
Originally Posted by
Black Murder Heavangelon
Since I have so much free time, I decided to go on with the next ability in line.
Air Lock/Cloud Nine
When 3rd Gen came around, it brought a new mechanic to the metagame with abilities. These abilities gave certain pokemon a more defining name for themselves, such as Wobbuffet and Shedinja, and revolutionized the game as we knew it.
Auto Weather became a prominent part of the game, as 3rd Gen started with Groudon and Kyogre, the infamous Ubers known for their weather, and Tyranitar, who started the Sandstorm metagame one Gen at a time. Of course, an antiweather ability was made to balance out this metagame of autoweather, twisting battles in a fort of weather vs weather vs anti weather. There was just one problem.
No, several problems.
Only Golduck had Cloud Nine back then, and Rayquaza was banned to Ubers.
Weather got better as more abilities were made for it and Cloud Nine saw little distribution. Golduck was still the only Cloud Nine user in 4th Gen and as a consequence, weather was rampant in 4th gen. Weather is even more common now with Ninetales and Politoed getting auto weather abilities, but at least Cloud Nine finally got more distribution through Dream World.
To use Cloud Nine is to impede weather. You want to use it to stop the opponent from benefiting from weather or at least stop a sweep. If your pokemon can stay in and be a nuisance to your opponent, it's doing its job. Be careful, though, as Speed junkies usually have coverage for pokemon like Cloud Nine users.
Rayquaza@Persim Berry/Leftovers
Hasty - 252 Spe/252 Atk/4 Sp.Atk
-Substitute
-Dragon Dance
-Outrage/Dragon Claw
-Flamethrower/Fire Blast
Rayquaza. You wall breaker you.
Rayquaza is really dangerous for his ability to pose an immediate threat, made even worse with boosting moves in Swords Dance and Dragon Dance. The problem is, Rayquaza is frail for an Uber as neutral hits can wear him down. Substitute is rarely seen on Rayquazas, but they make it very difficult to revenge kill him. Plus, Sub gives Rayquaza some lasting power to block out weather, making it even more viable.
Dragon Dance is your boosting move of choice as it boosts your already lethal STAB and mediocre Speed. Outrage is your strongest hitting Dragon attack and the confusion will be cured by Persim Berry, whereas Sub blocks every other status. Flamethrower and Fire Blast are for the Steels that resist Outrage, leaving only Heatran to tank the hits. Leftovers are optimal, but be careful of overusing Outrage as it'll kill him more than the opponent will, especially if you have SR on your field. Dragon Claw is an option, but it's hard to give up Outrage over it.
Abuse weather as much as you can by switching in on Solarbeams and Thunders, the former of which is unlikely, but an unexpected Power Herb tends to shorten Kyogres lifespan. Air Lock means your HP won't be depleted by Sand and Hail, and switching in on a choiced move gives you all the set up time in the world. Ice Shard users are KOd by Flamethrower, provided you have a Sub up before that, but you're vulnerable if the next pokemon has Ice Shard again.
Getting Rayquaza in means you have to weaken an opponent beforehand. Memento Jumpluff can do this well if the Sun is out, or Encore and Light Screen Whimsicott against Rain.
Golduck@Choice Scarf
Modest - 112 Spe/252 Sp.Atk/144 Sp.Def
-Hydro Pump
-Ice Beam/Blizzard
-Hidden Power Grass
-Signal Beam/Focus Blast
Golduck is the fastest Cloud Nine user available, bar Rayquaza. As such, slapping a Choice Scarf on him to revenge kill in weather makes him surprisingly efficient. 112 Speed on a Modest Nature is all he needs to outspeed even Max Speed Jumpluff. As Cloud Nine negates Chlorophyl, Golduck outspeeds all weather teams barring Floatzel, who can't hit Golduck back as hard as he can. Hydro Pump is your most powerful Water STAB and Ice Beam hits Grass Types. You can opt for Blizzard for the most damage possible, but it's less accurate and you really don't want to miss. HP Grass is his only attack against Water Types and it can bone Swampert and Gastrodon. Signal Beam is another option for Grass types and Psychics, but Focus Blast is also useful against Ice types in Hail teams and Steel types and Ferrothorn.
Having switchins ready for Golduck is necessary to make him useful. Sap Sipper users and Motor Drive pokemon with Air Balloon can cover him when he needs to retreat.
Altaria@Leftovers
Calm - 252 HP/252 Sp.Def/4 Sp.Atk
-Toxic
-Roost
-Protect/Cotton Guard
-Dragon Breath/Dragon Pulse/Flamethrower/Fire Blast/Refresh
Unlike Golduck, Altaria is not very well suited to facing off with Hail teams due to a glaring x4 Ice weakness. Even with Max/Max spreads, Altaria is going to get hurt. So find someone else to counter hail for you.
Altaria, however, can stall Sun teams like it's no one else's business. Resisting Grass and Fire moves, Altaria can sit there and laugh at you. as you're trying to break her. Toxic wears down opponents and switchins hoping to KO her, and Roost and Refresh help you stay in healthy no matter what. Protect can scout for potential Ice attacks your opponent might have, while Cotton Guard bolsters your Defense sky high, making you more resilient thanks to the nature and EVs. Dragon Breath is mostly for spreading paralysis in the same vein as Body Slam, but Dragon Pulse is a more reliable STAB for damage. Flamethrower and Fire Blast are for Steels you can wall.
Altaria is very easy to switch in, thanks to resistances and a Ground immunity. Watch out for Ice attacks though, and if you can Cotton Guard before the opponent brings out the Stone Edge, you're in the clear.
Lickilicky@Leftovers
Brave/Sassy - 252 Sp.Def/252 Atk/4 HP
-Curse/Disable
-Return/Body Slam/Chip Away
-Power Whip/Hammer Arm/Rock Slide
-Flamethrower/Rock Slide/Hammer Arm
Lickilicky. Poor guy has always been either looked over or looked at oddly. It's mostly because he doesn't have a solid set for him, but fortunately it's easy to sculpt out a niche for him. The problem is differentiating him form other pokemon who can do its job. At least no one can block weather like he does.
Being slow sucks. Being slow and using Disable is fun. Going first in a Trick Room and then doubling the pain of your opponents is squeezing the joy out of your opponent's misery. But for variety's sake, this set can be used without Trick Room. Curse is an option to cover the stats that his EVs miss, and can be rewritten if you want to focus on utilizing Curse. Return is your STAB of choice, hitting for max power (Double-edge is illegal with Cloud Nine) while Body Slam can spread paralysis if you need it for your teammates. Chip Away is odd but it helps you bypass Defense boosts such as Whimsicott's Cotton Guard, although you have Flamethrower for that. Power Whip smacks the Water types in Rain teams although Return can hit just as hard. Hammer Arm is for Rock Types who resist your other attacks, while Rock Slide is for Chandelure who otherwise walls you.
Lickilicky's multitude of a movepool must be abused whenever using him. As he is one of the few Normal types with decent bulk who can mix well (does any other pokemon have that combination?), he can trump weather teams lacking a Fighting type. Toxicroak ruins him in Rain teams, though, but that is if he comes in before he Curses. Otherwise, Lickilicky can just Disable him.
Lickitung@Eviolite
Sassy - 252 HP/252 Sp.Def/4 Def
-Knock Off
-Dragon Tail
-Rest
-Sleep Talk
A bit different from the Curse set, but Lickitung is the only Cloud Nine user with Knock Off, ruining your opponent's entire game. And with his ability to shuffle teams, he can remove problematic threats before they come to surface, such as Oran berries and Eviolites. Dragon Tail shuffles, and Rest and Sleep Talk combine to make Lickitung the most annoying Cloud Nine wall in the game. Provided you have Entry Hazards up, Lickitung will be incredibly annoying to face.
This set is just as viable in OU and UU. Watch out for Fighting types, though, as Curse renders him unable to force these threats out one on one.
Swablu and Psyduck operate similarly to their evolved counterparts in LC. So they are already covered.
But can it be better?
Most definitely. Cloud Nine and Air Lock suffer from only temporarily quashing weather for as long as the user stays in. And it could see more distribution, easily.
In a game full of weather freaks, Cloud Nine needs to see some use on pokemon with great resistances or Speed. As the Golduck set above posted, geat Speed and resistances make for a fantastic antiweather pokemon, and if weather is only going to evolve further the more gens we get, Cloud Nine needs to step up its game more in a similar vein.
If its effect were to be changed, it would need to cancel out weather completely upon switching in. As Drought and Drizzle make auto permanent Sun and Rain respectively, Cloud Nine should cancel it out entirely upon switching in. But this change can go either two ways.
Like how autoweather abilities works, a pokemon should be able to switch back in and set up permaSun or Rain. This brings up more emphasis on the switching game, putting even more emphasis on entry hazards as it is now.
Or, Cloud Nine can permanently block out weather and prevent it from coming back, which is more useful and more realistic considering Rayquaza invented it. This also keeps Lickitung from being obsolete. However, for this to be balanced out, the Cloud Nine distribution would need to be low to keep the metagame fair as it is, since autoweather is rare yet iconic.
The ability can go either way to improve. Should weather continue to grow next gen, so should Cloud Nine to counter it.
That covers antiweather in Cloud Nine. Tonight, I'm doing Analytic.