Hey hey hey Smogon ^^
I've recently gotten into wi-fi battling, rather than just watching videos of it, and my first team I have built is this rain team. I know it's probably far from perfect, hence my asking for some ratings. Just wondering what would be the best ways in which this could be improved in your guys' opinions. Cheers :)
I've recently gotten into wi-fi battling, rather than just watching videos of it, and my first team I have built is this rain team. I know it's probably far from perfect, hence my asking for some ratings. Just wondering what would be the best ways in which this could be improved in your guys' opinions. Cheers :)






POLITOED:
Ability: Drizzle
Item: Leftovers
Nature: Bold
Moves: Protect/Perish Song/Scald/Ice Beam
EVs: 252 HP, 154 Def, 100 SpD
Politoed obviously as my rain inducer. Scald's burn chance is handy, Ice Beam helps with coverage. Protect for scouting and stalling, as well as reducing Perish Song's countdown in case I need to stall out an undesirable opponent.

Ability: Drizzle
Item: Leftovers
Nature: Bold
Moves: Protect/Perish Song/Scald/Ice Beam
EVs: 252 HP, 154 Def, 100 SpD
Politoed obviously as my rain inducer. Scald's burn chance is handy, Ice Beam helps with coverage. Protect for scouting and stalling, as well as reducing Perish Song's countdown in case I need to stall out an undesirable opponent.
CLOYSTER:
Ability: Skill Link
Item: Leftovers
Nature: Impish
Moves: Icicle Spear/Ice Shard/Toxic Spikes/Rapid Spin
EVs: 252 HP, 148 Atk, 108 Def
Cloyster acts as my spinner and sets up Toxic Spikes. Icicle Spear with Skill Link is pretty much required, helping to deal wth Grass types, and Ice Shard's priority helps finish off weakened Grass types. I choose Toxic Spikes over Spikes as it doesn't rely on switch-ins and I feel that Cloyster wouldn't often get the chance to lay down Spikes in addition to Toxic Spikes.

Ability: Skill Link
Item: Leftovers
Nature: Impish
Moves: Icicle Spear/Ice Shard/Toxic Spikes/Rapid Spin
EVs: 252 HP, 148 Atk, 108 Def
Cloyster acts as my spinner and sets up Toxic Spikes. Icicle Spear with Skill Link is pretty much required, helping to deal wth Grass types, and Ice Shard's priority helps finish off weakened Grass types. I choose Toxic Spikes over Spikes as it doesn't rely on switch-ins and I feel that Cloyster wouldn't often get the chance to lay down Spikes in addition to Toxic Spikes.
BISHARP:
Ability: Inner Focus
Item: Life Orb
Nature: Adamant
Moves: Night Slash/Pursuit/Stone Edge/Brick Break
EVs: 252 Spe, 252 Atk, 4 HP
Bisharp. I don't think I've seen this on a rain team before. It seems to work pretty well, with its fire weakness being reduced. Pursuit, from my experience, does wonders in destroying Jellicent, and Night Slash is handy as a general STAB move. Brick Break for screens, and Stone Edge with its high power rounds off the moveset.

Ability: Inner Focus
Item: Life Orb
Nature: Adamant
Moves: Night Slash/Pursuit/Stone Edge/Brick Break
EVs: 252 Spe, 252 Atk, 4 HP
Bisharp. I don't think I've seen this on a rain team before. It seems to work pretty well, with its fire weakness being reduced. Pursuit, from my experience, does wonders in destroying Jellicent, and Night Slash is handy as a general STAB move. Brick Break for screens, and Stone Edge with its high power rounds off the moveset.
VAPOREON:
Ability: Hydration
Item: Leftovers
Nature: Bold
Moves: Wish/Ice Beam/Roar/Rest
EVs: 252 HP, 252 Def, 4 SpD
Vaporeon acts as my main tank, with Rest going hand in hand with Hydration for instant full heals, as well as losing any other status. Ice Beam over Scald in case Grass types are brought out. Wish and Roar are there for their standard roles, healing teammates and phazing. Also, when toxic spikes are down, Vaporeon aids in racking up residual damage by taking hits.

Ability: Hydration
Item: Leftovers
Nature: Bold
Moves: Wish/Ice Beam/Roar/Rest
EVs: 252 HP, 252 Def, 4 SpD
Vaporeon acts as my main tank, with Rest going hand in hand with Hydration for instant full heals, as well as losing any other status. Ice Beam over Scald in case Grass types are brought out. Wish and Roar are there for their standard roles, healing teammates and phazing. Also, when toxic spikes are down, Vaporeon aids in racking up residual damage by taking hits.
ELECTIVIRE:
Ability: Motor Drive
Item: : Life Orb
Nature: Modest
Moves: Thunder/Thunder Wave/Flamethrower/Psychic
EVs: 160 HP, 252 Atk, 96 Spe
Electivire, probably the pokemon I'm least sure of. Thunder with the accuracy boost is nice and Psychic helps against Fighting pokemon which might mess up Bisharp. Flamethrower is there for use against the grass types my team is not keen on, but with the rain it's not as strong as I'd have liked. T-Wave for paralysis is always nice.

Ability: Motor Drive
Item: : Life Orb
Nature: Modest
Moves: Thunder/Thunder Wave/Flamethrower/Psychic
EVs: 160 HP, 252 Atk, 96 Spe
Electivire, probably the pokemon I'm least sure of. Thunder with the accuracy boost is nice and Psychic helps against Fighting pokemon which might mess up Bisharp. Flamethrower is there for use against the grass types my team is not keen on, but with the rain it's not as strong as I'd have liked. T-Wave for paralysis is always nice.
TOXICROAK:
Ability: Dry Skin
Item: Black Sludge
Nature: Adamant
EVs: 4 HP, 252 Atk, 252 Spe
Moves: Drain Punch/Substitute/X-Scissor/Earthquake
Toxicroak acts as a physical sweeper, probably somewhat unsurprisingly. Recovery from Black Sludge and Rain Dish complements the subs, Drain Punch for good STAB and recovery. Earthquake helps deal with Thunders and along with Drain Punch, steels due to Fire being weakened as a result of the rain. X-Scissor is there to somewhat alleviate the threat of Psychics, as this guy cannot take psychic hits.

Ability: Dry Skin
Item: Black Sludge
Nature: Adamant
EVs: 4 HP, 252 Atk, 252 Spe
Moves: Drain Punch/Substitute/X-Scissor/Earthquake
Toxicroak acts as a physical sweeper, probably somewhat unsurprisingly. Recovery from Black Sludge and Rain Dish complements the subs, Drain Punch for good STAB and recovery. Earthquake helps deal with Thunders and along with Drain Punch, steels due to Fire being weakened as a result of the rain. X-Scissor is there to somewhat alleviate the threat of Psychics, as this guy cannot take psychic hits.
What I think I need to improve on:
Overall, my main fears are Thunder users taking advantage of the rain, as well as Grass types in general.
I personally think I need to change Electivire, it just seems like he's not got much use overall. If possible, something else with Thunder would be nice.
I also think Cloyster could be changed for a different entry hazard set up, such as Swampert (also reducing my large Thunder weakness, but Grass types will destroy this guy I think)
Overall, my main fears are Thunder users taking advantage of the rain, as well as Grass types in general.
I personally think I need to change Electivire, it just seems like he's not got much use overall. If possible, something else with Thunder would be nice.
I also think Cloyster could be changed for a different entry hazard set up, such as Swampert (also reducing my large Thunder weakness, but Grass types will destroy this guy I think)