So I'm relatively new to Gen 5, having not played competitively for 2 years or so, and I've come back to battling. I always played Ubers before, so i decided to rebuild a rain team with some new things as well.
I've been doing reasonably well with this team up to now - when i started my win ratio was around 75%, but recently i've managed to destroy this and now it's hovering around the 62% mark. There are certain Pokemon I come up against that have ruined me several times, and I'll list these under my team.
Kyogre @ Leftovers
Trait: Drizzle
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature
- Scald
- Calm Mind
- Rest
- Sleep Talk
This is my own Kyogre set, i know lots of people like to run Choice Scarf or Specs, but I like this as it surprises a lot of people trying to kill it or status it. Lots of people try to Toxic it or Thunder Wave it thinking it's offensive Calm Mind, and I just carry on Calm Minding and then Rest off in their faces. This is also my Dark Void absorber, which can lead off against Darkrai, set up the weather and then Sleep Talk, hopefully getting a Scald off (Scald is obviously used for that burn chance). This means that i can then switch out, keeping Sleep Clause intact, and go to Arceus, which can destroy Darkrai with Extremespeed if it stays in or Swords Dance if it switches.
Palkia @ Choice Scarf
Trait: Pressure
EVs: 252 SAtk / 252 Spd / 4 Atk
Timid Nature
- Surf
- Spacial Rend
- Fire Blast
- Thunder
This is my revenge killer, able to check Kyogre of any kind unless it has a few calm minds, as well as loads of other stuff too. I use Fire Blast to nail Ferrothorn to the wall, even in rain, and also to crucify obvious Groudon switchins trying to weaken Surf.
Manaphy @ Leftovers
Trait: Hydration
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature
- Scald
- Grass Knot
- Calm Mind
- Rest
This is my bulky Manaphy, made to surprise people and to tank hits quite well. After one Calm Mind, Choice Scarf switch ins struggle to 2HKO with Thunder, meaning I can Calm Mind again then Rest off the damage, then rinse and repeat, or simply annihilate the opponent. I use Grass Knot over Ice Beam to surprise opposing Groudon and Kyogre, who are at worst 2HKOed by Grass Knot before any Calm Minds. It can also take Extremespeeds from Extremekiller Arceus and retaliate with Scald, which crushes it in the rain and still has a burn chance in sun. It also wins against Blissey and Chansey in rain, being able to boost to +6 and Rest off Seismic Toss damage, whilst being immune to Toxic or Thunder Wave.
Ferrothorn @ Leftovers
Trait: Iron Barbs
EVs: 252 HP / 252 Def / 4 SDef
Impish Nature
- Stealth Rock
- Leech Seed
- Power Whip
- Protect
This is my Extremekiller Check, able to take anything but a +6 Earthquake or the rare Overheat (which is weakened in the rain) and survive. Also, Iron Barbs hurts Extremespeed users of course. Leech Seed is always useful to force something out, and i can always use it on the switch to aggravate the switchin. Thanks to the rain, this can also survive a Fire Blast from non Specs Dialga and Palkia. i use Stealth Rock over Spikes because Stealth Rock hits everything that switches, and i like to be able to break Multiscale, badly hurt Ho-Oh even though it has Regenerator, and Toxic Spikes hurts almost every grounded Pokemon anyway.
Arceus @ Silk Scarf
Trait: Multitype
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature
- ExtremeSpeed
- Shadow Claw
- Recover
- Swords Dance
Extremekiller Arceus is relatively self-explanatory. This is my best answer to Blaziken, which I was initially unprepared for. If Blaziken attacks me, it can't kill me with an unboosted Hi Jump Kick, barring a critical hit. If it Protects, I Swords Dance and it's dead the next turn. If it Swords Dances the first turn, so do I, and it's dead the next turn. An Unboosted Extremespeed can also get rid it if it's at around 70% health, so after a kill with Flare Blitz, or a round of Stealth Rock, Life Orb and one or two turns of Toxic Spikes damage, Blaziken, which can harm the rest of my team significantly, is not a threat at all.
Tentacruel (F) @ Leftovers
Trait: Rain Dish
EVs: 252 HP / 32 Def / 224 SDef
Calm Nature
- Scald
- Toxic Spikes
- Rapid Spin
- Knock Off
This is my Spinner and Toxic Spikes setter. It actually does quite well against Thunders and Spacial Rends etc, being able to either switch out of the second one or set an extra layer of Toxic Spikes, or simply Knocking off the item. This also does well against Darkrai, being able to come in on a nasty Plot, take a Dark Pulse and set up Toxic Spikes. If Darkrai carries Substitute, Scald is strong enough to break it in the rain, and even if Darkrai kills me, either it's weak enough to die to Extremespeed, or there are two layers of Toxic Spikes on the field. Knock Off on the switch is also useful, as it often reveals the set of the incoming Pokemon.
Things that this team struggles against:
Arceus-Grass ruins me, being able to kill two of my team members easily. It also gets Calm Minds off so it gets even harder to kill. The only way I can win against this is with a Calm Mind war with Manaphy, and then only if I run Ice Beam over Grass Knot (which I don't like doing), and also only if Arceus-Grass has Grass Knot instead of Judgment.
Various other Arceus formes are problematic for me, especially if they start to Calm Mind. I usually only manage to break Arceus with a lucky burn from Scald, or if i got both layers of Toxic Spikes up. Even then, those with Refresh or Lum Berry (in the case of Extremekiller Arceus) cause problems. Arceus-Ghost is always hard to break as well - I have to rely on status or winning the Calm Mind war. Ho-Oh is hard to counter, especially if the opponent wins the weather war, and it carries Substitute. I end up sacrificing my Extremekiller Arceus to break its Subs so that i can come in and kill it with Palkia or Kyogre. Also, Calm Mind Mewtwo has caused significant problems - i usually have to sacrifice either Palkia or Arceus to weaken it then kill it.
This team doesn't do too well against stall teams - a problem i've encountered a few times is Dragon Tail Dialga. Forretress is also quite a problem for me until I manage to break it.
Any suggestions of changes to the team, whether movesets, EV/Nature changes, or even whole moveset changes, would be vastly appreciated.
I've been doing reasonably well with this team up to now - when i started my win ratio was around 75%, but recently i've managed to destroy this and now it's hovering around the 62% mark. There are certain Pokemon I come up against that have ruined me several times, and I'll list these under my team.
Kyogre @ Leftovers
Trait: Drizzle
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature
- Scald
- Calm Mind
- Rest
- Sleep Talk
This is my own Kyogre set, i know lots of people like to run Choice Scarf or Specs, but I like this as it surprises a lot of people trying to kill it or status it. Lots of people try to Toxic it or Thunder Wave it thinking it's offensive Calm Mind, and I just carry on Calm Minding and then Rest off in their faces. This is also my Dark Void absorber, which can lead off against Darkrai, set up the weather and then Sleep Talk, hopefully getting a Scald off (Scald is obviously used for that burn chance). This means that i can then switch out, keeping Sleep Clause intact, and go to Arceus, which can destroy Darkrai with Extremespeed if it stays in or Swords Dance if it switches.
Palkia @ Choice Scarf
Trait: Pressure
EVs: 252 SAtk / 252 Spd / 4 Atk
Timid Nature
- Surf
- Spacial Rend
- Fire Blast
- Thunder
This is my revenge killer, able to check Kyogre of any kind unless it has a few calm minds, as well as loads of other stuff too. I use Fire Blast to nail Ferrothorn to the wall, even in rain, and also to crucify obvious Groudon switchins trying to weaken Surf.
Manaphy @ Leftovers
Trait: Hydration
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature
- Scald
- Grass Knot
- Calm Mind
- Rest
This is my bulky Manaphy, made to surprise people and to tank hits quite well. After one Calm Mind, Choice Scarf switch ins struggle to 2HKO with Thunder, meaning I can Calm Mind again then Rest off the damage, then rinse and repeat, or simply annihilate the opponent. I use Grass Knot over Ice Beam to surprise opposing Groudon and Kyogre, who are at worst 2HKOed by Grass Knot before any Calm Minds. It can also take Extremespeeds from Extremekiller Arceus and retaliate with Scald, which crushes it in the rain and still has a burn chance in sun. It also wins against Blissey and Chansey in rain, being able to boost to +6 and Rest off Seismic Toss damage, whilst being immune to Toxic or Thunder Wave.
Ferrothorn @ Leftovers
Trait: Iron Barbs
EVs: 252 HP / 252 Def / 4 SDef
Impish Nature
- Stealth Rock
- Leech Seed
- Power Whip
- Protect
This is my Extremekiller Check, able to take anything but a +6 Earthquake or the rare Overheat (which is weakened in the rain) and survive. Also, Iron Barbs hurts Extremespeed users of course. Leech Seed is always useful to force something out, and i can always use it on the switch to aggravate the switchin. Thanks to the rain, this can also survive a Fire Blast from non Specs Dialga and Palkia. i use Stealth Rock over Spikes because Stealth Rock hits everything that switches, and i like to be able to break Multiscale, badly hurt Ho-Oh even though it has Regenerator, and Toxic Spikes hurts almost every grounded Pokemon anyway.
Arceus @ Silk Scarf
Trait: Multitype
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature
- ExtremeSpeed
- Shadow Claw
- Recover
- Swords Dance
Extremekiller Arceus is relatively self-explanatory. This is my best answer to Blaziken, which I was initially unprepared for. If Blaziken attacks me, it can't kill me with an unboosted Hi Jump Kick, barring a critical hit. If it Protects, I Swords Dance and it's dead the next turn. If it Swords Dances the first turn, so do I, and it's dead the next turn. An Unboosted Extremespeed can also get rid it if it's at around 70% health, so after a kill with Flare Blitz, or a round of Stealth Rock, Life Orb and one or two turns of Toxic Spikes damage, Blaziken, which can harm the rest of my team significantly, is not a threat at all.
Tentacruel (F) @ Leftovers
Trait: Rain Dish
EVs: 252 HP / 32 Def / 224 SDef
Calm Nature
- Scald
- Toxic Spikes
- Rapid Spin
- Knock Off
This is my Spinner and Toxic Spikes setter. It actually does quite well against Thunders and Spacial Rends etc, being able to either switch out of the second one or set an extra layer of Toxic Spikes, or simply Knocking off the item. This also does well against Darkrai, being able to come in on a nasty Plot, take a Dark Pulse and set up Toxic Spikes. If Darkrai carries Substitute, Scald is strong enough to break it in the rain, and even if Darkrai kills me, either it's weak enough to die to Extremespeed, or there are two layers of Toxic Spikes on the field. Knock Off on the switch is also useful, as it often reveals the set of the incoming Pokemon.
Things that this team struggles against:
Arceus-Grass ruins me, being able to kill two of my team members easily. It also gets Calm Minds off so it gets even harder to kill. The only way I can win against this is with a Calm Mind war with Manaphy, and then only if I run Ice Beam over Grass Knot (which I don't like doing), and also only if Arceus-Grass has Grass Knot instead of Judgment.
Various other Arceus formes are problematic for me, especially if they start to Calm Mind. I usually only manage to break Arceus with a lucky burn from Scald, or if i got both layers of Toxic Spikes up. Even then, those with Refresh or Lum Berry (in the case of Extremekiller Arceus) cause problems. Arceus-Ghost is always hard to break as well - I have to rely on status or winning the Calm Mind war. Ho-Oh is hard to counter, especially if the opponent wins the weather war, and it carries Substitute. I end up sacrificing my Extremekiller Arceus to break its Subs so that i can come in and kill it with Palkia or Kyogre. Also, Calm Mind Mewtwo has caused significant problems - i usually have to sacrifice either Palkia or Arceus to weaken it then kill it.
This team doesn't do too well against stall teams - a problem i've encountered a few times is Dragon Tail Dialga. Forretress is also quite a problem for me until I manage to break it.
Any suggestions of changes to the team, whether movesets, EV/Nature changes, or even whole moveset changes, would be vastly appreciated.