ORAS OU downpour (Peaked #1)

downpour
ju5UmBUl.jpg

politoed.gif
swampert.gif
kingdra.gif
klefki.gif
thundurus.gif
breloom.gif

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Proof of #1ness:
0Z66Hu2.png
Rain has always been a really potent playstyle, but it has been really underrepresented as of late. ORAS introduced Mega-Swampert, the most potent rain sweeper in the game. This is my take on ORAS rain that uses Mega-Swampert. Part of this team's success relies upon surprise factor, using several unexpected sets to catch the opponent off guard. Klefki has been a pokemon that I have been championing for awhile now and I am glad that it is now getting the recognition it deserves. I started using it on this team during the Mega-Mence era to use as a secondary rain inducer and a Mega-Salamence check. Poison Heal Breloom is another Pokemon that I use that catches defensive teams off guard. I've always liked using weird stuff on my teams and I am happy to say that this team does just that while still being very effective against offensive and defensive teams. Here is some music. Let's get started:
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notes on downpour:
So here a couple of things that I kept in mind when building and playing with this team
  • Politoed is too pressured to keep rain up alone
    • Politoed can't handle keeping rain up all alone, otherwise the opponent can just target it and pressure it with entry hazards. Let Politoed open Rain early game instead of Klefki so that you don't have to waste a turn using Rain Dance. Then in the mid-game let Klefki set up Rain Dance so Politoed can set up rain late game without sacrifcing momentum to the opponent when it counts
  • Use Swift Swimmers for Offense + Priority Thunder Wave
    • You have doubled speed right off the bat, but it doesn't mean you should use it. Let Breloom, Thundurus, and Klefki weaken the opposing team and then bring out the swift swimmers. Save at least one Swfit Swimmer for full health late game if the opponent has priority. Klefki's Thunder Wave can be used to get Swampert opportunities to Mega-Evolve and to let Breloom + Thundurus get better strikes on the opponent. It also prevents sweeps by opposing DD's and Agility users
  • Use Thundurus + Breloom for defensive teams + Spikes
    • The doubled speed isn't going to help much here, so rain is not as much of a priority in this matchup. Focus on getting as many layers of Spikes up as possible with Klefki and on activating Breloom's Toxic Orb safely. Thundurus can open up a lot of holes early game, so try to get that out before they set up SR.
  • Almost all my moves have a 100% accuracy
    • I'm a real stickler about using stuff that isn't 100% accurate, I just hate missing that much. Seriously it can't be a late game cleaner if it can fall flat on its face 30% of the time (looking at use Focus Blast users). So almost every move on this team has a 100% accuracy in rain, outside of Kingdra's Hydro Pump and Draco Meteor.
  • No choiced attacks
    • I hate choiced attacks because they can telegraph my moves to my opponent and it can give my opponent set up opportunities.
  • Swampert as an SR user is telegraphed to the opponent
    • Unfortunately, Swampert is the only pokemon that can learn SR on this team. So the opponent will try to keep Swampert off the field to prevent SR. Try to paralyze something with Klefki to see if Swampert can get the oppurtunity to switch in safely and SR+Mega Evolve
the team
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the rain inducer
politoed.gif

Politoed @ Damp Rock
Ability: Drizzle
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Scald
- Primary STAB that can cripple opponents with burn
- Ice Beam - Secondary coverage that stops Dragons from setting up
OR Rest - Helps Politoed stay in the game longer and absorb status
- Toxic - Status to wear down bulky Waters
- Encore - Essential move to stop setup sweepers

It should be no surprise that Politoed is on this team. First I'll talk about the set details. Damp Rock is necessary to extend rain turns so that my offensive pokemon do not have to switch in and out more frequently. Scald + Ice Beam is standard bulky water coverage. Hopefully when I throw out Scald it burns the opponent. Ice Beam is to make sure I can punish Dragon and Grass type switchins (ex. Latios and Breloom). Toxic makes sure I can put opposing Water-types on a timer, such as a switched in Rotom-W and Slowbro. This can aid my Swift Swimmers immensely. Encore is really important for set up sweepers. 248 HP is to minimize SR damage, which is important because Politoed needs to switch in to reset rain a lot. Politoed is normally specially defensive, but Gunk Shot Greninja can 2HKO Sp. def Politoed, so I run physically defensive to check Greninja. 8 Speed EV's let's me outspeed 4 Spe Skarmory so I can encore it.

Politoed is necessary to bring out rain on the field immediately without sacrificing momentum by wasting a turn using Rain Dance. Even though Politoed isn't much without Drizzle, it still pulls weight on my team. Politoed is one of my team's pivots switches, along with Klefki. While Klefki has priority Thunder Wave to stop DD and Agility sweepers, Politoed has Encore to stop CM users. Encore+Toxic let's me stop Unaware CM Clefable and CM Mega-Slowbro reliably. It also stops Substitute Mega-Gyarados from wrecking my team. Essentially, Politoed's job is to bring out rain on the field as frequently as possible and check a few setup sweepers with Encore.
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swift swimmer #1
swampert.gif

Swampert @ Swampertite
Ability: Damp
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Waterfall
- Primary Water-STAB that can flinch opponents
- Earthquake Primary Ground-STAB
- Ice Punch - Coverage to hit Dragon and Grass types
- Stealth Rock - Essential entry hazard

Swampert is one of my favorite Pokemon and I am glad that ORAS made him viable again with its new Mega-Evolution. The on-site spread suggests to use a spread of 104 HP / 252 Atk / 152 Spe, but I went with a 252 Atk / 252 Speed spread. Without max speed Swampert is unable to outspeed Scarf Landorus-T, which is pretty important because it is like the #1 used set in the metagame lol. By using max speed I can outspeed Scarf Lando-T, Scarf Kyurem-B, and tie at worst opposing Mega-Swampert. An Adamant nature is used for the extra power. The attacking moves are pretty self-explanatory: two-power dual STAB's and coverage for Dragon and Grass-types. Unfortunately, I had to shoehorn Stealth Rock on to Mega-Swampert. It's only an alright SR setter with its decent bulk, but I open up a lot more options on my team by putting it on Mega-Swampert. It is worth sacrificing the extra coverage of Low Kick.

Swampert is my team's primary sweeper against offensive teams. His dual-STAB's have high base power (120 under rain and 100) and perfect accuracy, making it a great late game sweeper. Ice Punch is pretty weak on its own, but stuff that is weak to it have low defense (ex. Latios) or 4x weak to it. Swampert has pretty good bulk to, so it can tank a strong priority hit late game. A lot of teams use priority Thunder Wave to stop sweepers, but Swampert is immune to that. Swampert is also this team's primary check to electric-types, which normally trouble rain teams. Basically Swampert is here to sweep late game, check electric types, and set up SR.
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swift swimmer #2
kingdra.gif

Kingdra @ Life Orb
Ability: Swift Swim
EVs: 64 Atk / 252 SpA / 192 Spe 64 Atk / 216 SpA / 228 Spe
Rash Nature
- Outrage
- physical STAB that hurts Grass-types
- Waterfall - physical STAB that hurts Chansey
- Draco Meteor - Special nuke move to hit Slowbro and Grass-types hard
- Hydro Pump - Most powerful Water-STAB

Kingdra is the most potent rain-sweeper next to Mega-Swampert. Kingdra has a great high-base power dual-STABs and it is the fastest pokemon on this team. Outrage and Draco Meteor are Kingdra's highest base power Dragon-STAB's, while Waterfall and Hydro Pump are the strongest Water-moves on each side of the spectrum.

Previously I used fully special Kingdra, but I made the switch to mixed Kingdra. With a mixed set, Kingdra can pretty much get past almost all conventional Water-type resits outside of Azumarill and Ferrothorn. For example, with SR and one layer of Spikes, Waterfall can 2HKO Chansey. The combination of Draco Meteor + Outrage can do huge damage to Rotom-W and Mega-Venusaur. Kingdra can also revenge kill a lot of Pokemon due to its boosted speed under rain. Mixed Kingdra can be used to lure in counters to Mega-Swampert. For example, I can do huge damage to Slowbro with Draco Meteor after it brings itself in on a Waterfall. Kingdra's is here to help Swampert sweep offensive teams and to lure in bulky waters on defensive teams.

Even with the drop in power, 228 Spe EV is worth the trade to perform better against offense. 228 Spe EV's lets you outspeed Scarf Keldeo and Scarf Latios in rain, while outside rain you can outspeed positive base 70's.
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utility / greninja check
klefki.gif

Klefki @ Damp Rock
Ability: Prankster
EVs: 252 HP / 120 Def / 136 SpA OR 248 HP / 150 Def / 100 SpD
Bold Nature
- Dazzling Gleam
- STAB that hits Dragons and Mega-Sableye decently hard
OR - Foul Play - Allows Klefki to handle Mega-Pinsir, Talonflame, and Lando-T switchins
- Thunder Wave - Cripples opposing set up sweepers regardless of boosts
- Spikes - Hazards that aid weakening Steel-types and defensive teams
- Rain Dance - Support for Swift Swimer users and Thundurus​

Klefki is in my opinion, the most underrated Pokemon in the metagame. Klefki brings a lot of utility to the table. Damp Rock and Rain Dance are to keep rain on the field as much as possible. Because Klefki has priority Rain Dance, if it is alive it pretty much guarantees rain is going to be up. My EV spread is pretty weird on Klefki. I use a defense boosting nature and EV's in defense to check Latios and Mega-Altaria more reliably than a specially defensive spread. Klefki is actually one of the few hazard setters that can beat Mega-Sableye. With a 136 SpA EV's I will always 2HKO Mega-Sableye with STAB Dazzling Gleam. It also allows me to have a chance of 2HKO'ing 252 HP Mega-Altaria. Even though Klefki doesn't have the best bulk, its great defensive typing let's met check a multitude of threats such as Latios, Weaville, Bisharp, etc. and makes it my team's primary pivot switch.

Thunder Wave and Spikes are Klefki's two standard utility moves. Priority Thunder Wave is extremely helpful against offensive teams, especially because of all the new and improved Mega-DD users in OU. Unlike Thundurus, Klefki doesn't die immediately when it uses Thunder Wave. It has enough bulk to survive one hit and to be used latter in the game to paralyze more stuff. Thunder Wave also let's me cheese through opponents sometimes with Swampert's and Kingdra's paraflinching Waterfall. Spikes is useful against my team's matchup against defensive teams. Steel-types, especially Ferrothorn and Jirachi, are broken down much more quickly with the help of Spikes. In addition, priority Spikes makes sure I don't have to deal with stray Focus Sash users on offensive teams.

If you use Foul Play the attacking EV's are unnecessary and you can put them all in bulk. The 100 Sp. Def EV's lets you live a Hyper Voice + Focus Blast from Gardevoir and check Greninja better. The rest is put into physical bulk.
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wallbreaker
thundurus.gif

Thundurus (M) @ Life Orb
Ability: Defiant
EVs: 76 Atk / 180 SpA / 252 Spe
Naive Nature

- Thunder - Most powerful STAB that nukes non-resits
- Thunderbolt - Thundurus' most reliable STAB. Helps check Smogon Bird outside rain
- Hidden Power [Ice] - Coverage for Grass, Dragon, and Ground-types
- Knock Off
- Removes items and let's me beat Chansey + Lati@s
- Superpower - Coverage to beat TTar, Chansey, and Ferrothorn

Mixed Thundurus is the big powerhouse on this team and is my team's fastest Pokemon outside of rain. Mixed Thundurus catches opponents off guard and is useful in both offensive and defensive matchups. I went with Defiant Thundurus because I already have priority Thunder Wave with Klefki. In addition I can get Defiant boosts from Defog from teams trying to remove my Spikes. 76 Attack EV's let me OHKO Latios after SR and speed is maxed out to let me beat base 110's. The rest is dumped into special attack so Thunder is as strong as possible.

Mixed Thundurus was put on the team to help against defensive teams because my Swift Swimmers don't perform very well against stall on their own. Thundurus has a couple of things going for it over other wallbreakers. First, Thudurus has higher speed than the majority of the metagame. It still outspeeds all the newly introduced base 110's like Mega-Gallade, Mega-Diance, and Mega-Metagross outside of rain. Second, it hits most Defoggers super-effectively and it can dissuade opponents from Defogging because of a potential Defiant boost. This makes my Spike-stacking more effective. Lastly, it can beat opposing Water-resits really easily for my Swift Swimmers. Chansey is lured in and killed by a combination of Knock Off + Superpower and most water-types are smoked by Thunder.
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stallbreaker and glue
breloom.gif

Breloom @ Toxic Orb
Ability: Poison Heal
EVs: 252 Atk / 4 Def / 252 Spe 12 HP / 244 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Boosting move that let's me beat Mega-Sableye and stall
- Seed Bomb - Grass STAB that hurts Rotom-W, Quagsire, and Mega-Sableye
- Superpower - Most powerful Fighting STAB that hurts Ferrothorn and Skarmory
- Facade - High base power move that beats Grass-types

Meet Poison Heal Swords Dance Breloom. Poison Heal Breloom hasn't seen much usage ever since BW2 gave us Breloom Technician, but because of some newly introduced Pokemon it has a useful niche in the metagame. Seed Bomb and Superpower are my two most powerful STABs. Seed Bomb is important to get past Quagsire and Sableye. Meanwhile, Facade hits Grass-types and Lati@s extremely hard.

This set here is the ultimate glue-mon on my team and it patches up quite a few holes, especially against defensive threats. Breloom practically 6-0's most stall teams on its own and it patches up my weaknesses to Rotom-W, Mew, Mega-Sableye, Ferrothorn, and Landorus-T. The key is that Poison Heal with Toxic Orb blocks Will-o-Wisp. Since Poison Heal blocks Will-o-Wisp and Scald burns, Breloom is free to boost up in most passive stallmon's faces. Facade is a 140 base power move, which is actually stronger than Seed Bomb against neutral targets! This means after +2 Breloom can do some hefty damage against Grass-types that would annoy my Swift Swimmers and Thundurus. Here are some calcs that show how hard Breloom hits some of its "counters" after an SD:
+2 252 Atk Breloom Superpower vs. 252 HP / 252+ Def Skarmory: 222-262 (66.4 - 78.4%) -- guaranteed 2HKO after Leftovers recovery
+2 252 Atk Breloom Facade (140 BP) vs. 252 HP / 240+ Def Mega Venusaur: 192-226 (52.7 - 62%) -- guaranteed 2HKO
+2 252 Atk Breloom Facade (140 BP) vs. 252 HP / 252+ Def Altaria: 206-243 (58.1 - 68.6%) -- guaranteed 2HKO
+2 252 Atk Breloom Seed Bomb vs. 252 HP / 252+ Def Sableye: 160-190 (52.6 - 62.5%) -- guaranteed 2HKO
While Breloom is really great against defensive teams, it is kinda dead weight against offense. It is not particularly fast and it is frail, so all it really gets to do is get one or two hits off against offensive teams. That being said, I wouldn't replace Breloom because my Swfit Swimmers handle offense really well and Breloom beats stall teams so easily it is almost a none issue. It also gives my an option to prevent Ferrothorn's Leech Seed recovery, which is important for my Swift Swimmers.

I changed the EV spread from 252 Atk / 4 Def / 252 Spe to 12 HP / 244 Atk / 252 Spe because 12 HP reaches 264, a Poison Heal Number. Becuase the HP is divisible by 8, I get the maximum recovery from Poison Heal. I don't lose any important KO's moving 8 EV's from Attack into HP.
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conclusion
So this team has been one of my favorite teams to play with that has one of my favorite mons (swampert). It performs well against both stall and offensive teams alike. I hope that this team shows you how potent Klefki and Poison Heal Brealoom are and how potent rain is right now. Thanks for reading!

importable

original version
Code:
Politoed @ Damp Rock
Ability: Drizzle
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Scald
- Ice Beam
- Toxic
- Encore

Swampert-Mega (F) @ Swampertite
Ability: Swift Swim
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Waterfall
- Earthquake
- Ice Punch
- Stealth Rock

Kingdra @ Life Orb
Ability: Swift Swim
EVs: 64 Atk / 252 SpA / 192 Spe
Rash Nature
- Outrage
- Waterfall
- Draco Meteor
- Hydro Pump

Klefki @ Damp Rock
Ability: Prankster
EVs: 252 HP / 120 Def / 136 SpA
Bold Nature
- Dazzling Gleam
- Thunder Wave
- Spikes
- Rain Dance

Thundurus (M) @ Life Orb
Ability: Defiant
EVs: 76 Atk / 180 SpA / 252 Spe
Naive Nature
- Thunder
- Hidden Power [Ice]
- Knock Off
- Superpower

Breloom @ Toxic Orb
Ability: Poison Heal
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Seed Bomb
- Superpower
- Facade
updated version:

changes include
  • rest > ice beam on politoed
  • 228 Spe Kingdra to outspeed scarf keldeo and scarf latios in rain and +spe base 70's outside rain
  • 12 HP EV's on Breloom for a Poison Heal number
  • optional: foul play on Klefki to allow it to have better bulk and play against mega pinsir better. 100 Sp. Def lets it always live Hyper Voice + Focus Blast from Timid Mega Gardevoir.
Code:
Politoed @ Damp Rock
Ability: Drizzle
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Rest
- Toxic
- Encore

Swampert @ Swampertite
Ability: Damp
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Waterfall
- Earthquake
- Ice Punch
- Stealth Rock

Kingdra @ Life Orb
Ability: Swift Swim
EVs: 64 Atk / 216 SpA / 228 Spe
Rash Nature
- Draco Meteor
- Outrage
- Hydro Pump
- Waterfall

Klefki @ Damp Rock
Ability: Prankster
EVs: 252 HP / 156 Def / 100 SpD
Bold Nature
IVs: 0 Atk
- Foul Play
- Thunder Wave
- Spikes
- Rain Dance

Thundurus (M) @ Life Orb
Ability: Defiant
EVs: 76 Atk / 180 SpA / 252 Spe
Naive Nature
- Thunderbolt
- Hidden Power [Ice]
- Knock Off
- Superpower

Breloom @ Toxic Orb
Ability: Poison Heal
EVs: 12 HP / 244 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Facade
- Seed Bomb
- Superpower
 
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I've been working on a rain team myself and I have to say it is quite a bit of fun! This team looks fantastic, love the use of mixed Kingdra.

Just a small suggestion, try Rest over Ice Beam on Politoed. I find that it's very bulky with a defensive EV spread, but giving it Rest increases its longevity in the battle. Ice Beam is nice but you already have Encore AND Toxic to throw off set-up sweepers trying to use Politoed as set-up bait.

Also, just a nit pick (but somebody else will post it I'm sure) but make sure your special attackers/utility mons have 0 Attack IVs to reduce confusion/Foul Play damage.
 
Hey, Doughboy. That team looks crisp as hell. Also, grats on the peak.

Not much to say except maybe run Psychic or HP Flying over HP Ice on Thundurus for annoying as hell grass types. (They seem rly ugh for your team; those Amoongusses, Chesnaughts, and Venus)

Other than that, extremely solid team and your peak to the top is proof of that. Props

...on a side note, this is admirable. In your free time, teach me how to git gud. Lol
 
How your team can counter M-Altaria ?

Altaria has a hard time getting around Klefki, which can cripple it with Twave, and it gets hit by Dazzling Gleam so it can't really set up Subs, the only thing it can really set up on is Kingdra and even then a Rain Boosted LO Hydro Pump is not exactly something it wants to switch into.

Doughboy Overall really solid team in fact I'm pretty sure I've played you a couple times on the ladder recently (I was using this team, http://www.smogon.com/forums/threads/savagery-a-mega-diancie-team.3523950/)

The only real suggestion I have is to use Thunderbolt > Thunder on Thundurus, yeah I know you're running a rain team and it might sound really lucrative on paper but outside of rain it's just too unreliable for it to be worth it, and you don't really get any additional KOes that Thunderbolt won't acquire for the things Thundurus needs to hit for this team, or at least you do not specify any. You even said in the OP that Thundurus was chosen for it's speed outside of the rain, so I'm assuming it's going to be operating outside of the rain turns more often than most of your team.

That's all I have and congrats on the peak!
 
I played against this team a few times on ladder and I have beat it everytime. Obviously that alone isnt a reason to switch things up, but I found that my core of altaria + gengar gives this team a whole mess of trouble. You basically have no switchins to either, and it isnt hard to stall out the rain turns between chesnaught and alomomola, but anyway the only thing I could think of would be something like AV/LO tornadus-therian>kingdra which can take hits a little better and outspeed gengar without rain. Obviously you have had success with this team so I am really just giving a suggestion that you can choose to take or not. Just felt obligated to throw out my suggestion because I have played against it so much.

Torn-t can go mixed as well and hits the same things you wanted kingdra to hit like chansey and grass types, with special moves to hit slowbro in the oh so spammable hurricane, but yeah thats my suggestion. Its clearly a good team since Ive seen it so much so good job :)
 
BDGOWk2.gif

Hi all. Sorry for the bumparoni I just want to get back on everyone's suggestions. I made sure to try each one out extensively.

Respones:

Windgrace Rest > Ice Beam seems to be working out pretty well, but I'm still not using the fourth slot as much as I like too. It helps out keeping rain on the field, but makes me worse vs mega altaria and lead Garchomp. Overall I think it is the better choice though, but I'm still mixed between the two

ArchPhantom HP Flying or Psychic > HP Ice is a change I didn't really like. Landorus-T is everywhere and not being able to hit it hard on the switch makes it more frustrating to deal with. Basically balanced or defensive teams that run Landorus-T or Gliscor become harder to fight, and destroying balance was Thundurus' specialty. Between Rain cutting of synthesis recovery, Breloom cutting off Leech Seed recovery, Spikes, and Outrage+Draco Meteor or SD+Facade luring in grass types I have a pretty solid plan in wearing them down throughout a game Chesnaught is 2HKO'ed by Thundurus' HP Ice and even Kingdra's HPump. 252 HP Mega Venusaur is 2HKO'ed by HPump + Draco Meteor in the rain with SR (does 93% minimum). Outside rain 252 HP / 240 Def+ Mega Venusaur is 2HKO'ed with SR + Spikes (the combo doesn 86% damage min). Amoonguss is the most annoying one so I make sure to get as many hazards down as possible and knock off its lefties with thundy

Darkerones Thunderbolt > Thunder is another suggestion I have implemented. It helps with peace of mind checking Talonflame outside of rain. The importance of Thunder before was to 2HKO SR Clefable, because a lot of Clefables were EV'ed to have enough special defense to avoid getting 2HKO'ed by Greninja or Thundurus' Thunderbolt. I think people may be dropping the Sp. def from Clefable now because Greninja can now OHKO with Gunk Shot, so Thunderbolt can now 2HKO some Clefable. Thundur your awesome power will be missed

MegaScizor Tornadus-T > Kingdra OR Thundurus-I is a change I didn't really like. Replacing Kingdra for Tornadus-T definitely didn't work out because then Swampert was the only Swift Swimmer. Basically, even with its fast speed Tornadus-T didn't put in enough work against HO. Kingdra was needed to sweep against HO teams that had faster scarfers like Keldeo and Latios. It simply was not as powerful as kingdra either, it has less SpA and it doesn't get a rain boost. It also worsen my team's matchup against offensive / balance teams with Rotom-W because Thundurus was the only other fast-poke that threatened it. Also two SR-weak pokes made me susceptible to SR (even with regenerator).

I also tried Tornadus-T over Thundurus-I and it still didn't really work out. Thundurus-I was also important in checking Talonflame which just owned my team without Thundy. Thundurus-I's superior super-effective coverage and power made it much better vs stall when breloom couldn't pull all the weight. Meta-Metagross or Diance also were annoyingly common checks to tornadus-t. BTW maybe I was playing badly those rounds but Thundurus-I should still be able to handle Mega-Altaria + Gengar. Gengar is flat out OHKO'ed by Thundy and Thundy 2HKO'ed Altaria with HP Ice with SR or 1 layer of Spikes. Klefki also should be to handle Mega-Altaria by paralyzing and hitting it with Dazzling gleams, and then paralyzing gengar as well. AV Tornadus' Hurricane is actually weaker than Thundurus-'I HP Ice on Mega-Altaria, but with Life Orb torn you don't need SR to 2HKO Mega Altaria.

Changes:
  • Rest > Ice Beam on Politoed
  • Thunderbolt > Thunder on Thundurus-I
  • 12 HP EV's / 244 Atk on Breloom
    • 12 HP EV's is a Poison Heal number on Breloom (an HP number divisible by 8), which means Breloom gains the maximum amount of HP possible from Poison Heal. I don't lose any signifgant 2HKO's from dropping 8 Atk EV's. You'll see the difference with +13% on PS! instead of +12%
Possible Changes / Ideas

So Mega-Swampert is not that particularly great of a swift swimmer compared to others. So I was wondering if any of you think I should switch up my pair of swift swimmers, dropping Mega-Swampert, and seeing if I could implement a different Mega-Evo on my team. Some options I've thought about include Mega-Sceptile, Mega-Altaria, and Mega-Heracross, but my non-megas seem to cover their roles pretty well. Also since some people are transitioning to a more sp. def sableye, my Klefki won't be able to 2HKO more. So maybe I should aim for a builkier spread now? Thoughts?
 
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Doughboy
I'm glad Rest>Ice Beam worked out for you. It helps give Politoed some peace-of-mind, especially when the rest of the team is so reliant on its ability.

The problem with changing Swampert is the only Swift Swimmer worth considering is Kabutops. I have to agree, I've been working on a Rain team and Swampert is strong but not getting the speed boost until after the mega evolution and the fact that Ferrothorn is freaking everywhere really keeps him in check. Ferrothorn is by far the worst problem for me when playing rain. The problem with the other megas is Kingdra in the rain is better than M Sceptile. M Heracross is an interesting idea (though Breloom basically does the same thing). M Altaria is quite different. It really suffers from 4 MSS and makes the team (pre-mega) a little squishier to rocks. M Manectric might be an interesting one, but again similar to what Thundurus offers.

Despite Swampert's problems he *does* do a good job at handling a lot of problems rain teams faced in Gen 5 and XY. Namely smacking Thundurus and other electric types silly. Also with Magnezone being LITERALLY everywhere finding the opportunity to Mega isn't too hard.
 
If you want to change M-Swampert, you should put Kabutops who does basically the same job. You still have acces to SR, but you can 2kho Rotom-W and Ferrothorn with stone edge and low kick respectively. Kabutops is also a nice check to BirdSpam. The ultimate benefit is that you don't wast a turn in order to get swift swim. The cons is that Kabutops is a lot weaker than M-Swampert, and doesn't have an electric immunity.

Kabutops @ Life Orb
Ability: Swift Swim
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Waterfall
- Stone Edge
- Low Kick
- Stealth Rock

Now with the mega slot open, you could give a try to M-Heracross instead of Breloom. He is a lot bulkier than Breloom, and not a dead weight against offense because you can tank a hit and okho back. M-Heracross is still threatening against stall team, more than in XY late metagame.

Heracross @ Heracronite
Ability: Guts
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Pin Missile
- Rock Blast
 
To be honest, if you are really going to kick swampert out and get another mega, then sableye is a good option It is a complete death stop for ferrothorn and uses it as setup fodder (ferro cant touch him at all, but might get annoying when he lets thunderwave bounce to him for increased gyro ball dmg, to around 32%. So burning him is a good idea)
The added magic bounce is a nice addition to your team so you can bounce back annoying webs and other entry hazards. The only thing is he doesnt really have any benefit from the rain, but its a really great jack of all trades as a wall.


100 Rupees (Sableye) @ Sablenite
Ability: Prankster
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Will-O-Wisp
- Calm Mind
- Dark Pulse
- Recover

Your only fear might be some fairies but you got Kingdra to take care of it.
 
if you decide to keep pert, you should make it's ability damp so that you can nullify mons with explosion like zelf, zong etc. also i'd recommend you to reconfigure your kingdra's ev spread. your team is really scarf keld weak and at the bare minimum it should hit 263 speed so that you outspeed it in rain. looking at your team, it doesn't look that sableye weak since all you need to do is pressure it to mega evo with toed and pivot to loom once it recovers and sd. albeit slightly risky, that gives you leeway to run a different move on klefki over dazzling gleam since that is rather niche for something you already could handle. this is just me eye-balling your team comp., so take it however you want. cool rain team though, i like the creative build you utilized over the standard cookie cutter rain with ferro+wallbreaker(hera,zor,etc.) so grats on that ^_^
 
I've gotta say, I've been trying out different rain teams and this one looks great. I really like the use of Thundourus over Tornadus (FINALLY) and Klefki and Breloom <3 (Congrats on the ranking btw)

Just wondering whether it would be better to change Kindra around a bit and make it look like this:

Kingdra @ Life Orb
Ability: Swift Swim
EVs: 64 HP / 252 SpA / 192 Spe
Modest Nature
- Flash Cannon
- Draco Meteor
- Hydro Pump
- Hidden Power [Fire]

That way Kindra can take care of mons such as Ferrothorn and Azumarill, (although I'm not sure if HP Fire would be weaker in the rain?...). This way, Kindra has a full SpA investment. Not to mention, getting locked into Outrage is really annoying and although it makes for a great late game sweep, it just doesn't seem as profitable as other moves Kindra could be running.
Also, running 28 HP / 252 SpA / 228 Spe for the better speed also works!

Finally, this is more of an open question, but is it worth running Focus Energy and Scope Lens on Kingdra if the ability is Swift Swim?
 
Pretty sure I played this team on suspect ladder, whether it be you or someone who took it. Bouta make an RMT on my reqs team, love for you to check it out.

Shameless plug aside, rain is definitely a powerful, powerful "genre" of team (can't think of the word. Playstyle, archetype? Idk) but if you're interested in switching out Mega Swampert, I would use the Kabutops set Lyconik suggested. However, for a mega, I would recommend Standard Mega Metagross (I don't think you need the spread lol) You have answers to Slowbro in Kingdra and Thundurus, and as it looks, Mega Diancie (in particular the Rock Polish set) looks troublesome (killing a good chunk of your team.) But you can wipe it off the face of the earth with MMetagross.

Sorry for poor formatting, on mobile. Great team none the less.

Also Fiat500 HP Fire on rain team ;-;
 
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Ice Beam better on Toed more often than not if running Phys Def IMO, this is HO and you have RD Klefki if you need to sac Toed, usually a better play than Resting, and Resting is better on SpDef to fuck with Latias/Rotom pivoting rather than cocky SR Chomps and Landos. Anyway, tbh although I generally find MSwampert pretty ass, on This Particular Team he might be a sound choice, since he helps you collapse a few roles which opens up more avenues for super useful shit like Breloom and mixed Thundy which you might not be able to fit with Tops + Celebi + Zor or something, and at least has SOMETHING to do vs stall with Stealth Rock, which Kabutops can never run because it's extremely awful. I'm still testing, but even as an Omastar fanboy I can at least see the merits of Swampert here, even if it means half your team is deadweight vs stall.

Although RD Klefki is awesome, consider testing Magnet Rise > Rain Dance w/ lefties for a standalone pivot that can repeatedly beat down and paralyze the things it's supposed to beat while also full stopping + setting up Spikes on Lando-T and Garchomp (have to scout FBlast out of rain but I run SpDef so eh) who love to switch in and are hard to you to pivot into consistently. It may make you more matchup dependent though, but fuck it this is rain right (jk on that use whatever works best for ya m8 lol)
 
I rarely see an innovative team and this squad looks on point. Props for that. Loom is very underutilized as of late despite the drop in venu usage, but this set is def a great sableye check and deals with most all fat water resists that trouble rain, namely rotom ferro mega bro mega gyara(who usually lack fang) cune etc. love the placement of that set on a rain team, as it seems generally lackluster from my experience on balance otherwise. One thing about pert tho is its lack of speed on the mega turn. I guess ur using it as a rocker so there's less emphasis on the first turn ss but pert has generally been short of a threatening rain sweeper like kabu from what iv seen. However they fulfill different roles so pert seems a decent fit as a rocker slash secondary offense option. I would recommend a spdef toed spread and changing ur pert from fence sitting between offense and utility to full utility with a bulky spread and perhaps hit just around 203 speed with a lot of hp investment and admnt nature. This way it can tank a hit and get rocks while remaining healthy to take priority or neutral hits with swift swim up. Imo u don't need both ssers to outspeed scarfers, while the bulk is appreciated vs zard talon etc (lo thund is a shitty bird check). Just my 2 cents sik squad
 
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