Hey, all! I'm an avid Pokemon fan who's recently gotten into competitive play. I've always had a thing for water- and grass-type Pokemon, so naturally Rain Dance teams have sparked my interest. For a while now I've been messing around with several builds, though lately my focus has been on rain stalling. A few days ago I stumbled upon Smogon's profile for Parasect, a grass-type Pokemon I absolutely adore. In combination with Drizzle, the mushroom bug performs solidly as a Spore-SubSeed staller. This team is built around that concept, essentially combining entry hazards and late-game switchouts forced by Spore-Seed to slowly wear down the opponents. I'm new to Smogon forums, so this is also my first RMT.
The team has been doing pretty well so far, though advice and tweaks from more experienced players will hopefully further ameliorate it. Any and all suggestions are welcome; however, I really want to keep Parasect on the team, which is what it was built around in the first place. So, without further ado, I present you our team members. Changes made to the team following discussion will be bolded.
Politoed @
Trait: Drizzle
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature (+Def, -Spe)
IVs: 0 Spe
- Scald
- Toxic
- Protect
- Perish Song
The permanent rain summoner, Politoed is a necessity to any Rain Dance team. I opted for a standard, bulky set to ensure longevity and outlive other weather inducers. Scald receives a nice rain-STAB boost and a handy burn rate to scare physical attackers, Toxic breaks down walls and injures Ninetales, Protect is useful for scouting and additional leftover recovery, and Perish Song impedes set-up sweepers and (to an extent) Baton Pass chains. The reason I went with a -Spe nature and 0 Spe IVs is to set up weather first turn versus standard Tyranitar and Abomasnow support sets.
Chansey @
Trait: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature (+Def, -Atk)
- Stealth Rock
- Seismic Toss
- Softboiled
- Heal Bell
Chansey, the bulkiest pink blob anyone could ask for. She easily sponges any special hit that isn't Focus Blast, offers team support with Stealth Rock and serves as a cleric with Heal Bell. I previously ran Wish in place of Softboiled, though I found that without Protect she often needs the immediate recovery, and most of my team has some means of recovering anyway. Works really well as a defensive core alongside Skarmory.
Skarmory @
*
Trait: Sturdy
EVs: 224 HP / 252 Def / 32 SpD
Impish Nature (+Def, -SpA)
- Spikes
- Roost
- Whirlwind
- Brave Bird
A sturdy sky armor, Skarmory really is one of the best physical walls available to rain teams. A whopping base 140 Def stat, a handful of resistances, only two weakness -- one of which is largely mitigated thanks to rain -- and a reliable means of recovery and phazing give this bird incredible staying power. It is usually able to set multiple layers of spikes with relative ease, and can wear down opponents by whirlwinding them into hazards. Taunt prevents it from getting hit by status, as well as from being set-up bait for slower hazard setters and boosting attackers. I have considered running Brave Bird over Taunt, but the latter has been a great success so far. I am open to advice on this.
Update: I have decided to go with Brave Bird over Taunt after all to hit threats like Breloom, Toxicroak and Celebi and to prevent being total setup fodder for taunt users
Starmie @
*
Trait: Natural Cure
EVs: 252 HP / 40 SpA / 216 Spe
Timid Nature (+Spe, -Atk)
- Hydro Pump
- Rapid Spin
- Ice Beam
- Recover
With the hazard setters covered, the team needed a way to deal with hazards from the opposing side. Starmie seemed like the best choice here, for numerous reasons: It is incredibly fast, has passable bulk and a reliable means of recovery, can cure of status just by switching out, and packs good special attack to hit incoming spinblockers hard. I opted to go with Hydro Pump and Thunder over Scald and Thunderbolt for the extra power and reliability in rain. I chose this EV spread in order to outspeed max invested base 110 Spe Pokemon and carry some extra bulk and power, as fellow base 115 Spe Pokemon either do not form a significant threat or are countered by other team members.
Update: I have, per discussion, replaced Thunder with Ice Beam to hit certain threats to the team a bit harder, namely Breloom and Thundurus-T. To ensure 1HKOs against these threats, Starmie now holds an Expert Belt for extra super effective power. A slight change has been made to the EV spread as well.
Jellicent @
Trait: Cursed Body
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature (+Def, -Atk)
- Scald
- Shadow Ball
- Taunt
- Recover
When the premise of a team is to rack up damage through hazards, it is only natural to consider the inclusion of a reliable Rapid Spin blocker. Jellicent fits this role beautifully; it has two great abilities to pick from, good bulk, reliable recovery and a nice support movepool. Taunt and Scald are a must on any such jellyfish, while Shadow Ball hits Starmie hard (and does solid damage to Celebi and Lati@s). I decided to go with Cursed Body over Water Absorb, since most of my team is already water proof -- two members that resist it and one with Dry Skin -- and the chance of disabling an attacking move is really neat in combination with Taunt. Jellicent's typing allows it to switch into Fighting moves as well; it does a fair job at countering Terrakion, one of the team's larger threats.
Update: The 44 EVs initially placed in SpD have been moved to Spe to ensure taunting fellow Jellicent and to outspeed certain Tyranitar sets.
Parasect @
Trait: Dry Skin
EVs: 252 HP / 160 Def / 96 SpD
Careful Nature (+Def, -SpA)
- Spore
- Leech Seed
- Substitute
- Protect
Parasect, the shining star of the team and the incentive for its creation. While many would instead opt for its mushroom sibling, Amoonguss, Parasect still has a nice niche on rain teams as one of my favorite Pokemon. Its access to the notorious Spore, which puts to sleep anything it pleases, is one of its most rewarding qualities. With Dry Skin, Leftovers, Leech Seed, and passable bulk, Parasect is able to take hits and recover ridiculous amounts of health every turn by alternating between Substitute and Protect, all the while slowly wearing down the opponent. For many, the only way to end this suffering is by switching out, although with hazards in place, one must think twice before doing so. I chose to run Protect over X-Scissor for longevity and extra health sapping, though I am open to change this. In essence, once its hardest counters are eliminated (think: anything with Stone Edge) and hazards are up, Parasect can incessantly harass its opponents late game.
Firstly, other weather inducers are of course a threat to the team. Sun in particular heavily reduces the team's viability. However, Politoed does have the advantage of hitting Ninetales and Tyranitar for super effective damage, and with so many hazards the rare Abomasnow is easily worn down. This team also has some issues with Baton Pass teams, although with proper prediction a combination of Perish Song, Taunt and Whirlwind can put a stop to things.
Some specific threats:
Breloom seriously harasses this team. The only thing that can take its hits well is Skarmory, but even then Spore is a pain and the SubPunch variants do a good amount of damage. I usually try to whirlwind them as soon as I wake up, and Taunt if I predict them to switch in. This is one of the reasons I am considering Brave Bird.
Nasty Plot variants. While Chansey absorbs unboosted Thunder/Thunderbolt with ease, the Taunt/Nasty Plot variants will seriously destroy this team. I usually try to switch into Parasect as soon as possible, sponge a HP Ice and Spore-Seed it, which works pretty alright if I'm in time.
While not as big of a threat as the other two thanks to Chansey, Latios is still pretty annoying. No spikes and neutral damage to Stealth Rock doesn't help either, and the Trick variants will leave Chansey rather crippled. I usually sponge a Draco Meteor with Chansey and switch to Skarmory when they're forced to switch out. The more they switch the more hazard damage, so I guess it works out alright. Jellicent can also hit with a super effective Shadow Ball provided Latios doesn't have a fresh Draco Meteor at its disposable.
While Skarmory does an okay job taking hits, 30-40% damage and the chance of a crit is still worrisome. Switching from Chansey into Jellicent on the Choice variants works as well, and again forces the opponent to switch (yay hazards). In general, Jellicent and Politoed do fairly well against Terrakion provided they're at high health.
Calm Mind Jirachi is a pain, really. I usually try to have either Skarmory or Politoed in to Phaze/Perish Song it, or Taunt it with Jellicent, break the sub, go to Parasect and Spore Seed. Either of those strats works fine if I predict well and react in time.
*I will add more threats as they come/are discussed*
Parasect and rain are two of my favorite things around, so naturally this is a very fun team for me to use. I know the slot could be used for something better, but it's something I'll have to deal with it. Again, I am open to any suggestions -- as long as Amoonguss isn't one of them! Thanks for reading and rating!
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The team has been doing pretty well so far, though advice and tweaks from more experienced players will hopefully further ameliorate it. Any and all suggestions are welcome; however, I really want to keep Parasect on the team, which is what it was built around in the first place. So, without further ado, I present you our team members. Changes made to the team following discussion will be bolded.
Politoed @
Trait: Drizzle
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature (+Def, -Spe)
IVs: 0 Spe
- Scald
- Toxic
- Protect
- Perish Song
The permanent rain summoner, Politoed is a necessity to any Rain Dance team. I opted for a standard, bulky set to ensure longevity and outlive other weather inducers. Scald receives a nice rain-STAB boost and a handy burn rate to scare physical attackers, Toxic breaks down walls and injures Ninetales, Protect is useful for scouting and additional leftover recovery, and Perish Song impedes set-up sweepers and (to an extent) Baton Pass chains. The reason I went with a -Spe nature and 0 Spe IVs is to set up weather first turn versus standard Tyranitar and Abomasnow support sets.
Chansey @
Trait: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature (+Def, -Atk)
- Stealth Rock
- Seismic Toss
- Softboiled
- Heal Bell
Chansey, the bulkiest pink blob anyone could ask for. She easily sponges any special hit that isn't Focus Blast, offers team support with Stealth Rock and serves as a cleric with Heal Bell. I previously ran Wish in place of Softboiled, though I found that without Protect she often needs the immediate recovery, and most of my team has some means of recovering anyway. Works really well as a defensive core alongside Skarmory.
Skarmory @
Trait: Sturdy
EVs: 224 HP / 252 Def / 32 SpD
Impish Nature (+Def, -SpA)
- Spikes
- Roost
- Whirlwind
- Brave Bird
A sturdy sky armor, Skarmory really is one of the best physical walls available to rain teams. A whopping base 140 Def stat, a handful of resistances, only two weakness -- one of which is largely mitigated thanks to rain -- and a reliable means of recovery and phazing give this bird incredible staying power. It is usually able to set multiple layers of spikes with relative ease, and can wear down opponents by whirlwinding them into hazards. Taunt prevents it from getting hit by status, as well as from being set-up bait for slower hazard setters and boosting attackers. I have considered running Brave Bird over Taunt, but the latter has been a great success so far. I am open to advice on this.
Update: I have decided to go with Brave Bird over Taunt after all to hit threats like Breloom, Toxicroak and Celebi and to prevent being total setup fodder for taunt users
Starmie @
Trait: Natural Cure
EVs: 252 HP / 40 SpA / 216 Spe
Timid Nature (+Spe, -Atk)
- Hydro Pump
- Rapid Spin
- Ice Beam
- Recover
With the hazard setters covered, the team needed a way to deal with hazards from the opposing side. Starmie seemed like the best choice here, for numerous reasons: It is incredibly fast, has passable bulk and a reliable means of recovery, can cure of status just by switching out, and packs good special attack to hit incoming spinblockers hard. I opted to go with Hydro Pump and Thunder over Scald and Thunderbolt for the extra power and reliability in rain. I chose this EV spread in order to outspeed max invested base 110 Spe Pokemon and carry some extra bulk and power, as fellow base 115 Spe Pokemon either do not form a significant threat or are countered by other team members.
Update: I have, per discussion, replaced Thunder with Ice Beam to hit certain threats to the team a bit harder, namely Breloom and Thundurus-T. To ensure 1HKOs against these threats, Starmie now holds an Expert Belt for extra super effective power. A slight change has been made to the EV spread as well.
Jellicent @
Trait: Cursed Body
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature (+Def, -Atk)
- Scald
- Shadow Ball
- Taunt
- Recover
When the premise of a team is to rack up damage through hazards, it is only natural to consider the inclusion of a reliable Rapid Spin blocker. Jellicent fits this role beautifully; it has two great abilities to pick from, good bulk, reliable recovery and a nice support movepool. Taunt and Scald are a must on any such jellyfish, while Shadow Ball hits Starmie hard (and does solid damage to Celebi and Lati@s). I decided to go with Cursed Body over Water Absorb, since most of my team is already water proof -- two members that resist it and one with Dry Skin -- and the chance of disabling an attacking move is really neat in combination with Taunt. Jellicent's typing allows it to switch into Fighting moves as well; it does a fair job at countering Terrakion, one of the team's larger threats.
Update: The 44 EVs initially placed in SpD have been moved to Spe to ensure taunting fellow Jellicent and to outspeed certain Tyranitar sets.
Parasect @
Trait: Dry Skin
EVs: 252 HP / 160 Def / 96 SpD
Careful Nature (+Def, -SpA)
- Spore
- Leech Seed
- Substitute
- Protect
Parasect, the shining star of the team and the incentive for its creation. While many would instead opt for its mushroom sibling, Amoonguss, Parasect still has a nice niche on rain teams as one of my favorite Pokemon. Its access to the notorious Spore, which puts to sleep anything it pleases, is one of its most rewarding qualities. With Dry Skin, Leftovers, Leech Seed, and passable bulk, Parasect is able to take hits and recover ridiculous amounts of health every turn by alternating between Substitute and Protect, all the while slowly wearing down the opponent. For many, the only way to end this suffering is by switching out, although with hazards in place, one must think twice before doing so. I chose to run Protect over X-Scissor for longevity and extra health sapping, though I am open to change this. In essence, once its hardest counters are eliminated (think: anything with Stone Edge) and hazards are up, Parasect can incessantly harass its opponents late game.
Firstly, other weather inducers are of course a threat to the team. Sun in particular heavily reduces the team's viability. However, Politoed does have the advantage of hitting Ninetales and Tyranitar for super effective damage, and with so many hazards the rare Abomasnow is easily worn down. This team also has some issues with Baton Pass teams, although with proper prediction a combination of Perish Song, Taunt and Whirlwind can put a stop to things.
Some specific threats:
Breloom seriously harasses this team. The only thing that can take its hits well is Skarmory, but even then Spore is a pain and the SubPunch variants do a good amount of damage. I usually try to whirlwind them as soon as I wake up, and Taunt if I predict them to switch in. This is one of the reasons I am considering Brave Bird.
Nasty Plot variants. While Chansey absorbs unboosted Thunder/Thunderbolt with ease, the Taunt/Nasty Plot variants will seriously destroy this team. I usually try to switch into Parasect as soon as possible, sponge a HP Ice and Spore-Seed it, which works pretty alright if I'm in time.
While not as big of a threat as the other two thanks to Chansey, Latios is still pretty annoying. No spikes and neutral damage to Stealth Rock doesn't help either, and the Trick variants will leave Chansey rather crippled. I usually sponge a Draco Meteor with Chansey and switch to Skarmory when they're forced to switch out. The more they switch the more hazard damage, so I guess it works out alright. Jellicent can also hit with a super effective Shadow Ball provided Latios doesn't have a fresh Draco Meteor at its disposable.
While Skarmory does an okay job taking hits, 30-40% damage and the chance of a crit is still worrisome. Switching from Chansey into Jellicent on the Choice variants works as well, and again forces the opponent to switch (yay hazards). In general, Jellicent and Politoed do fairly well against Terrakion provided they're at high health.
Calm Mind Jirachi is a pain, really. I usually try to have either Skarmory or Politoed in to Phaze/Perish Song it, or Taunt it with Jellicent, break the sub, go to Parasect and Spore Seed. Either of those strats works fine if I predict well and react in time.
*I will add more threats as they come/are discussed*
Parasect and rain are two of my favorite things around, so naturally this is a very fun team for me to use. I know the slot could be used for something better, but it's something I'll have to deal with it. Again, I am open to any suggestions -- as long as Amoonguss isn't one of them! Thanks for reading and rating!
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