Alright Jayque, congratulations on how far you made it, but please try to understand why some of us are sounding elitist to you. We see a massive rain weakness (I could see ScarfOgre single handedly decimating your team, or any Swift Swimmer for that matter) in a rain-filled metagame and we are naturally curious as to how you beat them. Telling us that you had multiple strategies running doesn't tell us a thing about how you did beat them. I for one am slightly frustrated at your refusal to even list out a specific sentence or two describing how you did beat them, especially because you say you don't even plan on using this team again. Perhaps you want to save it for a warstory, but I think a small preview would not hurt.
EDIT: Even in SS as firestorm states, you still take a shitload from Water Spouts even outside of rain. You can also only pack one Passho berry, so I am really curious to see how you circumvented everything in detail.
I am not going to post a war story, as I would not be able to get the details right. I can’t remember every move, so please – take the below as my pseudo war-story. It will explain things. I didn’t want to explain everything – because honestly, I’m very proud of the team and would rather hold it close to my chest. It worked, it disrupted, it caught everyone off guard. I wouldn’t want to face the copy, but from the reaction – hehe probably not an issue. Now – I’m an excel junky, and I have built a damage calculator myself – which I will use to answer some questions.
Leads:
Hippowdon @ focus sash (whose speed wins all weather battles)
Solrock @ passho berry – had 128 SDF (important to damage calcs)
Why a Passho berry – because I expected a lot of water spouts.
I designed the team after running many damage calcs. Max power Kyogre has 222 SAT. My Solrock in a Sandstorm has 192 SDF. This puts a waterspout at 199-234 damage. Now, cut that in half thanks to Passho and Solrock lives.
Hippo runs EQ
Trick Room goes off, since the solrock survives. Next turn Hippo goes first
Hippo digs. Explosion by Solrock.
Next turn – Regirock in – Regirock (holding a training item cutting his speed by 50%) is mad slow (or fast in TR). He explodes before the dig goes off. Dig pings anything alive without fly/levitate.
Now – does it always go that pretty – nope (in fact it was flawless maybe twice – I don’t remember). Weather battles with Abomas and Groudons required switch to Tyranitar when I perceived enough danger/damage to require the switch. Ghosts required a different tactic (which is why I had an available crunch to screw up the last move of my last match). The team required proper opponent predicting and very careful move selection – while managing time left on trick room, current weather situation, and field pokes vs. what was in reserve.
I realize this isn’t a great war story – I just read some good ones and wish I had the details remembered to write a good one. At the very least hopefully you can see what was going on … maybe it makes sense now. The team was designed to disrupt a very predictable environment. What kind of fool would be crazy enough to utilize weak poke’s like hippowdon just to win weather. Or blow up half the team as a primary strategy … me. (oh and I forgot to tell you how to handle flinchers – but I guess some stuff you gotta think on your own).
On a final note – none of the pokes I ran were RNGd. They were bred the old fashioned way – with hours spent hatching, raising, checking, IVs, and deleting. Most had no more than 2 x 31’s – but they had them were it counts.