This close after shifts, it's only natural offensive teamstyles dominate as council works on removing the more immedately broken threats. One particularly destructive 'mon in this month's batch of shifts is
, so I decided to build a Rain team to maximize destruction, even though Damp Rock is banned by PU.
starts off the team and functions as my special Rain abuser. It has all the
staples in Hydro Pump, Draco Meteor and Hurricane to deal with Grasses. Life Orb makes
's attacks hit extra hard. Tera Flying was chosen to juice Hurricane just a little harder. The lack of removal on this team isn't immedately detrimental to
with this tera-type, since it usually comes in later in the game. Rain Dance rounds off the moveset, allowing
to set Rain for itself in case
and
drop the ball (quite literally in
's case).
functions as the team's primary Rain-setter and main enabler for
. Since Damp Rock is banned,
is free to run HDB for a bit more longevity, which is very useful given the fact that he gets no reliable recovery. Hurricane is
's main STAB. It hits very hard because of
's possibly goofy offensive stats for the tier. U-turn allows
to pivot around, and Weather Ball gives it an option to hit Flying-resists with. Lastly, tera-Steel makes for a solid defensive tera.
is the team's second Rain-abuser, whose stupefyingly powerful Wave Crashes have seen it get use all the way up in OU this gen. Unsurprisingly, Wave Crash is still an absolute sledgehammer of a move 5 tiers down. With tera-Water and a Choice Band, there's not many 'mons at all that want to take a hit from
. Ice Spinner helps with Grasses, Aqua Jet grants priority, and Flip Turn grants pivoting, but these moves are really just decorations since you're clicking Wave Crash 99% of the time anyways.
is a useful 'mon thanks to the Electric-resistance it provides the team. It can also get up Rain from time to time, and abuses it decently by neutralizing its Fire-weakness and granting it a perfectly accurate Thunder. Furthermore, being an Electric-type that doesn't really fear Grounds because of STAB Leaf Storm is a rather nice trait to have that isn't shared by other options like
. Static having a chance to paralyze could come in clutch against Unburden-strats. Tera Poison removes
's Poison-weakness and grants it a Fighting-resistance that anyone could appreciate in the current meta, but you're not likely to tera
I've found.
is this team's dedicated lead, being able to get up Rocks and Spin with one 'mon. Sturdy and
's sky-high defense along with the Custap Berry allows it to consistently get up Rocks, and either spin away the opponent's hazards or launch a surprisingly meaty STAB-attack. Tera-Ghost provides both a Fighting- and Normal-immunity, allowing
to set hazards in the face of Fightings and spinblock at the same time.
rounds out the squad, providing useful offense outside of Rain. Of course, if Rain does so happen to be up, Dry Skin manages to abuse it. I'm running a standard Swords Dance set to boost
's damage output with the usual STAB-options and Sucker Punch for priority. Tera Dark boosts Sucker Punch and offsets
's Psychic-weakness, potentially allowing it to get a Swords Dance in against 'mons like
and
. Lastly, Life Orb is yet another useful power boost.