With Archaludon being tested I thought I would give my own take on a rain team.
Here is the Paste for the team: https://pastebin.com/cmXf5MF8
Pelipper @ Damp Rock
Ability: Drizzle
Tera Type: Grass
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
- U-turn
- Weather Ball
- Hurricane
- Roost
Pelipper here is needed for any sort of rain team. The EVs are basic, just max Defense and HP. U-turn here is for pivot in order to get to another Pokémon to take advantage of the rain. Roost is for sustain. Hurricane is a strong flying move that never misses in the rain. Weather Ball is a strong option for weather based teams and can even let me take advantage of other weather types if need be. Otherwise Surf can be used for more consistent damage. Tera Grass is here for resistance to electric moves while not being weak to Ground either.
Archaludon @ Assault Vest
Ability: Stamina
Tera Type: Fairy
EVs: 252 HP / 184 SpA / 72 Spe
Modest Nature
IVs: 0 Atk
- Body Press
- Draco Meteor
- Electro Shot
- Flash Cannon
The main star of the team here is Archaludon. The set is very standard including max HP, some speed investment, and the rest of the EVs dumped into Special Attack. Stamina and is the ability of choice and the combo with Body Press is nice. Flash Cannon/ Draco Meteor/ Electro Shot are all standard on any sort of set for this Pokémon. The Tera for this guy is Fairy as it is a great defensive type.
Basculegion-F @ Choice Specs
Ability: Swift Swim
Tera Type: Water
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Ice Beam
- Hydro Pump
- Flip Turn
The next Pokemon on this team is Basculegion. For the item and moves I went with Shadow Ball / Ice Beam / Hydro Pump / Flip Turn, and Choice Specs. Flip Turn is for momentum but I usually just spam Hydro Pump, or Shadow Ball. Basculegion also serves a secondary purpose as being a spin blocker due in part to being a Ghost Type. I went with Tera Water as I mainly spam Hydro with this gal.
Rillaboom @ Choice Band
Ability: Grassy Surge
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Grassy Glide
- Knock Off
- U-turn
- Low Kick / Wood Hammer
Rillaboom provides a lot in terms of value to this team. Choice Band allows for this guy to hit hard. Secondly Grassy Surge not only heals after every turn but it halves the effectiveness of Earthquake; which can allow Arch or another one of my Pokémon to come in due to the reduced damage. Of course this doesn't stop all Ground types. The biggest example is Tusk which not only has Headlong Rush, but also gets Ice Spinner which can destroy my terrain. However it is still something that can be played around and I have two flying types with one being able to handle Tusk easily. Grassy Glide and Knock Off are here and shouldn't need to be explained. U-turn is again for momentum. Low Kick and Wood Hammer can be swapped around depending on the situation. Low Kick can be used to catch Pokémon like Kingambit or Kyurem and knock them out, Wood Hammer is just a strong move and works without needing Grassy Surge.
Hawlucha @ Grassy Seed
Ability: Unburden
Tera Type: Flying
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Acrobatics
- Close Combat
- Roost / Substitute
Hawlucha is next, using Grassy Seed he can get a defense boost and activate Unburden, out speeding everything in the tier. Swords Dance is needed for it's damage as it does not have the highest attack stat and can use the boosts. Acrobatics is it's strong flying attack, Close Combat is it's strongest fighting attack. Finally there is another choice, Roost or Sub. Roost can help it survive and not worry as much about it's HP, while Sub can allow it to easily set up on different Pokémon. Tera Flying is for Acrobatics as that is the move to spam.
Iron Treads @ Booster Energy
Ability: Quark Drive
Tera Type: Water
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Earth Power
- Stealth Rock
- Rapid Spin
Lastly is Iron Treads. I needed hazard control and I was weak to electric. Tera Water can help remove some of it's weaknesses. Volt Switch is used for momentum. Earth Power for the main form of STAB because Earthquake is weak while under Rillaboom's Grassy Surge. Rapid Spin is of course to remove hazards that limit my ability to switch. Booster Energy is here as a way to let this guy be a fast threat that can hit reasonably hard. I have also tried running Heavy-Duty Boots due to it being my way to remove hazards, but I have found more success with Booster Energy.
Here is the Paste for the team: https://pastebin.com/cmXf5MF8
Pelipper @ Damp Rock
Ability: Drizzle
Tera Type: Grass
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
- U-turn
- Weather Ball
- Hurricane
- Roost
Pelipper here is needed for any sort of rain team. The EVs are basic, just max Defense and HP. U-turn here is for pivot in order to get to another Pokémon to take advantage of the rain. Roost is for sustain. Hurricane is a strong flying move that never misses in the rain. Weather Ball is a strong option for weather based teams and can even let me take advantage of other weather types if need be. Otherwise Surf can be used for more consistent damage. Tera Grass is here for resistance to electric moves while not being weak to Ground either.
Archaludon @ Assault Vest
Ability: Stamina
Tera Type: Fairy
EVs: 252 HP / 184 SpA / 72 Spe
Modest Nature
IVs: 0 Atk
- Body Press
- Draco Meteor
- Electro Shot
- Flash Cannon
The main star of the team here is Archaludon. The set is very standard including max HP, some speed investment, and the rest of the EVs dumped into Special Attack. Stamina and is the ability of choice and the combo with Body Press is nice. Flash Cannon/ Draco Meteor/ Electro Shot are all standard on any sort of set for this Pokémon. The Tera for this guy is Fairy as it is a great defensive type.
Basculegion-F @ Choice Specs
Ability: Swift Swim
Tera Type: Water
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Ice Beam
- Hydro Pump
- Flip Turn
The next Pokemon on this team is Basculegion. For the item and moves I went with Shadow Ball / Ice Beam / Hydro Pump / Flip Turn, and Choice Specs. Flip Turn is for momentum but I usually just spam Hydro Pump, or Shadow Ball. Basculegion also serves a secondary purpose as being a spin blocker due in part to being a Ghost Type. I went with Tera Water as I mainly spam Hydro with this gal.
Rillaboom @ Choice Band
Ability: Grassy Surge
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Grassy Glide
- Knock Off
- U-turn
- Low Kick / Wood Hammer
Rillaboom provides a lot in terms of value to this team. Choice Band allows for this guy to hit hard. Secondly Grassy Surge not only heals after every turn but it halves the effectiveness of Earthquake; which can allow Arch or another one of my Pokémon to come in due to the reduced damage. Of course this doesn't stop all Ground types. The biggest example is Tusk which not only has Headlong Rush, but also gets Ice Spinner which can destroy my terrain. However it is still something that can be played around and I have two flying types with one being able to handle Tusk easily. Grassy Glide and Knock Off are here and shouldn't need to be explained. U-turn is again for momentum. Low Kick and Wood Hammer can be swapped around depending on the situation. Low Kick can be used to catch Pokémon like Kingambit or Kyurem and knock them out, Wood Hammer is just a strong move and works without needing Grassy Surge.
Hawlucha @ Grassy Seed
Ability: Unburden
Tera Type: Flying
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Acrobatics
- Close Combat
- Roost / Substitute
Hawlucha is next, using Grassy Seed he can get a defense boost and activate Unburden, out speeding everything in the tier. Swords Dance is needed for it's damage as it does not have the highest attack stat and can use the boosts. Acrobatics is it's strong flying attack, Close Combat is it's strongest fighting attack. Finally there is another choice, Roost or Sub. Roost can help it survive and not worry as much about it's HP, while Sub can allow it to easily set up on different Pokémon. Tera Flying is for Acrobatics as that is the move to spam.
Iron Treads @ Booster Energy
Ability: Quark Drive
Tera Type: Water
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Earth Power
- Stealth Rock
- Rapid Spin
Lastly is Iron Treads. I needed hazard control and I was weak to electric. Tera Water can help remove some of it's weaknesses. Volt Switch is used for momentum. Earth Power for the main form of STAB because Earthquake is weak while under Rillaboom's Grassy Surge. Rapid Spin is of course to remove hazards that limit my ability to switch. Booster Energy is here as a way to let this guy be a fast threat that can hit reasonably hard. I have also tried running Heavy-Duty Boots due to it being my way to remove hazards, but I have found more success with Booster Energy.