Introduction
Hey everyone! This will be my first RMT and hopefully I'll not make it cringier than it needs to be. Mono is my main tier and water has been my favorite type since I started to play Mons. This team is one I've built and have come to be pretty happy and proud of. It's also the team I've found the most success with as a whole. I hope you enjoy!
Building Process and In-Depth Look
Politoed @ Eject Button
Ability: Drizzle
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Ice Beam
- Toxic
- Encore
I knew from the beginning that I was going to build a rain based team, so Politoed was a staple from the beginning. I originally had 252 HP / 252 SpA because I intended to use it as an offensive mon, but as I went along, I realised it was best as a sole rain setter. I gave it 248 HP / 252 SpD to maximize it's bulk, therefore giving it more oppurtunities to come back in and set rain again. Scald is obligatory STAB, and the rain boost and burn chance are nice. Toxic is to put timers on certain mons that otherwise wall Poli, and Encore is to punish Mons that could normally setup in front of Poli. Eject button gives you a free switch to either a SS abuser or a better matchup overall.
Swampert-Mega @ Swampertite
Ability: Swift Swim
EVs: 148 HP / 252 Atk / 108 Spe
Adamant Nature
- Protect / Stealth Rock
- Waterfall
- Earthquake
- Ice Punch
Knowing I was going to build around rain, I decided to go with M-Swampert. It's amazing Attack stat and great speed under rain made it a near perfect fit for the team. It's a great check to electric types in egenral thanks to the beautiful Water/Ground typing and decent bulk. Under rain, it checks nearly every electric threat to the team, and can even switch into most of them barre HP Grass M-Manectric/Magnezone and Grass Knot Thundy. EV spread lets you outspeed positive natured base 135's in the rain, which goes up to M-Mane and M-Lop. Max Atk is nearly mandatory while the rest are thrown into HP for a bit of longevity. Moveset is pretty standard on Swampert imo. This team lacks a SR setter so that can be ran, and honestly it's probably the better option, but I honestly prefer protect to guarentee that safe turn to mega and get the speed boost.
Kingdra @ Choice Specs
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Scald
- Dragon Pulse / Ice Beam
- Draco Meteor
- Hydro Pump
I knew I needed another SS abuser, and Kingdra came to mind. It's probably my favorite member of the team because there are several type matchups when Specs boosted sclad in the rain just 6-0's, Bug and Steel most notably. Hydro is there solely for the reason that if I need that little bit more damage for something relevant. The rest is standard coverage. You can run surf over Scald if you desire that extra power, but it doesn't get any many extra OHKO's under rain iirc, the only notable one I can remember is Heracross. I also think the potential burn makes up for the power drop.
Azumarill (M) @ Choice Band
Ability: Sap Sipper
EVs: 164 HP / 252 Atk / 92 Spe
Adamant Nature
- Aqua Jet
- Knock Off / Superpower
- Play Rough
- Waterfall
Now outside of rain, I lose a bit of effeciency with this team, mainly losing to grass. That's where Sap Sipper Azu comes into play. It helps by providing a counter to several grass types that would otherwise 6-0 the team or break it overall, such as Serperior and Breloom. Aqua Jet as priority to help finish off weaker threats. Waterfall and Play Rough are mandatory STAB, and Knock Off because it makes the Psychic matchup a little more managable. Superpower can be used if you'd like another option to hit Steel and Rock types SE, but they aren't a large threat to the team in general. Speed EV's let you outspeed support TTar, and max Atk is mandatory. Rest goes into hp for bulk.
Volcanion @ Leftovers
Ability: Water Absorb
EVs: 232 HP / 176 Def / 4 SpD / 96 Spe
Bold Nature
IVs: 0 Atk
- Substitute
- Toxic
- Steam Eruption
- Fire Blast
Volcanion is weird because I originally threw it on because it was new and liked it. It's probably one of the more under appriciated Mons on the team because there are times and matchups when it doesn't do a damn thing, but there are other times when it's the win con. The EVs let me outspeed Adamant Azu, and it's an odd number HP so I don't get 4HKO'd by SR. The rest is thrown in Def for bulk. Steam Eruption and Fire Blast are obligatory STAB. Sub + Toxic is what allows Volcanion to perform it's role on the team best, which is to beat stuff like Bulky water and shadow tag.
Starmie @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Rapid Spin
- Hydro Pump
- Psychic
- Thunderbolt
In the first draft of the team, I originally had Manaphy in this last slot. I had it so because I wanted something that could either beat or wear down M-Venusaur enough to be beaten by something else, and that could also have a decent amount of offensive pressure to hold it's place. I ultimately chose Starmie because it gave me access to Rapid Spin, and the hazard control was so nice so my team wasn't whittled down by constant switching. Yeah I lost the amazing wallbreaking that Mana offered, but Starmie just suits the team better for what it needs. Hydro Pump is a cannon in the rain, and Psychic is to hit M-Venu for a large chunk of damage, mainly (or hopefully) to put it in range for something else to revenge kill with ease. Thunderbolt is just for coverage.
Pls don't mind the subpar GXE, I tilted a lot :s
Threat list
The only thing on my team that can reliable switch in is Politoed, and that's solely because of Drizzle. Azumarill can switch in on Solarbeam and get the Sap Sipper boost, but i can't switch into a boosted Fire Blast more than once. Preserving Poli is he best play when Zard Y is on the other team.
Possibly the biggest threat to this, and most all water teams. Mega Venusaur is so annoyingly hard to play around and usually requires sacking something off to wear it down. Azu can switch in and absorb Giga Drains and other grass STAB but is bodied by Sludge Bombs. Best bet is to try and get as much damage off as you can with Starmie and revenge kill with something else, preferably Kingdra.
Another very large threat to my team, mainly because it both runs grass coverage and spamming T-Wave can near cripple my team. Something will either be sacrificed or para'd before this thing is killed. M-Swamp would be the main answer but Grass Knot is pretty common, so it dissuades the switch in.
I guess you could say near every grass type is a threat to this team, but Breloom is another one of those major threats that makes you have to play extremely cautious. Azumarill with Sap Sipper is a good answer, but if you don't have it in the back ready to take a spore of Bullet Seed, you're either gonna lose something or something will be sleeping.
Dragon Mono - This is probably just me, but I have an extremely hard matchup against Dragon Mono. I learned the matchup becomes a bit easier if you choose to run SR > Protect on Swamp and Dragon Pulse > Draco Meteor on Kingdra, mainly because the chip damage from rocks puts alot of threats in KO range. If you don't choose to make those moveset changes, the matchup will be extremly irritating.
I'm probably leaving out some threats obviously, but these are the few that come to mind as the biggest ones personally.
Conclusion
In all, this has probably been my favorite team to use when playing monotype. I just enjoy using water, and rain offense is truly amazing. Thanks to everyone who helped me out making this!
Hey everyone! This will be my first RMT and hopefully I'll not make it cringier than it needs to be. Mono is my main tier and water has been my favorite type since I started to play Mons. This team is one I've built and have come to be pretty happy and proud of. It's also the team I've found the most success with as a whole. I hope you enjoy!
Building Process and In-Depth Look
Politoed @ Eject Button
Ability: Drizzle
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Ice Beam
- Toxic
- Encore
I knew from the beginning that I was going to build a rain based team, so Politoed was a staple from the beginning. I originally had 252 HP / 252 SpA because I intended to use it as an offensive mon, but as I went along, I realised it was best as a sole rain setter. I gave it 248 HP / 252 SpD to maximize it's bulk, therefore giving it more oppurtunities to come back in and set rain again. Scald is obligatory STAB, and the rain boost and burn chance are nice. Toxic is to put timers on certain mons that otherwise wall Poli, and Encore is to punish Mons that could normally setup in front of Poli. Eject button gives you a free switch to either a SS abuser or a better matchup overall.
Swampert-Mega @ Swampertite
Ability: Swift Swim
EVs: 148 HP / 252 Atk / 108 Spe
Adamant Nature
- Protect / Stealth Rock
- Waterfall
- Earthquake
- Ice Punch
Knowing I was going to build around rain, I decided to go with M-Swampert. It's amazing Attack stat and great speed under rain made it a near perfect fit for the team. It's a great check to electric types in egenral thanks to the beautiful Water/Ground typing and decent bulk. Under rain, it checks nearly every electric threat to the team, and can even switch into most of them barre HP Grass M-Manectric/Magnezone and Grass Knot Thundy. EV spread lets you outspeed positive natured base 135's in the rain, which goes up to M-Mane and M-Lop. Max Atk is nearly mandatory while the rest are thrown into HP for a bit of longevity. Moveset is pretty standard on Swampert imo. This team lacks a SR setter so that can be ran, and honestly it's probably the better option, but I honestly prefer protect to guarentee that safe turn to mega and get the speed boost.
Kingdra @ Choice Specs
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Scald
- Dragon Pulse / Ice Beam
- Draco Meteor
- Hydro Pump
I knew I needed another SS abuser, and Kingdra came to mind. It's probably my favorite member of the team because there are several type matchups when Specs boosted sclad in the rain just 6-0's, Bug and Steel most notably. Hydro is there solely for the reason that if I need that little bit more damage for something relevant. The rest is standard coverage. You can run surf over Scald if you desire that extra power, but it doesn't get any many extra OHKO's under rain iirc, the only notable one I can remember is Heracross. I also think the potential burn makes up for the power drop.
Azumarill (M) @ Choice Band
Ability: Sap Sipper
EVs: 164 HP / 252 Atk / 92 Spe
Adamant Nature
- Aqua Jet
- Knock Off / Superpower
- Play Rough
- Waterfall
Now outside of rain, I lose a bit of effeciency with this team, mainly losing to grass. That's where Sap Sipper Azu comes into play. It helps by providing a counter to several grass types that would otherwise 6-0 the team or break it overall, such as Serperior and Breloom. Aqua Jet as priority to help finish off weaker threats. Waterfall and Play Rough are mandatory STAB, and Knock Off because it makes the Psychic matchup a little more managable. Superpower can be used if you'd like another option to hit Steel and Rock types SE, but they aren't a large threat to the team in general. Speed EV's let you outspeed support TTar, and max Atk is mandatory. Rest goes into hp for bulk.
Volcanion @ Leftovers
Ability: Water Absorb
EVs: 232 HP / 176 Def / 4 SpD / 96 Spe
Bold Nature
IVs: 0 Atk
- Substitute
- Toxic
- Steam Eruption
- Fire Blast
Volcanion is weird because I originally threw it on because it was new and liked it. It's probably one of the more under appriciated Mons on the team because there are times and matchups when it doesn't do a damn thing, but there are other times when it's the win con. The EVs let me outspeed Adamant Azu, and it's an odd number HP so I don't get 4HKO'd by SR. The rest is thrown in Def for bulk. Steam Eruption and Fire Blast are obligatory STAB. Sub + Toxic is what allows Volcanion to perform it's role on the team best, which is to beat stuff like Bulky water and shadow tag.
Starmie @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Rapid Spin
- Hydro Pump
- Psychic
- Thunderbolt
In the first draft of the team, I originally had Manaphy in this last slot. I had it so because I wanted something that could either beat or wear down M-Venusaur enough to be beaten by something else, and that could also have a decent amount of offensive pressure to hold it's place. I ultimately chose Starmie because it gave me access to Rapid Spin, and the hazard control was so nice so my team wasn't whittled down by constant switching. Yeah I lost the amazing wallbreaking that Mana offered, but Starmie just suits the team better for what it needs. Hydro Pump is a cannon in the rain, and Psychic is to hit M-Venu for a large chunk of damage, mainly (or hopefully) to put it in range for something else to revenge kill with ease. Thunderbolt is just for coverage.
Politoed @ Eject Button
Ability: Drizzle
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Ice Beam
- Toxic
- Encore
Swampert-Mega @ Swampertite
Ability: Swift Swim
EVs: 148 HP / 252 Atk / 108 Spe
Adamant Nature
- Protect
- Waterfall
- Earthquake
- Ice Punch
Kingdra @ Choice Specs
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Scald
- Dragon Pulse
- Draco Meteor
- Hydro Pump
Azumarill (M) @ Choice Band
Ability: Sap Sipper
EVs: 164 HP / 252 Atk / 92 Spe
Adamant Nature
- Aqua Jet
- Superpower
- Play Rough
- Waterfall
Volcanion @ Leftovers
Ability: Water Absorb
EVs: 232 HP / 176 Def / 4 SpD / 96 Spe
Bold Nature
IVs: 0 Atk
- Substitute
- Toxic
- Steam Eruption
- Fire Blast
Starmie @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Rapid Spin
- Hydro Pump
- Psychic
- Thunderbolt
Ability: Drizzle
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Ice Beam
- Toxic
- Encore
Swampert-Mega @ Swampertite
Ability: Swift Swim
EVs: 148 HP / 252 Atk / 108 Spe
Adamant Nature
- Protect
- Waterfall
- Earthquake
- Ice Punch
Kingdra @ Choice Specs
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Scald
- Dragon Pulse
- Draco Meteor
- Hydro Pump
Azumarill (M) @ Choice Band
Ability: Sap Sipper
EVs: 164 HP / 252 Atk / 92 Spe
Adamant Nature
- Aqua Jet
- Superpower
- Play Rough
- Waterfall
Volcanion @ Leftovers
Ability: Water Absorb
EVs: 232 HP / 176 Def / 4 SpD / 96 Spe
Bold Nature
IVs: 0 Atk
- Substitute
- Toxic
- Steam Eruption
- Fire Blast
Starmie @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Rapid Spin
- Hydro Pump
- Psychic
- Thunderbolt
http://replay.pokemonshowdown.com/monotype-453039733 - Vs Grass, played pretty bad actually but pulled out a W. ty blessed RNG.
http://replay.pokemonshowdown.com/monotype-451754758 - Volcanion beating Shadow tag and making me happy inside.
http://replay.pokemonshowdown.com/monotype-451462926 - Another semi decent grass matchup, for some reason I had bulky Starmie lmao
http://replay.pokemonshowdown.com/monotype-449706946 - Opponent played hella predictable, but this is a good showing of how to play around Zard Y.
http://replay.pokemonshowdown.com/monotype-451754758 - Volcanion beating Shadow tag and making me happy inside.
http://replay.pokemonshowdown.com/monotype-451462926 - Another semi decent grass matchup, for some reason I had bulky Starmie lmao
http://replay.pokemonshowdown.com/monotype-449706946 - Opponent played hella predictable, but this is a good showing of how to play around Zard Y.
Pls don't mind the subpar GXE, I tilted a lot :s
Threat list
The only thing on my team that can reliable switch in is Politoed, and that's solely because of Drizzle. Azumarill can switch in on Solarbeam and get the Sap Sipper boost, but i can't switch into a boosted Fire Blast more than once. Preserving Poli is he best play when Zard Y is on the other team.
Possibly the biggest threat to this, and most all water teams. Mega Venusaur is so annoyingly hard to play around and usually requires sacking something off to wear it down. Azu can switch in and absorb Giga Drains and other grass STAB but is bodied by Sludge Bombs. Best bet is to try and get as much damage off as you can with Starmie and revenge kill with something else, preferably Kingdra.
Another very large threat to my team, mainly because it both runs grass coverage and spamming T-Wave can near cripple my team. Something will either be sacrificed or para'd before this thing is killed. M-Swamp would be the main answer but Grass Knot is pretty common, so it dissuades the switch in.
I guess you could say near every grass type is a threat to this team, but Breloom is another one of those major threats that makes you have to play extremely cautious. Azumarill with Sap Sipper is a good answer, but if you don't have it in the back ready to take a spore of Bullet Seed, you're either gonna lose something or something will be sleeping.
Dragon Mono - This is probably just me, but I have an extremely hard matchup against Dragon Mono. I learned the matchup becomes a bit easier if you choose to run SR > Protect on Swamp and Dragon Pulse > Draco Meteor on Kingdra, mainly because the chip damage from rocks puts alot of threats in KO range. If you don't choose to make those moveset changes, the matchup will be extremly irritating.
I'm probably leaving out some threats obviously, but these are the few that come to mind as the biggest ones personally.
Conclusion
In all, this has probably been my favorite team to use when playing monotype. I just enjoy using water, and rain offense is truly amazing. Thanks to everyone who helped me out making this!
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