





Introduction
Hi all, this is my Drizzle team that I have been having decent success with, reaching the top 20 on Smogon with a rating over 1400 at one point in time.
The first goal of this team is usually to win the common weather battles that seem to occur this generation. From that point the aim of this team is to slowly wear the opponent’s team down with entry hazards and safe switching/recovery, keeping most team members alive, in order to set up a sweep with either Toxicroak and Whishcash. There are usually one, sometimes two key pokemon that can counter these set-up sweepers so once they are finally removed it is time to set-up. Finally my fast revenge killer Tornadus cleans up any pokemon left over towards the end of the battle.
The team relies heavily upon defensive synergy to check the opposing team's offensive threats while it wears them down, as well as being able to heal itself and not worry too much about status or entry hazards (with the unfortunate exception of spikes).
Any suggestions you have about improving the team would be greatly appreciated.
Team Building

1. Whiscash has always been one of my favourite pokemon and when I realised the potential he had with his dreamworld ability I had to make a team with him as a centre piece.


2. For Whiscash's ability to work to its full potential Drizzle needed to be on the field, which required one obvious team member.



3. One of the best new pokemon in five gen that could provide multiple rolls for the team: wall, support, attacker. Ferrothorn is also a good check to opposing Drizzle/Rain Dance teams.




4. A fast sweeper was needed to deal with a variety of threats and Starmie proved to be an excellent choice, with rain boosted Hydro Pumps and Thunders demolishing anything foolish enough to stay in.





5. I noticed that Conkeldurr would have a field day with 3/4 of my team members and he was very popular around the time the team was built. I also wanted another member to stall and a rapid spinner as Starmie ran three attacks + recover. Tentacruel provided all these attributes and more.






6. I noticed the team seemed very dragon weak and lacked a counter to popular sandstorm sweepers, so Skarmory was chosen to fill these rolls and provide phasing support too.






6. Tentacruel wasn't pulling its weight at checking Conkeldurr (bulk Up + Guts + Payback = dead jellyfish) and was making the team too stall orientated. I wanted another bulky sweeper to work with Whiscash and Toxicroak proved to be an excellent addition to the team.






7. Starmie's weakness to the two most popular pokemon in the metagame was causing it to be a burden. A suitable replacement for a quick sweeper was found in Tornadus who hit even harder then Starmie could and easily destroyed Tyranitar and Ferrothorn as well as most pokemon in existance.
The Team

Politoed
@ Choice Specs
Ability: Drizzle
EVs: 248 HP - 252 SpA - 8 Spe
Nature: Modest
- Hydro Pump
- Ice Beam
- Focus Blast
- Perish Song/ Hidden Power Electric
As with every 5th Gen OU drizzle team Politoed uses its awesome ability to keep enternal rain on the field. My particular politoed is designed to withstand powerful attacks and KO the opposing pokemon or heavily damage a switch in, much like bulky choice band TTar is used for. For example Modest Choice Specs Hydro Pump will 2HKO all types of TTar in a sandstorm, will outspeed most and with 248 HP will survive every attack being thrown back at it, with the exception of Adamant Choice Band Stone Edge. It acts similarly towards other weather starters with or without rain, 2HKOing many types of Ninetails while surviving an unboosted Solarbeam in the sun and 1HKOing Hippowdon and Abomasnow with Hydro Pump and Focus Blast respectfully. The 8 Speed EVs are there mainly to outspeed 0 speed Breloom and kill it with ice beam before it can use spore.
The first three attacks provide excellent coverage, with Hydro Pump being extremely powerful in the rain, hitting many pokemon that resist it very hard. Focus Blast 2HKOs most Ferrothorn and 1HKOs even max specially defensive Tyranitar in sand provided stealth rock is up. Ice Beam rounds the combo out hitting dragons and grass types hard. The last move is a filler, without Hidden Power Electric bulky types of Gyarados wall it pretty well but without Perish Song it can be difficult to deal with some popular bulky set up sweepers like Jirachi.
Politoed can also be used as a stall breaker being able to surprise stall teams and 1HKO or 2HKO many common stall based pokemon not named Blissey or Chancey with one of its three attacking moves. Generally Politoed will net me at least one if not two kills and is very useful at letting me switch in one of my sweepers for free by sacrificing itself in the lategame. It also prevents many bulky set up pokemon by either hitting them very hard before they get too many boosts or by using Perish Song to force them out
Politoed is the one member of my team that is affected by toxic but due to its nature of coming in blasting off one or two attacks and then leaving it doesn't matter as much. Similarly Politoed doesn't particularly care too much about being burnt or paralysed. Like most of my team Politoed is not a fan of spikes, but does not worry too much about toxic spikes or stealth rocks.

Skarmory
@ Leftovers
Ability: Sturdy
EVs: 252 HP - 248 Def - 8 Spe
Nature: Impish
- Stealth Rocks
- Roost
- Whirlwind
- Brave bird
Defensive Skarmory is quite simply a beast. In the rain it can easily survive and roost off almost all physical attacks coming its way even if they are super effective. It is very reliable at getting stealth rocks up and shuffling the opponent’s team about at will. Its Brave bird attack is also very useful, letting me murder Breloom and Virizion which can sometimes cause my team troubles. If a sandstorm team manages to win the weather battle Skarmory is very important at checking/countering most key sandstorm sweepers including Garchomp, Excadrill, Landorus and Tyranitar (without fire blast).
Skarmory also provides important defensive synergy for the team; being immune to ground attacks that can cause this team problems, having a 4X resistance to grass types that hit Whiscash hard and taking physical dragon attacks that can easily destroy 2/3 of my team. Although it would be nice to give it more special bulk, most of the time it needs all the physical bulk it can get to survive 2+ rock attacks from the aforementioned threats.
Skarmory generally does not care about status, although getting burnt can be annoying in some instances. It is also the one member of my team who doesn't mind spikes, or any entry hazards for that matter, making it an excellent defensive pivot for the team.

Toxicroak
@ Leftovers
Ability: Dry Skin
EVs: 244 HP - 252 Atk - 12 SpD
Nature: Adamant
- Bulk Up
- Drain Punch
- Sucker Punch
- Substitute
Toxicroak is one half of my set-up sweepers and he is a threatening roadblock for many teams after one or two Bulk Ups. He can set up on a large variety of powerful pokemon in the rain including Conkeldurr, Breloom, Scizor and even some varieties of Gliscor despite it being weak to both stabs. Essentially after a few Bulk Ups all he has to worry about are Pyschic moves (which will often be used by just one pokemon on the average team) and extremely powerful special attacks such as choice specs draco meteors from Lati@s that can be dealt with through sucker punch.
The EVs provide maximum attack and bulk while allowing Toxicroak to take strong attacks and hit back hard, all the while recovering with Drain Punch, Dry Skin and Leftovers. Sucker Punch provides a valuable form of priority and allows toxicroak to defeat psychic type pokemon before they can destroy him with their 4 times super effective STAB attacks. Finally substitute is there to enable toxicroak to set up on a variety of slow pokemon that would try and burn or paralyse him as well as stopping leech seed from the ever present Ferrothorn and allowing toxicroak to deal with powerful threats through a combination of Drain Punch followed by Sucker Punch from behind his substitute.
Toxicroak’s immunity to water attacks and resistance to grass attacks has good defensive synergy with my other set up sweeper Whiscash and the rest of the team. Toxicroak has the added benefit of being able to defeat opposing rain teams almost single handily. Toxicroak also offers an immunity to toxic and absorbs toxic spikes for politoed. Toxicroak does not like having his weather changed, but it can often be a fatal move by a sand team to do so, as switching in Tyranitar on Toxicroak will often result in 2 Bulk Ups, meaning Sand’s most popular dangerous threats; Garchomp, Excadrill, Landorus and Gliscor, will have a hard time defeating him barring a critical hit or an untimely miss against sand veil.

Whiscash
@ Life Orb
Ability: Hydration
EVs:148 HP - 252 Atk - 108 Spe
Nature: Adamant
- Dragon Dance
- Waterfall
- Earthquake
- Rest
The other half of my set-up sweepers, my team started around setting up Whiscash to sweep after his counters are gone. Once all the opponents grass types are gone and powerful dragons are worn down enough Whiscash can often set up and sweep with great ease. Water/Ground pokemon have always been my favourite type and with the majority of weather being either sandstorm or rain in this metagame this type combination is more useful than it has ever been before, as Water/ground types can abuse the effects of the two most common weathers.
Whiscash’s ability Hydration enables it to automatically rid itself of status at the end of every turn as long as rain is on the field. This lets Whiscash actually be useful despite its rather underwhelming base stats, meaning rest is a 100% recover move that rids status with no drawbacks. This combined with Whiscash’s excellent typing, decent bulk and Dragon Dance means Whiscash can tank hits from numerous threats and set up for a sweep. It also means Whiscash set ups with ease on many defensive pokemon as their status attempts fail and their weak attacks are rested off.
Waterfall and Earthquake provide powerful dual stab attacks as Whiscash needs all the power he can get. Life Orb is chosen over leftovers as it enables more 1HKOs at 2+ attack. Although there are many pokemon resistant to both attacks, namely flying dragons and grass types, Whiscash will rarely be beating either of those even having attacks that can hit them neutrally. Return is another attack I have looked into, but the power drop from Earthquake is very noticeable against many pokemon and Ferrothorn and Jellicent completely wall it.
108 Speed EVs allows Whiscash to outspeed Jolly ScarfTar and positive nature base 115 speed pokemon after two Dragon Dances, which helps it substantially against enemies such as Starmie, Gengar, Lati@s and others in the 108-115 speed bracket. Max attack is needed due to Whiscash’s low base attack. The rest of the EVs go into maximising Whiscash’s overall bulk, while ensuring Blissey does not 4HKO with seismic toss factoring in leftovers recovery.
Part of the success of this team is the wide range of opponents that both Whiscash and Toxicroak can set up on and the fact that both of them can set up on common counters to the other. This means that my opponent can often protect a counter to one of these sweepers but not both and with clever moves a sweep can be set up once they're down. The pokemon that both are weak to, namely very strong sweepers such as flying dragons are dealt with by the rest of the team, who can collectively tank their attacks and damage them back.

Ferrothorn
@ Leftovers
Ability: Iron Barbs
EVs: 252 HP - 48 Def - 208 SpD (0 speed IVs)
Nature: Sassy
- Leech Seed
- Spikes
- Gyro Ball
- Protect
A typical Ferrothorn set, it gladly absorbs most special attacks, many physical attacks and sometimes even weak fire attacks in the rain. It checks Lati@s sets that can otherwise cause this team large amounts of pain and kills outrage 'trapped' dragons with its powerful Gyro Ball. I originally ran a Ferrothorn set with curse instead of spikes, as it can sweep quite well once it’s counters are removed but I found that spikes were a lot more useful to the team in general as there are often multiple counters to Ferrothorn on a team.
Ferrothorn is used to take obvious paralyse attempts as this stops it getting burnt from a random boil over and powers up Gyro Ball. Protect allows Ferrothorn to have a lot more staying power, being able to heal 36% of its health with leach seed while only taking one hit. Without Ferrothorn, Lati@s can demolish this team with its powerful Draco-meteors and other dragons can set up and outrage with only Skarmory able to phase them out.
Unfortunately, having two steel types on my team means that Magnezone is a very dangerous threat, as are fire type attacks. However Drizzle goes a long way to negate fire type attacks and Whiscash can deal with almost all fire attacks in the rain and uses Magnezone as set up fodder.

Tornadus
@ Choice Specs
Ability: Prankster
EVs: 4 Def - 252 SpA - 252 Spe
Nature: Timid
- Hurricane
- Focus Blast
- Hidden Power Ice/Water
- U-turn
Tornadus is used as an all-purpose revenge killer, wall breaker and late game sweeper in my team. The EVs are standard, providing maximum speed and power while letting Tornadus switch into stealth rock 5 times. A Choice specs Hurricane hits ridiculously hard and has 100% accuracy under rain, it 1HKOs a large portion of the metagame with stealth rocks up, while Focus Blast rounds out the coverage on Steel and Rock types. Hidden Power Water eases prediction against the many threats weak to both ice and water being able to 1HKO most flying/ground types, while the common steel switch in to ice attacks take a fair chunk of damage from Hidden Power Water in the rain. Hurricane can get the KO on most other Hidden Power Ice targets anyway, provided stealth rock is up. Finally U-turn can be useful to if Rain isn’t up and you don’t want to risk a miss from Focus Blast or Hurricane to gain momentum, but it is mostly a filler.
Tornadus is facing stiff competition with Thunderus and/or Starmie for its spot on the team. All three pokemon can perform adequately in this position, but I find that Tornadus’ brute strength without any setup is most valuable. All three are however rather lacking in bulk and are susceptible to priority attacks, so any commentary/suggestions for this spot on the team is welcomed.
Past Members
Tentacruel
@ leftovers
Ability: Liquid Ooze
EVs: 252 HP - 120 Def - 120 SpD - 16 Spe
Nature: Calm
- Rapid Spin
- Rain Dance
- Toxic Spikes
- Boil Over

Tentacruel
@ leftovers
Ability: Liquid Ooze
EVs: 252 HP - 120 Def - 120 SpD - 16 Spe
Nature: Calm
- Rapid Spin
- Rain Dance
- Toxic Spikes
- Boil Over
Tentacruel got the boot as it made my team too defensive orientated. It did very minimal damage and made me reliant upon entry hazards on a team with no spin blocker. Furthermore although it could take hits from a few threats, it has no reliable forms of recovery and once it tanked an opponent’s initial attack it was often set up fodder.

Starmie
@ leftovers/life orb
Ability: Natural cure
EVs: 4 HP - 252 SpA - 252 Spe
Nature: Timid
- Rapid Spin
- Surf/Hydro Pump
- Thunderbolt/Thunder
- Recover/Ice Beam
Starmie works well on this team with two exceptions: The top two pokemon in the metagame, Tyranitar and Ferrothorn, trap it or wall it respectfully. Tyranitar can switch in on anything other than life orb hydro pump, change the weather and pursuit it to death, whereas Starmie can simply do nothing to Ferrothorn in the rain even with hidden power fire.
Threat list
to come