>>12536660Let's play this game again:
>Hail has synergy with 1 type with one resistance.>Sandstorm has synergy with 3 types the best of these have 11 resistances and an immunity.>Two pokes with Sand Stream- one is a pseudolegendary.>One with Snow Warning- a guy that would be NU without question without it.>Way more abilities for Sand Storm than Hail.>Guys that are neither ground, rock, or steel get them sometimes. (Cacturne comes to mind).>Nothing non-Ice gets hail synergy.>50% special defense to rock types in Sand? Tyrannitar is a boss!>No such boost for Ice types though I believe that this makes more sense.So what you're telling me is that the game pushes me to play a team with as many of the most dismal defensive type in the game bar none possible, or I can play a weather strategy that works around three types- one the the most resistances bar none, another with the best spread of types weak to it, and the third the only offensive types that kills more types than resist it, and has nothing immune to it. And these are supposed to be equivalent?