How I Wet Your Mother; a NU Rain Team
I’m a hipster. I’ll be the first to admit it. I want to be original. I was always an adamant hater of weather teams in OU because I wanted to be original. Yet, as my ranking in OU showed, my originality proved futile as teams centered around DrizzleToed and DroughtTales consistently raped me. I hated Ferrothorn. I hated Scizor. I hated Rotom-W. I hated using Legen – wait for it -- daries. I soon came to realize I hated the entire tier all-together. I kept battling teams consisting of the same ten Pokemon over, and over, and over, and over again. If I had a dollar for every time I faced a weather team, I would have enough money to buy the entire freaking GameFreak studios.
I wanted out. But, I knew nothing about any tier other than OU. So, I set out to the Dragonspiral Tower forums to read-up on more tiers and decided to settle on NU simply because of the wide variety of Pokemon available for use. Upon viewing the forums, one thing that caught my eye was the discussion about the “brokenness” of Damp Rock. The intense language against Damp Rock used in the thread by many users made-it-out to seem like every single monstrously dominant team ever created in NU revolved around Rain. So, I created my first NU team solely revolving around anti-rain.
I played the first few matches with my anti-rain team – much to my surprise – against non-weather teams. Being that my ranking was so low, I simply imagined that all the good rain teams were lurking in the higher rankings, yet after winning many matches with my team (I can’t explain how I managed to do so) I still didn’t come across a single rain team. Not one. Not a single one.
Broken? My ass!
I realized the only reason I was so against weather in OU was because everyone used it. I was very pleased to find out that in NU nobody uses rain teams. I reread the Damp Rock thread in shock at how adamant people were about banning the item. It blew my mind that people could be so against an item that barely even appeared, like, ever.
(The below team ranked as high as #62 with 1209 points since making all the changes. After climbing that high I still did not see a single other rain team. Not one. Not a single one.)
After viewing the Pokemon available for use in the tier, it seemed like no question that rain would be the way to go for my first real team in NU, especially with the recent additions to the tier. The team fits my basic style, which is an odd mix between all-out offense with defensive/wall components thrown in. I make use of Rain via Damp Rock with Swift Swim sweepers to come in and inflict maximum damage. The team synergizes well with itself for the most part, with my only weaknesses being managed very easily. Below is the teambuilding process with rather minimal descriptions because I would rather save the detailed information in the actual body of the RMT.
Teambuilding Process
I decided to center my team around Ludicolo, taking wonderful advantage of the rain with access to Swift Swim and a wide variety of high-powered, wide-coverage special moves.
I needed a Pokemon to set up rain, so I looked no further than Prankster Murkrow, allowing me a guaranteed set-up for eight turns with Damp Rock.
What rain team would be complete without Gorebyss? She’s a machine. An absolute machine, as I’m sure any competitive battler can tell you.
I needed a defensive wall on my team, and Shelgon provided massive synergy opportunities with reliable recovery; he fit the role perfectly.
After reading the discussion on Gurdurr on Dragonspiral tower, I decided to try it out. With high defenses and a priority move, he really is a valuable utility to my success.
If you can’t beat ‘em, use ‘em. ‘Nuff said.
After listening to the suggestions you all gave me, I replaced Murkrow with Volbeat to keap Prankter, Shelgon for Floatzel to maintain offensive momentum, and Jynx for Gardevoir seeing as Jynx was banned.
Here is the team in its current form. I know Volbeat is listed as the first Pokemon, but I rarely ever truly lead with Volbeat; I simply choose who best would counter the Pokemon in the lead spot on the opponent’s team. For example, if I see a Golem lead I will usually lead with Gurdurr to set-up, sponge rock/ground attacks, and proceed to attack away. The team, as if it wasn’t obvious, is focused on Rain combining sweeping potential with physical bulk. Any comments, concerns, suggestions, and criticisms, whether they are constructive or rude, are fully welcome.
I made the edits that many of you gave me, and they actually ended up being very beneficial! Thanks!
Enjoy (:
Vulva (Volbeat) (M) @ Damp Rock
Trait: Prankster
EVs: 248 HP / 252 Def / 8 SpDef
Bold Nature (+ Def, - Atk)
- Rain Dance
- Encore
- Tail Glow
- Baton Pass
My favorite thing about the 5th Gen metagame is that it allows previously irrelevant and worthless Pokemon to find their competitive niche with the simple introduction of a few items and abilities; Prankster is a prime example. For those that have been living under a rock for the past year, Prankster makes all non-damaging moves have +1 priority. Volbeat is the perfect asset to this team with the ability to set-up a priority Rain Dance with Damp Rock and ability to pass Tail Glows to my special attacking team mates.
I have no idea why I ever used Murkow over Volbeat, and much thanks to Cherub Agent for this set suggestion. Able to set-up a Rain Dance much like Murkrow, Volbeat has the added benefit of access to the incredible move Tail Glow, which grants a +3 special attack bonus; with the ability to pass this stat increase, Volbeat has the potential to set-up either LO Ludicolo or Gorebyss (or even Gardevoir) for a potential sweep. If LO Ludi or Gorebyss gets a GlowPass with Rain up its basically GG seeing as barely anything outspeeds them with SS and barely anything can withstand a STAB Rainboosted Surf or Hydro Pump coming from +3 special attack. Encore is used to lock in opponents to support moves in order for me to use Tail Glow or Rain Dance. The only bad thing about Volbeat is that I didn't use Taunt, which I had on Murkrow allowing me to disrupt opposing leads.
Past Teammate
Poe (Murkrow) (M) @ Damp Rock
Trait: Prankster
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature (+ Def, - Sp Atk)
- Rain Dance
- Thunder Wave
- Taunt
- Pursuit
My favorite thing about the 5th Gen metagame is that it allows previously irrelevant and worthless Pokemon to find their competitive niche with the simple introduction of a few items and abilities; Prankster is a prime example. For those that have been living under a rock for the past year, Prankster makes all non-damaging moves have +1 priority. With access to a whole slew of support moves, Prankster makes Murkrow the perfect Pokemon when wishing to set up Rain Dance or to counter other leads with Taunt and T-Wave.
Rain Dance is the obvious move of choice in combination with Damp Rock to allow my team – namely Ludicolo, Gorebyss, and Jynx – to prosper for eight turns. The first move with Murkrow is based entirely on which Pokemon my opponents uses; I usually switch-out after Rain Dance (if I want to use Murkrow again) if I know a Pokemon that I bring in can withstand a hit from my current opponent. The HP and Defensive EV investment with Impish nature allows me to surprisingly endure a few physical hits before being taken down, which provides me a huge advantage through allowing me to call-in Rain Dance multiple times in one match. Thunder Wave occupies the second moveslot which allows me to cripple speedy opponents, most specifically Scarfers. Being that the sweeping core of my team prides itself on speed thanks to Swift Swim, it is vital that all speedy threats are crippled by Thunder Wave to ensure my sweepers are faster. Taunt is used specifically to counter Ninjask as he attempts to make use of his annoying SubBoostSDPass strategy, severely hindering the performance of Baton Pass teams. Pursuit is my final, and only, offensive move allowing me to take nice chunks out of Haunter, Kadabra, Exeggutor, and, of course, Shedinja (granted a “chunk” is only 1HP, but you get the idea).
Whorebyss (Gorebyss) (F) @ White Herb
Trait: Swift Swim
EVs: 4 Def / 252 SpAtk / 252 Speed
Timid Nature (+ Speed, - Atk)
- Shell Smash
- Surf
- Ice Beam
- Hidden Power Grass
I will openly admit that Gorebyss is unfairly powerful. After one Shell Smash, she has the potential to 6-0 unprepared teams with perfect ease. Having said that, many counters to Gorebyss exist, such as Cryogonal or anything with access to Haze or Clear Smog which Gorebyss’s teammates can easily handle. Gorebyss works well in accordance with Jynx as I can bring Gorebyss in after a Lovely Kiss. The one thing I love the most about Gorebyss is most of the time I don’t even need to use Shell Smash for her to be successful. With Rain up, Swift Swim Gorebyss is fast enough to outspeed damn near anything, and a STAB Rain-boosted Surf from 326 Special Attack is often enough to get the job done.
The moveset is beyond self-explanatory. Shell Smash boosts Gorebyss’s offensive and speed stats to astounding levels, with White Herb recovering the defensive drops. Surf, as mentioned above, is the powerful rain-boosted STAB attack, with HP Grass used to counter water types, most specifically Quagsire. Ice Beam rounds-out the coverage and allows me to hit multiple targets that resist Surf and HP Grass. I chose Timid over Modest as well because it is imperative that Gorebyss attacks first to ensure I can use Shell Smash.
Floaties (Floatzel) (M) @ Life Orb
Trait: Swift Swim
EVS: 120 HP / 252 Atk / 136 Speed
Adamant Nature (+ Atk, - SpAtk)
- Aqua Jet
- Waterfall
- Crunch
- Ice Punch
Thanks so much for ChaoticaMortis for the suggestion to use the above Floatzel set; it absolutely kicks ass! With access to Swift Swim and an incredible high attack stat, Floatzel is an absolute beast in the rain, especially with Aqua Jet outspeeding opposing Sucker Punches thanks to the speed boost.
With Swift Swim, Floatzels speed reaches 600 in the rain, which is enough to easily outspeed the majority of the meta game. ChaoticaMortis suggested running Rain Dance, yet I put the extra Rain Dance on Ludicolo so I used Aqua Jet instead. With the Rain boost, STAB Aqua Jet and the ever-so-powerful Waterfall wreak havoc on opponents that don't resist. Ice Punch and Crunch are for coverage purposes, allowing me to take out Dragons, Psychics, and Ghosts (especially the pesky Shedinja). Floatzel was selected to replace Shelgon to keep up the offensive momentum on the team; I truly realized Shelgon was a cancer on the team as it stopped my offensive prowess and wasted Rain turns. Floatzel acts as the physical water-type on the team to compliment specially oriented Ludicolo and Gorebyss.
Past Teammate
Shelby (Shelgon) (M) @ Eviolite
Trait: Rock Head
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature (+ Def, - SpAtk)
- Wish
- Protect
- Toxic
- Dragon Claw
In addition to Prankster being introduced in the 5th Gen, Eviolite is an item that miraculously boosts the defensive strength of once dismissed ‘mons into relevancy. With a wide array of defensive resistances and an astonishingly high defense stat, defensive Shelgon is an absolute wall that stalls opponents into insanity with its movepool. I chose the defensive variant of Shelgon instead of the Dancing set because I felt that Shelgon is best utilized as a wall, with its defense stat boosted to 492 with Eviolite!
The traditional wall/stall moveset for Shelgon works wonders in long matches. Shelgon opens his stint on the playing field with Toxic, assuming the opposing Pokemon is a physical attacker and not a special one, while the Wish-Protect combination allows for ensured recovery and stalling opportunities while Toxic wreaks havoc. The EV spread is self-explanatory, especially when using Wish where maximum HP is a major help for WishPassing. The Impish nature contributes to Shelgon's bulk. My last moveslot contains my only attacking move in STAB Dragon Claw, which I chose over Outrage because it doesn’t last multiple turns.
The one complaint I have about Shelgon is its sheer lack of a useful ability. Rock Head protects me from recoil damage, yet, as you can plainly see, I have no recoil-inflicting moves. Overcoat protects me from weather damage, yet what’s the chance that Hail or Sandstorm is going to be playing a vital role in any match?
Hurr Hurr (Gurdurr) (M) @ Eviolite
Trait: Guts
EVs: 252 HP / 252 Atk / 4 SpDef
Adamant Nature (+ Atk, - SpAtk)
- Bulk Up
- Drain Punch
- Mach Punch
- Payback
After reading a discussion on the Dragonspiral Tower NU thread about Gurdurr, I decided to try it out and was certainly not disappointed. It essentially acts as a perfectly capable little brother to Conkeldurr, satisfying all the same purposes his fully-evolved form does in OU. With access to a set-up move, priority move, and recovery move, Gurdurr proves to be a threat from all angles capable of immense longevity and destructive capability.
I have 6-0’d team with Gurdurr. That’s how good he is. Everything about his movepool works wonderfully with itself, including his Guts ability. Bulk Up occupies the first slot, allowing me to boost both attack and defense at the same time. After a few Bulk Ups alone, Gurdurr is ready to do some damage. With Defense raised, many opponents resort to Toxic to rely on poison damage to bring me down; this fails for two reasons. First of all, the Guts ability boosts my Attack 50% when inflicted with a status; and secondly, Drain Punch allows me to recover health lost by poison. The max EV investment in HP is solely to combat Toxic, allowing me to last longer while recovering the most possible HP through the powerful STAB Drain Punch. Mach Punch is a very important move that allows me to get around Gurdurr’s horrendously slow Speed stat, as well as making me capable of downing such threats as Tauros and even Jynx if my attack is high enough. Payback is used for Ghost Pokemon if opponents think that they can simply switch-in with either Haunter or Driftlim against Gurdurr. The EV investment in Attack and Adamant Nature are the obvious choice to secure Gurdurr’s ability to inflict maximum damage.
Vouyer (Gardevoir) (F) @ Choice Scarf
Trait: Trace
EVs: 4 HP / 252 SpAtk / 252 Speed
Timid Nature (+ Speed, - SpAtk)
- Trick
- Psychic
- Thunderbolt
- Shadow Ball
Gardevoir replaced Jynx on my team as the speedy offensive Psychic-type when Jynx received the axe from the NU council, and for good reason seeing as Jynx was a monster. This team revolves entirely around speedy sweeper threats, so Gardevoir, with the Choice Scarf, acts as a speedy threat that can operate without Swift Swim (not to mention she's a deadly receiver of Tail Glow from Volbeat!).
This is a very basic and common Choice Scarf set. Trace allows me to swap my Scarf onto opponents such as Ninjask or Tangela that try and troll my team. Psychic is the obvious offensive STAB option, and coming from 349 offensive power is certainly deadly. Thunderbolt provides coverage against Water-types that can potentially wall my other Waters if they have enough special defense to handle HP Grass or Giga Drain. Shadow Ball is for ghosts that I outspeed, and can inflict SpDef drops in opponents if I am lucky! Gardevoir is what I have been using since I made my changes and laddered, yet, if any more changes are to be made, I would be open for a replacement for her. She's good, but I feel there's something better out there. I would use Magmortar but Fire Blast is weakened in the rain, unfortunately.
Past Teammates
Oprah (Jynx) (F) @ Life Orb
Trait: Dry Skin
EVs: 4 HP / 252 SpAtk / 252 Speed
Timid Nature (+ Speed, - SpAtk)
- Lovely Kiss
- Nasty Plot
- Ice Beam
- Psychic
Jynx is a textbook example of “if you can’t beat ‘em, [use] ‘em.” With amazing Speed and Special Attack, access to two powerful STAB attacks, a sleep-inducing move, and an offensive stat-booster, Jynx is certainly a threat capable of – much like Gorebyss – ripping holes in unprepared teams. However, with horrifically low defenses, Jynx is taken down rather easily, so smart playing is vital to make the most use of Jynx when battling online.
I hated playing against Jynx, so I decided to use Jynx. That’s pretty much why it’s on my team. Oh, and also because, thanks to Dry Skin, she is benefitted by Rain. Everything about this Jynx has been seen before, but for the sake of the RMT I’m going to remind you of why she’s so deadly…as if you don’t already know. Timid Nature allows Jynx to outspeed most non-scarfed threats in the metagame; so, assuming accuracy doesn’t let me down (as it so often loves to do), Lovely Kiss sends the opponent into an eternal slumber…for like three turns. Once asleep, I can either boost my Special Attack with Nasty Plot or switch out for a more favorable matchup (or try and predict my opponent’s switch, which is often fun). Ice Beam and Psychic are two very powerful STAB attacks that have damn good coverage on all but Steel types, but they are very uncommon in NU and are easily taken care of by Gurdurr. Life Orb allows Jynx to hit hard, and the residual damage is offset by Dry Skin recovery in the Rain.
Conclusion
So that’s my team! I hope you guys enjoyed it, and once again all comments and suggestions are openly welcome. The team has done very well, yet with the help of the Smogon community I feel it could achieve an even higher ranking that it has received so far. I do not have a spinner on this team, so entry hazards have bothered me a bit, so that’s a change I am currently looking in to. Below is an importable, so feel free to copy or use the team as much as you want; because what better way to find out if a team works than, well, to use it?
Thanks (:
Importable
I wanted out. But, I knew nothing about any tier other than OU. So, I set out to the Dragonspiral Tower forums to read-up on more tiers and decided to settle on NU simply because of the wide variety of Pokemon available for use. Upon viewing the forums, one thing that caught my eye was the discussion about the “brokenness” of Damp Rock. The intense language against Damp Rock used in the thread by many users made-it-out to seem like every single monstrously dominant team ever created in NU revolved around Rain. So, I created my first NU team solely revolving around anti-rain.
I played the first few matches with my anti-rain team – much to my surprise – against non-weather teams. Being that my ranking was so low, I simply imagined that all the good rain teams were lurking in the higher rankings, yet after winning many matches with my team (I can’t explain how I managed to do so) I still didn’t come across a single rain team. Not one. Not a single one.
Broken? My ass!
I realized the only reason I was so against weather in OU was because everyone used it. I was very pleased to find out that in NU nobody uses rain teams. I reread the Damp Rock thread in shock at how adamant people were about banning the item. It blew my mind that people could be so against an item that barely even appeared, like, ever.
(The below team ranked as high as #62 with 1209 points since making all the changes. After climbing that high I still did not see a single other rain team. Not one. Not a single one.)
After viewing the Pokemon available for use in the tier, it seemed like no question that rain would be the way to go for my first real team in NU, especially with the recent additions to the tier. The team fits my basic style, which is an odd mix between all-out offense with defensive/wall components thrown in. I make use of Rain via Damp Rock with Swift Swim sweepers to come in and inflict maximum damage. The team synergizes well with itself for the most part, with my only weaknesses being managed very easily. Below is the teambuilding process with rather minimal descriptions because I would rather save the detailed information in the actual body of the RMT.
Teambuilding Process
I decided to center my team around Ludicolo, taking wonderful advantage of the rain with access to Swift Swim and a wide variety of high-powered, wide-coverage special moves.
I needed a Pokemon to set up rain, so I looked no further than Prankster Murkrow, allowing me a guaranteed set-up for eight turns with Damp Rock.
What rain team would be complete without Gorebyss? She’s a machine. An absolute machine, as I’m sure any competitive battler can tell you.
I needed a defensive wall on my team, and Shelgon provided massive synergy opportunities with reliable recovery; he fit the role perfectly.
After reading the discussion on Gurdurr on Dragonspiral tower, I decided to try it out. With high defenses and a priority move, he really is a valuable utility to my success.
If you can’t beat ‘em, use ‘em. ‘Nuff said.
After listening to the suggestions you all gave me, I replaced Murkrow with Volbeat to keap Prankter, Shelgon for Floatzel to maintain offensive momentum, and Jynx for Gardevoir seeing as Jynx was banned.
Here is the team in its current form. I know Volbeat is listed as the first Pokemon, but I rarely ever truly lead with Volbeat; I simply choose who best would counter the Pokemon in the lead spot on the opponent’s team. For example, if I see a Golem lead I will usually lead with Gurdurr to set-up, sponge rock/ground attacks, and proceed to attack away. The team, as if it wasn’t obvious, is focused on Rain combining sweeping potential with physical bulk. Any comments, concerns, suggestions, and criticisms, whether they are constructive or rude, are fully welcome.
I made the edits that many of you gave me, and they actually ended up being very beneficial! Thanks!
Enjoy (:
Vulva (Volbeat) (M) @ Damp Rock
Trait: Prankster
EVs: 248 HP / 252 Def / 8 SpDef
Bold Nature (+ Def, - Atk)
- Rain Dance
- Encore
- Tail Glow
- Baton Pass
My favorite thing about the 5th Gen metagame is that it allows previously irrelevant and worthless Pokemon to find their competitive niche with the simple introduction of a few items and abilities; Prankster is a prime example. For those that have been living under a rock for the past year, Prankster makes all non-damaging moves have +1 priority. Volbeat is the perfect asset to this team with the ability to set-up a priority Rain Dance with Damp Rock and ability to pass Tail Glows to my special attacking team mates.
I have no idea why I ever used Murkow over Volbeat, and much thanks to Cherub Agent for this set suggestion. Able to set-up a Rain Dance much like Murkrow, Volbeat has the added benefit of access to the incredible move Tail Glow, which grants a +3 special attack bonus; with the ability to pass this stat increase, Volbeat has the potential to set-up either LO Ludicolo or Gorebyss (or even Gardevoir) for a potential sweep. If LO Ludi or Gorebyss gets a GlowPass with Rain up its basically GG seeing as barely anything outspeeds them with SS and barely anything can withstand a STAB Rainboosted Surf or Hydro Pump coming from +3 special attack. Encore is used to lock in opponents to support moves in order for me to use Tail Glow or Rain Dance. The only bad thing about Volbeat is that I didn't use Taunt, which I had on Murkrow allowing me to disrupt opposing leads.
Past Teammate
Poe (Murkrow) (M) @ Damp Rock
Trait: Prankster
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature (+ Def, - Sp Atk)
- Rain Dance
- Thunder Wave
- Taunt
- Pursuit
My favorite thing about the 5th Gen metagame is that it allows previously irrelevant and worthless Pokemon to find their competitive niche with the simple introduction of a few items and abilities; Prankster is a prime example. For those that have been living under a rock for the past year, Prankster makes all non-damaging moves have +1 priority. With access to a whole slew of support moves, Prankster makes Murkrow the perfect Pokemon when wishing to set up Rain Dance or to counter other leads with Taunt and T-Wave.
Rain Dance is the obvious move of choice in combination with Damp Rock to allow my team – namely Ludicolo, Gorebyss, and Jynx – to prosper for eight turns. The first move with Murkrow is based entirely on which Pokemon my opponents uses; I usually switch-out after Rain Dance (if I want to use Murkrow again) if I know a Pokemon that I bring in can withstand a hit from my current opponent. The HP and Defensive EV investment with Impish nature allows me to surprisingly endure a few physical hits before being taken down, which provides me a huge advantage through allowing me to call-in Rain Dance multiple times in one match. Thunder Wave occupies the second moveslot which allows me to cripple speedy opponents, most specifically Scarfers. Being that the sweeping core of my team prides itself on speed thanks to Swift Swim, it is vital that all speedy threats are crippled by Thunder Wave to ensure my sweepers are faster. Taunt is used specifically to counter Ninjask as he attempts to make use of his annoying SubBoostSDPass strategy, severely hindering the performance of Baton Pass teams. Pursuit is my final, and only, offensive move allowing me to take nice chunks out of Haunter, Kadabra, Exeggutor, and, of course, Shedinja (granted a “chunk” is only 1HP, but you get the idea).
Kind DeDeDe (Ludicolo) (M) @ Life Orb
Trait: Swift Swim
EVs: 4 HP / 252 SpAtk / 252 Speed
Modest Nature (+ SpAtk, - Atk)
- Hydro Pump
- Giga Drain
- Ice Beam
- Rain Dance
Having joined the NU tier very recently, Ludicolo has already made a massive impact on the metagame through its interesting typing and strong specially offensive power. With access to Swift Swim, Ludicolo becomes as good-a-sweeper as you’ll find anywhere for a solid seven turns, with access to wide coverage and two STAB attacks, one of which acts as outstanding recovery for Ludicolo’s health.
In the rain, Ludicolo’s speed is outstanding, even with Modest nature over Timid. I chose Modest for the sheer offensive power coupled with Life Orb boost; I used Life Orb over Choice Specs simply because Ludicolo covers a wide range of types with its coverage, so being locked-in to one move, in my opinion, limits Ludicolo’s potential. Not to mention, Life Orb residual damage is easily recovered after one STAB Giga Drain. Hydro Pump, obviously, acts as the primary STAB threat. Barely anything can survive it, and anything resists it is easily dominated by any other move in my arsenal. Ice Beam allows me to blow through Dragons that resist Hydro Pump, as well as handle Flying-types that I out-speed. I replaced Focus Blast with Rain Dance seeing as erisia identified correctly that once Volbeat (Murkrow at the time) is down I have no other way of setting up Rain. This has helped me in late-game situations as Luci can set up his own rain to abuse Swift Swim.
Whorebyss (Gorebyss) (F) @ White Herb
Trait: Swift Swim
EVs: 4 Def / 252 SpAtk / 252 Speed
Timid Nature (+ Speed, - Atk)
- Shell Smash
- Surf
- Ice Beam
- Hidden Power Grass
I will openly admit that Gorebyss is unfairly powerful. After one Shell Smash, she has the potential to 6-0 unprepared teams with perfect ease. Having said that, many counters to Gorebyss exist, such as Cryogonal or anything with access to Haze or Clear Smog which Gorebyss’s teammates can easily handle. Gorebyss works well in accordance with Jynx as I can bring Gorebyss in after a Lovely Kiss. The one thing I love the most about Gorebyss is most of the time I don’t even need to use Shell Smash for her to be successful. With Rain up, Swift Swim Gorebyss is fast enough to outspeed damn near anything, and a STAB Rain-boosted Surf from 326 Special Attack is often enough to get the job done.
The moveset is beyond self-explanatory. Shell Smash boosts Gorebyss’s offensive and speed stats to astounding levels, with White Herb recovering the defensive drops. Surf, as mentioned above, is the powerful rain-boosted STAB attack, with HP Grass used to counter water types, most specifically Quagsire. Ice Beam rounds-out the coverage and allows me to hit multiple targets that resist Surf and HP Grass. I chose Timid over Modest as well because it is imperative that Gorebyss attacks first to ensure I can use Shell Smash.
Floaties (Floatzel) (M) @ Life Orb
Trait: Swift Swim
EVS: 120 HP / 252 Atk / 136 Speed
Adamant Nature (+ Atk, - SpAtk)
- Aqua Jet
- Waterfall
- Crunch
- Ice Punch
Thanks so much for ChaoticaMortis for the suggestion to use the above Floatzel set; it absolutely kicks ass! With access to Swift Swim and an incredible high attack stat, Floatzel is an absolute beast in the rain, especially with Aqua Jet outspeeding opposing Sucker Punches thanks to the speed boost.
With Swift Swim, Floatzels speed reaches 600 in the rain, which is enough to easily outspeed the majority of the meta game. ChaoticaMortis suggested running Rain Dance, yet I put the extra Rain Dance on Ludicolo so I used Aqua Jet instead. With the Rain boost, STAB Aqua Jet and the ever-so-powerful Waterfall wreak havoc on opponents that don't resist. Ice Punch and Crunch are for coverage purposes, allowing me to take out Dragons, Psychics, and Ghosts (especially the pesky Shedinja). Floatzel was selected to replace Shelgon to keep up the offensive momentum on the team; I truly realized Shelgon was a cancer on the team as it stopped my offensive prowess and wasted Rain turns. Floatzel acts as the physical water-type on the team to compliment specially oriented Ludicolo and Gorebyss.
Past Teammate
Shelby (Shelgon) (M) @ Eviolite
Trait: Rock Head
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature (+ Def, - SpAtk)
- Wish
- Protect
- Toxic
- Dragon Claw
In addition to Prankster being introduced in the 5th Gen, Eviolite is an item that miraculously boosts the defensive strength of once dismissed ‘mons into relevancy. With a wide array of defensive resistances and an astonishingly high defense stat, defensive Shelgon is an absolute wall that stalls opponents into insanity with its movepool. I chose the defensive variant of Shelgon instead of the Dancing set because I felt that Shelgon is best utilized as a wall, with its defense stat boosted to 492 with Eviolite!
The traditional wall/stall moveset for Shelgon works wonders in long matches. Shelgon opens his stint on the playing field with Toxic, assuming the opposing Pokemon is a physical attacker and not a special one, while the Wish-Protect combination allows for ensured recovery and stalling opportunities while Toxic wreaks havoc. The EV spread is self-explanatory, especially when using Wish where maximum HP is a major help for WishPassing. The Impish nature contributes to Shelgon's bulk. My last moveslot contains my only attacking move in STAB Dragon Claw, which I chose over Outrage because it doesn’t last multiple turns.
The one complaint I have about Shelgon is its sheer lack of a useful ability. Rock Head protects me from recoil damage, yet, as you can plainly see, I have no recoil-inflicting moves. Overcoat protects me from weather damage, yet what’s the chance that Hail or Sandstorm is going to be playing a vital role in any match?
Hurr Hurr (Gurdurr) (M) @ Eviolite
Trait: Guts
EVs: 252 HP / 252 Atk / 4 SpDef
Adamant Nature (+ Atk, - SpAtk)
- Bulk Up
- Drain Punch
- Mach Punch
- Payback
After reading a discussion on the Dragonspiral Tower NU thread about Gurdurr, I decided to try it out and was certainly not disappointed. It essentially acts as a perfectly capable little brother to Conkeldurr, satisfying all the same purposes his fully-evolved form does in OU. With access to a set-up move, priority move, and recovery move, Gurdurr proves to be a threat from all angles capable of immense longevity and destructive capability.
I have 6-0’d team with Gurdurr. That’s how good he is. Everything about his movepool works wonderfully with itself, including his Guts ability. Bulk Up occupies the first slot, allowing me to boost both attack and defense at the same time. After a few Bulk Ups alone, Gurdurr is ready to do some damage. With Defense raised, many opponents resort to Toxic to rely on poison damage to bring me down; this fails for two reasons. First of all, the Guts ability boosts my Attack 50% when inflicted with a status; and secondly, Drain Punch allows me to recover health lost by poison. The max EV investment in HP is solely to combat Toxic, allowing me to last longer while recovering the most possible HP through the powerful STAB Drain Punch. Mach Punch is a very important move that allows me to get around Gurdurr’s horrendously slow Speed stat, as well as making me capable of downing such threats as Tauros and even Jynx if my attack is high enough. Payback is used for Ghost Pokemon if opponents think that they can simply switch-in with either Haunter or Driftlim against Gurdurr. The EV investment in Attack and Adamant Nature are the obvious choice to secure Gurdurr’s ability to inflict maximum damage.
Vouyer (Gardevoir) (F) @ Choice Scarf
Trait: Trace
EVs: 4 HP / 252 SpAtk / 252 Speed
Timid Nature (+ Speed, - SpAtk)
- Trick
- Psychic
- Thunderbolt
- Shadow Ball
Gardevoir replaced Jynx on my team as the speedy offensive Psychic-type when Jynx received the axe from the NU council, and for good reason seeing as Jynx was a monster. This team revolves entirely around speedy sweeper threats, so Gardevoir, with the Choice Scarf, acts as a speedy threat that can operate without Swift Swim (not to mention she's a deadly receiver of Tail Glow from Volbeat!).
This is a very basic and common Choice Scarf set. Trace allows me to swap my Scarf onto opponents such as Ninjask or Tangela that try and troll my team. Psychic is the obvious offensive STAB option, and coming from 349 offensive power is certainly deadly. Thunderbolt provides coverage against Water-types that can potentially wall my other Waters if they have enough special defense to handle HP Grass or Giga Drain. Shadow Ball is for ghosts that I outspeed, and can inflict SpDef drops in opponents if I am lucky! Gardevoir is what I have been using since I made my changes and laddered, yet, if any more changes are to be made, I would be open for a replacement for her. She's good, but I feel there's something better out there. I would use Magmortar but Fire Blast is weakened in the rain, unfortunately.
Past Teammates
Oprah (Jynx) (F) @ Life Orb
Trait: Dry Skin
EVs: 4 HP / 252 SpAtk / 252 Speed
Timid Nature (+ Speed, - SpAtk)
- Lovely Kiss
- Nasty Plot
- Ice Beam
- Psychic
Jynx is a textbook example of “if you can’t beat ‘em, [use] ‘em.” With amazing Speed and Special Attack, access to two powerful STAB attacks, a sleep-inducing move, and an offensive stat-booster, Jynx is certainly a threat capable of – much like Gorebyss – ripping holes in unprepared teams. However, with horrifically low defenses, Jynx is taken down rather easily, so smart playing is vital to make the most use of Jynx when battling online.
I hated playing against Jynx, so I decided to use Jynx. That’s pretty much why it’s on my team. Oh, and also because, thanks to Dry Skin, she is benefitted by Rain. Everything about this Jynx has been seen before, but for the sake of the RMT I’m going to remind you of why she’s so deadly…as if you don’t already know. Timid Nature allows Jynx to outspeed most non-scarfed threats in the metagame; so, assuming accuracy doesn’t let me down (as it so often loves to do), Lovely Kiss sends the opponent into an eternal slumber…for like three turns. Once asleep, I can either boost my Special Attack with Nasty Plot or switch out for a more favorable matchup (or try and predict my opponent’s switch, which is often fun). Ice Beam and Psychic are two very powerful STAB attacks that have damn good coverage on all but Steel types, but they are very uncommon in NU and are easily taken care of by Gurdurr. Life Orb allows Jynx to hit hard, and the residual damage is offset by Dry Skin recovery in the Rain.
Conclusion
So that’s my team! I hope you guys enjoyed it, and once again all comments and suggestions are openly welcome. The team has done very well, yet with the help of the Smogon community I feel it could achieve an even higher ranking that it has received so far. I do not have a spinner on this team, so entry hazards have bothered me a bit, so that’s a change I am currently looking in to. Below is an importable, so feel free to copy or use the team as much as you want; because what better way to find out if a team works than, well, to use it?
Thanks (:
Importable
Vulva (Volbeat) (M) @ Damp Rock Trait: Prankster
EVs: 248 HP / 252 Def / 8 SDef
Bold Nature (+Def, -Atk)
- Rain Dance
- Encore
- Tail Glow
- Baton Pass
Gorebyss (F) @ White Herb
Trait: Swift Swim
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Shell Smash
- Surf
- Ice Beam
- Hidden Power [Grass]
King DeDeDe (Ludicolo) (F) @ Life Orb
Trait: Swift Swim
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Hydro Pump
- Giga Drain
- Ice Beam
- Rain Dance
Hurr Hurr (Gurdurr) (M) @ Eviolite
Trait: Guts
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature (+Atk, -SAtk)
- Bulk Up
- Drain Punch
- Mach Punch
- Payback
Floaties (Floatzel) (M) @ Life Orb
Trait: Swift Swim
EVs: 120 HP / 252 Atk / 136 Spd
Adamant Nature (+Atk, -SAtk)
- Aqua Jet
- Waterfall
- Crunch
- Ice Punch
Vouyer (Gardevoir) (F) @ Choice Scarf
Trait: Trace
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Trick
- Thunderbolt
- Psychic
- Shadow Ball
EVs: 248 HP / 252 Def / 8 SDef
Bold Nature (+Def, -Atk)
- Rain Dance
- Encore
- Tail Glow
- Baton Pass
Gorebyss (F) @ White Herb
Trait: Swift Swim
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Shell Smash
- Surf
- Ice Beam
- Hidden Power [Grass]
King DeDeDe (Ludicolo) (F) @ Life Orb
Trait: Swift Swim
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Hydro Pump
- Giga Drain
- Ice Beam
- Rain Dance
Hurr Hurr (Gurdurr) (M) @ Eviolite
Trait: Guts
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature (+Atk, -SAtk)
- Bulk Up
- Drain Punch
- Mach Punch
- Payback
Floaties (Floatzel) (M) @ Life Orb
Trait: Swift Swim
EVs: 120 HP / 252 Atk / 136 Spd
Adamant Nature (+Atk, -SAtk)
- Aqua Jet
- Waterfall
- Crunch
- Ice Punch
Vouyer (Gardevoir) (F) @ Choice Scarf
Trait: Trace
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Trick
- Thunderbolt
- Psychic
- Shadow Ball