BW Guide to Rain in NU [WIP]

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Guide to Rain in BW NU
-Co-writers: sandshrewz & Endorfins

List of contents:

Introduction
-Effects of Rain
-Damp Rock

Rain Inducers

Playstyles
-Offensive Pokemon
-The Swift Swimmers
-The Water-types
-The Electric-types
-Defensive Pokemon
-Hydration
-Rain Dish and Dry Skin
-Other Teammate Options

Threats to Rain Teams
-Water Absorb and Storm Drain
-Choice Scarf and Priority
-Other Threats

Teambuilding
-Example Team

Conclusion

Introduction

Effects of Rain

  • The power of Water-type moves is boosted by 50%.
  • The power of Fire-type moves is reduced by 50%.
  • The moves Thunder and Hurricane has 100% accuracy.
  • The move SolarBeam has a base power of 60.
  • The move Weather Ball becomes a Water-type move and has a Base Power of 100 instead of 50.
  • The moves Moonlight, Morning Sun, and Synthesis only recover 25% of the users full health.
  • Pokemon with the Swift Swim ability have their Speed doubled.
  • Pokemon with the ability Dry Skin regain 12.5% of their max HP each turn.
  • Pokemon with the Hydration ability have all of status effects healed at the end of each turn.
  • Pokemon with the Rain Dish ability regain 6.25% of their max HP each turn.
  • The Pokemon Castform changes form and becomes a Water-type Pokemon.
Damp Rock


This little rock is the tool to make most out of the rain in NU, as without it, it can be hard to accomplish anything at all. This is due to the lack of permanent rain from Drizzle in NU. Damp Rock extends the duration of the move Rain Dance from five turns to eight turns, giving each Pokemon on your team three additional turns to get thier job done. The only downside with using Damp Rock, and this is noticeable, is that the rain inducer must sacrifice the use of Leftovers or Eviolite that gives it extra surviability or bulk to gain these three extra turns for its teammates. However, Damp Rock is still the preferred item of choice when it comes to building rain teams, as the three extra turns can be the breaking point between defeat and victory. This does not mean that Leftovers and Eviolite can't be used at all; if you prefer to give your rain inducers extra surviability to keep them around longer, Leftovers and Eviolite can still be used.

Rain Inducers


Volbeat
Type: Bug
Base Stats: 65 HP / 73 Atk / 55 Def / 47 SpA / 75 SpD / 85 Spe
Abilities: Illuminate / Swarm / Prankster (DW)

Volbeat is an excellent Rain Dance user thanks to Prankster, almost guaranteeing that it will set it up without fail. Volbeat has a handful of support moves that are also given a +1 priority thanks to Prankster, such as Thunder Wave and Encore. It works as an emergency Rain Dance user and sometimes a sacrificial one meant as a one time use as it doesn't have much bulk to survive strong attacks. With priority Encore, Volbeat can lock foes into setup and support moves, giving it both an easy time setting up the weather and acting as a check to setup sweepers. Prankster Thunder Wave also lets Volbeat support the team even further by spreading paralysis which can be useful especially when the rain isn't up. Volbeat also has access to U-turn, bringing rain sweepers safely. However, less common options available for Volbeat include Substitute, Baton Pass, and Tail Glow. Substitute and Tail Glow are both Baton Passable to teammates; the former allows teammates to have an easier time setting up while the latter gives special rain sweepers such as Ludicolo a +3 Special Attack to completely devastate teams. Overall, Volbeat is a reliable and versatile Rain Dance user.


Illumise
Type: Bug
Base Stats: 65 HP / 47 Atk / 55 Def / 73 SpA / 75 SpD / 85 Spe
Abilities: Oblivious / Tinted Lens / Prankster (DW)

Illumise is one of the few Prankster users in the NU metagame with access to Rain Dance, and she is a reliable Pokemon to use for setting up rain despite popular beliefs. Illumise is also capable of providing support through various of other means. She can provide useful paralysis support through Thunder Wave, while she can also lock the opponent into a status move of some sort, such as Stealth Rock, with Encore. Illumise also has access to priority Substitute which she pass to an appropriate set-up sweeper, while she also has access to U-turn for bringing a rain sweeper in safely. Unfortunately, Illumise is often overlooked in favor for Volbeat who is also capable of passing Tail Glow boosts alongside Substitutes, while he has a stronger U-turn due to his higher Attack stat. However, Illumise has access to the ever so useful Wish to restore a teammates health, while she possesses a higher Special Attack stat, meaning she can use Thunder to take advantage of the rain herself if one should want that.


Liepard
Type: Dark
Base Stats: 64 HP / 88 Atk / 50 Def / 88 SpA / 50 SpD / 106 Spe
Abilities: Limber / Unburden / Prankster (DW)


Murkrow
Type: Dark / Flying
Base Stats: 60 HP / 85 Atk / 42 Def / 85 SpA / 42 SpD / 91 Spe
Abilities: Insomnia / Super Luck / Prankster (DW)

Murkrow is perhaps one of the most forgotten weather inducer with Prankster. It has terrible bulk as well but it has neither U-turn nor Baton Pass to switch to its teammates. However, it does have another set of support moves to utilize Prankster with. It differentiates itself from other Prankster weather inducers with Haze and FeatherDance. Haze clears all stat changes and lets it put a stop to setup sweepers. FeatherDance allows Murkrow to cushion attacks from physical attackers and open an opportunity for a teammate to set up. Murkrow also has Thunder Wave for paralysis support and Taunt to prevent setup from foes. Murkrow also happens to be another Prankster user alongside Ilumise to have a recovery move in Roost, migitating the problem of Stealth Rock damage as well and increasing it's longevity. Murkrow is an option for a rain inducer if you need a Pokemon that can deal with setup Pokemon too.


Electrode
Type: Electric
Base Stats: 60 HP / 50 Atk / 70 Def / 80 SpA / 80 SpD / 140 Spe
Abilities: Soundproof / Static / Aftermath (DW)

The original go-to-guy when it comes to rain support: Electrode. Electrode has been reliably providing rain support in DPP, and nothing has changed when this blast from the past joins BW NU; except for a few things. Electrode still maintains the fastest Taunt in the lower tiers, which is useful for any team, while it has a strong STAB Thunder to take advantage off in the rain with its decent Special Attack. Unfortunately, Explosion got nerfed badly with the transition to BW, and this makes one of Electrode's good traits disappear: to badly damage the opponent while bringing a rain sweeper in safely. However, with BW also came the new move Volt Switch, which alleviates the lack of a powerful Explosion to some degree. All in all, Electrode is as reliable as ever as a rain supporter, and is a great choice for that spot on a rain team.


Regice
Type: Ice
Base Stats: 80 HP / 50 Atk / 100 Def / 100 SpA / 200 SpD / 50 Spe
Abilities: Clear Body / Ice Body (DW)

When it comes to setting up rain, Regice might not fall on one's mind right away. However, if we blow the dust off this ancient golem, we will see many great qualities for a rain setter. Regice as the bulk, boasting nice 80 / 100 / 200 defensive stats, meaning it capable of taking both physical and special hits with relative ease. Its weakness to Fire-type moves is hampered by the rain it sets up. In addition to that, Regice has access to Thunder Wave to paralyze Magmortar, one of the NU tier's biggest threats, making it basically useless to the opponent, while it can't do much back to Regice in the rain. While the Ice-type is great offensively, it is stopped cold by Water-types; however, with access to Thunder, Regice can launch of the unresited BoltBeam combo to blast opposing Water-types away. Last, but not least, Regice has access to Explosion as well, which it can use to bring in a teammate safely while denting the opposing Pokemon somewhat. Regice is also a great asset for disposing of Grass-types, of course.


Phione
Type: Water
Base Stats: 80 HP / 80 Atk / 80 Def / 80 SpA / 80 SpD / 80 Spe
Abilities: Hydration

Phione has never been a highly used Pokemon. This is mostly due to its barren movepool and the fact that many Pokemon has much better stats to do the what Phione is capable of better. However, Phione excels at one thing: rain support. Phione is built for rain, and its movepool and ability shows that. U-turn allows Phione to take a hit from the opponent's Attack and bring in a rain sweeper safely. Hydration coupled with Rest also gives it instant recovery in rain, as Hydration cures any status ailment. Pair this with the great Water-type move Scald and support moves such as Heal Bell and Knock Off, and you have one good rain supporter for your team. Phione also has respectable bulk with base 80 across the board, meaning it can take a hit and set up rain with relative ease.


Ampharos
Type: Electric
Base Stats: 90 HP / 75 Atk / 75 Def / 115 SpA / 90 SpD / 55 Spe
Abilities: Static / Plus (DW)

It's no wonder that Ampharos has been providing rain support since DPP UU. It has great overall bulk, with a base 115 Special Attack STAT and an 100% accurate STAB move in Thunder to take adavantage of after it has set up rain; Ampharos's Electric typing also gives it only one weakness to Ground-type moves, although rather common. In addition to providing rain support, it has access to the great Thunder Wave to paralyze the opponent's faster and more troblesome Pokemon, while it also can set up both Light Screen and Reflect. Another great utility move at its disposal is Heal Bell, meaning Ampharos can provide cleric support as well. While we are looking at Ampharos movepool, we also see a new addition to it: Volt Switch. With Volt Switch, Ampharos can bring in a teammate safely due to its low Speed and great bulk.


Articuno
Type: Ice / Flying
Base Stats: 90 HP / 85 Atk / 100 Def / 95 SpA / 125 SpD / 85 Spe
Abilities: Pressure / Snow Cloak (DW)

Articuno is not your typical rain inducer, partly due to its horrible typing that plagues it with a 4x weakness to Rock. Most Articuno do not even consider using Rain Dance on its moveset as well! However, there are a few quirks that might make using Articuno as a rain inducer worthwhile. Offensively, Articuno can make use of a short Rain Dance to utilize 100% accurate Hurricanes. Defensively, it can support the team with Heal Bell and Roar while swapping one of its common moves for Rain Dance. Articuno's typing can be useful if the team can constantly keep Stealth Rocks off the field. Although it shares an Electric-type weakness with common Water-type rain sweepers such as Gorebyss, it also has a resistance to Grass-type attacks and can shrug off neutral special hits thanks to its high Special Defense stat. It can also help to check opposing Ludicolo from sweeping your team with the rain as it is not OHKOed by Hydro Pump, although it'll take quite a beating from it as well. Articuno might not be the main weather inducer on any rain team, but it's worth considering to put Rain Dance on it if your team does not need another phazer or cleric.


Lunatone
Type: Rock / Psychic
Base Stats: 70 HP / 55 Atk / 65 Def / 95 SpA / 85 SpD / 70 Spe
Abilities: Levitate


Glaceon
Type: Ice
Base Stats: 65 HP / 60 Atk / 110 Def / 130 SpA / 95 SpD / 65 Spe
Abilities: Snow Cloak / Ice Body (DW)

Glaceon might seem like an odd choice for setting up rain, but it's quite the opposite. Glaceon has great defensive stats, as well as a great support movepool. The greatest one of these moves is Wish, followed by the ever-so useful Heal Bell. Wish allows Glaceon to keeps its rain sweeping teammates healthy, while Heal Bell keeps them free from status as well. Along these two moves comes Roar. Roar works great on a Pokemon such as Glaceon, and makes it able to phaze any opponents attempting to set up. Glaceon can spread status as well by two means: Toxic and Yawn. Toxic is great for wearing down any bulky foes, such as Lickilicky, while Yawn can easily force switches. Going physically or specially defensive doesn't matter; you can't go wrong. Physically defensive versions of Glaceon can effectively take on the two threatening birds, Swellow and Braviary, with ease while it can aslo take on the like of Sawk. Specially defensive versions of Glaceon take better advantage of the rain, as it puts a full stop to Magmortar's Fire Blast. With Barrier on the specially defensive version make Glaceon a mixed wall, giving it defensive stats of 334 / 514 / 317 after one boost; using Barrier on a physically defensive Glaceon boosts Glaceon's Defense stat to a whooping 700. Not bad for an Ice-type Pokemon. One should not forget about the power behind Glaceon's Ice Beam coming off a base 130 Special Attack stat.


Gardevoir
Type: Psychic
Base Stats: 68 HP / 65 Atk / 65 Def / 125 SpA / 115 SpD / 80 Spe
Abilities: Synchronize / Trace / Telepathy (DW)

Gardevoir is well known for being a great support Pokémon in the NU tier, and rain support is no exception. Gardevoir has a great movepool with many other support moves besides rain dance and many rain sweepers, especially those who lack Swift Swim, appreciates them. Thunder Wave and Will-O-Wisp are two of the more prominent ones, as they allow the Water- and Electric-types to outspeed the opponent if they are slow, while the both Thunder Wave and Will-O-Wisp aids when it comes to setting up for Pokemon such as Gorebyss. Light Screen and Reflect are the two moves most supportive Psychic.types have disposal and Gardevoir can make use of them both well; these two moves aslo aids in setting up, as well as making some rain sweepers even more sturdier, such as Ludicolo. Memento and Healing Wish are two more moves that needs major highlighting, as they both provide a free switch-in opportunityfor a teammate besides their respective effects; Healing Wish can restore a rain sweeper to full health, while Memento makes the opponent weaker to make it easier to set up with the next Pokemon. That's not all, Gardevoir has a slew of other support moves with Wish, Encore, Taunt, Hypnosis, and Disable being the most noteworthy; Gardevoir is a really versatile Pokemon.


Altaria
Type: Dragon / Flying
Base Stats: 75 HP / 70 Atk / 90 Def / 70 SpA / 105 SpD / 80 Spe
Abilities: Natural Cure / Cloud Nine (DW)

Altaria is a very fine defensive Pokemon by virtue of its stats, typing, and movepool. Natural Cure adds to the fact that it works as a good status absorber as well. Altaria has access to some useful support moves that any team will welcome; Roar and Heal Bell are both great support moves that rain teams might not always be able to fit in. Altaria brings with it a 4x resistance to Grass-type attacks that are often used against Water-type teammates while brushing off special Electric-type attacks thanks to its good special bulk. With access to Roost and Rest, the latter working in tandem with Natural Cure, Altaria doesn't burden the team too much to support itself and can quickly use an appropriate support move or set up Rain Dance before switching out or healing itself. Altaria has to forgo one support move in Roar or Heal Bell to accomodate for Rain Dance, however. But if one of those aren't really a concern for your team, Altaria could be worth considering as a rain inducer.


Dewgong
Type: Water / Ice
Base Stats: 90 HP / 70 Atk / 80 Def / 70 SpA / 95 SpD / 70 Spe
Abilities: Thick Fat / Hydration / Ice Body (DW)

While fully understandable, Dewgong in often overlooked in favor of other, often better Pokemon when it comes to setting up rain, most likely Lapras, who possesses greater overall stats. Nothing really stands out when it comes to Dewgong, its stats are rather lackluster, with the only one of its stats being superior to Lapras's is its Speed. However, Dewgong still gets a honorable mention due to a few factors. Dewgong has access to Encore, which Lapras lacks, meaning it can lock slower opponents into a status move of some sort; this is where its higher Speed stat comes in. Dewgong also has access to Hydration, which means it can pull off the HydraRest combination. However, Lapras got Hydration through the Dream World, meaning Encore is really the only thing Dewgong has over it.

And on an ending note, it should be noted that these are just some of the prime examples when it comes to setting up rain. Some rain sweepers can also set up rain themselves, while there are more Pokemon with access to Rain Dance to choose from. Only your own imagination is the limit.

Playstyles

Offensive Pokemon

All-out offense is how rain is, for the most part, played; you will rarely rain being used any other way in the NU tier. The most common denominator on a rain team is the Swift Swim Pokemon. With this ability, these Pokemon's Speed is doubled in rain, making them all deadly sweepers, with Pokemon such as Gorebyss and Ludicolo joining these ranks. These Pokemon are often Water-type Pokemon. Other Pokemon that make up the offensive parts of a rain team are, in fact, more Water-types. Although they don't have the great Swift Swim ability, their STAB Water-type moves get a power boost in the rain, making them hit really hard. Last, but least, there are the Electric-type Pokemon. These Pokemon take advantage of the rain by using their now 100% accurate STAB Thunders, This makes rain teams incredibly powerful.

The Swift Swimmers


Gorebyss
Type: Water
Base Stats: 55 HP / 84 Atk / 105 Def / 114 SpA / 75 SpD / 52 Spe
Abilities: Swift Swim / Hydration (DW)

When it comes to rain, Gorebyss is the most feared Pokemon out there and for good reasons. With access to the arguably best boosting move in the game, Shell Smash, Gorebyss becomes a deadly sweeper in the rain, and there aren't many Pokemon capable of handling it. After using one Shell Smash in rain, Gorebyss sits at +2 Special Attack and +4 Speed with the use of Swift Swim, meaning it will outspeed the entire tier. Add to that fact, that it can now fire away Surfs with incredible power, coming of a 114 base Special Attack stat, with both STAB and rain boosting its power. Gorebyss, like most other Water-types, have access to Ice Beam as well, meaning it can blast through Grass-type resisting its STAB moves. When it comes to opposing Water-types, Gorebyss can utilize Hidden Power to take care of those Pokemon as well. However, there is one problem with this. With Ludicolo in the tier, Gorebyss must choose between either Hidden Power Bug to hit Ludicolo super effectively, or Hidden Power Grass to hit the other Water-types in the tier harder. This is a dilemma for Gorebyss, as Ludicolo is one of the few Pokemon that can take Gorebyss on. One might think Signal Beam would work, but it is illegal with Shell Smash. Another way to make Gorebyss even harder to take down in one sense is to use Hydration over Swift Swim, as it makes Gorebyss immune to status in rain; most players resort to status, such as sleep or poison, when they take on Gorebyss.


Ludicolo
Type: Water / Grass
Base Stats: 80 HP / 70 Atk / 70 Def / 90 SpA / 100 SpD / 70 Spe
Abilities: Swift Swim / Rain Dish / Own Tempo (DW)

Ludicolo is one of the three most deadly rain sweepers out there. With respectable bulk, at least specially, good typing as well as good Speed compared to most other Swift Swim users, it's no wonder. Ludicolo's typing gives it a 4x resitance to Water-type moves, while it only takes neutral damage from Electrid-type moves, all great for a rain sweeper. With Grass-type STAB, Ludicolo can also hit opposing Water-types harder, while recovering damage thanks to Giga Drain. Even though Ludicolo is a threat in all its right, it has one drawback: its relatively low Special Attack. While base 90 is still good, Ludicolo will never hit has hard as Gorebyss or Huntail, and must resort to using Life Orb to actually do major damage. The lack of firepower means that Ludicolo must use Hydro Pump over Surf as well, making the risk of missing an issue. However, not many Pokemon in the tier can handle a rain- and Life Orb-boosted Hydro Pump, while Giga Drain makes up for the Life Orb recoil. Ludicolo's typing, stats, and powerful moves makes up for the small things that give it trouble.


Huntail
Type: Water
Base Stats: 55 HP / 104 Atk / 105 Def / 94 SpA / 75 SpD / 52 Spe
Abilities: Swift Swim / Water Veil (DW)

Huntail is, unfortunately, overshadowed by Gorebyss. Gorebyss is used over Huntail mainly because of its higher attacking stat, making it hit harder with a Shell Smash boost. However, Huntail is nothing to scoff at. With Shell Smash boosting both Attack and Special Attack, coupled with the fact that it has good mixed attacking stats, Huntail can go on a mixed route, something Gorebyss just can't do. With Waterfall, Huntail can take on specially defensive walls such as Cryogonal and Lickilicky much more easily than Gorebyss, aiming for their lower Defense stat. "How about Ludicolo?", you might ask. With access to Crunch, as well as Return and Body Slam, Huntail can take aim at Ludicolo's lower Defense stat and break it down with ease. And when it cmoes to opposing Grass- and Water-types, most notably Quagsire, Huntail can make use of both Ice Beam and Hidden Power Grass to annihilate them. If you want a mixed that can successfully break down various walll rather than an all-out sweeper, use Huntail, you won't be disappointed.


Carracosta
Type: Water / Rock
Base Stats: 74 HP / 108 Atk / 133 Def / 83 SpA / 65 SpD / 32 Spe
Abilities: Solid Rock / Sturdy / Swift Swim (DW)

Carracosta is a bit special: it's the only physical Shell Smash sweeper in the tier, bar Huntail who usually goes mixed. Swift Swim and Shell Smash will greatly patch up Carracosta's horrible Speed. The most common way to go with Carracosta, as said, is physically. It has a really good Attack stat for a NU Pokemon, with strong moves such as Waterfall, Stone Edge, and Earthquake. Waterfall is the most the dangerous move in its arsenal when it comes to rain, while Stone Edge and Earthquake gives Carracosta extra coverage. Carracosta's Special Attack is nothing to scoff at either, as it allows Carracosta to go on a more mixed route to use Ice Beam quite effectively, mostly to deal with Vileplume, Exeggutor, and Tangela. Carracosta even has access to Aqua Jet to patch up its horrendous Speed even more. In addition to this, Carracosta has access to Solid Rock as well, which allows it give up on the Speed Swift Swim grants it for an easier time to set up, if that is something you would prefer instead.


Floatzel
Type: Bug
Base Stats: 85 HP / 105 Atk / 55 Def / 85 SpA / 50 SpD / 115 Spe
Abilities: Swift Swim / Water Veil (DW)

Floatzel is unique in the fact that it is the fastest Pokemon in the game with Swift Swim. This works well to its favor, as if you take closer look at its movepool and stats, there isn't much power in going either physically or specially offensive. However, if one does a minimum investment in its Speed stat, one can make Floatzel a fearsome mixed attacker. With only investing 16 Speed EVs into Floatzel's Speed with a Lonely nature, making it outspeed up to neutral base 85 Speed Pokemon outside of rain, one can draw out the maximum power from Floatzel. For example, maxing out both its Attack and Speed would make Tangela wall Floatzel as its best physical bet against Tangela is the weak Ice Fang. However, by investing its Special Attack stat instead, Floatzel can easily break through Tangela, as well as Dragon-types and other Grass-types, with Ice Beam. With Hidden Power Grass, Floatzel can also take on Quagsire, a Pokemon that would take pitiful damage from Waterfall; Hidden Power Grass also nails other opposing Water-types, except Ludicolo. However, don't fret, Ludicolo can be taken care off by using Crunch to aim at its lower Defense stat. Don't count Floatzel out as a Swift Swimmer; its mixed attacking capabilities and amazing Speed is a great boon.


Seismitoad
Type: Water / Ground
Base Stats: 105 HP / 85 Atk / 75 Def / 85 SpA / 75 SpD / 74 Spe
Abilities: Swift Swim / Poison Touch / Water Absorb (DW)

While its stats and movepool leave a bit to be desired, Seismitoad is a good Swift Swim sweeper in its own right. Base 85 Special Attack might be a little on low side when it comes to power, it has a respectable Speed stat compares most Swim Swim users, even beating out Ludicolo. While its movepool could use some work as well, it has enough tools to work with. Hydro Pump in the rain will always hurt, especially when backed up with a Life Orb. If one does not want to risk missing, Surf is decent option as well. While it lacks the powerful Ice Beam for some unknown reason, it has Sludge Wave to hit opposing Grass-types with, and it has the same Base Power as Ice Beam. However, while it won't hit Grass / Poison Pokemon such as Vileplume super effectively, Sludge Wave nails Ludicolo for super effective damage; that is something most rain sweepers can't boast about without losing coverage against another type. And while it doesn't have Ice Beam to hit the aforementioned Grass / Poison Pokemon, Seismitoad can utilize Hidden Power Ice, nailing Dragon-types in the process. Now we come to the main selling point of Seismitoad: its typing. Seismitoad is one of the few Pokemon that advantage of the rain with an immunity to the deadly Electric-type moves.


Mantine
Type: Water / Flying
Base Stats: 65 HP / 40 Atk / 70 Def / 80 SpA / 140 SpD / 70 Spe
Abilities: Swift Swim / Water Absorb / Water Veil (DW)


Armaldo
Type: Rock / Bug
Base Stats: 75 HP / 125 Atk / 100 Def / 70 SpA / 80 SpD / 45 Spe
Abilities: Battle Armor / Swift Swim (DW)

Armaldo is a really unique Swift Swimmer. This is mostly due to its typing and more physically offensive approach compared to most other rain sweepers. A Rock and Bug typing gives Armaldo good STAB moves to utilize. Stone Edge gives Armaldo a really powerful STAB move to demolish the opposition with, especially after a Swords Dance boost; Armaldo's high base 125 base Attack stat coupled with a Swords Dance boost will allow it to OHKO the majority of the tier. X-scissor is good secondary STAB move, giving it a more reliable option; X-scissor also make Armaldo one of the few rain sweepers capable of handling Ludicolo, a top toer threat to rain teams. Armaldo also has access to great coverage moves such as Earthquake and Aqua Tail, while it can also set up Stealth Rock if an opportunity arises. Aqua Tail is especially good as it gets powered up in the rain, giving Armaldo a psuedo-STAB move to take advantage off. Armaldo's amazing power and great coverage against certain threats makes it a great rain sweeper.


Beartic
Type: Ice
Base Stats: 95 HP / 110 Atk / 80 Def / 70 SpA / 80 SpD / 50 Spe
Abilities: Snow Cloak / Swift Swim (DW)


Other Swift Swimmers: Seaking, Luvdisc, and Lumineon

There are other Pokemon with the Swift Swim ability: Seaking, Luvdisc, and Lumineon. The reason they don't get such a indepth description at what they can do as the Pokemon mentioned above is, to put it simply, because they are inferior options or have better things to do than take advantage of Swift Swim. Seaking, for example, is outclassed by Huntail in every aspect except for its special bulk and Speed, making Huntail the better option due to that factor as well as Shell Smash and better movepool. Almost the exact thing is holding Lumineon back, being inferior to Gorebyss in the same way Seaking is inferior to Huntail; however, Lumineon can serve as rain inducer, having access to the ever so useful U-turn and being incredibly fast in rain. When it comes to Luvdisc, it lacks any offensive presence and movepool, while it is considered a "joke Pokemon" due to its terrible stats, not even fit for a serious analysis; Luvdisc is even outclassed by Horsea.

Swift Swim Speed Table
[Name / Base Speed / Max Speed Neutral Nature (Rain) / Max Speed Positive Nature (Rain)]

Floatzel / 115 / 658 / 722
Luvdisc / 97 / 586 / 644
Lumineon / 91 / 562 / 618
Golduck* / 85 / 538 / 590
Seismitoad / 74 / 494 / 542
Mantine, Ludicolo / 70 / 478 / 524
Seaking / 68 / 470 / 516
Relicanth / 55 / 418 / 458
Huntail, Gorebyss / 52 / 406 / 446
Beartic* / 50 / 398 / 436
Armaldo* / 45 / 378 / 414
Carracosta* / 32 / 326 / 358

*Receives Swift Swim as its Dream World ability

Speeds to Beat
[Speed / Name / Base Speed / EVs / Nature / Speed Boost]

586 / Ninjask / 160 / 0 / +Spe / 1
540 / Floatzel / 115 / 16 / Neutral / 2
522 / Kingler / 75 / 208 / +Spe / 2
508 / Electabuzz / 105 / 252 / +Spe / 1
496 / Zebstrika / 116 / 252 / Spe / 1
492 / Charizard / 100 / 252 / +Spe / 1
476 / Kingler / 75 / / 208 / Neutral / 2
475 / Haunter / 95 / 252 / +Spe / 1
463 / Electabuzz / 105 / 252 / Neutral / 1
458 / Ampharos / 55 / 252 / +Spe / 2
447 / Rotom-F, Rotom-S / 86 / 252 / +Spe / 1
446 / Huntail, Gorebyss / 52 / 252 / +Spe / 2
442 / Pinsir, Sawk / 95 / 252 / +Spe / 1
426 / Gardevoir, Braviary / 80 / 252 / +Spe / 1
416 / Electrode / 140 / 252 / +Spe / 0
410 / Armaldo / 45 / 252 / +Spe / 2
388 / Gardevoir, Braviary / 80 / 252 / Neutral / 1
383 / Swellow / 125 / 252 / +Spe / 0
374 / Armaldo / 45 / 252 / Neutral / 2
364 / Zebstrika / 116 / 252 / +Spe / 0
358 / Luxray / 70 / 252 / Neutral / 1
352 / Carracosta / 32 / 252 / +Spe / 2
342 / Serperior / 113 / 196 / +Spe / 0

The Water-types


Swanna
Type: Water / Flying
Base Stats: 75 HP / 87 Atk / 63 Def / 87 SpA / 63 SpD / 98 Spe
Abilities: Keen Eye / Big Pecks / Hydration (DW)

Of all Water-types in the tier, Swanna is definitely the one who benefits from rain the most. Aside from its Speed stat, none of them really stands out, and so Swanna really appreciate the boost to its Water-type STAB. While Swanna's offensive stats is low compared to monsters such as Braviary, base 87 is far from bad. But as previously mentioned, in rain is where Swanna truly shines, and it packs highpowered moves. While Hydro Pump is missing from its arsenal of attacks, Swanna has Surf, and it is good enough in rain. With the power granted from both Life Orb and rain, Swanna is able to plow through most Pokemon in the tier, except maybe the bulkiest of them all, mainly Lickilicky. Swanna's secondary STAB move of choice is no other than Hurricane. Hurricane's accuracy is boosted all the way to 100% in rain, and hits everything that resist Surf hard; the 30% chance at confusing the foe also comes handy at times. The third part in Swanna's rain using ways, is Hydration. Hydration makes Swanna immune to any status move in the rain. This means that Swanna can't be put to sleep or be paralyzed, which would hinder her sweep, while the various users Toxic can't wear it down as easily. With access to Roost, Swanna can also restore any health lost from Life Orb recoil or Stealth Rock. If Altaria poses a problem for your Swanna, it can also pack Ice Beam, which has enough power to destroy most Dragon-types. Swanna can also set up its own rain. The only downside to Swanna is its Stealth Rock weakness and inability to break down solid walls, but with the right team support, it will be patched up right away; Swanna is better used late-game anyways.


Samurott
Type: Water
Base Stats: 95 HP / 100 Atk / 85 Def / 108 SpA / 70 SpD / 70 Spe
Abilities: Torrent / Shell Armor (DW)

Samurott doesn't rely on rain to sweep, but it does appreciate having the rain to boost its STAB moves. It is an already versatile Pokemon by itself and is hard enough to counter due to the variety of sets it can run and having good usable Attack and Special Attack stats. Samurott under the rain is another beast that will make it even harder to take down as rain-boosted Waterfalls and Hydro Pumps will put a huge dent into its checks such as Regice and perhaps make them unreliable checks while in rain. Physical Samurott has the added benefit of rain-boosted Aqua Jets to revenge kill foes better. It remains as a reliable sweeper even if you've lost all your rain inducers as it is not fully dependent on the weather—rain only helps Samurott by boosting its STAB moves. Hence, if you want a backup sweeper that can perform even better in rain, Samurott is a pick so you aren't completely at a loss without rain inducers.


Simipour
Type: Water
Base Stats: 75 HP / 98 Atk / 63 Def / 98 SpA / 63 SpD / 101 Spe
Abilities: Gluttony / Torrent (DW)

Rain teams would love to include numerous Water-types to take advantage of their weather, unfortunately, doing so would result in poor type synergy and a lack of resistances. You would then wonder why anyone would choose Simipour over the more centralizing, and arguable more powerful, Gorebyss. Although Simipour lacks the marvel that is Shell Smash, it still has a respectable boosting move in Nasty Plot. What distinguishes it from Gorebyss is its excellent Speed even when unboosted, which lets it outspeed most of the tier when the rain isn't up. Simipour can also wield Choice items more effectively than most other Water-types in the tier, especially Choice Scarf. Simipour can use its decent Attack stat to surprise the opponent with a mixed set as well. Acrobatics can score a OHKO on unsuspecting Ludicolo, while Low Kick takes down Lickilicky. Most teams would be better off with Gorebyss as their primary rain sweeper, so Simipour is better used as a late-game cleaner or revenge killer, working well together with the likes of Gorebyss.


Basculin
Type: Water
Base Stats: 70 HP / 92 Atk / 65 Def / 80 SpA / 55 SpD / 98 Spe
Abilities: Reckless / Rock Head / Adaptability / Mold Breaker (DW)


Lapras
Type: Water / Ice
Base Stats: 130 HP / 85 Atk / 80 Def / 85 SpA / 95 SpD / 60 Spe
Abilities: Water Absorb / Shell Armor / Hydration (DW)

While mostly seen as a defensive Pokemon, Lapras can actually be quite decent offensively, especially when it gets a power boost from rain. The main form of offense Lapras utilizes is Dragon Dance. With it, Lapras can boost its average Attack and low Speed stats to respectable levels, being able to get more than one boost thanks to its bulk. Waterfall is Lapras's main STAB move of choice, as it is its most powerful physical move, besides the unreliable Aqua Tail, at disposal. While Waterfall is a great move all on its own, Lapras's best physical Ice-type move is the rather weak Ice Shard, which only redeeming factor is its +1 priority. However, Lapras does have moves such as Earthquake and Zen Headbutt to redeem itself. Another way to boost Lapras's Attack stat is the use of Curse. While regarded as the lesser choice, it gives Lapras a chance to use a stronger physical Ice-type move in Avalanche, while boosting its bulk in the process. Avalanche also works great with the boosted Defense and lowered Speed stat that Curse provides. However, Ice Shard is still useful for hitting the opponent first. Hydration is another great boon for Lapras when it comes to sweeping in the rain: Hydration keeps Lapras free from status. When using Dragon Dance, it stops the opponent from crippling Lapras with moves such as Thunder Wave and Spore, while using Curse, Lapras gets instant recovery with Rest something it lacks outside of rain. Not that you can't use Rest with Dragon Dance, it works either way.


Relicanth
Type: Water / Rock
Base Stats: 100 HP / 90 Atk / 130 Def / 45 SpA / 65 SpD / 55 Spe
Abilities: Swift Swim / Rock Head / Sturdy (DW)

Relicanth might seem like an odd offensive Pokemon with only a mere base 90 Attack stat and pathetic base 55 Speed. However, it can utilize the 150 Base Power Head Smash without any recoil thanks to Rock Head. With simply just Head Smash, Waterfall, and Earthquake, Relicanth does not have much coverage issues. Rock Head Relicanth can use Rock Polish to bolster its poor Speed; it can set up on physical attackers that don't hit it super effectively thanks to its high base 130 Defense. Such high Defense also makes Relicanth harder to revenge kill with priority attacks. Rain-boosted Waterfall also compensates for its average base 90 Attack and between it and Head Smash, few resist this combination. While less common, Relicanth can use Swift Swim coupled with a Choice Band or Life Orb to put dents on the opposing team. However, it will be very reliant on rain to outspeed Pokemon and it can still be outpaced by common Choice Scarf users.


Golduck
Type: Water
Base Stats: 80 HP / 82 Atk / 78 Def / 95 SpA / 80 SpD / 85 Spe
Abilities: Damp / Cloud Nine / Swift Swim (DW)


Kingler
Type: Water
Base Stats: 55 HP / 130 Atk / 115 Def / 50 SpA / 50 SpD / 75 Spe
Abilities: Hyper Cutter / Shell Armor / Sheer Force (DW)

Kingler's incredible Attack stat makes it one of the few Physically based Water-types in the tier, which makes it a great asset on the normally specially orientated rain teams that have trouble with Pokemon such as Lickilicky and Ludicolo. Kingler's greatest flaw, its Speed, can be patched up with Agility which makes Kingler faster than most of the tier. With a Life Orb and rain boost, Kingler's Crabhammer has insane amounts of power, OHKOing even the most defensive Regirock after some residual damage. Kingler's coverage problames are also remidied by the fact that, in the rain, its Crabhammer doesn great amounts of damamge to even resists! Since Water and Normal coverage is almost unresisted in the tier, Kingler can also opt to run a double dance set with Swords Dance and Agility, if it manages to get both a Speed and Attack boost in the rain, its almost game over if your opponent doesn't have a Tangela. Kinglers excellent Defense stat means that it can setup on most weak physical attacks and survive priority moves even without any investment in bulk. Unfortunately, Kingler can't have it all its own way, its horrendous special stats mean that it can't choose to go mixed, and it will fall to even resisted Special Attacks such as Gorebyss's Surf in the rain. While Kingler is often seen to be outclassed by Huntail and Flaotzel due to their ability, Kingler has all the right tools to stand out from its aquatic brethren.


Whiscash
Type: Water / Ground
Base Stats: 110 HP / 78 Atk / 73 Def / 76 SpA / 71 SpD / 60 Spe
Abilities: Oblivious / Anticipation / Hydration (DW)

While looking at Whiscash stats, you see nothing spectacular right away, only a huge HP stat and rather disappointing offensive stats. However, Whiscash shares similar traits with Lapras. First of all, Whiscash also learns Dragon Dance, with which it can boost its stellar Attack and Speed stats to respectable levels. To top that off, it has a good bulk, while it has a really good typing with only a weakness to Grass-type moves and immunity to Electric-type ones. And like Lapras, Whiscash also has access to Hydration, which gives it an immunity to status and an instant recovery move in Rest in the rain. When it comes to its movepool, Whiscash has some really good moves. First of all is the obvious Waterfall / Aqua Tail STAB moves, which give Whiscash plenty of power after a boost or two in rain. However, one of Whicash selling points are its STAB Earthquake who deals crazy damage to Pokemon who resists its Water-type STAB. To round these off, Whiscash also have access to moves such as Zen Headbutt, Bounce, and Stone Edge, giving it nice coverage over its STAB moves.


Pelipper
Type: Water / Flying
Base Stats: 60 HP / 50 Atk / 100 Def / 85 SpA / 70 SpD / 65 Spe
Abilities: Keen Eye / Rain Dish (DW)


Wailord
Type: Water
Base Stats: 170 HP / 90 Atk / 45 Def / 90 SpA / 45 SpD / 60 Spe
Abilities: Water Veil / Oblivious / Pressure (DW)

Wailord might seem like a odd choice for a rain team, but it has some nice features. First of all is its decent, if not good, offensive stats. While its Speed is on the low side and it has no way of boosting it, Wailord can utilize Choice Scarf to patch its Speed up. However, the main reason to even use Wailord over any other Water-type is the devstating Water Spout. With a Choice Scarf, Wailord reaches a respectable 360 Speed stat, outspeeding most unboosted Pokemon, while it can launch a 225 Base Power move boosted even further by the rain. Wailord is like a mini-Kyogre in NU. To round things of coverage-wise, Wailord has access to move such as Ice Beam, Hidden Power, and Hydro Pump, giving Wailord what it needs.

The Electric-types


Rotom-S & Rotom-F
Type: Electric / Flying & Electric / Ice
Base Stats: 50 HP / 65 Atk / 107 Def / 105 SpA / 107 SpD / 86 Spe
Abilities: Levitate


Electabuzz
Type: Electric
Base Stats: 65 HP / 83 Atk / 57 Def / 95 SpA / 85 SpD / 105 Spe
Abilities: Static / Vital Spirit (DW)

While not nearly as bulky as Rotom-A, Electabuzz is much, much faster. Choice Scarf, Choice Specs, or Life Orb, Electabuzz is a great Pokemon to use on a rain team, due to its really good Speed and Special Attack. Just as every other Electric-type, Electabuzz can summon powerful Thunders to destroy the opponent. While its special movepool is a bit limited, it has enough moves to give it the coverage it needs. Focus Blast is one of the must useful move Electabuzz has, as it allows Electabuzz to hit Lickilicky, Miltank, and Probopass much harder. Next in line is Hidden Power. Hidden Power Ice is the most useful one, as it hits both Dragon- and Grass-types. However, Hidden Power Grass is still useful for hitting Ground-types such as Quagsire and Golem much harder. Signal Beam lets it get through Ludicolo, while it can scout out the opponent with Volt Switch. Electabuzz also has a good physical movepool, with moves such as Cross Chop, the elemental punches, and Wild Charge, as well as Meditate to boost its Attack stat. This allows Electabuzz to go on a mixed or physical route, but that's better left to either Eelektross or Luxray. Electabuzz has a useful sleep immunity thanks to Vital Spirit as well.



Zebstrika
Type: Electric
Base Stats: 75 HP / 100 Atk / 63 Def / 80 SpA / 63 SpD / 116 Spe
Abilities: Lightningrod / Motor Drive / Sap Sipper (DW)

Zebstrika is a simple Pokemon. It's a fast Electric-type with decent offenses. Zebstrika's biggest selling point is its ability to switch in on Electric-type moves for its Water-type teammates, which is includes Thunder Wave, receiving a Special Attack boost in the process. Zebstrika has access to the same moves as most Electric-types have, with its strong Thunder being the most obvious and powerful move at its disposal. Hidden Power Grass covers Ground-types, such as Quagsire and Golem, while it has Volt Switch for scouting. Overheat is the one move it has over other Electric-types in the tier, and lets Zebstrika hit Grass-types really hard. Even though Zebstrika's Attack stat is better than its Special Attack, it has no moves to use with it. Zebstrika is often seen utilizing Choice Scarf for revenge killing and scouting, but can also use Choice Specs and Life Orb for more power.


Eelektross
Type: Electric
Base Stats: 85 HP / 115 Atk / 80 Def / 105 SpA / 80 SpD / 50 Spe
Abilities: Levitate

Eelektross shares many features with Luxray, being more physically inclined than other Electric-types. Eelektross is also slowest Electric-type in the tier, but makes up for it with some decent bulk. It can either go all-out physical, special, or even mixed; however, the most common way to use Eelektross is by taking advantage off its really good special movepool. Thunder is the obligatory STAB move in the rain. Unlike most Electric-types, Eelektross was blessed with Flamethrower to nail those pesky Grass-types, while it has Giga Drain to deal with Ground-types such as Quagsire and Golem. To round things off, Eelektross can either use Acid Spray to lower the opponent's Special Defense or Volt Switch for scouting. If one would like to go on a mixed route instead, Eelektross has access to move such as Crunch, Brick Break, and U-turn. Eelektross can also utilize Coil to go more on the defensive, while phazing out the opponent with Dragon Tail. Eelektross has many options to choose from and you can never really go wrong. Oh, it might be worth mentioning that Eelektross has no weakness thanks to the blessing of Levitate.


Ampharos
Type: Electric
Base Stats: 90 HP / 75 Atk / 75 Def / 115 SpA / 90 SpD / 55 Spe
Abilities: Static / Plus (DW)

While one would expect Ampharos to use its great bulk to set up rain, it is actually quite effective on the offensive as well. Ampharos's main means of sweeping is through the use of Agility, boosting its rather stellar Speed to respectable levels. With a great 115 Special Attack stat, Ampharos will hit hard, especially with its STAB Thunder. Ampharos coverage moves consists of Focus Blast, Hidden Power, and Signal Beam. Focus Blast covers the likes of Lickilicky and Golem, who can be quite troublesome otherwise. Hidden Power Ice will destroy most Grass- and Dragon-types resisting Ampharos STAB move, while Hidden Power Grass hits Quagsire hard. Signal Beam is mainly for Ludicolo, but is good nevertheless, especially together with Focus Blast and Hidden Power Grass, as it allows Ampharos to hit Exeggutor super effectively as well. Ampharos can also use a bulky Choice Specs or Life Orb set if setting up with Agility doesn't suit you.


Raichu
Type: Electric
Base Stats: 60 HP / 90 Atk / 55 Def / 90 SpA / 80 SpD / 100 Spe
Abilities: Static / Lightningrod (DW)

With Lightningrod, Raichu provides rain teams with a welcomed Electric immunity, while also granting itself a Special Attack boost whenever it switches into an Electric-type attack. Unlike a Ground-type, it does not stack up the Grass-type weakness shared by Water-type teammates. Choice Scarf Electric-types are common checks to rain teams, and Raichu can capitalize on that by switching in to activiate Lightningrod. While the opponent is forced to switch, Raichu can hit hard with a +1 Thunder or even set up with Nasty Plot. Starting out with a base 90 Special Attack might not seem like much, but with oppportunities to boost that stat up, Raichu can sometimes bore holes into teams. Raichu with a Choice item itself also works as a good offensive pivot for rain teams; it can quickly make way for its teammates to come in after absorbing an Electric-type attack, via Volt Switch.


Luxray
Type: Electric
Base Stats: 80 HP / 120 Atk / 79 Def / 95 SpA / 79 SpD / 70 Spe
Abilities: Rivalry / Intimidate / Guts (DW)

Luxray is a bit unique. It is one of two Electric-types that is more physically oriented, with the other one being Eelektross. With the addition of Wild Charge, Luxray received a good physical STAB Electric-type move to use with its base 120 Attack stat. This makes Luxray more prone to going all-out physical when it comes to offensive play. However, Luxray has the potential of going mixed as well, allowing it to break through its usual counters, such as Quagsire and Tangela. When outside of rain, Luxray often use Wild Charge over Thunderbolt due to it dealing more damage overall, factoring in its base stats. However, in rain, Luxray can opt to use Thunder over Wild Charge, to hit harder than ever. With moves such as Crunch, Superpower, Hidden Power Grass, and Signal Beam, Luxray can break through various walls, which is always a good quality on a rain team. Luxray aslo has two good abilities in Intimidate and Guts. Intimidate soften incoming attacks from physical attackers, while Guts makes it semi-immune to status, increasing its Attack stat even further.

Defensive Pokemon

While not as common, nor as good, rain can also be played defensively. These Pokemon, much like the offensive ones, consists mostly of Water-type Pokemon, but also includes some Grass-types. The two abilities that are used by these defensive Pokemon are Hydration, Rain Dish, and Dry Skin. Hydration protects the user from status in the rain, while Rain Dish and Dry Skin restore the users HP by 6.25% and 12.5% each turn, respectively. This makes many types of stall play a major part when playing defensively in rain, and even though the NU tier lacks big defensive guys such as Vaporeon, it can still be pretty effective.


Hydration

With the ability Hydration healing and preventing any status in rain, it is ideal for playing defensively. Many Pokemon with this ability are very bulky Pokemon with relatively good typing. Some of the major Pokemon when it comes to stall with Hydration is Lapras, Whiscash, and Alomomola. The main thing one should focus at when playing with Hydration is using Toxic to wear the opponent down, while the Hydration Pokemon use Rest while keeping rain up to get instant recovery, healing any damage or status in the process. Lapras is your best bet when it comes to Hydration stall as its defensive stats are great, while its offenses are pretty decent, meaning Surf or Waterfall will hit rather hard in the rain. While its typing is not so great compared to other Hydration Pokemon, its stats makes up for it. Next is Whiscash. Whiscash may seem a bit odd to use, but it actually has a pretty big HP stat, with decent defenses and really good typing; Whiscash is only weak to Grass-type moves. Alomomola is the last notable Pokemon to use. Its huge 165 base HP stat and good base 80 Defense makes it rather capable at taking hits, and even though it Special Defense is pitiful, its huge HP stat does patch it up if you invest in it. These three are your best bet when it comes to stalling in the rain with Hydration, but Phione and Dewgong can also be used. Gorebyss is another Pokemon with the Hydration ability, but it is best used offensively rather than defensively.


Rain Dish and Dry Skin

Rain Dish and Dry Skin are two other rain oriented abilities that works well defensively. The extra recover in rain works great when wearing down an opponent. The best user of the Rain Dish ability is arguably Ludicolo. With its typing, Ludicolo has a 4x weakness to Water-type moves, while its also has a great base Special Defense stat and good HP stat; its Special Attack isn't so bad either. With the use of Substitute and Leech Seed, Ludicolo can create the SubSeed combination to slowly, but effectively, drain the opponent's HP. Couple the HP recovery from Leech Seed with both Leftovers and Rain Dish and you have incredibly hard Pokemon to take down on your hands. With moves such as Giga Drain and Hydro Pump at disposal, Ludicolo can recover even more health each turn or blast away powerful, rain-boosted assaults while behind a Substitute. Another, more physically defensive, option to use is Pelipper. Its base 100 Defense stat works well with its typing, while it also has access to Roost to recover even more health each turn. While Pelipper doesn't have Leech Seed like Ludicolo, it can still utilize Toxic to wear the opponent down. Other notable Pokemon with Rain Dish are Wartortle and Tentacool. Lastly, there is Dry Skin. Dry Skin's recovery in rain is actuallly higher than Rain Dish's, but there are only one notable Pokemon with this ability in the tier: Parasect. However, don't fret. Parasect's typing and access to a elusive move in Spore, as well as Swords Dance and good Attack stat, makes it a good defensive Pokemon that can hit pretty hard in the end.

Other Teammate Options


Alomomola
Type: Water
Base Stats: 165 HP / 75 Atk / 80 Def / 40 SpA / 45 SpD / 65 Spe
Abilities: Healer / Hydration / Regenerator (DW)


Cradily
Type: Rock / Grass
Base Stats: 86 HP / 81 Atk / 97 Def / 81 SpA / 107 SpD / 43 Spe
Abilities: Suction Cups / Storm Drain (DW)

Cradily is a great asset for a rain for so many reasons. First of all is its ability to set up Stealth Rock. Few Pokemon that can set up Stealth Rock fits on a rain, and Cradily is one of them; Stealth Rock helps rain sweepers to bring down bulkier foes. Coupled with Stealth Rock comes Storm Drain. Storm Drain allows Cradily to absorb any incoming rain-boosted Water-type moves, receiving an Special Attack boost in the process. The ability to handle the opponent's Water-types, such as Ludicolo and Gorebyss, is a great asset to any team that has trouble dealing with them; most rain teams will have trouble with Ludicolo. Other moves Cradily has are Recover and Stockpile for its own gain, making even harder to take down. With its great supportive role, Cradily is definitely worth a shot.


Garbodor
Type: Poison
Base Stats: 80 HP / 95 Atk / 82 Def / 60 SpA / 82 SpD / 75 Spe
Abilities: Stench / Weak Armor / Aftermath (DW)

Garbodor's Spikes are appreciated on any form of team, and rain teams are no exception. By laying down numerous layers of Spikes and possibly Toxic Spikes, Garbodor can severely weaken the opponents Pokemon and reduce their switching opportunities. This lets its fast rain users to more easily sweep through the opponents once their checks and counters have been sufficiently weakened by the entry hazards that Garbodor so diligently lays. However, it isn't just entry hazards that Garbodor can do, its Poison-typing and decent Attack stat lets it pummel common Grass-types such as Ludicolo, one of the greatest threats to rain teams. Unfortunately, Garbodor has a small offensive movepool and poor offensive typing which leaves it exposed to common setup sweepers such as Gardevoir and Torterra. It is quite easy for the opponent to capitalize on Garbodor's presence to heal up a weakened wall or setup a sweeper before counter attacking. Unlike balanced or stall teams, rain teams should rarely try to keep Garbodor alive for very long, Garbodor should be used more as a suicide Spiker, hoping to get as many layers up as possible before dying for the greater good. But its sacrifice is rarely in vain for its coveted Spikes are worth more than any amount of plastic bags.


Golbat
Type: Poison / Flying
Base Stats: 75 HP / 80 Atk / 70 Def / 65 SpA / 75 SpD / 90 Spe
Abilities: Inner Focus / Infiltrator (DW)

Golbat has good synergy with most rain teams. It has a 4x resistance to Grass-type moves, as well as the common Fighting-type moves and an immunity to Ground-type ones. Thanks to Eviolite, Golbat also has great bulk and is able to take most neutral hits as well. While it is weak to the common Electric- and Ice-type moves, most rain sweepers cover these weaknesses. However, the main reason Golbat is used on normal teams is for its stall breaking capabilities, which can be very useful. With Taunt Golbat stops any of the opponent's attempt to set up entry hazards, and do so well thanks to its great Speed. In addition to that, it has Roost to recover any damage taken, and patches up its Steath Rock weakness quite nicely. With the powerful STAB Brave Bird, Golbat is able to break through most Grass-types, while Super Fang and Toxic are used to wear the opponent down to KO range. Golbat has access to support moves such as Whirlwind, Hypnosis, Haze, and Rain Dance as well, meaning it can support most rain teams well.


Golem
Type: Rock / Ground
Base Stats: 80 HP / 110 Atk / 130 Def / 55 SpA / 65 SpD / 45 Spe
Abilities: Rock Head / Sturdy / Sand Veil (DW)

Golem is good on a rain team for one big reason and some small ones. The big reason is that Golem is one of the few Stealth Rock users in the tier that works on rain team. While its typing makes it 4x weak to Water-type moves, Golem's Sturdy ability guarantees that it gets Stealth Rock up and Water-type moves are danagerous to it in any weather condition anyways. Now onto the small reasons to use Golem. First of all is its high Attack stat, making it hit hard with its STAB moves, mainly Earthquake, Stone Egde, and Rock Blast. To top its offensive arsenal off, it has access to a priority move in Sucker Punch as well. Another useful move Golem has access to is Roar, allowing it to force a boosted opponent out.


Lickilicky
Type: Normal
Base Stats: 110 HP / 85 Atk / 95 Def / 80 SpA / 95 SpD / 50 Spe
Abilities: Own Tempo / Oblivious / Cloud Nine (DW)

Lickilicky's main selling point when it comes to supporting a rain team is its huge HP stat, and with that, its huge Wishes. With its great bulk and good support moves, Lickilicky is a great addition to any rain team that needs it. As previously mentioned, the key for Lickilicky is Wish. However, Lickilicky also has access to Heal Bell, allowing it to alleviate any status ailments its teammates might be suffering from. Lickilicky is also able to deal most threats to rain teams, such as Ludicolo, Rotom-A, and Electabuzz, thanks to its great bulk. There isn't much else to say about Lickilicky other than can also set up rain, but its moveset is often pressed between Wish, Heal Bell, Protect, and a STAB move, so it might be to fit Rain Dance on it.


Meganium
Type: Grass
Base Stats: 80 HP / 82 Atk / 100 Def / 83 SpA / 100 SpD / 80 Spe
Abilities: Overgrow / Leaf Guard (DW)

Meganium has a usable overall bulk and a Grass typing that benefits rain teams. It has a few support moves that might be beneficial to rain teams; for example, Aromatherapy clears the team of status, which might be helpful if a Swift Swim user or rain sweeper gets paralysed and made impossible to pull off a sweep. Meganium also has access to dual screens for more offensive rain teams that would appreciate having them to soften blows so that it can set up more easily. It can also reduce the need for Gorebyss to carry White Herb with dual screens negating the lowered defenses and allow it to opt for Life Orb to deal more damage. Dual screen support also benefits other frail rain sweepers such as Ludicolo and could help them survive a priority move such as Sucker Punch. Meganium's Grass typing eases switching between it and its teammates as well. However, Meganium is also unable to rely on Synthesis as a recovery move on rain teams.


Miltank
Type: Normal
Base Stats: 95 HP / 80 Atk / 105 Def / 40 SpA / 70 SpD / 100 Spe
Abilities: Thick Fat / Scrappy / Sap Sipper (DW)


Misdreavus
Type: Ghost
Base Stats: 60 HP / 60 Atk / 60 Def / 85 SpA / 85 SpD / 85 Spe
Abilities: Levitate


Natu
Type: Psychic / Flying
Base Stats: 40 HP / 50 Atk / 45 Def / 70 SpA / 45 SpD / 70 Spe
Abilities: Synchronize / Early Bird / Magic Bounce (DW)


Roselia
Type: Grass / Poison
Base Stats: 50 HP / 60 Atk / 45 Def / 100 SpA / 80 SpD / 65 Spe
Abilities: Natural Cure / Poison Point / Leaf Guard (DW)


Sawk
Type: Fighting
Base Stats: 75 HP / 125 Atk / 75 Def / 30 SpA / 75 SpD / 85 Spe
Abilities: Sturdy / Inner Focus / Mold Breaker (DW)

Sawk's greatest asset to rain teams, is its ability to just plow through Special, and even some Physical, walls with just its STAB Close Combat. This allows it to remove the often troublesome Lickilicky, Cradily, and Ludicolo with ease, paving the way for its Swift Swim teammates to wash away the opposition. Sawk sits in a rather respectable Speed tier of 85 which lets it act as a potent threat and possible revenge killer with a Scarf; with a Choice Band, Sawk can easily function is the teams wall breaker. Sawk is a potent threat in this metagame, its incredible Close Combat is an asset for almost any form of team, and along with high powered Water-, and Electric-type moves from the rest of its team, your opponent will be hard pressed to stay alive.


Serperior
Type: Grass
Base Stats: 75 HP / 75 Atk / 95 Def / 75 SpA / 95 SpD / 113 Spe
Abilities: Overgrow / Contrary (DW)

Serperior is another Grass-type that fits well on a rain team for the obvious reasons: it is able to take care of opposing Water-types, while having its Fire-type weakness effectively removed in the rain. However, Serperior has other great assets. First of all is its good defenses, allowing it take hits with relative ease, while it has an incredible Speed stat as well allowing it to outspeed most of the tier. To the table Serperior also brings the dual screen combo of Reflect and Light Screen to bolster its team's defenses, while it has Taunt to stop opposing Pokemon from setting up. Serperior has access to Glare to paralyze the opponent too. Serperior can also phaze the opponent with Dragon Tail, and use Coil to boost its Attack, Defense, and accuracy, making Dragon Tail much more effective. Seperior has access to Calm Mind as well, so its not limited to defense alone.


Swellow
Type: Normal / Flying
Base Stats: 60 HP / 85 Atk / 60 Def / 50 SpA / 50 SpD / 125 Spe
Abilities: Guts / Scrappy (DW)

Swellow is a known and feared threat in the NU metagame. Its presence guarantees a Rock-type on nearly every team as almost nothing wants to take a unresisted STAB Guts-boosted Facade or Brave Bird. It is this offensive synergy that makes Swellow an excellent option on Rain Dance teams. The Rock-types that inevitably come out to wall Swellow can easily become a liability as Swellow U-turns to a water-type teammate. Gorebyss, Carracosta, and Ludicolo can all switch in and deal massive damage to Rock-types. Swellow returns the favor by decimating Grass-types such as opposing Ludicolo, while also taking troublesome status moves for the team after its Guts has been activated by a Status Orb. Although Swellow has almost non-existent bulk, it fits perfectly in the hyper-offensive nature of rain teams as it will rarely have to take hits, and common checks to it such as Rock-types and fast Choice Scarf users are easily taken care of by its teammates.


Tangela
Type: Grass
Base Stats: 65 HP / 55 Atk / 115 Def / 100 SpA / 40 SpD / 60 Spe
Abilities: Chlorophyll / Leaf Guard / Regenerator (DW)

Tangela, the physically defensive behemoth that is known to most NU players. Its already high base 115 Defense, which is backed by Eviolite, makes it one of the sturdiest physical walls in NU. Futhermore, Regenerator also helps Tangela function as a defensive pivot after sponging a blow and recovering HP while switching. Its high Defense makes it an option for rain teams to use as a physical wall to fall back on and check physical threats such as Gurdurr. Not only can it tank hits, it can also put foes to sleep with Sleep Powder and can do decent damage thanks to its acceptable base 100 Special Attack. Having the ability to put an opponent to sleep can also help to reduce the number of counters the opponent may have to your rain sweepers, thus making a sweep easier. Leech Seed might not seem like much, but it can help teammates gain a little bit of HP by switching around as the opponent is forced to use a super effective move or rely on a special attacker to force Tangela out.


Vileplume
Type: Grass / Poison
Base Stats: 75 HP / 80 Atk / 85 Def / 100 SpA / 90 SpD / 50 Spe
Abilities: Chlorophyll / Effect Spore (DW)


Wartortle
Type: Water
Base Stats: 59 HP / 63 Atk / 80 Def / 65 SpA / 80 SpD / 58 Spe
Abilities: Torrent / Rain Dish (DW)

Threats to Rain Teams

Rain teams are far from invincible and there are many threats around the corners. Some Pokemon are just too bulky to just plow through, while some even resist or are immune to the Water-types' STAB moves; on top of that, they can also severely cripple most rain sweepers. Some takes advantage of the slow nature of most sweepers and uses Choice Scarfs to outspeed them, even in the rain. Other threats use hard hitting priority moves to just outright KO every single sweeper on your team and some take advantage of the rain you set up. Knowing about these and being prepared for them is necessary for succeeding with a rain team.

Water Absorb and Storm Drain


Lapras
Type: Water / Ice
Base Stats: 130 HP / 85 Atk / 80 Def / 85 SpA / 95 SpD / 60 Spe
Abilities: Water Absorb / Shell Armor / Hydration (DW)

Lapras is a tough nut to crack for rain teams that lack any powerful Electric-type or general answers to it. Its incredible bulk makes it hard to take down most Pokemon in general, and it's even harder for Pokemon that lack immense power and super effective moves. Lapras can also switch in on any Water-type move coming from the Water-type POkemon and regain 25% of its HP each time. What makes it even easier for Lapras to switch in is its 4x resistance to Ice-type moves, which many Water-types use to hit opposing Grass-types. Pokemon such as Golduck, Swanna, and Seismitoad have trouble with Lapras because they usually can't boost their stats, while the lack a super effective move most of the time, and even then it's a 2HKO at best. However, there are some Pokemon that can break through. Gorebyss, Huntail, and Carracosta can set up on Lapras with Shell Smash and hit it hard with their super effective moves. Carracosta is a prime example here as it has a super effective STAB Stone Edge coming off a base 108 Attack stat. Samurott and Relicanth are two other powerhouses who can break through it. Samurott can set up on Lapras with Swords Dance, while Relicanth has its incredible STAB Head Smash to obliterate Lapras with. Another way to avoid Lapras stalling you out is by using almost any Electric-type. As Lapras's only recovery move is Rest, Raichu can set up on a sleeping Lapras without Hydration with Nasty Plot and blast it with a super effective Thunder. Electric-types such Ampharos, Luxray, and Eelektross can just assault Lapras with incredibly strong Electric-type moves from the start. Another way to get through Lapras is to allow Pokemon such as Sawk to get a crack at it.


Cradily
Type: Rock / Grass
Base Stats: 86 HP / 81 Atk / 97 Def / 81 SpA / 107 SpD / 43 Spe
Abilities: Suction Cups / Storm Drain (DW)

Some rain sweepers have trouble with Cradily, some don't. The real problem with Cradily is its Storm Drain ability. With that ability, Cradily can carelessly switch in on any Water-type move and receive a Special Attack boost in return. Cradily also has great bulk, both physically and specially, and access to Recover to restore its health. Specially defensive is preferred as it stops the most threatening rain sweeper there is, Gorebyss, with ease. Switching in on a predicted Surf from Gorebyss and then nailing it with a +1 Energy Ball when it fails to OHKO Cradily with Ice Beam, while Cradily can just proceed to recover the damage taken with Recover the next turn. Specially defensive Cradily has no trouble taking on Huntail, Ludicolo, Golduck, Swanna, in short, pretty much any Water-type sweeper. The only real exception is Samurott, who can set up with Swords Dance and then fire away a super effective Megahorn. Electric-types have an equally hard time against Cradily. While they are not weak to Cradily's Grass-type STAB moves or don't have to worry about Storm Drain, Cradily resists their Electric-type moves, while they often need to rely on Hidden Power to hit it super effectively. The only exceptions are Luxray, Raichu, and Electabuzz who can use Superpower and Focus Blast to hit Cradily hard, respecitvely.


Mantine
Type: Water / Flying
Base Stats: 65 HP / 40 Atk / 70 Def / 80 SpA / 140 SpD / 70 Spe
Abilities: Swift Swim / Water Absorb / Water Veil (DW)


Frillish
Type: Water / Ghost
Base Stats: 55 HP / 40 Atk / 50 Def / 65 SpA / 85 SpD / 40 Spe
Abilities: Water Absorb / Cursed Body / Damp (DW)

While not used very often, Frillish can be a nuisance to rain teams; don't let its NFE status fool you, Frillish is quite bulky. As most of the premier rain sweepers are specially offensive, Frillish's great special bulk comes to great use. Water Absorb just makes things even more tough, as it gives Frillish extra recovery when switching in on any Water-type move. Add a reliable recovey move in Recover and the ability to burn the opposing opponent with Will-O-Wisp or Scald, and you have a problem. Frillish can spinblock as well, making it tough for a rain team to get through stall teams using it. Pokemon such as Floatzel, Huntail, Carracosta, and Relicanth should have no problem breaking through Frillish if they can avoid being burnt. Most Electric-types can also defeat Frillish with relative. Specially offensive Pokemon such as Ampharos and Raichu can at least 2HKO Frillish with their STAB Thunders, while physically oriented Luxray and Eelektross has no trouble breaking through it with their Wild Charge, aiming at Frillish's weaker defense stat. While Eelektross fears Scald and Will-O-Wisp, Luxray's Attack is secured and raised when Luxray gets burnt thanks to Guts.

Choice Scarf and Priority


Electabuzz
Type: Electric
Base Stats: 65 HP / 83 Atk / 57 Def / 95 SpA / 85 SpD / 105 Spe
Abilities: Static / Vital Spirit (DW)

Electabuzz is one of the best answers to most of slower Swift Swimmers and Water-types in the tier due to its incredible Speed. With a Choice Scarf, only Golduck and Floatzel, as well as Gorebyss and Huntail with a Shell Smash boost, can outspeed it in the rain without using a Speed beneficial nature. Electabuzz can then proceed to hit the Water-types with its STAB Thunderbolt for an easy KO or just gain momentum using Volt Switch. For Seismitoad and Whiscash, who are part Ground-type, Electabuzz uses Focus Blast to hit them hard, while Electric-types are dealt with the same way. Altaria, who is used to set up rain with, as well as Grass-types are disposed of with a swift Hidden Power Ice. The easiest way to get rid of Electabuzz is to use of bulky Pokemon such as Lickilicky and Miltank, who can usually tank a super effective Focus Blast and KO back with a STAB move of choice. Electabuzz can be a nuisance, but it's not unstoppable.


Zebstrika
Type: Electric
Base Stats: 75 HP / 100 Atk / 63 Def / 80 SpA / 63 SpD / 116 Spe
Abilities: Lightningrod / Motor Drive / Sap Sipper (DW)


Rotom-S & Rotom-F
Type: Electric / Flying & Electric / Ice
Base Stats: 50 HP / 65 Atk / 107 Def / 105 SpA / 107 SpD / 86 Spe
Abilities: Levitate


Gardevoir
Type: Psychic
Base Stats: 68 HP / 65 Atk / 65 Def / 125 SpA / 115 SpD / 80 Spe
Abilities: Synchronize / Trace / Telepathy (DW)

Choice Scarf Gardevoir is one of the most prominent weather checks thanks to Trace. With Trace, Gardevoir acts as a great revenge killer against rain teams; even a Gorebyss after Shell Smash with Swift Swim boost is outsped by Choice Scarf Gardevoir as Trace copies Swift Swim. It can then proceed to pick off Water-type sweepers with Thunderbolt, or Signal Beam in Ludicolo's case. Gardevoir is something to look out for and prepare against for every rain team as it can put many rain teams to a halt by itself. Between Thunderbolt, Psychic, and Signal Beam, Gardevoir can quickly weaken offensive rain teams that can only rely on switching around to get past Gardevoir. If there's a Gardevoir lurking in the opponent's team, it might be better to hold off setting up and potentially wasting your White Herb and just attack straight off the bat instead.


Linoone
Type: Normal
Base Stats: 78 HP / 70 Atk / 61 Def / 50 SpA / 61 SpD / 100 Spe
Abilities: Pick Up / Gluttony / Quick Feet (DW)

Linnone can be serious threat to most rain teams that don't have an answer to it. Especially when one uses Volbeat or Illumise. Linoone can easily avoid both of the aforemention Pokemon trying to come in and Encore Linnone into using Belly Drum again and again by bypassing thier +1 priority Encores with the +2 priority move ExtremeSpeed, easily KOing either of these two. As mentioned just now, ExtremeSpeed in combination with Belly Drum is what makes Linoone so dangerous, especially late-game, as +6 Attack stat in combination with a STAB move with +2 priority will easily OHKO a majority of the tier. For Pokemon such as Golem resisting ExtremeSpeed, Linoone has Seed Bomb to easily KO them, while it has Shadow Claw for Ghost-types such as Misdreavus. A good phazer is needed to get rid of Linoone, while Toxic Spikes support also helps a lot. Golem is a great choice to force Linnone out with Roar if you can keep Sturdy intact, while Garbodor has no problem getting Toxic Spikes up. For Pokemon being able to stall Linoone out by Toxic damage, Wish Pokemon with good bulk, such as Alomomola and Lickilicky, makes good choices as they often carry Protect. Be on guard when you see a Linoone on the opponent's team.


Gurdurr
Type: Fighting
Base Stats: 85 HP / 105 Atk / 85 Def / 40 SpA / 50 SpD / 40 Spe
Abilities: Guts / Sheer Force / Iron Fist (DW)

Other Threats


Altaria
Type: Dragon / Flying
Base Stats: 75 HP / 70 Atk / 90 Def / 70 SpA / 105 SpD / 80 Spe
Abilities: Natural Cure / Cloud Nine (DW)


Floatzel
Type: Bug
Base Stats: 85 HP / 105 Atk / 55 Def / 85 SpA / 50 SpD / 115 Spe
Abilities: Swift Swim / Water Veil (DW)

While Floatzel is an ally to most rain teams, it can also be a mighty fine enemy. Thanks to its already blitzering Speed outside of rain, and being the fastest Swift Swim Pokemon in the entire game, Floatzel can easily outspeed and take down weakened opposing Swift Swimmers and other rain sweepers. With great mixed attacking stats, Floatzel can easily take down most Pokemon with a combination of several moves. Hidden Power Grass easily KOes the likes of Gorebyss, Huntail, Seismitoad, and Carracosta. Crunch or Return can take down weakened Ludicolo with ease, while Grass-types seeking protection in the rain can be taken down with Ice Beam. The Electric-types and various support Pokemon not hit super effectively by these moves are dealth with Floatzel's STAB move of choice. When taking on Floatzel in the rain, bulk and health is required, so Pokemon such as Lickilicky, Miltank, and defensive Ludicolo make fine choices for this threat.


Kecleon
Type: Normal
Base Stats: 60 HP / 90 Atk / 70 Def / 60 SpA / 120 SpD / 40 Spe
Abilities: Color Change

Kecleon. Yes, you got that right. Kecleon can be a real pain to face, as most rain sweepers can't use their STAB moves twice against it thanks to its ability: Color Change. This is a huge problem for many Pokemon, mainly the likes of Seismitoad and Golduck and the Electric-types, and even Ludicolo at times. For example, if Kecleon switches in on Ludicolo's Giga Drain, it will only take about 26-31% damage, while making Kecleon resist both of its STAB moves in the process. Ludicolo must then rely on Ice Beam that only does 54% damage tops and then hit it with a Hydro Pump to actually do damage to Kecleon with Recover. However, Ludicolo can by then be fighting a losing battle against Kecleon, who can severely cripple Ludicolo with Thunder Wave and recover any damage Ludicolo does to it.However, Kecleon cannot, under any circumstances, switch in on Hydro Pump as it will lead to a certain death; this makes countering Ludicolo very prediction-heavy with Kecleon. Electric-types has it even tougher, as they rarely use any moves that hit a Kecleon that has switched in on a Thunder to OHKO it. Gorebyss is the only special based Water-type that can OHKO Kecleon in the rain after a Shell Smash boost, while physical based Water-type such as Huntail and Samurott has no trouble OHKOing Kecleon due to its lower Defense stat. Luxray can also easily break through Kecleon with its powerful physical moves, while Ampharos packs enough power with maximum Special Attack investment to possibly OHKO with Focus Blast including Stealth Rock damage. Other solid answers are heavy-hitters such as Sawk, Swellow, Braviary, and Golem.


Lickilicky
Type: Normal
Base Stats: 110 HP / 85 Atk / 95 Def / 80 SpA / 95 SpD / 50 Spe
Abilities: Own Tempo / Oblivious / Cloud Nine (DW)


Ludicolo
Type: Water / Grass
Base Stats: 80 HP / 70 Atk / 70 Def / 90 SpA / 100 SpD / 70 Spe
Abilities: Swift Swim / Rain Dish / Own Tempo (DW)

While often seen as an offensive presence on most rain teams, Ludicolo is a full-stop to them as well. With its Water / Grass typing it has a 4x resistances to Water-type moves, taking pitiful damage from these moves. On top off that, unlike other Water- and Grass-types, Ludicolo is not weak to Electric- and Ice-type moves, making it even harder for the rain sweepers to hit it hard. Most rain sweepers are specially offensive as well, so Ludicolo is a even bigger pain thanks to its base 100 Special Defense. Pokemon such as Gorebyss must rely on moves such as Hidden Power Bug to take Ludicolo down, as otherwise it walls to hell and back; Ludicolo is one of the few Pokemon in the tier who gives Gorebyss trouble. Ludicolo often utilize the Substitute and Leech Seed combo when going into defense mode, also taking advantage of the rain with Rain Dish; Ludicolo will become a huge problem without a reliable answer to it. Swords Dance versions of Samurott is one of the more reliable Pokemon for taking down Ludicolo, as Megahorn scores an easy OHKO against Ludicolo. Swanna can also succefully break down Ludicolo with Brave Bird, while Huntail and Floatzel can hit it hard with their physical moves. Flying-types such as Swellow give Ludicolo trouble as well.


Roselia
Type: Grass / Poison
Base Stats: 50 HP / 60 Atk / 45 Def / 100 SpA / 80 SpD / 65 Spe
Abilities: Natural Cure / Poison Point / Leaf Guard (DW)


Shedinja
Type: Bug / Ghost
Base Stats: 1 HP / 90 Atk / 45 Def / 30 SpA / 30 SpD / 40 Spe
Abilities: Wonder Guard

Shedinja is a really situational threat, but can wall an entire rain team in the end. If the field is clear of any entry hazards and the opponent lacks any super effective move to hit Shedinja with, Shedinja has a clear path to just to set up with Swords Dance and then sweep the opponent. Pokemon such as Gorebyss, Ludicolo, and Samurott all lack moves to hit Shedinja super effectively, which provides it a golden opportunity. However, that is the only chance for Shedinja to actually last on the battle field. Huntail, Floatzel, Carracosta, and Luxray are just some examples of Pokémon that carries super effective moves to hit Shedinja with, while Golem and Garbodor puts up a "Shedinja shield" with Stealth Rock and Spikes, respectively.


Shelgon
Type: Dragon
Base Stats: 65 HP / 95 Atk / 100 Def / 60 SpA / 50 SpD / 50 Spe
Abilities: Rock Head / Overcoat (DW)

Entry Hazards

Trick Room Teams

Teambuilding

When it comes to building a rain team, one must keep certain things in mind. While it might sound obvious enough, one must keep on mind that rain only last a maximum of 8 turns due to the lack of permanent rain in the NU tier. One must then make sure that you can set up with relative ease and then get a sweeper in as soon as possible, without it being put into immediate danger. Proper support is also important for any team, and rain teams are no different. First of all, and the most obvious, is plenty of rain inducers. Using only one Pokemon that set up rain is really hard to pull off, and might not lead your team anywhere. This makes two inducers that work well together a fare minimum, but three or four inducers are the most common way to play with rain. Rapid Spin support is also important. While rain teams don't suffer from Stealth Rock as much, Spikes and Toxic Spikes will severely cripple most rain sweepers.

Example Team

The team below is used to show how a rain team is built. This is by no means the perfect rain team, but is more used to give you, the reader, a better understanding of what a rain team consists of and how it functions. This particular team at display here was made by SuperJOCKE, one of the authors.


Swanna @ Life Orb
Ability: Keen Eye
EVs: 24 Atk / 252 SpA / 232 Spe
Nature: Naive (+Spe, -SpD)
- Surf
- Hurricane
- Roost
- Brave Bird

The star of this team. Swanna is a prime example of a Water-type Pokemon taking advantage of the rain. Swanna is a great late-game cleaner with mixed capabilities. Surf is the main STAB here, still hitting rther hard outside of rain as well. Hurricane will decimate almost any Fighting- and Grass-type Pokemon out there in the rain, and the 30% confuse will often come in handy for Swanna, allowing it to Roost off damage taken from Life Orb etc. Brave Bird lets Swanna easily destroy Cryogonal, who would otherwise wall this set. The EVs are designed so that Swanna hits as hard as possible, while still outspeeding positive base 95 Speed Pokemon such as Haunter.


Huntail @ White Herb
Ability: Swift Swim
EVs: 220 Atk / 36 SpA / 252 Spe
Nature: Naive (+Spe, -SpD)
- Shell Smash
- Waterfall
- Crunch
- Ice Beam

One of two Swift Swim Pokemon on this team. Huntail was chosen over Gorebyss due to its mixed offensive capabilities, which will take many by surprise. After a Shell Smash boost, Huntail will outspeed everything in the tier, bar max Speed Floatzel and +2 Ninjask. Waterfall is an amazing STAB move for Huntail and allows it to hits Cryogonal harder than Gorebyss ever could. Crunch was mainly used for Jynx, which is now banned from the NU tier; however, Crunch does hit Shedinja and it is Huntail's best answer to the now present Ludicolo bar Hidden Power Bug. This makes Hidden Power Grass a viable option as well, hitting opposing Water-types, mainly Quagsire, for super effective damage. Ice Beam rounds of the set by disposing of Grass-types standing in the Water-types way.


Seismitoad @ Life Orb
Ability: Swift Swim
EVs: 4 HP / 252 SpA / 252 Spe
Nature: Modest (+SpA, -Atk)
- Surf
- Earth Power
- Sludge Wave
- Hidden Power Ice

Seismitoad was chosen due to two given qualities: it is immune to Electric-type moves, while it has a high coolness factor. There is not much to say about this set in general. Surf is the obligatory STAB move. Earth Power is a great secondary STAB move. Sludge Wave is Seismitoad's best option against Grass-types that are not part Poison-type. Hidden Power Ice allows it to hit Altaria, as well as bulky Grass / Poison Pokemon such as Vileplume, for super effective damage. Seismitoad and Swanna pairs really well together as Seismitoad is immune to or resists Swanna's weaknesses, while Swanna has no trouble taking down those bulky Grass-types for Seismitoad. A Modest nature and Life Orb is needed for Seismitoad to actually do damage, as without any of those two, Seismitoad is rather weak.


Sawk @ Choice Scarf
Ability: Sturdy
EVs: 4 HP / 252 Atk / 252 Spe
Nature: Adamant (+Atk, -SpA)
- Close Combat
- Stone Edge
- Earthquake
- Double Kick

Sawk was mainly used as something to either pick up the team when the rain had ended, when something was in need to be taken care off, or just as a plain revenge killer. Sawk is just a generic Choice Scarf Pokemon and there is not much to say that isn't obvious already. It should be noted that Sawk pairs well with Swanna due to its ability to take care of Lickilicky, whose incredible bulk makes it hard for Swanna to take down.


Illumise @ Damp Rock
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Nature: Careful (+SpD, -SpA)
- Rain Dance
- Encore
- Wish
- U-turn

This team's first rain inducer. Illumise, like all Prankster Pokemon, guarantees rain is being set up. Encore locks the opponent into a less favorable move, which makes it easier for the rain sweepers to come in and set up or begin attacking. Illumise was also chosen over Volbeat because of Wish, which was proven to help all Pokemon on this team, including Illumise herself. Volbeat would have made a viable choice as well, as it can pass Tail Glow boosts to Swanna or Seismitoad, making it nearly impossible to take hits from both of them. U-turn is another way to make it safer for the rain sweepers to enter the field, as Illumise will often move last as it has no investment in Speed.


Regice @ Damp Rock
Ability: Clear Body
EVs: 252 HP / 252 Def / 4 SpD
Nature: Bold (+Def, -Atk)
- Rain Dance
- Thunder Wave
- Ice Beam
- Thunder

Even though its stats points to being the specially defensive Pokemon on this team, Regice actually fills the role of taking physical hits; however, it can still take most special attacks with ease thanks to its huge Special Defense stat. Thunder Wave is incredibly useful both Swanna and Huntail, as it makes Swanna outspeed most of the tier, while it makes it much easier for Huntail to set up with Shell Smash. Ice Beam lets Regice break through troublesome Grass-types, while being a reliable STAB move in general. Thunder is the real surprise, as it allows Regice to hit incoming Gorebyss trying to capitalize on the rain, hitting it and other Water-types hard.

Conclusion
 

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Rain Inducers

Volbeat
Type: Bug
Base Stats: 65 HP / 73 Atk / 55 Def / 47 SpA / 75 SpD / 85 Spe
Abilities: Illuminate / Swarm / Prankster

Volbeat is an excellent Rain Dance user thanks to Prankster, almost guaranteeing that it will set it up without fail. Volbeat has a handful of support moves that are also given a +1 priority thanks to Prankster, such as Thunder Wave and Encore. It works as an emergency Rain Dance user and sometimes a sacrificial one meant as a one time use as it doesn't have much bulk to survive strong attacks. With priority Encore, Volbeat can lock foes into setup and support moves, giving it both an easy time setting up the weather and acting as a check to setup sweepers. Prankster Thunder Wave also lets Volbeat support the team even further by spreading paralysis which can be useful especially when the rain isn't up. Volbeat also has access to U-turn, bringing rain sweepers safely. However, less common options available for Volbeat include Substitute, Baton Pass, and Tail Glow. Substitute and Tail Glow are both Baton Passable to teammates; the former allows teammates to have an easier time setting up while the latter gives special rain sweepers such as Ludicolo a +3 Special Attack to completely devastate teams. Overall, Volbeat is a reliable and versatile Rain Dance user.

Murkrow
Type: Dark / Flying
Base Stats: 60 HP / 85 Atk / 42 Def / 85 SpA / 42 SpD / 91 Spe
Abilities: Insomnia / Super Luck / Prankster

Murkrow is perhaps one of the most forgotten weather inducer with Prankster. It has terrible bulk as well but it has neither U-turn nor Baton Pass to switch to its teammates. However, it does have another set of support moves to utilize Prankster with. It differentiates itself from other Prankster weather inducers with Haze and FeatherDance. Haze clears all stat changes and lets it put a stop to setup sweepers. FeatherDance allows Murkrow to cushion attacks from physical attackers and open an opportunity for a teammate to set up. Murkrow also has Thunder Wave for paralysis support and Taunt to prevent setup from foes. Murkrow also happens to be another Prankster user alongside Ilumise to have a recovery move in Roost, migitating the problem of Stealth Rock damage as well and increasing it's longevity. Murkrow is an option for a rain inducer if you need a Pokemon that can deal with setup Pokemon too.


Articuno
Type: Ice / Flying
Base Stats: 90 HP / 85 Atk / 100 Def / 95 SpA / 125 SpD / 85 Spe
Abilities: Pressure / Snow Cloak

Articuno is not your typical rain inducer, partly due to its horrible typing that plagues it with a 4x weakness to Rock. Most Articuno do not even consider using Rain Dance on its moveset as well! However, there are a few quirks that might make using Articuno as a rain inducer worthwhile. Offensively, Articuno can make use of a short Rain Dance to utilize 100% accurate Hurricanes. Defensively, it can support the team with Heal Bell and Roar while swapping one of its common moves for Rain Dance. Articuno's typing can be useful if the team can constantly keep Stealth Rocks off the field. Although it shares an Electric-type weakness with common Water-type rain sweepers such as Gorebyss, it also has a resistance to Grass-type attacks and can shrug off neutral special hits thanks to its high Special Defense stat. It can also help to check opposing Ludicolo from sweeping your team with the rain as it is not OHKOed by Hydro Pump, although it'll take quite a beating from it as well. Articuno might not be the main weather inducer on any rain team, but it's worth considering to put Rain Dance on it if your team does not need another phazer or cleric.

Altaria
Type: Dragon / Flying
Base Stats: 75 HP / 70 Atk / 90 Def / 70 SpA / 105 SpD / 80 Spe
Abilities: Natural Cure / Cloud Nine

Altaria is a very fine defensive Pokemon by virtue of its stats, typing, and movepool. Natural Cure adds to the fact that it works as a good status absorber as well. Altaria has access to some useful support moves that any team will welcome; Roar and Heal Bell are both great support moves that rain teams might not always be able to fit in. Altaria brings with it a 4x resistance to Grass-type attacks that are often used against Water-type teammates while brushing off special Electric-type attacks thanks to its good special bulk. With access to Roost and Rest, the latter working in tandem with Natural Cure, Altaria doesn't burden the team too much to support itself and can quickly use an appropriate support move or set up Rain Dance before switching out or healing itself. Altaria has to forgo one support move in Roar or Heal Bell to accomodate for Rain Dance, however. But if one of those aren't really a concern for your team, Altaria could be worth considering as a rain inducer.


Liepard
Type: Dark
Base Stats: 64 HP / 88 Atk / 50 Def / 88 SpA / 50 SpD / 106 Spe
Abilities: Limber / Unburden / Prankster (DW)


Offensive


Relicanth
Type: Water / Rock
Base Stats: 100 HP / 90 Atk / 130 Def / 45 SpA / 65 SpD / 55 Spe
Abilities: Swift Swim / Rock Head / Sturdy

Relicanth might seem like an odd offensive Pokemon with only a mere base 90 Attack stat and pathetic base 55 Speed. However, it can utilize the 150 Base Power Head Smash without any recoil thanks to Rock Head. With simply just Head Smash, Waterfall, and Earthquake, Relicanth does not have much coverage issues. Rock Head Relicanth can use Rock Polish to bolster its poor Speed; it can set up on physical attackers that don't hit it super effectively thanks to its high base 130 Defense. Such high Defense also makes Relicanth harder to revenge kill with priority attacks. Rain-boosted Waterfall also compensates for its average base 90 Attack and between it and Head Smash, few resist this combination. While less common, Relicanth can use Swift Swim coupled with a Choice Band or Life Orb to put dents on the opposing team. However, it will be very reliant on rain to outspeed Pokemon and it can still be outpaced by common Choice Scarf users.



Samurott
Type: Water
Base Stats: 95 HP / 100 Atk / 85 Def / 108 SpA / 70 SpD / 70 Spe
Abilities: Torrent / Shell Armor

Samurott doesn't rely on rain to sweep, but it does appreciate having the rain to boost its STAB moves. It is an already versatile Pokemon by itself and is hard enough to counter due to the variety of sets it can run and having good usable Attack and Special Attack stats. Samurott under the rain is another beast that will make it even harder to take down as rain-boosted Waterfalls and Hydro Pumps will put a huge dent into its checks such as Regice and perhaps make them unreliable checks while in rain. Physical Samurott has the added benefit of rain-boosted Aqua Jets to revenge kill foes better. It remains as a reliable sweeper even if you've lost all your rain inducers as it is not fully dependent on the weather—rain only helps Samurott by boosting its STAB moves. Hence, if you want a backup sweeper that can perform even better in rain, Samurott is a pick so you aren't completely at a loss without rain inducers.


Raichu
Type: Electric
Base Stats: 60 HP / 90 Atk / 55 Def / 90 SpA / 80 SpD / 100 Spe
Abilities: Static / Lightningrod

With Lightningrod, Raichu provides rain teams with a welcomed Electric immunity, while also granting itself a Special Attack boost whenever it switches into an Electric-type attack. Unlike a Ground-type, it does not stack up the Grass-type weakness shared by Water-type teammates. Choice Scarf Electric-types are common checks to rain teams, and Raichu can capitalize on that by switching in to activiate Lightningrod. While the opponent is forced to switch, Raichu can hit hard with a +1 Thunder or even set up with Nasty Plot. Starting out with a base 90 Special Attack might not seem like much, but with oppportunities to boost that stat up, Raichu can sometimes bore holes into teams. Raichu with a Choice item itself also works as a good offensive pivot for rain teams; it can quickly make way for its teammates to come in after absorbing an Electric-type attack, via Volt Switch.

Mantine
Type: Water / Flying
Base Stats: 65 HP / 40 Atk / 70 Def / 80 SpA / 140 SpD / 70 Spe
Abilities: Swift Swim / Water Absorb / Water Veil (DW)


Pelipper
Type: Water / Flying
Base Stats: 60 HP / 50 Atk / 100 Def / 85 SpA / 70 SpD / 65 Spe
Abilities: Keen Eye / Rain Dish (DW)


Golduck
Type: Water
Base Stats: 80 HP / 82 Atk / 78 Def / 95 SpA / 80 SpD / 85 Spe
Abilities: Damp / Cloud Nine / Swift Swim (DW)


Other teammates



Meganium
Type: Grass
Base Stats: 80 HP / 82 Atk / 100 Def / 83 SpA / 100 SpD / 80 Spe
Abilities: Overgrow / Leaf Guard

Meganium has a usable overall bulk and a Grass typing that benefits rain teams. It has a few support moves that might be beneficial to rain teams; for example, Aromatherapy clears the team of status, which might be helpful if a Swift Swim user or rain sweeper gets paralysed and made impossible to pull off a sweep. Meganium also has access to dual screens for more offensive rain teams that would appreciate having them to soften blows so that it can set up more easily. It can also reduce the need for Gorebyss to carry White Herb with dual screens negating the lowered defenses and allow it to opt for Life Orb to deal more damage. Dual screen support also benefits other frail rain sweepers such as Ludicolo and could help them survive a priority move such as Sucker Punch. Meganium's Grass typing eases switching between it and its teammates as well. However, Meganium is also unable to rely on Synthesis as a recovery move on rain teams.

Tangela
Type: Grass
Base Stats: 65 HP / 55 Atk / 115 Def / 100 SpA / 40 SpD / 60 Spe
Abilities: Chlorophyll / Leaf Guard / Regenerator

Tangela, the physically defensive behemoth that is known to most NU players. Its already high base 115 Defense, which is backed by Eviolite, makes it one of the sturdiest physical walls in NU. Futhermore, Regenerator also helps Tangela function as a defensive pivot after sponging a blow and recovering HP while switching. Its high Defense makes it an option for rain teams to use as a physical wall to fall back on and check physical threats such as Gurdurr. Not only can it tank hits, it can also put foes to sleep with Sleep Powder and can do decent damage thanks to its acceptable base 100 Special Attack. Having the ability to put an opponent to sleep can also help to reduce the number of counters the opponent may have to your rain sweepers, thus making a sweep easier. Leech Seed might not seem like much, but it can help teammates gain a little bit of HP by switching around as the opponent is forced to use a super effective move or rely on a special attacker to force Tangela out.

Miltank
Type: Normal
Base Stats: 95 HP / 80 Atk / 105 Def / 40 SpA / 70 SpD / 100 Spe
Abilities: Thick Fat / Scrappy / Sap Sipper (DW)


Roselia
Type: Grass / Poison
Base Stats: 50 HP / 60 Atk / 45 Def / 100 SpA / 80 SpD / 65 Spe
Abilities: Natural Cure / Poison Point / Leaf Guard (DW)

Threats


Gardevoir
Type: Psychic
Base Stats: 68 HP / 65 Atk / 65 Def / 125 SpA / 115 SpD / 80 Spe
Abilities: Synchronize / Trace / Telepathy

Choice Scarf Gardevoir is one of the most prominent weather checks thanks to Trace. With Trace, Gardevoir acts as a great revenge killer against rain teams; even a Gorebyss after Shell Smash with Swift Swim boost is outsped by Choice Scarf Gardevoir as Trace copies Swift Swim. It can then proceed to pick off Water-type sweepers with Thunderbolt, or Signal Beam in Ludicolo's case. Gardevoir is something to look out for and prepare against for every rain team as it can put many rain teams to a halt by itself. Between Thunderbolt, Psychic, and Signal Beam, Gardevoir can quickly weaken offensive rain teams that can only rely on switching around to get past Gardevoir. If there's a Gardevoir lurking in the opponent's team, it might be better to hold off setting up and potentially wasting your White Herb and just attack straight off the bat instead.


Rotom-S & Rotom-F
Type: Electric / Flying & Electric / Ice
Base Stats: 50 HP / 65 Atk / 107 Def / 105 SpA / 107 SpD / 86 Spe
Abilities: Levitate

Other Threats


Roselia
Type: Grass / Poison
Base Stats: 50 HP / 60 Atk / 45 Def / 100 SpA / 80 SpD / 65 Spe
Abilities: Natural Cure / Poison Point / Leaf Guard (DW)

Trick Room teams

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Sweepers

Kingler

Kingler's incredible Attack stat makes it one of the few Physically based Water-types in the tier, which makes it a great asset on the normally specially orientated rain teams that have trouble with Pokemon such as Lickilicky and Ludicolo. Kingler's greatest flaw, its Speed, can be patched up with Agility which makes Kingler faster than most of the tier. With a Life Orb and Rain boost, Kingler's Crabhammer has insane amounts of power, OHKOing even the most defensive Regirock after some residual damage. Kingler's coverage problames are also remidied by the fact that, in the rain, its Crabhammer doesn great amounts of damamge to even resists! Since Water and Normal coverage is almost unresisted in the tier, Kingler can also opt to run a double dance set with Swords Dance and Agility, if it manages to get both a Speed and Attack boost in the Rain, its almost game over if your opponent doesn't have a Tangela. Kinglers excellent Defense stat means that it can setup on most weak physical attacks and survive priority moves even without any investment in bulk. Unfortunately, Kingler can't have it all its own way, its horrendous special stats mean that it can't choose to go mixed, and it will fall to even resisted Special Attacks such as Gorebyss's Surf in the rain. While Kingler is often seen to be outclassed by Huntail and Flaotzel due to their ability, Kingler has all the right tools to stand out from its aquatic brethren.

Simipour

Rain teams would love to include numerous Water-types to take advantage of their weather, unfortunately, doing so would result in poor type synergy and a lack of resistances. You would then wonder why anyone would choose Simipour over the more centralizing, and arguable more powerful, Gorebyss. Although Simipour lacks the marvel that is Shell Smash, it still has a respectable boosting move in Nasty Plot. What distinguishes it from Gorebyss is its excellent Speed even when unboosted which lets it outspeed most of the tier when the rain isn't up. Simipour can also wield Choice Items more effectively than the pink fish as well as use its decent Attack stat to surprise the opponent with a mixed set. Acrobatics can score a OHKO on unsuspecting Ludicolo while Low Kick takes down Lickilicky. Most teams would be better off with Gorebyss as their primary rain sweeper, but Simipour can still be a dangerous threat especially as it has a degree of unpredictability.

Other Teammate options

Garbodor

Garbodor's Spikes are appreciated on any form of team, and Rain teams are no exception. By laying down numerous layers of Spikes and possibly Toxic Spikes, Garbodor can severely weaken the opponents Pokemon and reduce their switching opportunities. This lets its fast Rain users to more easily sweep through the opponents once their checks and counters have been sufficiently weakened by the entry hazards that Garbodor so diligently lays. However, it isn't just entry hazards that Garbodor can do, its Poison-typing and decent Attack stat lets it pummel common Grass-types such as Ludicolo, one of the greatest threats to rain teams. Unfortunately, Garbodor has a small offensive movepool and poor offensive typing which leaves it exposed to common setup sweepers such as Gardevoir and Torterra. It is quite easy for the opponent to capitalize on Garbodor's presence to heal up a weakened wall or setup a sweeper before counter attacking. Unlike balanced or stall teams, Rain teams should rarely try to keep Garbodor alive for very long, Garbodor should be used more as a suicide Spiker, hoping to get as many layers up as possible before dying for the greater good. But its sacrifice is rarely in vain for its coveted Spikes are worth more than any amount of plastic bags.


Sawk

Sawk's greatest asset to rain teams, is its ability to just plow through Special, and even some Physical, walls with just its STAB Close Combat. This allows it to remove the often troublesome Lickilicky, Cradily, and Ludicolo with ease, paving the way for its Swift Swim teammates to wash away the opposition. Sawk sits in a rather respectable Speed tier of 85 which lets it act as a potent threat and possible revenge killer with a Scarf; with a Choice Band, Sawk can easily function is the teams wall breaker. Sawk is a potent threat in this metagame, its incredible Close Combat is an asset for almost any form of team, and along with high powered Water-, and Electric-type moves from the rest of its team, your opponent will be hard pressed to stay alive.

Swellow

Swellow is a know and feared threat in the NU metagame. Its presence guarantees a Rock-type on nearly every team as almost nothing wants to take a unresisted STAB Guts-boosted Facade or Brave Bird. It is this offensive synergy that makes Swellow an excellent option on Rain Dance teams. The Rock-types that inevitably come out to wall Swellow can easily become a liability as Swellow U-turns to a water-type teammate. Gorebyss, Carracosta, and Ludicolo can all switch in and deal massive damage to Rock-types. Swellow returns the favor by decimating Grass-types such as opposing Ludicolo and Amoonguss while also taking troublesome status moves for the team after its Guts has been activated by a Status Orb. Although Swellow has almost non-existent bulk, it fits perfectly in the hyper-offensive nature of rain teams as it will rarely have to take hits, and common checks to it such as Rock-types and fast Choice Scarf users are easily taken care of by its teammates.

Checks and Counters

Mantine
 

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