





Ever since Triples was created in Black/White, it was always my favorite format. I play on the 3DS Battle Spot, and was thrilled when Showdown brought Triples. I have created over ten teams with uniquely distinct strategies. This Swift Swim and Gravity team is the most successful. I have been able to get to the number one spot on the ladder twice with this team, and generally stay within the top twenty.

Barney (Politoed) (M) @ Damp Rock
Ability: Drizzle
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Hydro Pump
- Helping Hand
- Rain Dance
- Encore
Politoed is often thought to be useless except for setting up rain, but I have found it to be very useful overall. Helping Hand support is awesome for helping my sweepers, especially Kingdra and its Muddy Water. Rain Dance is great for use within a turn for predicting a weather switch and setting it back to Rain, because switching Politoed out and bringing it back in to reactivate Drizzle is inefficient. I gave Politoed max SpA so that its Hydro Pump hits hard; enough to KO anything that is weak to Water and even some things that have weak SpD thatnks to the boost from Rain. With Tailwind up Politoed can outspeed base 110s. Damp Rock extends the duration of rain from 5 turns to 8, which is necessary.
Encore is a great support move which can cripple opponents. I use it on pranksters so that they are locked into whatever support move they used, on Pokemon who used Protect last turn, forcing them into protecting over and over, and Fake Out users, forcing them into using Fake Out again, which would fail. This either forces a switch, or renders the opponent completely useless if the opponent has three or less Pokemon remaining, since they can't switch out. Encore is especially useful against Aegislash. It can lock Aegislash into King's Shield, or lock it into an attacking move, leaving it vulnerable in Blade Form.

Meowstic (M) @ Light Clay
Ability: Prankster
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
- Light Screen
- Reflect
- Quick Guard
- Gravity
Meowstic is my favorite supporter of all time. Screens allow my kind of frail sweepers to survive some attacks, and allows everyone to survive some Super Effective hits. Quick Guard is so useful as it stops Fake Out, Talonflame's Brave Bird, Prankster Taunts/Encores/Swaggers, priority moves, and even the occasional Quick Claw.
Gravity is important. Smogon and Showdown's descriptions of the move simply say it takes away immunity to Ground and prevents jumping/flying moves. What most people don't know is Gravity lowers the evasion of all Pokemon by two stages.This essentially gives every Pokemon a 1.66x accuracy boost.For those of you who didn't know this, you're welcome. Here's Serebii's page on Gravity, which states the evasion decrease: http://www.serebii.net/attackdex-xy/gravity.shtml and I'm pretty sure an NPC in one of the Pokemon games talks about this. Anyway, Gravity makes all my Hydro Pumps have 100% accuracy, and also lets Swampert's Earthquake hit flying type Pokemon, so it now is super effective on a ridiculous amount of things.

Tornadus (M) @ Life Orb
Ability: Prankster
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hurricane
- Tailwind
- Taunt
- Rain Dance
Tornadus is half supporter, half attacker. Even though my Swift Swimmers usually out speed everything already, Tailwind is necessary for use against other Tailwinds. The Tailwinds cancel out, which still leaves me with the speed advantage since I was faster to start with from Swift Swim. Tailwind also lets Politoed, Tornadus itself, and Swampert (on the first turn when it hasn't mega evolved yet) to out speed some opponents. Priority Taunt shuts down Trick Room users (sometimes) and opposing Prankster supporters who are slower (Meowstic, Klefki, Sableye, Murkrow, Whimsicott if I have Tailwind). Prankster Rain Dance stops Mega Charizard Y, a Ninetales switch in, or any other weather threat. And lastly is Hurricane, which has perfect accuracy in Rain and deals great damage, especially against Grass types, who resist Water.
Clair (Kingdra) (F) @ Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Muddy Water
- Rain Dance
- Dragon Pulse
- Protect

Kingdra is my first Swift Swim sweeper, and the strongest Pokemon on the team in my opinion. Muddy Water hits all opposing targets (unlike Surf which hits allies) and has perfect accuracy under Gravity. With Helping Hand from Politoed, Life Orb, and the Rain boost, it's extremely deadly. If an opponent survives, it also has a 30% chance to lower an opponent's accuracy to 75%, which can happen to all opponents hit by Muddy Water. Dragon Pulse is a secondary STAB which is super effective on Dragon types, who resist Water. It can also hit any target on the field the way Flying type moves do. Rain Dance deals with opposing weather and Protect is a great move in general in triples, for protection from lethal moves and stalling out opposing effects and more.

Luigi (Ludicolo) @ Life Orb
Ability: Swift Swim
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Fake Out
- Hydro Pump
- Giga Drain
- Protect
Ludicolo is the next awesome Swift Swim sweeper. It has access to Fake Out, which is great for disrupting opponents. I find it most useful for stopping Trick Room, Pranksters, Talonflame, and other Fake Out users, since I'm faster with Swift Swim. Hydro Pump is killer with the Rain boost, and has perfect accuracy with Gravity. Giga Drain is a secondary STAB which knocks out opposing Water types, who resist my Water moves. It's particularly great for taking out Gastrodon, who has the evil Storm Drain (more on that later). And Protect works the same on Ludicolo as it does with Kingdra.

Swampert @ Swampertite
Ability: Torrent
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Aqua Tail
- Earthquake
- Dynamic Punch
- Protect
Before ORAS, I didn't have a mega, but now I do, and it's awesome! Swampert is far bulkier than Kingdra or Ludicolo, and is physical instead of special. Aqua Tail is Swampert's strongest physical water move and has perfect accuracy under Gravity. Earthquake is a secondary STAB that hits Electric types super effectively, who are potential threats to my team, and also gets to hit flying types and levitators under Gravity. I do have to be careful about dealing damage to my teammates though. Dynamic Punch gets 83% accuracy under Gravity, which is a little shaky, and it doesn't find much use, so perhaps it could be replaced with Brick Break for getting rid of opposing screens. And Protect is the same old useful move.
Threats:
Trick Room: The majority of my losses are from Trick Room teams. Losing speed control is terrible since my team is pretty frail, even if I'm able to get screens up. Sometimes I can prevent Trick Room through Fake Out and Taunt, or be able to stall out the Trick Room turns, but I might have lost too much of my team by the time achieve those. Please respond with tips against Trick Room.
Opposing weather: Weather wars are not as hard as dealing with Trick Room, but they're still a threat. Sun is the most common other weather and the most hazardous to Rain. I used to have Rain Dance on Meowstic for weather wars, but it was replaced with Gravity, which it only got recently from the ORAS move tutors. So now I've got just Tornadus for prankster Rain Dance, Kingdra as the fastest on the team, and Politoed, which is bulky enough to survive and use Rain Dance, or switch out and come back (the former method is preferable though).
Storm Drain: This ability is evil. The Pokemon gets immunity to Water, gets a boost to its Special Attack, and redirects Water moves to itself, protecting its allies! Usually I can knock that Pokemon out through secondary STABs, but that means no water moves for that turn. Also, the ability still works when the Storm Drainer is using Protect. Muddy Water still gets to hit everyone though. The main headache that has Storm Drain is Cradily, since it takes all my non water moves except Dynamic Punch neutrally, non super effectively. Cradily is rare, but it exists.
Cloud Nine: Also very evil, this ability takes away all weather effects. That means no Swift Swim speed boost, no boost to the power of water moves, and no 100% Hurricane (not really an issue because of Gravity, but it was before I had Gravity). This is also a rare sight, but it exists. I've seen it on Golduck and Lickilicky.
Shedinja: The only move I have that is super effective on Shedinja is Tornadus's Hurricane, so I'm ashamed to say that my professional team has lost to the Sturdy Shedinja gimmick. Tornadus get KO'd by a Final Gambit. I stopped the "Sturdy" part with Fake Out/Taunt, but now I can't KO Shedinja...
These threats alone I can get around with good strategic play, but it gets even harder when the threats are combined. Particularly it's Sun/Trick Room that I run into from time to time, and it's terrifying. I've also seen Sandstorm/Cradily and that was nasty.
So that's a detailed explanation of my team! Please post suggestions to make it even better, especially against Trick Room.
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