of Fire moves, making them now 75%, lower than the standard, but higher than without sun. Also counters Heatran effectively, who can become a hassle with it's Fire Blast hitting monstrous heights thanks to the sun.
Roserade: With Sunny Day in effect, Roserade now gains a Base 100 Fire Weather Ball attack. Couple this with the ability to set up Sunny Day, provide clericical support to your team and heal itself of status on the way out, and you have a serious contender.
Cherrim:This may seem odd, but Cherrim's unique ability is what sets it apart from the rest. In the Sun, Flower Gift increases Cherrim's Attack and Special Defense stats by 50%, and in double battles this effect applies to it's partner as well. Because of this, Cherrim makes a great Sunny Day starter in both singles and doubles. With the introduction of Platinum, Cherrim finally has a decent Physical STAB in Seed Bomb. This makes an SD Cherrim set possible, although there are other pokemon that can do it better.
THREATS TO A SUNNY DAY TEAM:
As with the other teams, Sunny Day teams need to be wary of a few major threats. They will be stated below.
- Hail/Sandstorm/Rain Dance Users (Abomasnow, Tyranitar, Hippowdon etc.) - Removes Sunny Day
- Bulky Waters - Resist your efforts in the fire department and common pokemon like Gyarados don't need to run Water attacks to be effective, as Gyara also resists Grass. This includes Vaporeon, Swampert and Suicune. Fortunately, most Sunny Day teams run grass types also, which can help remedy the situation.
- Taunt Users - As with the other teams, Taunt users can have a big advantage with stopping your sunny day set up. Again, Gyarados does this extemely well.
- Flash Fire Pokemon - Feed off your Fire Attacks and can hit back extremely hard. Don't care for Grass attacks, and with a boost from Flash Fire and Sunny Day, have your own Flash Fire Pokemon at the ready.
- Cresselia - Moonlight is boosted to 66% health gain when Sunny Day is in effect, making Cress considerably harder to KO.
- Opposing Chlorophyll Pokemon - This is fairly straight forward. Opposing Chlorophyll pokemon benefit from the sun just as much as you would. Albeit not very common, it's usually handy to have something that can stand up to these threats, in the event you run into another Sunny Day team. For instance, Ninetails has Flash Fire and is resistant to Grass attacks, coming off a respectable base 100 SpD stat, as well as benefiting from the Sun itself.
WILL CONTINUE SOON
Regards,
~Tortured_Soul
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