I think most people using rain teams are already using other Pokemon with Rain Dance anyway. So it probably wouldn't be surprising, although still very useful.I tried rain a few times and it can be very powerful thanks to the unbanning of Swift Swim + Drizzle (I found Kabutops to be extremely dangerous), and Tornadus-T spamming Hurricanes. However, the main issue is that Politoed is not very good in on its own, and the fact that once weather dies you become extremely predictable as you are pretty much forced to try to get Politoed in again, which is easily maneuvered around. It's definitely not going to be like last gen, and teams using rain will have to be offensive and hard-hitting in order to maximize your turns in rain. You may even want a secondary Rain Dance user to surprise your opponent.
true, as GF couldnt stand everyone running weather in VGC/sim battles/everywhere. This makes weatherless offense play a minute role during most of Gen V, which makes stuff unbalanced and stuff that are supposed to be morderately viable are either OP in weather(Swift Swim pokes/Drill) or left in the dust to weather. I use weather myself both Gens and i find the nerf a good one, as there are no more weather warz every second fight and weatherless should be the norm imo. Last gen was crazy.Now that weather inducers only bring in weather for 5 turns in gen 6 weather teams will be a lot less common.. -3-
For a sun team I can heartily reccomend all of the following:im planning on using a sun offense team. any suggestions? I put a preliminary team together on show down and it wasn't bad but wasn't great either. it needs to be achievable on cartridge. also I want to use charizard Y (got a shiny near perfect for it so im building the team around it) which pokemon should I use? what pokemon should I use for sunny set up?
How do you deal with Lum dnite(you cant sleep powder/WoW it, and you are not bound to send Venu/Rotom-W in the right time before it DDs as sun is now limited for Venu's case), weakNite(Weakness policy works even better if Rotom/Venu's dead) and ScarfChomp (outspeeds your entire team bar Venusaur, someone who cant really switch into Garchomp)?I used a pretty successful Sun team before PokeBank. I was pretty successful while battling on this site and others
I used:
Defensive Ninetails @ heatrock
Charizard Y
Offensive Growth HP Fire Venasaur
Scarf Chandelure
Sp Def Rotom-W
Defensive fast Crobat
I used Rotom-W and Crobat as a pseudo defensive volt-turn core so that I can set up sun whenever I needed it and to regain momentum. Crobat served as a U-turner and Defogger since Rocks would destroy this team. I chose to use a heatrock to help Venusaur sweep but without Venusaur you don't really need 8 turns of sun. Charizard Y wins games by himself.
This was by far my best team ever. I think the lack of perma weather doesn't really hurt offensive teams especially sun which has two drought users. There were times where it was unfortunate cause I would have regular Charizard in on like turn 7 of sun so I didn't want to mega evolve just to have sun run out a turn later so rare cases like that were troublesome. And stalling out Venasaur got a lot easier depending on the opponent's team composition and the sun user's predictions.
I didn't face too many Rain teams but when I did it wasn't really a problem thanks to Venasaur and Rotom. I didn't run Sunny Day on Ninetails so Poli was a problem for Ninetails. Ttar was a bit of a problem if I revenged something with Chandy and then they would come in to Pursuit trap me but I tried to avoid that situation. But Rotom could deal with Tar depending on the set and Crobat could come in on anything not Stone Edge and u-turn for some damage. A lot of offensive Tars would die to Charizard's solarbeam or Venasaur.
The lack of rocks on my team was a bit unfortunate because it makes the opponent's death fodder a lot more annoying since it lets them stall out sun turns. I was thinking of trying to fit in a magic bouncer to fix that.
Overall, I'd say Sun is not dead at all and catches a lot of people off guard. There were times where I'm like "alright, I get three kills now before sun runs out" and with a defensive core like Rotom-Bat, I could regain sun even if it meant sacrificing Ninetails.
I did feel like Scarf Chandy and Venasaur together was not redundant since Sun is no longer permanent and Chandeulre saved me a lot more times than I expected. I chose not to run Volcarona just in case Crobat died before Defogging and I didn't want my whole team to get destroyed by rocks. But in general, I could usually sacrifice Crobat for a Defog if I needed to due to Crobat's high speed. Another reason why Crobat is so good on a Sun team.
And Charizard Y makes for an ok Sun set up. It's just unfortunate cause 5 turns is so short since you spend one turn evolving/attacking, maybe a turn to switch out, a turn to Growth with Venasaur, and then you have two turns left and the opponent knows this so they always try to double switch to resist coverage moves. Or say you need to Roost with Charizard so you lose a turn roosting making it so that the sun really only benefits Charizard.
Nite would usually get a kill or two. There have been times where I predict the DD and I Roar with Ninetails but that's not a permanent solution. It's usually a combination of Rotom, Crobat, and Venusaur depending on the DNite and depending on the health of my team. I think Jolly Dragonite sweeps my whole team tho.How do you deal with Lum dnite(you cant sleep powder/WoW it, and you are not bound to send Venu/Rotom-W in the right time before it DDs as sun is now limited for Venu's case), weakNite(Weakness policy works even better if Rotom/Venu's dead) and ScarfChomp (outspeeds your entire team bar Venusaur, someone who cant really switch into Garchomp)?
Any ideas? Rain stall got a lot worse, but I've used things like kingdra and politoad with great success.I'm looking forward to making a Gishki team (Rain Dance) I'm looking for it to be balanced /offensive. With non perma rain it would difficult to grind out.
Mind that the 3 more turns over a short 5 turn sun is pretty huge if you ask me. It doesnt seem to be a lot on paper, but when you actually use it in a team you will be very thankful for those 3 turns. I had been using a sun team in OU to some kind of success before, and for many times its the 3 turns that ended up mattering. The support movepool in WoW, roar and stuff is also pretty useful, while ZardY just couldnt free up the moveslot(s) for it. Also, with the weather nerf, having 2 sun setters is basically a must for your Chlorophyll guys to sweep, so i dont really agree that Ninetales is completely dead :PResttalk toed with damp rock is the best set for it right now imo, aside from specs, which is good too. Toed obviously goes well with SS abusers, such as ludi or kingdra. On another note, Hippowdon is so amazing right now, it's not even funny. Its usage atm is criminal and it needs to be OU. It walls all electric types (aside from rotom ofc) and its bulk is titanic in general. It also shakily counters Aegis without LO (LO shadow ball actually has a chance to 2hko). Spdef hippo is the best set atm, and it's so amazingly underrated. Ninetales is pretty much dead, as the only thing it has over char y is a better support movepool, a reduced weakness to rocks, and heat rock. Those reasons don't justify using it, in my opinion, as char y has recovery, and it's much, much stronger. char y also has a better defensive typing.