Introduction: One day, I decided I needed a new team. I didn't know what to use, but I knew that I didn't want to use anything popular (like those dumb Garchomp spam sand teams), and every rain offense team basically looked the same, so I didn't want to use that either. With that in mind, I set out to make a team that was both original and successful (I didn't come up with "rain stall"; however, since the time Manaphy got banned, it was not popular at all). Anyway, I'm going to give a little background to how the team and idea came to be and give credit where credit is due. My first encounter with Rain Stall was when I played Philip7086 in SPL, and his team was very strong. Suffice to say, I got destroyed, but I tucked the strategy away in the back of my mind in case it might come in handy later on. Eternal created the Rain Stall team Phil used, and thus he deserves a large amount of credit too. A lot of the general Pokemon and ideas from this team can be attributed to him although there are quite a few different moves and playstyle changes. Thanks dude! After that, I was experimenting with sets when I first made Thunder / Water Pulse / Substitute / Calm Mind Jirachi. It immediately became apparent to me that the set was both incredibly good and no one expected it. Essentially, after a CM or two, Jirachi was capable of taking out entire teams. I made some decent Rain Offense teams with it, and that's when I played Heist in WishMKR's Smogon rules tournament. Heist brought no other strategy than Rain Stall which was a blast from the past, but this time, I was prepared with my Jirachi set. I came within a move or two of 6-0ing Heist, but to my dismay, he narrowly edged his way past Jirachi and then proceeded to 6-0 me. Following this battle, I decided I needed some way to make Jirachi just that much better where it could take out entire teams. Suddenly, it dawned on me that the Rain Stall + Jirachi combo could be incredibly potent. Jirachi fit like a glove covering basically every single weakness that Rain Stall had. And with this, here is the team: The Team: Politoed (M) @ Leftovers Trait: Drizzle EVs: 252 HP / 188 Def / 68 SDef Speed IV: 10 Relaxed Nature (+Def, -Spd) - Scald - Toxic - Protect - Perish Song Politoed is usually my lead. It's first and foremost job is to maintain the weather advantage for me. I almost always just switch Politoed into Tyranitar / Hippowdon / Ninetales whenever they come out to quickly shut down any opportunities for my opponent to set up weather based sweepers as well as weakening Fire moves aimed at Ferrothorn and Jirachi. Politoed is also often relegated to covering odd weaknesses that come up. For example, I use protect a lot to scout moves and possible tricks. Almost 100% of the time I'll have Politoed take the trick. In other cases I'll use Politoed as a pivot so I don't have to guess what wall I want to send in. The moves are fairly obvious and have become pretty standard by now. Scald is obviously the STAB move of choice scoring me some convenient burns from time to time. Protect is used for scouting and recovering health so Politoed can stay healthy and come in on other weather starters all day. Toxic is another obvious one dispatching of common switch ins such as Rotom-w, Celebi, and Tyranitars. Perish Song is used if I accidentally let some last ditch Pokemon set-up or if I need to force something like CM Reuniclus. Relaxed nature and a 10 Spe IV means that I under cut all Tyranitar and start the match with Rain every time. This is hugely important and often gives me the upper hand starting every match. The defensive EVs allow me to switch into Tyranitar without fearing much. The Sp Def EVs are pretty random and looked good at the time I made the team, and they often let me live some attack I didn't think I could so I've never felt inclined to change those. Credits to Bloo though, since he was the first one I talked with about dropping Politoed's Speed! --- Gliscor (M) @ Toxic Orb Trait: Poison Heal EVs: 252 HP / 236 Def / 20 Spd Impish Nature (+Def, -SAtk) - Substitute - Protect - Earthquake - Ice Fang This Gliscor is a boss. It's really my only Physical wall, but it does a very good job. I never risk Gliscor since it's very important to walling Physical Attackers. Rain also allows Gliscor to be a make-shift mix Fire-attacking Pokemon wall. Sub and Protect are invaluable allowing me to outstall a lot of threats in a pinch. Substitute and Protect are insanely useful on this team. It can easily out-stall large portions of teams in Conjunction with Toxic. It also allows me to just straight up out PP stall some Pokemon when I'm in a pinch. Earthquake and Ice Fang are pretty standard. EQ hits all the steels and is just a good STAB move in general. IF hits things EQ doesn't but most importantly other Gliscor and Dragons / Landorus. EVs are nothing special. I think I just stole them from Iconic's RMT back a while ago. Just looking to maximize defensive capabilities. --- Tentacruel (M) @ Black Sludge Trait: Rain Dish EVs: 252 HP / 208 Def / 4 SDef / 44 Spd Bold Nature (+Def, -Atk) - Scald - Toxic Spikes - Protect - Rapid Spin Tentacruel is often the first wall I bring out, and it's insanely efficient at doing what it does. It kind of manages to wall everything without a strong STAB Electric or Ground type attack. Usually, Tentacruel is foremost a Spinner and then a Toxic Spiker. By this, I mean my first priority is to keep my side of the field clear of entry hazards as often as possible, and then later use Toxic Spikes if necessary. Reasons Toxic Spikes might be my #1 priority would be: Tyranitar and Celebi. The former is an annoyance, and the latter can sweep me if I don't limit its ability to set up whenever I can. Moves are farily obvious. Scald is for burning random stuff, especially Ferrothorn. Scald is also very useful as a secondary check to Physical Attacking threats. Unfortunately, Pokemon like Conkeldurr and Scizor can become annoying, and Scald helps me counter / limit their effectiveness during a match. Protect is like the MVP move, allowing me to regain a ton of health. It isn't uncommon for me to spin and take a lot damage from something like Rotom-w Volt Switching and then easily recover it using Protect and smart double switching. Protect is also useful for scouting Trick users and eases my need to guess right on Pokemon like Rotom-W and Latios. EVs just aim to maximize defense since Tentacruel is already very bulky on the Special Defensive side. Props to Steven Snype though who suggested that I run 44 Spe EVs to outpace Gliscor, which has come in handy more times than I can count. --- Blissey (F) @ Leftovers Trait: Natural Cure EVs: 252 HP / 252 Def / 4 SDef Bold Nature (+Def, -Atk) - Stealth Rock - Softboiled - Seismic Toss - Toxic Blissey is the Special Wall. Basically owns everything and is very difficult to kill. The main thing to say about Blissey is that it's my main Thundurus answer. Whenever I see an opposing Thundurus, I know I need to keep Blissey at good health to make sure it can't Nasty Plot and sweep me away. Otherwise, I think its obvious that very few Special Attackers can make any sort of dent in Blissey. If there's anything else to say about Blissey, it's that it's my "second lead" meaning that I sometimes lead with it vs. other rain teams to neutralize potentially problematic Pokemon like Thundurus. The moves are fairly self explanatory. I absolutely love using Stealth Rock on Blissey because it gets a lot of free turns to make it useful. Softboiled is obviously for recovery. No brainer really since Stealth Rock means I don't have the extra moveslot for Wish. Seismic Toss is my attack of choice and does consistent, reliable damage. Toxic is my most useful move, dispatching of Thundurus and just wearing down other threats like Rotom-W. The EVs are obvious. I'm just aiming to maximize overall walling capability. --- Ferrothorn (M) @ Rocky Helmet Trait: Iron Barbs EVs: 248 HP / 8 Def / 252 SDef Careful Nature (+SDef, -SAtk) - Leech Seed - Spikes - Power Whip - Toxic Ferrothorn is my backup wall to numerous threats. This means that I usually use Tenta / Bliss / Glis for the majority of metagame walling. It's obviously hard to kill anyway, but I like to save it for very specific jobs. For example, Ferrothorn is almost always around to deal with Latios that I don't want Blissey risking Psyshocks from. Nevertheless, Ferrothorn finds many opportunties to come in and get some free Spikes or be a nuisance with Leech Seed and tons of residual damage. In addition, one major job for Ferrothorn is psuedo-blocking Rapid Spinners with Rocky Helmet. For those of you that don't know what the Rocky Helmet strategy does, it basically means that the opponent is guaranteed to take 25% any time they want to use Rapid Spin. Props go to Phil who I basically stole the idea from. Moves are standard. Spikes for Stall's residual damage, Leech Seed to maintain health and more residual damage, Power Whip is just so I have an attacking option. PWhip doesn't see a ton of use though as Ferrothorn often has more important things it can do with the other 3 moves. Toxic is the only out-of-the-ordinary move. It basically just aims to limit set-up chances for opposing Pokemon like Thundurus and Celebi. Often useful for catching stuff like Ninetales, Virizion, and Conkeldurr. EVs are just the standard Ferrothorn. I just use 8 Def EVs because then Ferrothorn has a perfect 300 Def stat and that makes me happy. --- Jirachi @ Leftovers Trait: Serene Grace EVs: 252 HP / 4 SAtk / 252 Spd Timid Nature (+Spd, -Atk) - Thunder - Water Pulse - Substitute - Calm Mind OH SHIT ITS THE BOSS. And even that is a huge understatement. Originally when I made the set, it could take out entire teams with no support, and with a 5 Pokemon stall core, Jirachi preys on weakened teams with ease. Once I eliminate weather changers and I forsee nothing that poses a legitimate threat to stopping Jirachi, I unleash the boss. Most people don't see Substitute coming, so I almost always lead with that to scout Status and other dumb shit. Jirachi is amazingly bulky and can sub on a plethora of weak threats then proceed to grab some CMs and sweep weakened teams. Some basic things to know with Jirachi on this team is that it's my primary Reuniclus counter. If I get into a CM war with that thing, I almost always come out on top (except for this one time I played Locopoke and his reuniclus hit 6 Focus Blasts while paralyzed in a row; it was classic). It's also useful for picking off weakened Gliscors and forcing my opponents to overextend themselves trying to counter it to the point where my defensive Pokemon have easy pickings. Ferrothorn can also be turned into an almost sure-fire win condition. Thunder is very strong in Rain and is very useful with its 60% paralysis rate. Water Pulse offers quality coverage in tandem with Thunder and has a pretty cool 40% confusion rate which makes me close to untouchable when my opponent is paralyzed. Also hits enemy Excadrill and Gliscor that try to counter me. Sub and CM are obvious, former for blocking status and the latter for becoming unstoppable. EVs maximize Speed because I'm a Speed freak and max almost all my offensive Pokemon. HP is for maximum bulk throughout the offensive Spectrum. Conclusion: Well there you have it. I basically felt like this team has spread a ton and basically everyone good knows it anyway. I've also seen a ton of people just straight up copy it which was a cool feeling since I've never had that with any other team. Some fun accomplishment mentions include eclipsing 1643 on the ladder, PDC winning the Pokebeach official tournament, and spreading my infamous Jirachi set that everyone and then some likes to use. I've also got accused by people on the ladder of stealing "Rain Man"'s team which was the alt I laddered most under. Exportable; make sure to change Politoed to 10 Spe IV (Move your mouse to reveal the content) Exportable; make sure to change Politoed to 10 Spe IV (open) Exportable; make sure to change Politoed to 10 Spe IV (close) Blissey (F) @ Leftovers Trait: Natural Cure EVs: 252 HP / 252 Def / 4 SDef Bold Nature (+Def, -Atk) - Stealth Rock - Softboiled - Seismic Toss - Toxic Gliscor (M) @ Toxic Orb Trait: Poison Heal EVs: 252 HP / 236 Def / 20 Spd Impish Nature (+Def, -SAtk) - Substitute - Protect - Earthquake - Ice Fang Ferrothorn (M) @ Rocky Helmet Trait: Iron Barbs EVs: 248 HP / 8 Def / 252 SDef Careful Nature (+SDef, -SAtk) - Leech Seed - Spikes - Power Whip - Toxic Tentacruel (M) @ Black Sludge Trait: Rain Dish EVs: 252 HP / 208 Def / 4 SDef / 44 Spd Bold Nature (+Def, -Atk) - Scald - Toxic Spikes - Protect - Rapid Spin Politoed (M) @ Leftovers Trait: Drizzle EVs: 252 HP / 188 Def / 68 SDef Relaxed Nature (+Def, -Spd) - Scald - Toxic - Protect - Perish Song Jirachi @ Leftovers Trait: Serene Grace EVs: 252 HP / 4 SAtk / 252 Spd Timid Nature (+Spd, -Atk) - Thunder - Water Pulse - Substitute - Calm Mind Threatlist: Landorus - If you have HP Ice and aren't using Choice Scarf, I'm going to have a difficult time winning. It's pretty obvious why: all my pokemon are at least 2HKOed by one attack or another. For whatever reason, Landorus isn't nearly as common as Excadrill is, so usually I don't see the Land Genie too often. Toxicroak - If it has SD and ice punch, it straight up 6-0es me. It's good that most good players don't use this set though. Scizor - Swords Dancers with Roost are a major problem, but more often than not, I can effectively counter them with Tentacruel. As long as I get the burn it's no problem, but Scizor can occasionally find some cracks and become a sizable issue. Thundurus - Need to keep Blissey healthy. Between Focus Blast's unreliable accuracy and getting a quick Stealth Rock, I can usually neutralize Thundurus. Sub + NP and Lum NP Thunduri can run through me if played right, but thankfully they are rare. Ferrothorn - It's not exactly a threat unless it refuses to be burned. I just need to focus on burning its ass right away, but with all the Scalds flying around, it is almost never an issue. Gliscor - Taunt SD versions can become troublesome if Politoed is at low health. Usually doesn't crop up too bad though since Politoed, Tentacruel, and Jirachi can all revenge Gliscor with some prior damage in the Rain. This team almost always maintains the weather advantage, so rain boosted Scalds and Water Pulses take out Gliscor with not much more than a minor hiccup.