Lorak
*leekspin*
Clauses used: Species, Sleep, No OHKOs, No Evasion
Team at a Glance:
Movesets used:
Castform @ Damp Rock
Ability: Forecast
EVs: 252 HP, 252 SpA, 6 Spd
Nature: Modest
- Energy Ball
- Weather Ball
- Rain Dance
- Ice Beam
The opening Pokémon and primary weather establisher. It risks no weather damage from Pokémon which establish weather themselves when entering play. It is usually able to set up weather and switch to something to counter the lead, and can occasionally get a good hit in here or there.
Rotom @ Choice Specs
Ability: Levitate
EVs: 252 SpA, 252 Spd, 6 HP
Nature: Timid
- Thunder
- Shadow Ball
- HP Water
- Trick
Rotom is quite a nice team player. It complements Drapion nicely: where it is weak to Ground, Rotom switches in effortlessly. The standard Trick Specs, it can also utilize them well. I was tempted to use HP Grass to counter Quagsire, but felt HP Water benefited from the rain enough to be retained.
Drapion @ Razor Fang
Ability: Sniper
EV: 252 Atk, 252 Spd, 6 Def
Nature: Jolly
- Swords Dance
- Earthquake
- Cross Poison
- Night Slash
Drapion, in turn, complements Rotom well. It can easily take Dark and Ghost hits, if Rotom were to be targeted. It can also switch in on Psychic attacks, if something to potentially hit Toxicroak were to come out. A simple SD, physical offense set.
Toxicroak @ Life Orb
Ability: Dry Skin
EV: 252 Atk, 252 Spd, 6 HP
Nature: Adamant
- Cross Chop
- Sucker Punch
- Earthquake
- Rain Dance
Toxicroak, oh Toxicroak. With Life Orb and Rain, it can heal off the Life Orb damage, and then a little extra. It bears Rain Dance as a precaution, in case Castform finds itself unable to, making it a secondary weather establisher. Sucker Punch can get the drop on low Def. Psychics, Cross Chop for STAB and crits, and Earthquake for coverage.
Octillery @ Scope Lens
Ability: Sniper
EV: 252 HP, 252 SpA, 6 Spd
Nature: Modest
- Focus Energy
- Surf
- Charge Beam
- Ice Beam
Another Crit-ter, if it can get itself set up. I went Charge Beam over Energy Ball from the standard set, simply because of the Sp.Atk. boosts it provides, as well as it felt like a redundant moveset given Castform's presence. Has worked well in the past as a revenge killer against Trick Room teams, which is why I'm tempted to go Quiet on it.
Quagsire @ Leftovers
Ability: Water Absorb
EV: 252 HP, 96 Atk, 160 Def
Nature: Impish
- Stone Edge
- Earthquake
- Toxic
- Protect
The closest thing this team has to a wall and status inducer, secondary effects aside from other attacks. I feel I'm not using it as well as I should on this team, as if I should have another Surf in place of Stone Edge, but this set has worked well thus far.
It has had a decent degree of success on Shoddy thus far, against UU and BL teams. Admittedly, I don't think competitively well, and this was the best I could muster at the thought of an UU Rain Dance team that wasn't fully dependent on Rain Dance. Criticism is welcome; I won't try to argue for the side of my team, but instead would prefer to learn what to change and improve.
Team at a Glance:
Movesets used:
Castform @ Damp Rock
Ability: Forecast
EVs: 252 HP, 252 SpA, 6 Spd
Nature: Modest
- Energy Ball
- Weather Ball
- Rain Dance
- Ice Beam
The opening Pokémon and primary weather establisher. It risks no weather damage from Pokémon which establish weather themselves when entering play. It is usually able to set up weather and switch to something to counter the lead, and can occasionally get a good hit in here or there.
Rotom @ Choice Specs
Ability: Levitate
EVs: 252 SpA, 252 Spd, 6 HP
Nature: Timid
- Thunder
- Shadow Ball
- HP Water
- Trick
Rotom is quite a nice team player. It complements Drapion nicely: where it is weak to Ground, Rotom switches in effortlessly. The standard Trick Specs, it can also utilize them well. I was tempted to use HP Grass to counter Quagsire, but felt HP Water benefited from the rain enough to be retained.
Drapion @ Razor Fang
Ability: Sniper
EV: 252 Atk, 252 Spd, 6 Def
Nature: Jolly
- Swords Dance
- Earthquake
- Cross Poison
- Night Slash
Drapion, in turn, complements Rotom well. It can easily take Dark and Ghost hits, if Rotom were to be targeted. It can also switch in on Psychic attacks, if something to potentially hit Toxicroak were to come out. A simple SD, physical offense set.
Toxicroak @ Life Orb
Ability: Dry Skin
EV: 252 Atk, 252 Spd, 6 HP
Nature: Adamant
- Cross Chop
- Sucker Punch
- Earthquake
- Rain Dance
Toxicroak, oh Toxicroak. With Life Orb and Rain, it can heal off the Life Orb damage, and then a little extra. It bears Rain Dance as a precaution, in case Castform finds itself unable to, making it a secondary weather establisher. Sucker Punch can get the drop on low Def. Psychics, Cross Chop for STAB and crits, and Earthquake for coverage.
Octillery @ Scope Lens
Ability: Sniper
EV: 252 HP, 252 SpA, 6 Spd
Nature: Modest
- Focus Energy
- Surf
- Charge Beam
- Ice Beam
Another Crit-ter, if it can get itself set up. I went Charge Beam over Energy Ball from the standard set, simply because of the Sp.Atk. boosts it provides, as well as it felt like a redundant moveset given Castform's presence. Has worked well in the past as a revenge killer against Trick Room teams, which is why I'm tempted to go Quiet on it.
Quagsire @ Leftovers
Ability: Water Absorb
EV: 252 HP, 96 Atk, 160 Def
Nature: Impish
- Stone Edge
- Earthquake
- Toxic
- Protect
The closest thing this team has to a wall and status inducer, secondary effects aside from other attacks. I feel I'm not using it as well as I should on this team, as if I should have another Surf in place of Stone Edge, but this set has worked well thus far.
It has had a decent degree of success on Shoddy thus far, against UU and BL teams. Admittedly, I don't think competitively well, and this was the best I could muster at the thought of an UU Rain Dance team that wasn't fully dependent on Rain Dance. Criticism is welcome; I won't try to argue for the side of my team, but instead would prefer to learn what to change and improve.