I hate rain teams. So when I was building my team for VGC 2012, I instantly ruled them out. However, after more and more practice on PO, I realized that rain boosted water attacks were a force to be reckoned with. Still, I didn't want to build a standard rain team. My problem with rain teams was that they were susceptible to sandstorm teams, and anything else that could get weather up over the rain. So I thought about this, and realized that the main problem with rain teams, is that they relied on rain to not only make moves powerful, but also to go first, and add survivability. Well, I knew of an alternate way to go first, Trick Room! This team is based around beating out the opponent's weather, and then setting up Trick Room to blast off rain boosted Water Spouts, Surfs, and Hurricanes. It partly relies on the opponent not being prepared to counter both rain and Trick Room and the same time. Also, it does a good job of beating both Rain and Trick Room teams. I set up one of the assets while the opponent sets up the other one for me! Politoed @ Iron Ball Ability: Drizzle EVs: 252 HP / 252 SAtk / 4 SDef Quiet Nature (+SAtk, -Spd) - Surf - Ice Beam - Psychic/Rain Dance - Protect Every rain team has Politoad. Iron Ball is what makes this set hilarious. Opponents sit there confused and helpless as I set up rain in their Tyranitar's face. Surf can heal Jellicent and deal impressive damage in the rain. Ice beam hits grasses that resist water. Psychic is for Conkeldurr and friends. I am considering Rain Dance to stop the opponents who get weather up later. Bronzong @ Mental Herb Ability: Levitate EVs: 252 HP / 60 Atk / 196 SDef Sassy Nature (+SDef, -Spd) - Trick Room - Gyro Ball - Zen Headbutt - Protect Bronzong is my TR setter upper. Under rain, he essentially has no weaknesses, and with 67/116/116 base defenses, that means he isn't dying any time soon. Mental Herb, along with Bronzong's defenses almost ensures that I get up TR. Gyro Ball helps finish off weakened pokes while Bronzing's teammate protects. Zen Headbutt adds coverage and lets Bronzong take out fighters and Amoongusses. EVs let me wall Chandelure and friends under rain, ensuring I get up TR. Jellicent (M) @ Water Gem Ability: Water Absorb EVs: 252 HP / 252 SAtk / 4 SDef Quiet Nature (+SAtk, -Spd) - Water Spout - Shadow Ball - Surf - Protect 150 BP STAB rain boosted water gem boosted Water Spout is scary, even from 150 special attack. If I can pull off a Water Spout at full health, it is usually over for the opponent. Shadow Ball is extra STAB, and Surf is for when Jellicent gets hit by a Thunderbolt. Originally Jellicent set up Trick Room, but it just didn't have the survivability to use TR and then shoot off Water Spouts. Dragonite @ Dragon Gem Ability: Multiscale EVs: 252 HP / 252 SAtk / 4 SDef Quiet Nature (+SAtk, -Spd) - Dragon Pulse - Hurricane - Thunder - Protect Dragonite is one of my favorite Pokemon. It can tank more or less anything, thanks to Multiscale, making it the obvious switch in for if Politoad is threatened or the weather changes. Dragon Pulse with a Dragon Gem is my go to move if I need something dead, fast. Hurricane gets 100% accuracy in Rain, and excels at taking out those pesky Ludicolos and other bulky grasses. Thunder helps in taking out bulky waters, who wall Jellicent and Politoad. Dragonite may not be the slowest Pokemon around, but it outspeeds anything that puts EVs in speed. And most of Dragonite's checks do. Ferrothorn @ Leftovers Ability: Iron Barbs EVs: 252 HP / 148 Def / 108 SDef Relaxed Nature (+Def, -Spd) - Leech Seed - Power Whip - Gyro Ball - Protect I replaced Porygon2 because I wasn't using it enough. Ferrothorn provides me with a check to Thunderbolts. Rain helps lessen Ferrothorn's fire weakness, though it is still a problem. If my opponent tries to stall out TR, Ferrothorn gets to sap health with Leech Seed. The next two moves are powerful STAB. Hariyama @ Flame Orb Ability: Guts EVs: 252 Atk / 4 Def / 252 SDef Brave Nature (+Atk, -Spd) - Fake Out - Close Combat - Rock Slide - Protect Hariyama is my emergency go to for Brelooms, Amoongusses, or anything that I think has a way for stopping Trick Room. Close Combat does steady damage, after Guts. Rock Slide helps hurt flyers and hitting both opponents is just generally nice. I tried using a Hitmontop, but it just felt useless after getting the Fake Out and Intimidate off. As far as threats go, my team has almost every threat in the metagame covered, but relies heavily on me predicting the opponent's leads, and setting up efficiently. There is, however, a gaping hole. Zapdos destroyed my team. I am not completely sure how to deal with Zapdos. I've tried Gastrodon, but while Gastrodon can wall Zapdos, it can't do much to fight back. Suggestions on how to deal with this would be appreciated.