changes in BOLD
Electrode @ Damprock
252/Hp, 252/Spe, 4/Sp.Atk
Nature: Hasty
Ability: Static
- Rain Dance
- Thunder
- Explosion
- Taunt?
This is my opener. His specific purpose is to get a rain dance off as quickly as possible and then explode, taking out the opposing opener and leading right into one of my other pokemon. Taunt is in case I'm facing something with nasty opening support moves (stealth rock in particular) and thunder is to hit ghosts or other thing that might block an explosion. His problem is steelix, who can never be killed by explosion and resists thunder.
Gorebyss @ Choice Specs
52/Hp, 252/Sp.Atk, 204/Spe
Nature: Timid
Ability: Swift Swim
- Psychic
- Surf
- Ice Beam
- Hidden Power: Electric
The choice specs set by itself is powerful enough to function on it's own, but the swift swim makes it out-run practically everything in UU and makes her surf ridiculously powerful. Ice beam, Psychic. and HP: Electric cover the majority of other types around.
Parasect @ Focus Sash
252/Hp, 252/Atk, 4/Spe
Nature: Adamant
Ability: Dry Skin
- Spore
- Pursuit
- X scisor
- Swords Dance
Dry skin lets him switch into water attacks without any fear as well as grant him a little bit of healing from an active rain dance. Spore with focus sash gives him enough of a chance to atleast get off one swords dance. Pursuit gits ghosts and running psychics. X-scisor is there as his most powerful physical stab option.
Omastar @ Damprock
252/Spe, 252/Sp.Atk, 4/Def
Nature: Modest
Ability: Swift Swim
- Ice Beam
- Rain Dance
- Surf
- Hidden Power Grass
Swift swim makes him fast enough to outrun most opponents and be a powerful sweeper. Surf and Ice beam for the same reasons as Gorebyss and hp: grass lets him hit other waters. He can also raindance when electrode's dead and the rain stops.
Lanturn @ Leftovers
40 HP / 136 SpA / 252 SpD / 80 Spe
Nature: Calm
Ability: Volt Absorb
- Surf
- Thunder
- Ice Beam
- Toxic
New special wall. Thunder takes advantage of rain dance and stabs to take care of bulky water types that become too trouble some. Toxic is there for the same reason, to stop bulky waters. Ice beam gets good coverage and surf gets boosted in the rain and stab for a nice attack option. Volt absorb lets him suck up predicted electric attacks. Special Thanks to DDRMaster for this set.
Toxicroak @ Life Orb
252/Atk, 6/Def, 252/Spe
Nature: Adamant
Ability: Dry Skin
- Earthquake
- Sucker Punch
- Cross Chop
- Stone Edge
My only physical sweeper. Dry skin cancels out life orb damage, making the life orb procide a power boost at almost not cost. Sucker punch hit's troublesome psychic and ghost types as well as hitting stuff that's gotten too fast. Earthquake has a wide range of coverage. Cross Chop was chosen over Stone Edge because it has the same BP, accuracy, and PP as stone edge, but gets a boost from stab and covers more types not covered by my other pokemon. Stone Edge added in place of rain dance because it's not necessary with two rain dancers al ready present; Special Thanks to DDRMaster for this.
Threat List: Golduck, Mantine, Dewgong, and most bulky water types. Persian (Fake out, hypnosis, u-turn opening is difficult for my team to deal with for some reason), Shedinja (Currently, Parasect and Toxicroak are the only two on my team capable of killing it. If they're dead and a Shedinja comes out, I can't win), bulky water types are still in question.
Electrode @ Damprock
252/Hp, 252/Spe, 4/Sp.Atk
Nature: Hasty
Ability: Static
- Rain Dance
- Thunder
- Explosion
- Taunt?
This is my opener. His specific purpose is to get a rain dance off as quickly as possible and then explode, taking out the opposing opener and leading right into one of my other pokemon. Taunt is in case I'm facing something with nasty opening support moves (stealth rock in particular) and thunder is to hit ghosts or other thing that might block an explosion. His problem is steelix, who can never be killed by explosion and resists thunder.
Gorebyss @ Choice Specs
52/Hp, 252/Sp.Atk, 204/Spe
Nature: Timid
Ability: Swift Swim
- Psychic
- Surf
- Ice Beam
- Hidden Power: Electric
The choice specs set by itself is powerful enough to function on it's own, but the swift swim makes it out-run practically everything in UU and makes her surf ridiculously powerful. Ice beam, Psychic. and HP: Electric cover the majority of other types around.
Parasect @ Focus Sash
252/Hp, 252/Atk, 4/Spe
Nature: Adamant
Ability: Dry Skin
- Spore
- Pursuit
- X scisor
- Swords Dance
Dry skin lets him switch into water attacks without any fear as well as grant him a little bit of healing from an active rain dance. Spore with focus sash gives him enough of a chance to atleast get off one swords dance. Pursuit gits ghosts and running psychics. X-scisor is there as his most powerful physical stab option.
Omastar @ Damprock
252/Spe, 252/Sp.Atk, 4/Def
Nature: Modest
Ability: Swift Swim
- Ice Beam
- Rain Dance
- Surf
- Hidden Power Grass
Swift swim makes him fast enough to outrun most opponents and be a powerful sweeper. Surf and Ice beam for the same reasons as Gorebyss and hp: grass lets him hit other waters. He can also raindance when electrode's dead and the rain stops.
Lanturn @ Leftovers
40 HP / 136 SpA / 252 SpD / 80 Spe
Nature: Calm
Ability: Volt Absorb
- Surf
- Thunder
- Ice Beam
- Toxic
New special wall. Thunder takes advantage of rain dance and stabs to take care of bulky water types that become too trouble some. Toxic is there for the same reason, to stop bulky waters. Ice beam gets good coverage and surf gets boosted in the rain and stab for a nice attack option. Volt absorb lets him suck up predicted electric attacks. Special Thanks to DDRMaster for this set.
Toxicroak @ Life Orb
252/Atk, 6/Def, 252/Spe
Nature: Adamant
Ability: Dry Skin
- Earthquake
- Sucker Punch
- Cross Chop
- Stone Edge
My only physical sweeper. Dry skin cancels out life orb damage, making the life orb procide a power boost at almost not cost. Sucker punch hit's troublesome psychic and ghost types as well as hitting stuff that's gotten too fast. Earthquake has a wide range of coverage. Cross Chop was chosen over Stone Edge because it has the same BP, accuracy, and PP as stone edge, but gets a boost from stab and covers more types not covered by my other pokemon. Stone Edge added in place of rain dance because it's not necessary with two rain dancers al ready present; Special Thanks to DDRMaster for this.
Threat List: Golduck, Mantine, Dewgong, and most bulky water types. Persian (Fake out, hypnosis, u-turn opening is difficult for my team to deal with for some reason), Shedinja (Currently, Parasect and Toxicroak are the only two on my team capable of killing it. If they're dead and a Shedinja comes out, I can't win), bulky water types are still in question.