Hi, this is my first RMT but I have been lurking on these forums for a while now. I've been playing competitive pokemon for a good year or so, and i've been using shoddy for quite some time.
So, this is the final product of a physically-based rain dance team that I have been working on in the last few weeks. It started off with the common special Kingdra and Ludicolo swift swimmers, and i have tested every decent electric and water-type out there. It's now a pretty succesfull team, and hopefully with the suggestions i get from you guys it'll become even better!
At a glance:
My strategy is to set up SR and and many layers of Spikes as possible to bring the pokemon on my opponent's team in to the KO range of my boosted waterfalls.
In Depth:
(Credit to www.arkeis.com for the following images)
Changes be be bold and in red.
Uxie @ Damp Rock
Ability: Levitate
EVs: 252 HP/128 Def/128 SDef
Relaxed nature (+Def, -Spd)
- Stealth Rock
- Rain Dance
- U-turn
- Memento
Uxie's amazing support movepool always makes me wonder why it isn't OU. This lead is pretty simple: I set up stealth rock, followed by an 8-turn rain dance, then u-turn or memento to give my next pokemon a free switch-in.
If Uxie is on low health after setting up, I use memento. Otherwise i just u-turn. Most of the time, memento is for when Uxie manages to come back in later on in the battle. The support given by memento is an excellent way of letting Kingdra get in a couple of dragon dances. If I pull this off early in the match, Kingdra will sweep until it ends up getting confused by outrage.
Uxie works really well against just about anything that doesn't have taunt or a sleep move. This is because it can take any hit that isn't STABed and supereffective with ease. Taunt isn't the end of the world, because i can just set up rain dance with something else after killing the Aerodactyl or whatever it is. Also, with 2 ground weaknesses, Uxie gets plenty of chances to switch in later on in the match and set up some floating rocks.
Skarmory (M) @ Shed Shell
Ability: Keen Eye
EVs: 252 HP/64 Atk/176 Def/16 Spd
Impish nature (+Def, -SAtk)
- Spikes
- Roost
- Whirlwind
- Brave Bird
Skarmory may seem out of place on a rain dance team, but it provides the exact support that this team needs.
The most obvious thing is that Skarmory is a very reliable Spiker, which is vital in allowing my swift swimmers to get those OHKOs.
For so long I have been searching for the right pokemon to go in this spot. I needed a ground immunity, so I tried Zapdos to take advantage of an accurate Thunder. I also tried Rotom-w to take advantage of boosted hydro pump as well. However, these two didn't work very well. I soon realized that it would be difficult to find a pokemon that gave all the right support to my team: I needed a dragon resist AND a ground immunity in the same pokemon. For some reason, I didn't even think of Skarmory. I tried out Bronzong a couple of times but it never really did much. It just sat there for a while and then blew up. It wasn't until a few days ago that I actually realized how PERFECT Skarmory would be on this team!
Anyway, sorry about that boring stoy. As you may have noticed, Skarmory is absolutely vital with Kingdra being weak to dragon, and both Jolteon and Qwilfish being weak to ground. This gives Skarmory plenty of chances to switch in and spike, stall, or do the next important thing: phaze.
Phazing has been really usefull. In a way, it is a method of wallbreaking. Most rain teams struggle with this, so I have tried to build a few things into my team that allow me to break through as many walls as possible. Whirlwind eliminates things like stockpile Hippowdon and Curselax, who would otherwise stall me to no end. I won't go into detail on the other uses because they aren't specific to this team.
Skarmory only benefits slightly from rain: it eliminates his fire weakness. It may seem strange to have a pokemon that doesn't really benefit that much from rain, especially when most fire attacks are special. However, it is definately nice to have a pokemon that doesn't rely on rain too much. Rain should be a helpul effect, not a necessity.
Qwilfish (M) @ Life Orb
Ability: Swift Swim
EVs: 36 HP/252 Atk/220 Spd
Adamant nature (+Atk, -SAtk)
- Swords Dance
- Waterfall
- Poison Jab
- Explosion
Qwilfish is another relatively new member of this team. The speed EVs are enough to outrun Adamant Gyarados. Explosion helps to break walls that I would otherwise struggle to take down. It is also nice to be able to just take something out when Qwilfish is on low health from life orb. Life orb is required on Qwilfish over damp rock because with only 95 base attack, Qwilfish needs all the power it can get.
Poison Jab is especially useful on this team, with grass-types like Celebi switching in on Waterfalls or Thunders. Qwilfish is also very useful for getting rid of toxic spikes.
Floatzel (M) @ Life Orb
Ability: Swift Swim
EVs: 4 HP/252 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- Waterfall
- Ice Punch
- Aqua Jet
- Crunch
I was surprised when Floatzel became NU, because I've been using Floatzel for a while and it really is an excellent physical sweeper in the rain.
Floatzel can outspeed everything in the base 100 speed group with a beneficial nature by a single point. This is another example of me trying to make it so that my team isn't completely ruined when the rain stops: Floatzel can still cause some damage with waterfall, or revenge kill a dragon with ice punch.
Crunch covers Starmie, and does slightly more damage to Latias and Celebi than Ice Punch. Floatzel's only other physical options are return and brick break, and I can't think of anything that I need brick break for.
Aqua Jet is useful occasionally. For example, the other day i was up against a weakened Lucario and I knew it would KO me with extremespeed, but thanks to Aqua Jet and Floatzel's speed, I was able to kill it. It also comes in handy when there's no rain and I'm not fast enough to pick off certain scarfed opponents, or things like Infernape.
I tried choice band for a while, but my opponents would switch in a water resist straight away in almost every battle. It's so annoying when something like Salamence comes out and you have Ice Punch but you can't use it. The slight loss in power doesn't matter too much, thanks to my entry hazard. Also, Floatzel is so frail that the recoil really doesn't matter much.
Kingdra (M) @ Damp Rock
Ability: Swift Swim
EVs: 180 HP/252 Atk/76 Spd
Adamant nature (+Atk, -SAtk)
- Rain Dance
- Dragon Dance
- Waterfall
- Outrage
Kingdra is my final swift swimmer. This guy functions best late-game, because of dragon dance. Dragon dance also makes him so deadly that the boost from life orb isn't as useful as the boost to rain dance given by damp rock. Furthermore, Kingdra usually takes a hit or two while it's dragon dancing, so the life orb recoil would often cause his sweep to end much faster.
The 76 Speed EVs allow me to outran base 100s after a dragon dance, and neutral choice scarf base 100s after a rain dance. The remaining EVs are dumped in HP to improve Kingdra's considerable bulk.
Double dance seems like a strange set at first, but on a dedicated rain team it does the job nicely. Kingdra usually only actually does one or the other by itself anyway. Also, Kingdra's movepool is pretty bad, and if I could drop DD for type coverage I would.
Jolteon (M) @ Damp Rock
Ability: Volt Absorb
EVs: 4 HP/252 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Thunder
- Rain Dance
- Hidden Power [Ice]
- Shadow Ball
Jolteon fits this team very nicely. Skarmory and my swift swimmers persuade my opponent to use electric attacks, so an immunity is definately required on this kind of team. Jolteon also enjoys taking advantage of STAB Thunder with perfect accuracy in the rain. The other two attacks are for coverage. HP Ice is useful for killing the dragons that resist my water attacks.
Jolteon tends to lure in Blissey, but thanks to volt absorb, my other sweepers can switch in without worrying about paralysis from thunderwave.
Strategy & Tactics
I try to get Skarmory in as early as possible to start spiking up. If that isn't possible then i attempt a sweep with one of my swift swimmers to identify my opponent's counters. I then take them out with either Qwilfish's explosion if possible. Jolteon comes in if i predict an electric attack; Skarmory comes in if i predict a ground or dragon attack.
Aside from Skarmory and Uxie, i try to play as offensively as possible. I need to keep the pace going and pick off as many opponents as possible. I often get off to a bad start, but once my opponent's counters are eliminated I can come back and set up a Floatzel sweep. Even things that resist waterfall don't last long with damage from stealth rock and spikes, along with the boosts from STAB, Life Orb and the rain.
Since I started using rain dance, I really have had to adapt my battle strategy a lot in order for it to be successful. Please take this into acount if you every decide to try this team out. I make sacrifices quite a lot, and i'm constantly making sweeping attempts to keep my opponent on their toes. These tactics are partly why I haven't made a threat list. On paper, I don't cover for many threats all that well, but thanks to my agressive playstyle I really don't need to.
As I have said previously, this rain dance team has taken a lot of time to develop. I have become almost paranoid with making sure that damn Blissey can't stall me out, which is why all 3 of my swift swimmers are physical. Wallbreaking has been the focus of my editing recently, and between dragon dance, explosion, entry hazards and the insane rain benefits, I usually pull it off without too much trouble.
Every single team member will be very difficult to replace. I will be willing to test any leads you suggest, but apart from that it will be difficult to fill the rules that they all play.
So that's my team. I'll make a warstory soon, but I have my GCSEs coming up so I don't have all that much time. But as soon as i have a really close hax-free battle with this team i'll get to work.
What do you think? I look forward to reading any suggestions & feedback from you guys.
Thanks for reading!
So, this is the final product of a physically-based rain dance team that I have been working on in the last few weeks. It started off with the common special Kingdra and Ludicolo swift swimmers, and i have tested every decent electric and water-type out there. It's now a pretty succesfull team, and hopefully with the suggestions i get from you guys it'll become even better!
At a glance:
My strategy is to set up SR and and many layers of Spikes as possible to bring the pokemon on my opponent's team in to the KO range of my boosted waterfalls.
In Depth:
(Credit to www.arkeis.com for the following images)
Changes be be bold and in red.
Uxie @ Damp Rock
Ability: Levitate
EVs: 252 HP/128 Def/128 SDef
Relaxed nature (+Def, -Spd)
- Stealth Rock
- Rain Dance
- U-turn
- Memento
Uxie's amazing support movepool always makes me wonder why it isn't OU. This lead is pretty simple: I set up stealth rock, followed by an 8-turn rain dance, then u-turn or memento to give my next pokemon a free switch-in.
If Uxie is on low health after setting up, I use memento. Otherwise i just u-turn. Most of the time, memento is for when Uxie manages to come back in later on in the battle. The support given by memento is an excellent way of letting Kingdra get in a couple of dragon dances. If I pull this off early in the match, Kingdra will sweep until it ends up getting confused by outrage.
Uxie works really well against just about anything that doesn't have taunt or a sleep move. This is because it can take any hit that isn't STABed and supereffective with ease. Taunt isn't the end of the world, because i can just set up rain dance with something else after killing the Aerodactyl or whatever it is. Also, with 2 ground weaknesses, Uxie gets plenty of chances to switch in later on in the match and set up some floating rocks.
Skarmory (M) @ Shed Shell
Ability: Keen Eye
EVs: 252 HP/64 Atk/176 Def/16 Spd
Impish nature (+Def, -SAtk)
- Spikes
- Roost
- Whirlwind
- Brave Bird
Skarmory may seem out of place on a rain dance team, but it provides the exact support that this team needs.
The most obvious thing is that Skarmory is a very reliable Spiker, which is vital in allowing my swift swimmers to get those OHKOs.
For so long I have been searching for the right pokemon to go in this spot. I needed a ground immunity, so I tried Zapdos to take advantage of an accurate Thunder. I also tried Rotom-w to take advantage of boosted hydro pump as well. However, these two didn't work very well. I soon realized that it would be difficult to find a pokemon that gave all the right support to my team: I needed a dragon resist AND a ground immunity in the same pokemon. For some reason, I didn't even think of Skarmory. I tried out Bronzong a couple of times but it never really did much. It just sat there for a while and then blew up. It wasn't until a few days ago that I actually realized how PERFECT Skarmory would be on this team!
Anyway, sorry about that boring stoy. As you may have noticed, Skarmory is absolutely vital with Kingdra being weak to dragon, and both Jolteon and Qwilfish being weak to ground. This gives Skarmory plenty of chances to switch in and spike, stall, or do the next important thing: phaze.
Phazing has been really usefull. In a way, it is a method of wallbreaking. Most rain teams struggle with this, so I have tried to build a few things into my team that allow me to break through as many walls as possible. Whirlwind eliminates things like stockpile Hippowdon and Curselax, who would otherwise stall me to no end. I won't go into detail on the other uses because they aren't specific to this team.
Skarmory only benefits slightly from rain: it eliminates his fire weakness. It may seem strange to have a pokemon that doesn't really benefit that much from rain, especially when most fire attacks are special. However, it is definately nice to have a pokemon that doesn't rely on rain too much. Rain should be a helpul effect, not a necessity.
Qwilfish (M) @ Life Orb
Ability: Swift Swim
EVs: 36 HP/252 Atk/220 Spd
Adamant nature (+Atk, -SAtk)
- Swords Dance
- Waterfall
- Poison Jab
- Explosion
Qwilfish is another relatively new member of this team. The speed EVs are enough to outrun Adamant Gyarados. Explosion helps to break walls that I would otherwise struggle to take down. It is also nice to be able to just take something out when Qwilfish is on low health from life orb. Life orb is required on Qwilfish over damp rock because with only 95 base attack, Qwilfish needs all the power it can get.
Poison Jab is especially useful on this team, with grass-types like Celebi switching in on Waterfalls or Thunders. Qwilfish is also very useful for getting rid of toxic spikes.
Floatzel (M) @ Life Orb
Ability: Swift Swim
EVs: 4 HP/252 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- Waterfall
- Ice Punch
- Aqua Jet
- Crunch
I was surprised when Floatzel became NU, because I've been using Floatzel for a while and it really is an excellent physical sweeper in the rain.
Floatzel can outspeed everything in the base 100 speed group with a beneficial nature by a single point. This is another example of me trying to make it so that my team isn't completely ruined when the rain stops: Floatzel can still cause some damage with waterfall, or revenge kill a dragon with ice punch.
Crunch covers Starmie, and does slightly more damage to Latias and Celebi than Ice Punch. Floatzel's only other physical options are return and brick break, and I can't think of anything that I need brick break for.
Aqua Jet is useful occasionally. For example, the other day i was up against a weakened Lucario and I knew it would KO me with extremespeed, but thanks to Aqua Jet and Floatzel's speed, I was able to kill it. It also comes in handy when there's no rain and I'm not fast enough to pick off certain scarfed opponents, or things like Infernape.
I tried choice band for a while, but my opponents would switch in a water resist straight away in almost every battle. It's so annoying when something like Salamence comes out and you have Ice Punch but you can't use it. The slight loss in power doesn't matter too much, thanks to my entry hazard. Also, Floatzel is so frail that the recoil really doesn't matter much.
Kingdra (M) @ Damp Rock
Ability: Swift Swim
EVs: 180 HP/252 Atk/76 Spd
Adamant nature (+Atk, -SAtk)
- Rain Dance
- Dragon Dance
- Waterfall
- Outrage
Kingdra is my final swift swimmer. This guy functions best late-game, because of dragon dance. Dragon dance also makes him so deadly that the boost from life orb isn't as useful as the boost to rain dance given by damp rock. Furthermore, Kingdra usually takes a hit or two while it's dragon dancing, so the life orb recoil would often cause his sweep to end much faster.
The 76 Speed EVs allow me to outran base 100s after a dragon dance, and neutral choice scarf base 100s after a rain dance. The remaining EVs are dumped in HP to improve Kingdra's considerable bulk.
Double dance seems like a strange set at first, but on a dedicated rain team it does the job nicely. Kingdra usually only actually does one or the other by itself anyway. Also, Kingdra's movepool is pretty bad, and if I could drop DD for type coverage I would.
Jolteon (M) @ Damp Rock
Ability: Volt Absorb
EVs: 4 HP/252 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Thunder
- Rain Dance
- Hidden Power [Ice]
- Shadow Ball
Jolteon fits this team very nicely. Skarmory and my swift swimmers persuade my opponent to use electric attacks, so an immunity is definately required on this kind of team. Jolteon also enjoys taking advantage of STAB Thunder with perfect accuracy in the rain. The other two attacks are for coverage. HP Ice is useful for killing the dragons that resist my water attacks.
Jolteon tends to lure in Blissey, but thanks to volt absorb, my other sweepers can switch in without worrying about paralysis from thunderwave.
Strategy & Tactics
I try to get Skarmory in as early as possible to start spiking up. If that isn't possible then i attempt a sweep with one of my swift swimmers to identify my opponent's counters. I then take them out with either Qwilfish's explosion if possible. Jolteon comes in if i predict an electric attack; Skarmory comes in if i predict a ground or dragon attack.
Aside from Skarmory and Uxie, i try to play as offensively as possible. I need to keep the pace going and pick off as many opponents as possible. I often get off to a bad start, but once my opponent's counters are eliminated I can come back and set up a Floatzel sweep. Even things that resist waterfall don't last long with damage from stealth rock and spikes, along with the boosts from STAB, Life Orb and the rain.
Since I started using rain dance, I really have had to adapt my battle strategy a lot in order for it to be successful. Please take this into acount if you every decide to try this team out. I make sacrifices quite a lot, and i'm constantly making sweeping attempts to keep my opponent on their toes. These tactics are partly why I haven't made a threat list. On paper, I don't cover for many threats all that well, but thanks to my agressive playstyle I really don't need to.
As I have said previously, this rain dance team has taken a lot of time to develop. I have become almost paranoid with making sure that damn Blissey can't stall me out, which is why all 3 of my swift swimmers are physical. Wallbreaking has been the focus of my editing recently, and between dragon dance, explosion, entry hazards and the insane rain benefits, I usually pull it off without too much trouble.
Every single team member will be very difficult to replace. I will be willing to test any leads you suggest, but apart from that it will be difficult to fill the rules that they all play.
So that's my team. I'll make a warstory soon, but I have my GCSEs coming up so I don't have all that much time. But as soon as i have a really close hax-free battle with this team i'll get to work.
What do you think? I look forward to reading any suggestions & feedback from you guys.
Thanks for reading!