SS OU Rain Team (I need your help!)

Rain teams seem very interesting, I have always been wanting to make one. So, here it is... this is my first Rain team I have ever made so I really need feedback from you people who are a little more experienced than I am. Click sprites for the Pokepast.


:ss/pelipper: :ss/barraskewda: :ss/Golduck::ss/kingdra: :ss/seaking: :ss/landorus-therian:


Pelipper @ Damp Rock
Ability: Drizzle
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Weather Ball
- Roost
- U-turn
- Hurricane


Pelipper supports the entire team, without Pelipper the Pokemon on the team are basically a pile of waste. Pelipper sets up the Rain doubling the team's speed (except lando-t & pelipper itslef) due to their abilites. Also, 5 out of 6 Pokemon in the team are Water types with STAB water moves. Rain also boosts water moves by x1.5 which is very good. Your 110 powered Hydro Pump is now 165 BP, including STAB 247.5 BP... Anyway, Damp Rock is so Rain lasts 8 turns and not only 5 turns. Weather Ball is STAB and a 50 BP move that becomes 100 BP when you are in weather and changes to a Water type move when in Rain, Fire type move when in sun etc. Although, Pelipper also is a Water Type so that 100 BP move gets a STAB bonus and is now 150 BP (including stab ofc). Hurricane is it's other STAB, U-turn to pivot out after you put up Rain and Roost is self explanatory.


Barraskewda @ Choice Band
Ability: Swift Swim
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Liquidation
- Close Combat
- Crunch
- Psychic Fangs


Barraskewda is a great Rain abuser because it's speed get's doubled in RAIN and it's main move, Liquidation get's boosted aswell. I gave it Choice Band because it is boosting all of it's moves even MORE and it doesn't matter too much that you are locked in to a move because Liquidation is what you're clicking almost every time anyways because it is easily the strongest move you have. Barraskewda serves as a VERY good wall breaker and a good fit on Rain teams and other offensive based teams. Also, when rain is up basically nothing outspeeds you except Scarf Regieleki and probably Scarf Ninjasc which nobody with half a brain cell would run. Close Combat is for Weavile, Crawdaunt, and Obstagoon. Psychic Fangs is for Toxapex, and Crunch is for Slowbro, Gengar, and Dragapult.


Golduck @ Choice Specs
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Hydro Pump
- Focus Blast
- Ice Beam
- Psychic


(please don't tell me to switch Golduck) Golduck is my FAVORITE Water type. Golduck is a decent pick on Rain teams because obviously it's speed is DOUBLED like the most of the team so it is able to outspeed most of the non scarf users. Choice Specs is to maximize damage and my strongest move is Hydro Pump and I'll most likely click it everytime except if there is something that resists Hydro Pump. I might consider using Life Orb, I might have messed up on the items I chose for some of these Pokemon, please let me know if I did. Anyway, I chose Modest and NOT Timid because when Golduck is under rain it already outspeeds most of the metagame so the second option was to boost it's Special Attack. Hydro Pump is the strongest move Golduck has and it is Golduck's STAB attack. I dont really know what all the coverage is for, although having a team SOLEY Water types can be risky if you don't have good coverage to deal with things that resist water like Electric and Plant. Also, I thought I'd be better off running a Calm Mind + Subsitute + Life Orb set and if I should run Surf over Hydro Pump, although I wasn't too sure if that was worth running.


Kingdra @ Life Orb
Ability: Swift Swim
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- Draco Meteor
- Flip Turn
- Liquidation
- Dragon Dance


Kingdra is one of the best, if not THE best picks on a Rain team is what I heard. Im running a mixed setup-and-sweep. The reason for Life Orb and not a Choice item is if a Dragon Type comes in that resists Water, like Dragonite for an example. If that Dragonite comes in on a Water move you are stuck on that move and Dragonite can easily threaten you out. (you outspeed dnite btw) If you are not running a Choice item you can click any move on incoming Dragonite and then get rid of it with Draco Meteor. You can run a full on Special set which is what I was going to run but I thought this set was more interesting.


Seaking @ Life Orb
Ability: Swift Swimp
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Waterfall
- Knock Off
- Megahorn
- Flip Turn


Seaking is not really a good Pokemon, although it does get a speed boost due to it's ability that can help it. Life Orb > Choice Item because if a Grass type comes in thinking that they can take a hit and no doubt WALL Seaking, that is where they are wrong. If you can predict the Grass type coming in you can one shot or two shot the opposing Grass type. Although, if you fail to predict and it catches you clicking your Water type STAB you most likely outspeed the foe and can still hit it with a Megahorn. I probably will replace Seaking in the future with something else but it's an interesting Pokemon which is kind of okay to use but I might replace it with something else like Poliwrath or Ludicolo.


Landorus-Therian @ Focus Sash
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Toxic
- Stealth Rock
- U-turn


Landorus-Therian is obviously there because of Stealth Rocks. Stealth Rocks are always nice to have on offensive teams, free chip is free chip. I really don't need to explain that much about it because I'm pretty sure ya'll know how this thing works. Earthquake for STAB, U-turn to pivot out against bad matchups and when you are done setting up Stealth Rocks. Toxic is to badly poison something that is switching in when you know the opponent will swap, say Landorus-t vs Tapu Koko... that is when you can take advantage of that turn that the opponent is switching and you can freely click Toxic.
SCROLL DOWN!













EDIT:
The team was not as good as I thought it would be. There were too many things like Rillaboom and Kartana that went brrr on my team and I was unhappy with the team. SO, I rebuilt it with the help of ForstamemasNeetaroOoniqua, musiquepkmn and glava222. Click SPRITES for Pokepast.

:pelipper: :barraskewda: :ferrothorn: :seismitoad: :tornadus-therian: :dragapult:

I replaced basically the whole team other than Pelipper and Barraskewda. I added Ferrothorn because it is a electric/grass resist that can help with Rillaboom, it can also set up spikes. I added Seismitoad because it has an electric immunity and is benefitting from having rain up. While it's speed is doubled it outspeeds a HUGE portion of the meta game. It also can set up stealth rocks. I chose this over Swampert because Seismitoad gets Swift Swim and Swampert doesn't, most of the time I try to make my teams as offensive as possible. Tornadus-T benefits because it's 70% AC Hurricane is now a 100% AC, this can serve as an excellent wall breaker. It can also help with Kartana. And finally, the last move spot goes to Dragapult. Dragapult is an awesome revenge killer and can be a wall breaker. It's got great coverage and a base speed of 142 which is VERY VERY GOOD. It is also a very fun Pokemon to use and it is my favorite Dragon type. It also can revenge kill and outspeed non-scarf Spectrier with Shadow Ball, before you try to revenge kill it just remember to scout for a Choice Scarf because if you don't you could end up losing your Dragapult in the process. This is my favorite team I have used in a VERY long time and is extremely fun to use if you give it a try.
 
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I'm gonna be honest here, this team isn't that good. If Landorus dies, you are food for literally every electric type pokemon and you will be pressured to send in Pelipper otherwise half your team won't even be able to dish out attacks. Here is a general rule I follow whenever I build a weather team, only use at maximum two pokemon that are completely dependent on the rain. What I mean by dependent are the weather speed abilities like swift swim and sand rush. That way, you won't be pressured to keep the weather up. The other team members should be pokemon that appreciates or doesn't mind the weather but at the same time, can work perfectly fine without it

With that in mind, you will have to drop Landorus, Golduck, Goldeen and Kingdra if you don't want your team to be that vulnerable. Aside from electric types, Rillaboom will also heavily pressure your entire team and it won't even care about the speed thanks to grassy glide

To this, I would suggest adding :Ferrothorn:. This mon has been a rain staple ever since it was first released in gen five and for good reason. It loves being able to stay in against fire types and annoy them with leech seed, knock off or thunderwave and it provides you with a crucial water, electric and rock resistance. This also lines up with what I said, Ferrothorn appreciates the rain but can work perfectly fine without it

After Ferrothorn, another mon you wanna add is :Zapdos: or :Tornadus-Therian:. You can use any of these two but I personally like Tornadus more due to its speed and the fact that it can actually fight back against Tyranitar. Like with Ferrothorn, they are perfectly fine without rain but they love having their thunders and hurricanes not miss

Next is a ground type. I really think that rain teams should have a ground type due the stacking weakness against electric types and it could put too much pressure on Ferrothorn. Landorus is not a good ground type for rain as you are basically guaranteeing its death since it is weak to water. For this, I suggest using :Swampert: as it has access to a switch move while freeing up a moveslot on Ferrothorn with stealth rock while providing you with a switch in to opposing sand teams and their Dracozolts

For the last team slot, it can be any pokemon you want, preferably mons that can learn water type moves as it would power them up. Options here are Latios, Dragapult, Garchomp, Keldeo or water Urshifu as they have access to water type moves. Out of all these options, I would suggest :Dragapult: as it provides you with another pokemon with yet another switch move and a check to a non scarf Spectrier

On Pelipper, I would also suggest scald and defog over weather ball and hurricane. It's job should be to set up the rain, not abuse it itself

Other than that, here is a sample team

Pelipper @ Damp Rock
Ability: Drizzle
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Defog
- Roost
- Scald
- U-turn

Barraskewda @ Choice Band
Ability: Swift Swim
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Flip Turn
- Liquidation
- Close Combat
- Psychic Fangs

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
- Spikes
- Leech Seed
- Power Whip
- Knock Off

Swampert @ Leftovers
Ability: Torrent
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
- Toxic
- Flip Turn
- Earthquake
- Stealth Rock

Tornadus-Therian @ Heavy-Duty Boots
Ability: Regenerator
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Nasty Plot
- Hurricane
- Focus Blast
- Weather Ball / Knock Off / U turn / Defog

Dragapult @ Choice Specs
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- U turn
- Thunder
- Hydro Pump
- Shadow Ball

Those are my main suggestions. For the other ones I mentioned, here are my suggested sets in case you want to use them over any of the main suggestions

Keldeo-Resolute @ Choice Specs
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Toxic
- Flip Turn
- Hydro Pump
- Secret Sword

Garchomp @ Life Orb
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Aqua Tail
- Earthquake
- Swords Dance

Garchomp @ Life Orb
Ability: Rough Skin
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Surf
- Stone Edge
- Earthquake
- Draco Meteor

Zapdos @ Life Orb
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
- Roost
- Thunder
- Hurricane
- Substitute / Weather Ball

Latios @ Choice Specs
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Trick
- Surf
- Psyshock
- Draco Meteor

Urshifu @ Life Orb
Ability: Unseen Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U turn
- Aqua Jet
- Close Combat
- Surging Strikes

Just pick your choices from any of these. The only thing that I would strongly suggest you keep on your team are Pelipper, Barraskewda, Ferrothorn and Swampert. The last two, just pick any from the options
 
I'm gonna be honest here, this team isn't that good. If Landorus dies, you are food for literally every electric type pokemon and you will be pressured to send in Pelipper otherwise half your team won't even be able to dish out attacks. Here is a general rule I follow whenever I build a weather team, only use at maximum two pokemon that are completely dependent on the rain. What I mean by dependent are the weather speed abilities like swift swim and sand rush. That way, you won't be pressured to keep the weather up. The other team members should be pokemon that appreciates or doesn't mind the weather but at the same time, can work perfectly fine without it

With that in mind, you will have to drop Landorus, Golduck, Goldeen and Kingdra if you don't want your team to be that vulnerable. Aside from electric types, Rillaboom will also heavily pressure your entire team and it won't even care about the speed thanks to grassy glide

To this, I would suggest adding :Ferrothorn:. This mon has been a rain staple ever since it was first released in gen five and for good reason. It loves being able to stay in against fire types and annoy them with leech seed, knock off or thunderwave and it provides you with a crucial water, electric and rock resistance. This also lines up with what I said, Ferrothorn appreciates the rain but can work perfectly fine without it

After Ferrothorn, another mon you wanna add is :Zapdos: or :Tornadus-Therian:. You can use any of these two but I personally like Tornadus more due to its speed and the fact that it can actually fight back against Tyranitar. Like with Ferrothorn, they are perfectly fine without rain but they love having their thunders and hurricanes not miss

Next is a ground type. I really think that rain teams should have a ground type due the stacking weakness against electric types and it could put too much pressure on Ferrothorn. Landorus is not a good ground type for rain as you are basically guaranteeing its death since it is weak to water. For this, I suggest using :Swampert: as it has access to a switch move while freeing up a moveslot on Ferrothorn with stealth rock while providing you with a switch in to opposing sand teams and their Dracozolts

For the last team slot, it can be any pokemon you want, preferably mons that can learn water type moves as it would power them up. Options here are Latios, Dragapult, Garchomp, Keldeo or water Urshifu as they have access to water type moves. Out of all these options, I would suggest :Dragapult: as it provides you with another pokemon with yet another switch move and a check to a non scarf Spectrier

On Pelipper, I would also suggest scald and defog over weather ball and hurricane. It's job should be to set up the rain, not abuse it itself

Other than that, here is a sample team

Pelipper @ Damp Rock
Ability: Drizzle
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Defog
- Roost
- Scald
- U-turn

Barraskewda @ Choice Band
Ability: Swift Swim
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Flip Turn
- Liquidation
- Close Combat
- Psychic Fangs

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
- Spikes
- Leech Seed
- Power Whip
- Knock Off

Swampert @ Leftovers
Ability: Torrent
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
- Toxic
- Flip Turn
- Earthquake
- Stealth Rock

Tornadus-Therian @ Heavy-Duty Boots
Ability: Regenerator
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Nasty Plot
- Hurricane
- Focus Blast
- Weather Ball / Knock Off / U turn / Defog

Dragapult @ Choice Specs
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- U turn
- Thunder
- Hydro Pump
- Shadow Ball

Those are my main suggestions. For the other ones I mentioned, here are my suggested sets in case you want to use them over any of the main suggestions

Keldeo-Resolute @ Choice Specs
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Toxic
- Flip Turn
- Hydro Pump
- Secret Sword

Garchomp @ Life Orb
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Aqua Tail
- Earthquake
- Swords Dance

Garchomp @ Life Orb
Ability: Rough Skin
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Surf
- Stone Edge
- Earthquake
- Draco Meteor

Zapdos @ Life Orb
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
- Roost
- Thunder
- Hurricane
- Substitute / Weather Ball

Latios @ Choice Specs
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Trick
- Surf
- Psyshock
- Draco Meteor

Urshifu @ Life Orb
Ability: Unseen Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U turn
- Aqua Jet
- Close Combat
- Surging Strikes

Just pick your choices from any of these. The only thing that I would strongly suggest you keep on your team are Pelipper, Barraskewda, Ferrothorn and Swampert. The last two, just pick any from the options
Yeah, obviously the team is going to be bad although it was worth a shot. Thank you for your feedback! I really like Team 1 and I am so glad you posted it. I think I will try your team out. Also, on Team 2 you wrote Garchomp twice. EDIT: I'm not too sure if I like the :dragapult: moveset. Maybe I could run Thunder Wave or Draco Meteor over Thunder?
 
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Yeah, obviously the team is going to be bad although it was worth a shot. Thank you for your feedback! I really like Team 1 and I am so glad you posted it. I think I will try your team out. Also, on Team 2 you wrote Garchomp twice.

That isn't a team two. Those are your other options. Pelipper, Swampert, Ferrothorn and Barraskewda are the ones that should be on the team. The last two slots you will pick from the options with either Tornadus or Zapdos and the list I gave. I mentioned Garchomp twice because it can go physical or mixed in the rain, depending on what water type move you want to get powered up
 
That isn't a team two. Those are your other options. Pelipper, Swampert, Ferrothorn and Barraskewda are the ones that should be on the team. The last two slots you will pick from the options with either Tornadus or Zapdos and the list I gave. I mentioned Garchomp twice because it can go physical or mixed in the rain, depending on what water type move you want to get powered up
Pelipper @ Damp Rock
Ability: Drizzle
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Defog
- Roost
- Scald
- U-turn

Barraskewda @ Choice Band
Ability: Swift Swim
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Flip Turn
- Liquidation
- Close Combat
- Psychic Fangs

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Spikes
- Leech Seed
- Power Whip
- Knock Off

Swampert @ Leftovers
Ability: Torrent
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Toxic
- Flip Turn
- Earthquake
- Stealth Rock

Zapdos @ Heavy-Duty Boots
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
- Roost
- Thunder
- Hurricane
- Heat Wave

Dragapult @ Choice Specs
Ability: Clear Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- U turn
- Draco Meteor
- Hydro Pump
- Shadow Ball


:ss/pelipper: :ss/barraskewda: :ss/ferrothorn: :ss/swampert: :ss/zapdos: :ss/dragapult:


I took your advice and kept Ferrothorn, Barraskewda, Pelipper, and Swampert. Although, my team does not have a Dark resist. Also, opposing Dragapult and Sub + Nasty Plot Spectrier look like they can sweep my team with ease.
 
Pelipper @ Damp Rock
Ability: Drizzle
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Defog
- Roost
- Scald
- U-turn

Barraskewda @ Choice Band
Ability: Swift Swim
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Flip Turn
- Liquidation
- Close Combat
- Psychic Fangs

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Spikes
- Leech Seed
- Power Whip
- Knock Off

Swampert @ Leftovers
Ability: Torrent
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Toxic
- Flip Turn
- Earthquake
- Stealth Rock

Zapdos @ Heavy-Duty Boots
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
- Roost
- Thunder
- Hurricane
- Heat Wave

Dragapult @ Choice Specs
Ability: Clear Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- U turn
- Draco Meteor
- Hydro Pump
- Shadow Ball


I took your advice and kept Ferrothorn, Barraskewda, Pelipper, and Swampert. Although, my team does not have a Dark resist. Also, opposing Dragapult and Sub + Nasty Plot Spectrier look like they can sweep my team with ease.
Run the standard Ferrothorn spread, which has a good deal of Special Defensive investment to ward off Spectrier and Dragapult (although won't beat them over the course of the long game).

A couple other things:
Weather Ball over Heat Wave on Zapdos. Rain invalidates Heat Wave and water coverage is great for this mon to hit ground types hard.

Thunder over Hydro Pump on Pult. Sure, Hydro is boosted by rain, but it doesn't really hit anything specifically, and Thunder destroys the common ghost resist in Mandibuzz.

Honestly, I'm not seeing what Swampert is meant to switch into here. To me it looks like its really only Nidoking, since Magearna is taken care of by the now specially defensive Ferrothorn, Ferrothorn also checks Latios and generic special attackers like Dragapult and Spectrier, and things like Cinderace and Heatran are handled enough by Pelipper. I would consider changing this to Seismitoad.
Seismitoad @ Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Weather Ball
- Earth Power
- Sludge Wave
- Stealth Rock

It gives you the same typing, resistances, and rocks, but it has a great offensive presence to weaken the opposition's water resists for late-game barraskewda. It also lures in and KOs Rillaboom with Sludge Wave, which is great for rain teams. Rain teams in general are very offensive and thrive off of trying to garner as much progress as they can with the small 8 turns of rain they have, so changing something that wastes rain turns into something that doesn't is usually going to be a worthwhile endeavor.

Just a quick additional note: You are never going to be swept by Sub-Nasty Plot Spectrier, since Specs Pult Shadow Ball goes through sub with Infiltrator is a guaranteed OHKO. Of course, you could be swept by the Scarf or Sub-Calm Mind variants, but there's a reason why Spectrier is being banned now isn't there :)
 
Run the standard Ferrothorn spread, which has a good deal of Special Defensive investment to ward off Spectrier and Dragapult (although won't beat them over the course of the long game).

A couple other things:
Weather Ball over Heat Wave on Zapdos. Rain invalidates Heat Wave and water coverage is great for this mon to hit ground types hard.

Thunder over Hydro Pump on Pult. Sure, Hydro is boosted by rain, but it doesn't really hit anything specifically, and Thunder destroys the common ghost resist in Mandibuzz.

Honestly, I'm not seeing what Swampert is meant to switch into here. To me it looks like its really only Nidoking, since Magearna is taken care of by the now specially defensive Ferrothorn, Ferrothorn also checks Latios and generic special attackers like Dragapult and Spectrier, and things like Cinderace and Heatran are handled enough by Pelipper. I would consider changing this to Seismitoad.
Seismitoad @ Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Weather Ball
- Earth Power
- Sludge Wave
- Stealth Rock

It gives you the same typing, resistances, and rocks, but it has a great offensive presence to weaken the opposition's water resists for late-game barraskewda. It also lures in and KOs Rillaboom with Sludge Wave, which is great for rain teams. Rain teams in general are very offensive and thrive off of trying to garner as much progress as they can with the small 8 turns of rain they have, so changing something that wastes rain turns into something that doesn't is usually going to be a worthwhile endeavor.

Just a quick additional note: You are never going to be swept by Sub-Nasty Plot Spectrier, since Specs Pult Shadow Ball goes through sub with Infiltrator is a guaranteed OHKO. Of course, you could be swept by the Scarf or Sub-Calm Mind variants, but there's a reason why Spectrier is being banned now isn't there :)
Thank you SO much! You are always willing to share advice and drastically improve teams. I hope you get a Team Rater badge or something... have a good night! Sorry for late response, I will take your advice aswell.
 
Agreed. Just keep knock off on Ferrothorn. Until you are sure that opposing Spectrier isn't scarfed, it is your only way of knowing what item it has. Against Spectrier, you have to out offense it. With a non sand team, you cannot be defensive against Spectrier because you don't have Tyranitar

musiquepkmn Swampert is meant to switch in to mixed Dracozolt on sand teams. Contesting the weather is out of the question if it's already on the field and without a specially defensive ground type

Also, if you're gonna use Zapdos, drop thunder on Dragapult since you don't need to stack electric coverage. Hydro pump is basically now a third stab thanks to rain
 
Agreed. Just keep knock off on Ferrothorn. Until you are sure that opposing Spectrier isn't scarfed, it is your only way of knowing what item it has. Against Spectrier, you have to out offense it. With a non sand team, you cannot be defensive against Spectrier because you don't have Tyranitar

musiquepkmn Swampert is meant to switch in to mixed Dracozolt on sand teams. Contesting the weather is out of the question if it's already on the field and without a specially defensive ground type

Also, if you're gonna use Zapdos, drop thunder on Dragapult since you don't need to stack electric coverage. Hydro pump is basically now a third stab thanks to rain
Dracozolt is hardly something you need to worry about considering it's not even OU and can be played around with Ferrothorn and Seimitoad (remember it still has an electric immunity!). This is generally how most teams deal with the menace that is Dracozolt anyways, since most teams can't fit a spdef hippo/pert and dracozolt kills itself with LO recoil. Dracozolt is hard matchup for pretty much every team but smart play should be able to outdo it, especially considering that the opponent may not have any switch-ins for your own weather abusers (the common Slowbro on sand teams just gives a free flip turn pivot to Zapdos or Seismitoad).

Specs Pult's fourth moveslot is highly debated. Hydro does have its merit against things like Spdef Hippo and Tyranitar, but in general I feel like Thunder is much more important for Mandibuzz. I would recommend Fire Blast if it were not a rain team. Once Spectrier is gone and Spdef Mandibuzz usage falls, Hydro should become more appealing an option. Remember that Thunder is redundant with Zapdos, but Hydro is also redundant with Barraskewda and Seismitoad, so I think hitting Mandi (a mon that can easily stomach a hit from Barraskewda or seismitoad) is more appealing.
 
nasty plot tornadus or thundurus sound kinda better to me than zapdos for this team, and the reason why is that they have very similar coverage but actually have focus blast, which is very important because your team is going to have a really tough time getting through opposing ferro without it(unless they are willing to take a lot of residual damage on barra to leech seed/iron barbs)
 
Just as a small bit of optimization, you can EV your seismitoad like this:
Calm Nature
EVs: 252 HP / 104 SpA / 20 SpD / 108 Spe
since we were talking about handling zolt outside of rain, this spread enables the toad to live two dracos from ocelzzolt after rocks, and KO back with earth power(if you are running LO yourself instead of lefties this will knock you out too),the speed benhcmark allows you to outspeed dragapult in rain(didnt really check for scarfers since there arent many that dont outspeed you even in rain)
 
Just as a small bit of optimization, you can EV your seismitoad like this:
Calm Nature
EVs: 252 HP / 104 SpA / 20 SpD / 108 Spe
since we were talking about handling zolt outside of rain, this spread enables the toad to live two dracos from zolt after rocks, and KO back with earth power(if you are running LO yourself instead of lefties this will knock you out too),the speed benhcmark allows you to outspeed dragapult in rain(didnt really check for scarfers since there arent many that dont outspeed you even in rain)
This is a good idea, but I don't like how this weakens our calcs against things Toad should be handling

104+ SpA Life Orb Seismitoad Sludge Wave vs. 252 HP / 0 SpD Tapu Fini: 153-182 (44.4 - 52.9%) -- guaranteed 3HKO after Leftovers recovery
(93.4% chance to 2HKO after lefties otherwise)
104+ SpA Life Orb Seismitoad Sludge Wave vs. 0 HP / 0 SpD Rillaboom: 257-304 (75.3 - 89.1%) -- guaranteed 2HKO after Grassy Terrain recovery
(18.8% chance to OHKO otherwise)
104+ SpA Life Orb Seismitoad Earth Power vs. 252 HP / 80+ SpD Assault Vest Slowking-Galar: 143-172 (36.2 - 43.6%) -- guaranteed 3HKO after Stealth Rock
(90.6% chance to 2HKO after rocks otherwise)
104+ SpA Life Orb Seismitoad Earth Power vs. 128 HP / 252+ SpD Assault Vest Melmetal: 174-205 (39.2 - 46.2%) -- guaranteed 3HKO
(30.1% chance to 2HKO otherwise)
104+ SpA Life Orb Seismitoad Weather Ball (100 BP Water) vs. 252 HP / 252+ SpD Corviknight in Rain: 183-216 (45.7 - 54%) -- 2% chance to 2HKO after Leftovers recovery
(99.6% chance to 2HKO otherwise)
104+ SpA Life Orb Seismitoad Earth Power vs. 0 HP / 4 SpD Magearna: 242-289 (80.3 - 96%) -- guaranteed 2HKO
(56.3% chance to OHKO otherwise)

abridged, this means that with the suggested EV spread, Seismitoad misses out on:
Nearly certain chance to 2HKO Tapu Fini (important because it walls Barraskewda)
Small chance at OHKOing rillaboom (a big pain for rain teams)
High chance to 2HKO Slowking-Galar after Rocks (can be a stopgap for Torn-T/Zapdos)
2HKO on AV Melmetal (rare but still exists)
2HKO on Bulk Up Corv
OHKO on Mag (Mag borken this is important)

There are probably other things I missed, too. All in all, Seismitoad is very wanting for power, so I think reducing its power even more can only harm the whole reason for using Seismitoad over Swampert in the first place. Remember, Seismitoad has the same Special Attack stat as Nidoking, but it doesn't have that extra life orb boost that Nidoking gets from Sheer Force.
 
Just as a small bit of optimization, you can EV your seismitoad like this:
Calm Nature
EVs: 252 HP / 104 SpA / 20 SpD / 108 Spe
since we were talking about handling zolt outside of rain, this spread enables the toad to live two dracos from ocelzzolt after rocks, and KO back with earth power(if you are running LO yourself instead of lefties this will knock you out too),the speed benhcmark allows you to outspeed dragapult in rain(didnt really check for scarfers since there arent many that dont outspeed you even in rain)
Thank you, but this isn't really a small change. The Seismitoad had a offensive spread, yours looks fine but I kind of liked the Offensive one a lot more than your set, don't get me wrong it looks good though. Also, Dracozzolt is a UU Pokemon. If I use your spread I won't be able to 2hko Tapu Fini and I won't even be able to 0hko Rillaboom. I will stick with my set for now, if Dracozolt rises in usage I will try to use your set.
 
This is a good idea, but I don't like how this weakens our calcs against things Toad should be handling

104+ SpA Life Orb Seismitoad Sludge Wave vs. 252 HP / 0 SpD Tapu Fini: 153-182 (44.4 - 52.9%) -- guaranteed 3HKO after Leftovers recovery
(93.4% chance to 2HKO after lefties otherwise)
104+ SpA Life Orb Seismitoad Sludge Wave vs. 0 HP / 0 SpD Rillaboom: 257-304 (75.3 - 89.1%) -- guaranteed 2HKO after Grassy Terrain recovery
(18.8% chance to OHKO otherwise)
104+ SpA Life Orb Seismitoad Earth Power vs. 252 HP / 80+ SpD Assault Vest Slowking-Galar: 143-172 (36.2 - 43.6%) -- guaranteed 3HKO after Stealth Rock
(90.6% chance to 2HKO after rocks otherwise)
104+ SpA Life Orb Seismitoad Earth Power vs. 128 HP / 252+ SpD Assault Vest Melmetal: 174-205 (39.2 - 46.2%) -- guaranteed 3HKO
(30.1% chance to 2HKO otherwise)
104+ SpA Life Orb Seismitoad Weather Ball (100 BP Water) vs. 252 HP / 252+ SpD Corviknight in Rain: 183-216 (45.7 - 54%) -- 2% chance to 2HKO after Leftovers recovery
(99.6% chance to 2HKO otherwise)
104+ SpA Life Orb Seismitoad Earth Power vs. 0 HP / 4 SpD Magearna: 242-289 (80.3 - 96%) -- guaranteed 2HKO
(56.3% chance to OHKO otherwise)

abridged, this means that with the suggested EV spread, Seismitoad misses out on:
Nearly certain chance to 2HKO Tapu Fini (important because it walls Barraskewda)
Small chance at OHKOing rillaboom (a big pain for rain teams)
High chance to 2HKO Slowking-Galar after Rocks (can be a stopgap for Torn-T/Zapdos)
2HKO on AV Melmetal (rare but still exists)
2HKO on Bulk Up Corv
OHKO on Mag (Mag borken this is important)

There are probably other things I missed, too. All in all, Seismitoad is very wanting for power, so I think reducing its power even more can only harm the whole reason for using Seismitoad over Swampert in the first place. Remember, Seismitoad has the same Special Attack stat as Nidoking, but it doesn't have that extra life orb boost that Nidoking gets from Sheer Force.
yh, you have a point there. I guess that we have a bit of a different understanding of what seismitoad is supposed to do. It basically boils down to me not feeling comfortable with such a frail spread on a rocker that could need to come in several times and that already chips itself with LO. Also in the interest of fairness, you did your calcs with a positiva spa nature, which means its actually even weaker. I still think though that you dont need to sink 252 into speed since the only relevant things around that tier are scarf lele at 475 and lando at 463. so with either 216 speed (for scarf lele) or 192 speed (for scar lando) you get pretty much the same, and you can at least spend a bit of EVs on bulk

edit: also I dont really think all of those calcs are the end of the world: like rilla(grassy glide vs. 4x grass weak go brrr), fini(since it wont be staying in on you anyways and its easier to surprise it with a thunder from pult), glowking(also wont just stand there to get smacked twice from a known ground attacker, will just swap and regen), corvi(also gets mauled by pult thunder)
 
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yh, you have a point there. I guess that we have a bit of a different understanding of what seismitoad is supposed to do. It basically boils down to me not feeling comfortable with such a frail spread on a rocker that could need to come in several times and that already chips itself with LO. Also in the interest of fairness, you did your calcs with a positiva spa nature, which means its actually even weaker. I still think though that you dont need to sink 252 into speed since the only relevant things around that tier are scarf lele at 475 and lando at 463. so with either 216 speed (for scarf lele) or 192 speed (for scar lando) you get pretty much the same, and you can at least spend a bit of EVs on bulk
Yea. If you're looking to have a bulky, reliable rocker to come in several times throughout the match, definitely go with ForstamemasNeetaroOoniqua's suggestion of Swampert, albeit probably with a more physically defensive spread than Max HP Max Spdef. Outspeeding Scarf Lando is probably the highest relevant calc, so we can change some of those EVs. Seismitoad isn't supposed to be like Swampert in the sense that it switches into things, it's more like Garchomp in the fact that its existence dissuades the use of Volt-Switch while still being a huge offensive threat. Rocks are simply there for a similar reason to SD Rocks Chomp: it takes advantage of a free turn to scout the opponent's main switch-in while also getting up rocks.
 
yh, you have a point there. I guess that we have a bit of a different understanding of what seismitoad is supposed to do. It basically boils down to me not feeling comfortable with such a frail spread on a rocker that could need to come in several times and that already chips itself with LO. Also in the interest of fairness, you did your calcs with a positiva spa nature, which means its actually even weaker. I still think though that you dont need to sink 252 into speed since the only relevant things around that tier are scarf lele at 475 and lando at 463. so with either 216 speed (for scarf lele) or 192 speed (for scar lando) you get pretty much the same, and you can at least spend a bit of EVs on bulk
Actually, I think I will go with Leftovers on Seismitoad. It can't come in that many times because it doesn't have reliable recovery and eventually Seismitoad will get worn out and won't be able to keep coming in to things like Cinderace. Also, giving it Life Orb doesn't help it either it just keeps taking even more chip.
 
Actually, I think I will go with Leftovers on Seismitoad. It can't come in that many times because it doesn't have reliable recovery and eventually Seismitoad will get worn out and won't be able to keep coming in to things like Cinderace. Also, giving it Life Orb doesn't help it either it just keeps taking even more chip.
in that case it might be good to listen to musique and just go for swampert(he did convice me, LO does cross a lot of important tresholds for seismitoad), since the only thing goin for seismitoad over swampert is that its faster(but its then just the worlds fastest noodle), and deals special damage instead of physical, which doesnt really matter next to pult and tornadus
 
in that case it might be good to listen to musique and just go far swampert(he did convice me), since the only thing goin for seismitoad over swampert is that its faster(but its then just the worlds fastest noodle), and deals special damage instead of physical, which doesnt really matter next to pult and tornadus
If it wasn't a Rain Team I probably would have used Swampert tbh. But I always like to keep my team more "offensive" and not add too many walls. That is why I chose Seismitoad <---- Swampert
 
If it wasn't a Rain Team I probably would have used Swampert tbh. But I always like to keep my team more "offensive" and not add too many walls. That is why I chose Seismitoad <---- Swampert
Seismitoad needs the Life Orb to deal damage 100%. If you are going to go with any other item then Swampert is far and away the better choice. Again, Seimitoad is not a defensive pokemon when used on this team: it is an offensive pokemon that happens to have an electric immunity (think Zeraora). Using it allows you to double up on your water power and potentially break with Seismitoad and sweep with Barraskewda late-game or vice versa. Swampert is a good choice for a defensive pokemon but I'm afraid it will make this team too passive to actually make use of the limited rain turns. Pelipper can only really come in 2-3 times throughout a match to set up rain due to its SR weakness (damp rock is non-negotiable), and roost is hard to pull off and wastes even more turns of rain, so if we waste too many rain turns pivoting around with Swampert and Ferrothorn, then Barraskewda and Torn-T aren't going to be able to put in any work.

Another electric-immune rain abuser option is Thundurus-Therian (with volt absorb), but I can't recommend it because I'm not too familiar with what it does. As far as I know it's just an electric-immune Torn-T without Regenerator, but if you're interested it's worth looking into.
 
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yh, the only 2 real options here seem to be:
1. offensive seismitoad with LO(still do the speed EV thing though, full 252 is a waste)
2. defensive swampert. While I personally think it's not too slow(I would say adding it would make your team the slowest a rain team can be and still be good, since I did see some decent swampert rain teams),you did say you preferred slightly faster options
 
Rain teams seem very interesting, I have always been wanting to make one. So, here it is... this is my first Rain team I have ever made so I really need feedback from you people who are a little more experienced than I am. Click sprites for the Pokepast.


:ss/pelipper: :ss/barraskewda: :ss/Golduck::ss/kingdra: :ss/seaking: :ss/landorus-therian:


Pelipper @ Damp Rock
Ability: Drizzle
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Weather Ball
- Roost
- U-turn
- Hurricane


Pelipper supports the entire team, without Pelipper the Pokemon on the team are basically a pile of waste. Pelipper sets up the Rain doubling the team's speed (except lando-t & pelipper itslef) due to their abilites. Also, 5 out of 6 Pokemon in the team are Water types with STAB water moves. Rain also boosts water moves by x1.5 which is very good. Your 110 powered Hydro Pump is now 165 BP, including STAB 247.5 BP... Anyway, Damp Rock is so Rain lasts 8 turns and not only 5 turns. Weather Ball is STAB and a 50 BP move that becomes 100 BP when you are in weather and changes to a Water type move when in Rain, Fire type move when in sun etc. Although, Pelipper also is a Water Type so that 100 BP move gets a STAB bonus and is now 150 BP (including stab ofc). Hurricane is it's other STAB, U-turn to pivot out after you put up Rain and Roost is self explanatory.


Barraskewda @ Choice Band
Ability: Swift Swim
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Liquidation
- Close Combat
- Crunch
- Psychic Fangs


Barraskewda is a great Rain abuser because it's speed get's doubled in RAIN and it's main move, Liquidation get's boosted aswell. I gave it Choice Band because it is boosting all of it's moves even MORE and it doesn't matter too much that you are locked in to a move because Liquidation is what you're clicking almost every time anyways because it is easily the strongest move you have. Barraskewda serves as a VERY good wall breaker and a good fit on Rain teams and other offensive based teams. Also, when rain is up basically nothing outspeeds you except Scarf Regieleki and probably Scarf Ninjasc which nobody with half a brain cell would run. Close Combat is for Weavile, Crawdaunt, and Obstagoon. Psychic Fangs is for Toxapex, and Crunch is for Slowbro, Gengar, and Dragapult.


Golduck @ Choice Specs
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Hydro Pump
- Focus Blast
- Ice Beam
- Psychic


(please don't tell me to switch Golduck) Golduck is my FAVORITE Water type. Golduck is a decent pick on Rain teams because obviously it's speed is DOUBLED like the most of the team so it is able to outspeed most of the non scarf users. Choice Specs is to maximize damage and my strongest move is Hydro Pump and I'll most likely click it everytime except if there is something that resists Hydro Pump. I might consider using Life Orb, I might have messed up on the items I chose for some of these Pokemon, please let me know if I did. Anyway, I chose Modest and NOT Timid because when Golduck is under rain it already outspeeds most of the metagame so the second option was to boost it's Special Attack. Hydro Pump is the strongest move Golduck has and it is Golduck's STAB attack. I dont really know what all the coverage is for, although having a team SOLEY Water types can be risky if you don't have good coverage to deal with things that resist water like Electric and Plant. Also, I thought I'd be better off running a Calm Mind + Subsitute + Life Orb set and if I should run Surf over Hydro Pump, although I wasn't too sure if that was worth running.


Kingdra @ Life Orb
Ability: Swift Swim
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- Draco Meteor
- Flip Turn
- Liquidation
- Dragon Dance


Kingdra is one of the best, if not THE best picks on a Rain team is what I heard. Im running a mixed setup-and-sweep. The reason for Life Orb and not a Choice item is if a Dragon Type comes in that resists Water, like Dragonite for an example. If that Dragonite comes in on a Water move you are stuck on that move and Dragonite can easily threaten you out. (you outspeed dnite btw) If you are not running a Choice item you can click any move on incoming Dragonite and then get rid of it with Draco Meteor. You can run a full on Special set which is what I was going to run but I thought this set was more interesting.


Seaking @ Life Orb
Ability: Swift Swimp
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Waterfall
- Knock Off
- Megahorn
- Flip Turn


Seaking is not really a good Pokemon, although it does get a speed boost due to it's ability that can help it. Life Orb > Choice Item because if a Grass type comes in thinking that they can take a hit and no doubt WALL Seaking, that is where they are wrong. If you can predict the Grass type coming in you can one shot or two shot the opposing Grass type. Although, if you fail to predict and it catches you clicking your Water type STAB you most likely outspeed the foe and can still hit it with a Megahorn. I probably will replace Seaking in the future with something else but it's an interesting Pokemon which is kind of okay to use but I might replace it with something else like Poliwrath or Ludicolo.


Landorus-Therian @ Focus Sash
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Toxic
- Stealth Rock
- U-turn


Landorus-Therian is obviously there because of Stealth Rocks. Stealth Rocks are always nice to have on offensive teams, free chip is free chip. I really don't need to explain that much about it because I'm pretty sure ya'll know how this thing works. Earthquake for STAB, U-turn to pivot out against bad matchups and when you are done setting up Stealth Rocks. Toxic is to badly poison something that is switching in when you know the opponent will swap, say Landorus-t vs Tapu Koko... that is when you can take advantage of that turn that the opponent is switching and you can freely click Toxic.






Thank you for reading, if you made it down here. Please stop by and leave some feedback/constructive criticism! There are probably many things I should change because I am new to building "Weather Teams" but it sounded fun so I gave it a shot. Anyways, thank you and goodbye!

Hate to tell you this but... maybe, just maybe, don't use Golduck?
 
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