Hey, it's EienSeiryuu with my Rain Water team. I actually built this when I saw an older Challenge Core that looked interesting to play with (Mega-Sharpedo + Manaphy). I reached 1600 ELO when that was top 30 on the ladder and I also used it to get the Hoopa-U suspect requirements. Not really impressive, but at least it does work on the ladder.
At a glance
Thought Process
Politoed @ Eject Button
Ability: Drizzle
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Scald
- Ice Beam
- Encore
- Perish Song
As a fighting main, I'm really a HO kind of person and rain really fit my style. Politoed is obligatory here to set rain easily. Eject Button lets me use Politoed as a quick and safe pivot into a rain-enhanced Kingdra. I chose to use a physically bulky Politoed, as it has decent special bulk naturally. My utility moves were Encore and Perish Song, noticeably no Toxic. Toxic felt too slow for my team while Encore allowed me to open up opportunities for the rest of my team. Perish Song is a great last ditch check to any setup sweepers and is an auto win condition when my opponent is down to their last Pokemon. It has actually given me a surprising number of wins!
Manaphy @ Leftovers
Ability: Hydration
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Rain Dance
- Psychic
- Scald
- Tail Glow
The first part of the Challenge Core is Manaphy. Manaphy was my answer to a lot of really annoying Pokemon that I would have had a horrible time against otherwise such as Mega-Venusaur and CM Clefable. Psychic and Scald are my two chosen moves because Psychic hits Mega-Venusaur, and Scald is the best Water STAB move around. Tail Glow is obligatory on Manaphy for huge power and beating CM Clefable. With decent 100/100/100 bulk and passable 100 Speed, Manaphy was a great choice for being my second Rain Dance setter.
Kingdra @ Choice Specs
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Surf
- Draco Meteor
- Ice Beam
- Flash Cannon
While Manaphy technically enjoys the rain, Kingdra is my real rain abuser. With Swift Swim and rain-boosted Surf, Kingdra pretty much just comes in and kills whatever is in its way. Draco Meteor of course is incredibly powerful STAB that hits almost everything else neutrally for OHKOs. Ice Beam was brought on for decent coverage. My last moveslot I chose to run Flash Cannon over Hydro Pump simply to handle annoying fairy teams more easily. Not much to say here as Kingdra just gets the job done as you'd expect.
Sharpedo @ Sharpedonite
Ability: Speed Boost
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Protect
- Crunch
- Hydro Pump
- Ice Fang
Mega-Sharpedo is the other half of the Challenge Core and by god is it a monster. This Pokemon almost single-handedly defeats entire psychic teams. The first glaring difference from most Sharpedo one will see is the speed-boosting nature. Base 100 Scarf users (e.g. Victini, Jirachi) are outsped with only one speed boost. In the versus psychic matchup, this can be critical where I might need to mega after only one turn. Hydro Pump was chosen over Waterfall in order to chunk specially against walls like Skarmory. When not Mega-Evolved, Sharpedo isn't nearly as powerful, but can still threaten to sweep late-game against a weakened team. With the help of Kingdra and Mega-Swampert opening holes in the enemy team, even a regular Sharpedo can get the job done.
Azumarill @ Choice Band
Ability: Sap Sipper
EVs: 228 HP / 252 Atk / 28 Spe
Adamant Nature
- Aqua Jet
- Waterfall
- Play Rough
- Knock Off
No doubt I'll get some flak for Azumarill's ability. I needed a reliable grass answer and Sap Sipper Azumarill was what I came up with. I remember walking over water teams with fighting with Breloom, and Azumarill just hard walls Breloom. I choose to run double water STAB over Superpower because really, I need all the power I can get with Sap Sipper. Without Huge Power, Azumarill takes more of a utility seat, so Knock Off is also chosen over Superpower.
Swampert @ Swampertite
Ability: Torrent
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Stealth Rock
- Waterfall
- Earthquake
- Ice Punch
Mega-Swampert is the anchor of my team. Double-Mega works exceptionally well, but I'll talk more about that later. Swampert gets off Stealth Rock pretty reliably against most teams. Ice Punch rounds off my coverage. I could run some utility over Ice Punch, but having the ability to hit Garchomp, Dragonite, and others like that is huge for my team. Mega-Swampert is notorious for being an amazing physical abuser of rain. With 8 Speed, it outspeeds Thundurus in the rain. When it isn't Mega-Evolved, Swampert still sets rocks and it still hits hard with so much attack investment.
So WHY am I running two Mega?
Both Mega-Evolutions have their own use depending on the matchup. As examples, against psychic or ghost, obviously I want Mega-Sharpedo. Against Fairy or Electric, I definitely want Mega-Swampert. Sharpedo and Swampert are both decent even without mega-evolving. Having that flexibility is worth not having Leftovers on Swampert, although it is a bit less worth not having Life Orb on Sharpedo.
Threat List
I might have Manaphy, but grass teams are still an immense pain to deal with. Manaphy is great to deal with Mega-Venusaur against poison, but grass has the team support of Ferrothorn. Without Ice Beam, Manaphy really can't touch it. Grass also threatens Swampert, making it annoying to find a safe moment to put up the Stealth Rocks before Breloom comes in. Speaking of Breloom, while Breloom on Fighting is easily countered by Azumarill, Breloom on Grass isn't because of Mega-Venusaur support.
Galvantula can be an enormous pain for my team. My electric resist is critically weak to Energy Ball. And of course, my grass immunity is weak to Thunder! Further, it gets up Sticky Web which cripples my team's speed. It also carries a Focus Sash, so one attack is never enough to kill it. It's all around a big mess.
Normal teams are incredibly difficult to break as the Chansey/Porygon2 core is extremely bulky, and can stop Manaphy. Further, if they have a Ditto, I could be in big trouble if they copy my Manaphy in rain.
Shoutouts to Dece1t for heading the Challenge Core project. Also taking this moment to tag you if you want to add this as a sample team for a Swift Swim/HO Water team.
At a glance






Thought Process

Politoed @ Eject Button
Ability: Drizzle
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Scald
- Ice Beam
- Encore
- Perish Song
As a fighting main, I'm really a HO kind of person and rain really fit my style. Politoed is obligatory here to set rain easily. Eject Button lets me use Politoed as a quick and safe pivot into a rain-enhanced Kingdra. I chose to use a physically bulky Politoed, as it has decent special bulk naturally. My utility moves were Encore and Perish Song, noticeably no Toxic. Toxic felt too slow for my team while Encore allowed me to open up opportunities for the rest of my team. Perish Song is a great last ditch check to any setup sweepers and is an auto win condition when my opponent is down to their last Pokemon. It has actually given me a surprising number of wins!

Manaphy @ Leftovers
Ability: Hydration
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Rain Dance
- Psychic
- Scald
- Tail Glow
The first part of the Challenge Core is Manaphy. Manaphy was my answer to a lot of really annoying Pokemon that I would have had a horrible time against otherwise such as Mega-Venusaur and CM Clefable. Psychic and Scald are my two chosen moves because Psychic hits Mega-Venusaur, and Scald is the best Water STAB move around. Tail Glow is obligatory on Manaphy for huge power and beating CM Clefable. With decent 100/100/100 bulk and passable 100 Speed, Manaphy was a great choice for being my second Rain Dance setter.

Kingdra @ Choice Specs
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Surf
- Draco Meteor
- Ice Beam
- Flash Cannon
While Manaphy technically enjoys the rain, Kingdra is my real rain abuser. With Swift Swim and rain-boosted Surf, Kingdra pretty much just comes in and kills whatever is in its way. Draco Meteor of course is incredibly powerful STAB that hits almost everything else neutrally for OHKOs. Ice Beam was brought on for decent coverage. My last moveslot I chose to run Flash Cannon over Hydro Pump simply to handle annoying fairy teams more easily. Not much to say here as Kingdra just gets the job done as you'd expect.

Sharpedo @ Sharpedonite
Ability: Speed Boost
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Protect
- Crunch
- Hydro Pump
- Ice Fang
Mega-Sharpedo is the other half of the Challenge Core and by god is it a monster. This Pokemon almost single-handedly defeats entire psychic teams. The first glaring difference from most Sharpedo one will see is the speed-boosting nature. Base 100 Scarf users (e.g. Victini, Jirachi) are outsped with only one speed boost. In the versus psychic matchup, this can be critical where I might need to mega after only one turn. Hydro Pump was chosen over Waterfall in order to chunk specially against walls like Skarmory. When not Mega-Evolved, Sharpedo isn't nearly as powerful, but can still threaten to sweep late-game against a weakened team. With the help of Kingdra and Mega-Swampert opening holes in the enemy team, even a regular Sharpedo can get the job done.

Azumarill @ Choice Band
Ability: Sap Sipper
EVs: 228 HP / 252 Atk / 28 Spe
Adamant Nature
- Aqua Jet
- Waterfall
- Play Rough
- Knock Off
No doubt I'll get some flak for Azumarill's ability. I needed a reliable grass answer and Sap Sipper Azumarill was what I came up with. I remember walking over water teams with fighting with Breloom, and Azumarill just hard walls Breloom. I choose to run double water STAB over Superpower because really, I need all the power I can get with Sap Sipper. Without Huge Power, Azumarill takes more of a utility seat, so Knock Off is also chosen over Superpower.

Swampert @ Swampertite
Ability: Torrent
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Stealth Rock
- Waterfall
- Earthquake
- Ice Punch
Mega-Swampert is the anchor of my team. Double-Mega works exceptionally well, but I'll talk more about that later. Swampert gets off Stealth Rock pretty reliably against most teams. Ice Punch rounds off my coverage. I could run some utility over Ice Punch, but having the ability to hit Garchomp, Dragonite, and others like that is huge for my team. Mega-Swampert is notorious for being an amazing physical abuser of rain. With 8 Speed, it outspeeds Thundurus in the rain. When it isn't Mega-Evolved, Swampert still sets rocks and it still hits hard with so much attack investment.
So WHY am I running two Mega?
Both Mega-Evolutions have their own use depending on the matchup. As examples, against psychic or ghost, obviously I want Mega-Sharpedo. Against Fairy or Electric, I definitely want Mega-Swampert. Sharpedo and Swampert are both decent even without mega-evolving. Having that flexibility is worth not having Leftovers on Swampert, although it is a bit less worth not having Life Orb on Sharpedo.
Threat List
I might have Manaphy, but grass teams are still an immense pain to deal with. Manaphy is great to deal with Mega-Venusaur against poison, but grass has the team support of Ferrothorn. Without Ice Beam, Manaphy really can't touch it. Grass also threatens Swampert, making it annoying to find a safe moment to put up the Stealth Rocks before Breloom comes in. Speaking of Breloom, while Breloom on Fighting is easily countered by Azumarill, Breloom on Grass isn't because of Mega-Venusaur support.
Galvantula can be an enormous pain for my team. My electric resist is critically weak to Energy Ball. And of course, my grass immunity is weak to Thunder! Further, it gets up Sticky Web which cripples my team's speed. It also carries a Focus Sash, so one attack is never enough to kill it. It's all around a big mess.
Normal teams are incredibly difficult to break as the Chansey/Porygon2 core is extremely bulky, and can stop Manaphy. Further, if they have a Ditto, I could be in big trouble if they copy my Manaphy in rain.
Politoed @ Eject Button
Ability: Drizzle
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Scald
- Ice Beam
- Encore
- Perish Song
Manaphy @ Leftovers
Ability: Hydration
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Rain Dance
- Psychic
- Scald
- Tail Glow
Kingdra @ Choice Specs
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Surf
- Draco Meteor
- Ice Beam
- Flash Cannon
Sharpedo @ Sharpedonite
Ability: Speed Boost
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Protect
- Crunch
- Hydro Pump
- Ice Fang
Azumarill @ Choice Band
Ability: Sap Sipper
EVs: 228 HP / 252 Atk / 28 Spe
Adamant Nature
- Aqua Jet
- Waterfall
- Play Rough
- Knock Off
Swampert @ Swampertite
Ability: Torrent
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Stealth Rock
- Waterfall
- Earthquake
- Ice Punch
Ability: Drizzle
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Scald
- Ice Beam
- Encore
- Perish Song
Manaphy @ Leftovers
Ability: Hydration
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Rain Dance
- Psychic
- Scald
- Tail Glow
Kingdra @ Choice Specs
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Surf
- Draco Meteor
- Ice Beam
- Flash Cannon
Sharpedo @ Sharpedonite
Ability: Speed Boost
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Protect
- Crunch
- Hydro Pump
- Ice Fang
Azumarill @ Choice Band
Ability: Sap Sipper
EVs: 228 HP / 252 Atk / 28 Spe
Adamant Nature
- Aqua Jet
- Waterfall
- Play Rough
- Knock Off
Swampert @ Swampertite
Ability: Torrent
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Stealth Rock
- Waterfall
- Earthquake
- Ice Punch
Shoutouts to Dece1t for heading the Challenge Core project. Also taking this moment to tag you if you want to add this as a sample team for a Swift Swim/HO Water team.