Calling Finneon’s movepool "abyssal" seems like a stretch. It gets Rain Dance, Water Pulse, and can learn Surf (now an AoE move that targets only enemies). Lumineon even adds Fairy typing and Sparkly Wind, which makes for a solid core: weather setup, two AoE STABs, and arguably the strongest STAB line-of-sight option. It’s far from weak or limited.
In contrast, Buizel doesn’t even learn Rain Dance. Without support, it can’t activate Swift Swim on its own. If the concern is early-game snowballing, adjusting Buizel’s availability might’ve been a more balanced approach than outright removing its ability on higher difficulties.
What surprises me most is the labeling of weather synergy as “degenerate.” That seems misplaced. Weather mechanics aren’t about cheesing; they’re about understanding and building around the systems the game provides. Designing synergistic teams is a key part of strategic gameplay, not a shortcut.
The mod itself demonstrates just how powerful weather mechanics can be. For example, Deep Dusk Forest pits players against a Drought Ninetales, creating permanent sun and a field full of Chlorophyll users who act twice per turn. That’s brutal because of the weather. It’s odd to see this tactic called “degenerate” while you intentionally create a sun-based level in a world that’s supposely dark and paralyzed. Why is the AI given that power while discouraging the player from using the same strategy?
And just to geek out for a second: Sparkly Wind has a chance to raise all stats, including Speed. Combine that with Swift Swim and you get some crazy synergy. Imagine being in a Monster House and it's raining. If one of the two Sparkly Winds triggers the stat boost, the turn resets, allowing for two more attacks. If you activate the boost again, you get two more attacks. This can potentially quadruple your Speed, leading to up to 8 Sparkly Winds in a single turn.