Don't Rain on My Parade - a typical(?) Rain team

Hi everyone, just got back into OU after a years-long hiatus. I mostly played weather teams in Gen 8, but really liked rain teams for both their relative simplicity in terms of learning and also because water is my favorite type. I figured I'd try to build one for Gen 9 OU and looked at teams other better players made, but I'm not that great of a battler, let alone teambuilder, and after playing about 10-20 matches, it's become evident that I may need modifications, which is why I've brought the team here. So without further ado, I'll get into it.

Pelipper @ Damp Rock
Ability: Drizzle
Tera Type: Steel
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Hurricane
- U-turn
- Knock Off
- Roost
This one is obvious, he sets rain and slow pivots off. I took a pretty standard full Def EV spread for threats like Dragonite and Zamazenta, as I've seen a lot of those in my last few games. Samurott-Hisui has been a slight problem in that I just have to accept they'll get at least one layer of spikes up. I lead with Pelipper and U-turn out to break any Focus Sashes and then bring in a Swift Swim mon (usually Barraskewda) to hammer away. Tera Steel just because it's a good defensive typing especially in rain, but no particular reason otherwise.

Barraskewda @ Mystic Water
Ability: Swift Swim
Tera Type: Water
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Liquidation
- Poison Jab
- Close Combat
- Flip Turn
We get to the second mon of the typical rain team core. Barraskewday is a great late game sweeper and also outspeeds most, if not all mons that I play against. I've even gotten OHKOs off of a single Flip Turn in rain, but usually the gameplan is to Liquidate while I know I can get KO’s and if there's an obvious threat, just Flip Turn out. I think the typical item choice would be Choice Band for the Atk, but in the last few games, I’ve found that a lot of players anticipate this and play around it and I can take advantage of this, hence the Mystic Water. This has worked great in games where I play against Ogerpon-Wellspring, where they assume I switch out and Swords Dance, only to eat a Poison Jab.

Zapdos @ Assault Vest
Ability: Static
Tera Type: Electric
EVs: 252 SpA / 40 SpD / 216 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Hurricane
- Thunder
- Weather Ball
Here's the third member of the rain team core to round things out, who also happens to be 1 of 2 Sp Attackers on the team. Almost every game, the opponent teras their defensive mon into water, usually Slowking-Galar, Garganacl, Ting-Lu or Landorus. Zapdos is meant to handle these mons and I've made it Tera Electric for some added power on the 100% accuracy Thunders on tankier mons. I've used AV for the added SpD bulk to act as a switch-in on Sp Attackers. I was debating between Zapdos and Raging Bolt but opted for Zap for a few reasons: it outspeeds Landorus, Gliscor, and Great Tusk and thus can Weather Ball them. I think this team relies on pressure and having better tempo so it's important to be able to outspeed and KO potential hazard setters. Additionally, it's immune to Ground, so no EQ threats. Finally, we can use Zap to spam Hurricane for annoying Grass or Tera mons (which I acc ran into more than I thought I would).

Iron Treads @ Booster Energy
Ability: Quark Drive
Tera Type: Ghost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Volt Switch
- Rapid Spin
- Stealth Rock
I don't really have much to say for this one, other than the fact that he's my only hazard remover, and this team really doesn't like them, so I need to keep him alive. Ghost Tera to remove CC or Superpower threats like Iron Valiant, and Volt Switch for pivoting. I also included Stealth Rock for hazard setting of my own. If I'm really being honest, though, I'm not really sure how he fits in here and what use he has beyond hazard removal - I just added him because I felt he addressed missing areas in my team and I saw other teams using him as well.

Ogerpon-Wellspring (F) @ Wellspring Mask
Ability: Water Absorb
Tera Type: Water
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Ivy Cudgel
- Horn Leech
- Play Rough
- Encore
Oooh boy, I don't even know where to start with this mon. I included her originally ONLY because I heard she was OP, but I quickly saw why. Ogerpon can switch in forever on Alomomola, which would usually counter the entire team and attack with a STAB Horn Leech. Cudgel provides insane power, especially in rain and with the increased crit ratio. Play Rough is there to cover Dragon mons. Encore for Kingambit or other set-up mons. I originally thought about Power Whip, as it's vastly more powerful and could probably do better against mons like Alomomola, but I thought the added sustain might be better since I only have one mon currently with recovery (Pelipper Roost) and the others are prone to being chipped down. Also, if it's not 100% accuracy, it's 50%.

Kingdra @ Life Orb
Ability: Swift Swim
Tera Type: Water
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Flip Turn
- Draco Meteor
- Weather Ball
- Hurricane
This last slot was really a bit of a toss-up for me, but I ended up going with Kingdra because it's one of my favorite mons. There are probably better choices out there, but I thought the team needed another Sp Attacker, and Kingdra does relatively well as a Swift Swim user and can hit Dragons as well. Life Orb-boosted Draco Meteor is nothing to scoff at.
To be honest, I really want to play a "gimmick" rain team or a rain team built around an unusual/niche, but with the potential to be really great (ex. I saw a Beartic Rain team earlier this week that was really cool and helped me with making this team myself, as well as a Bellibolt Rain team that peaked really high!). Including Kingdra was my sad attempt to do something along those lines, but unfortunately, I don't really have the expertise to do so, which is why I'm here today. Would really appreciate any guidance from all of you more seasoned players!






Hi everyone, just got back into OU after a years-long hiatus. I mostly played weather teams in Gen 8, but really liked rain teams for both their relative simplicity in terms of learning and also because water is my favorite type. I figured I'd try to build one for Gen 9 OU and looked at teams other better players made, but I'm not that great of a battler, let alone teambuilder, and after playing about 10-20 matches, it's become evident that I may need modifications, which is why I've brought the team here. So without further ado, I'll get into it.

Pelipper @ Damp Rock
Ability: Drizzle
Tera Type: Steel
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Hurricane
- U-turn
- Knock Off
- Roost
This one is obvious, he sets rain and slow pivots off. I took a pretty standard full Def EV spread for threats like Dragonite and Zamazenta, as I've seen a lot of those in my last few games. Samurott-Hisui has been a slight problem in that I just have to accept they'll get at least one layer of spikes up. I lead with Pelipper and U-turn out to break any Focus Sashes and then bring in a Swift Swim mon (usually Barraskewda) to hammer away. Tera Steel just because it's a good defensive typing especially in rain, but no particular reason otherwise.

Barraskewda @ Mystic Water
Ability: Swift Swim
Tera Type: Water
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Liquidation
- Poison Jab
- Close Combat
- Flip Turn
We get to the second mon of the typical rain team core. Barraskewday is a great late game sweeper and also outspeeds most, if not all mons that I play against. I've even gotten OHKOs off of a single Flip Turn in rain, but usually the gameplan is to Liquidate while I know I can get KO’s and if there's an obvious threat, just Flip Turn out. I think the typical item choice would be Choice Band for the Atk, but in the last few games, I’ve found that a lot of players anticipate this and play around it and I can take advantage of this, hence the Mystic Water. This has worked great in games where I play against Ogerpon-Wellspring, where they assume I switch out and Swords Dance, only to eat a Poison Jab.

Zapdos @ Assault Vest
Ability: Static
Tera Type: Electric
EVs: 252 SpA / 40 SpD / 216 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Hurricane
- Thunder
- Weather Ball
Here's the third member of the rain team core to round things out, who also happens to be 1 of 2 Sp Attackers on the team. Almost every game, the opponent teras their defensive mon into water, usually Slowking-Galar, Garganacl, Ting-Lu or Landorus. Zapdos is meant to handle these mons and I've made it Tera Electric for some added power on the 100% accuracy Thunders on tankier mons. I've used AV for the added SpD bulk to act as a switch-in on Sp Attackers. I was debating between Zapdos and Raging Bolt but opted for Zap for a few reasons: it outspeeds Landorus, Gliscor, and Great Tusk and thus can Weather Ball them. I think this team relies on pressure and having better tempo so it's important to be able to outspeed and KO potential hazard setters. Additionally, it's immune to Ground, so no EQ threats. Finally, we can use Zap to spam Hurricane for annoying Grass or Tera mons (which I acc ran into more than I thought I would).

Iron Treads @ Booster Energy
Ability: Quark Drive
Tera Type: Ghost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Volt Switch
- Rapid Spin
- Stealth Rock
I don't really have much to say for this one, other than the fact that he's my only hazard remover, and this team really doesn't like them, so I need to keep him alive. Ghost Tera to remove CC or Superpower threats like Iron Valiant, and Volt Switch for pivoting. I also included Stealth Rock for hazard setting of my own. If I'm really being honest, though, I'm not really sure how he fits in here and what use he has beyond hazard removal - I just added him because I felt he addressed missing areas in my team and I saw other teams using him as well.

Ogerpon-Wellspring (F) @ Wellspring Mask
Ability: Water Absorb
Tera Type: Water
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Ivy Cudgel
- Horn Leech
- Play Rough
- Encore
Oooh boy, I don't even know where to start with this mon. I included her originally ONLY because I heard she was OP, but I quickly saw why. Ogerpon can switch in forever on Alomomola, which would usually counter the entire team and attack with a STAB Horn Leech. Cudgel provides insane power, especially in rain and with the increased crit ratio. Play Rough is there to cover Dragon mons. Encore for Kingambit or other set-up mons. I originally thought about Power Whip, as it's vastly more powerful and could probably do better against mons like Alomomola, but I thought the added sustain might be better since I only have one mon currently with recovery (Pelipper Roost) and the others are prone to being chipped down. Also, if it's not 100% accuracy, it's 50%.

Kingdra @ Life Orb
Ability: Swift Swim
Tera Type: Water
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Flip Turn
- Draco Meteor
- Weather Ball
- Hurricane
This last slot was really a bit of a toss-up for me, but I ended up going with Kingdra because it's one of my favorite mons. There are probably better choices out there, but I thought the team needed another Sp Attacker, and Kingdra does relatively well as a Swift Swim user and can hit Dragons as well. Life Orb-boosted Draco Meteor is nothing to scoff at.
To be honest, I really want to play a "gimmick" rain team or a rain team built around an unusual/niche, but with the potential to be really great (ex. I saw a Beartic Rain team earlier this week that was really cool and helped me with making this team myself, as well as a Bellibolt Rain team that peaked really high!). Including Kingdra was my sad attempt to do something along those lines, but unfortunately, I don't really have the expertise to do so, which is why I'm here today. Would really appreciate any guidance from all of you more seasoned players!
Last edited: