Pelipper @ Damp Rock
Ability: Drizzle
Tera Type: Ground
EVs: 248 HP / 8 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Hurricane
- U-turn
- Roost
- Knock Off
The weather setter and lead most of the times. Max def to check Great Tusk and hurricane to get rid of it. Roost and knock off for regular utility. As the team is a rain team it is pretty necessary, and the Tera Ground is for Electric attacks and u-turn for pivoting, also that's why minus speed and 0 IVs. There is not really much to talk about this one, it's kinda of an average rain setter.
Basculegion (M) @ Life Orb
Ability: Swift Swim
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Wave Crash
- Head Smash
- Aqua Jet
- Crunch
My main physical attacker and wall breaker. It's jolly to outspeed Valiant after the boost and life orb is because I don't want to sacrifice power but it can be problematic to be locked into a move. Crunch and Head Smash are for general coverage, especially dragapult and gholdengo in the case of crunch and physically defensive zapdos and baxcalibur in the case of head smash. Tera Water is for extra power on Wave Crash, which can be widely useful for wall breaking or on Aqua Jet when I need to kill something like DD roaring moon at low HP.
Greninja-Bond @ Loaded Dice
Ability: Battle Bond
Tera Type: Ice
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Ice Beam
- Dark Pulse
- Water Shuriken
- Surf
Main revenge killer and late game sweeper. Battle Bond is good but I have some issues when I need to get a KO but don't want Battle Bond to go off yet. Loaded Dice is very useful to getting strong priority on Water Shuriken, and can be very useful to kill some faster mons with a little bit more HP. Ice Beam is just very useful coverage, and Dark Pulse and Surf are just the main STAB attacking options. Tera Ice is for that power on Ice Beam, especially when facing dragon or grass types.
Iron Valiant @ Booster Energy
Ability: Quark Drive
Tera Type: Electric
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Close Combat
- Thunderbolt
- Moonblast
- Psystrike
Valiant is the other attacker on the team, that I use primarily because it has shown good results in general. Close Combat is for special walls, and because Aura Sphere is trash. Moonblast is just the better fairy type STAB move and I don't have any reason for not using it. Thunderbolt is for coverage, and Tera Electric for boosting it, and very useful for dealing with flying types and enemy water types. Psystrike is mainly for Clodsire, and I saw it was more useful than Shadow Ball usually.
Walking Wake @ Life Orb
Ability: Protosynthesis
Tera Type: Steel
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Dragon Pulse
- Hurricane
- Hydro Steam
Wake is here to cover my weakness to sun. I fought a Torkoal team and had no way to manage it, so I added Wake. Life Orb is for the same reason than Basculegion. Flamethrower is for coverage in case rain runs out, and it's useful for things like Steel types that check Iron Valiant. Dragon Pulse is just a STAB move, I preffered it over Draco Meteor for consistency. Hurricane is also for coverage and is useful under rain. Hydro Steam is for dealing with sun teams, especially Torkoal, so I can set Rain.
Clodsire @ Black Sludge
Ability: Water Absorb
Tera Type: Poison
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Earthquake
- Toxic
- Recover
- Spikes
Clodsire is my main wall, and the set is pretty standart. It seems to be the most defective member of the team, but I don't know what to put in it's place. I tried unaware but Water Absorb seems to be more useful in this team. The ground typing is for electrics, that are a real threat to this team, and water absorb is for avoiding being weakened by the team's own rain. I don't run unaware because with double priority I rarely have to really worry about setup sweepers.
Ability: Drizzle
Tera Type: Ground
EVs: 248 HP / 8 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Hurricane
- U-turn
- Roost
- Knock Off
The weather setter and lead most of the times. Max def to check Great Tusk and hurricane to get rid of it. Roost and knock off for regular utility. As the team is a rain team it is pretty necessary, and the Tera Ground is for Electric attacks and u-turn for pivoting, also that's why minus speed and 0 IVs. There is not really much to talk about this one, it's kinda of an average rain setter.
Basculegion (M) @ Life Orb
Ability: Swift Swim
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Wave Crash
- Head Smash
- Aqua Jet
- Crunch
My main physical attacker and wall breaker. It's jolly to outspeed Valiant after the boost and life orb is because I don't want to sacrifice power but it can be problematic to be locked into a move. Crunch and Head Smash are for general coverage, especially dragapult and gholdengo in the case of crunch and physically defensive zapdos and baxcalibur in the case of head smash. Tera Water is for extra power on Wave Crash, which can be widely useful for wall breaking or on Aqua Jet when I need to kill something like DD roaring moon at low HP.
Greninja-Bond @ Loaded Dice
Ability: Battle Bond
Tera Type: Ice
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Ice Beam
- Dark Pulse
- Water Shuriken
- Surf
Main revenge killer and late game sweeper. Battle Bond is good but I have some issues when I need to get a KO but don't want Battle Bond to go off yet. Loaded Dice is very useful to getting strong priority on Water Shuriken, and can be very useful to kill some faster mons with a little bit more HP. Ice Beam is just very useful coverage, and Dark Pulse and Surf are just the main STAB attacking options. Tera Ice is for that power on Ice Beam, especially when facing dragon or grass types.
Iron Valiant @ Booster Energy
Ability: Quark Drive
Tera Type: Electric
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Close Combat
- Thunderbolt
- Moonblast
- Psystrike
Valiant is the other attacker on the team, that I use primarily because it has shown good results in general. Close Combat is for special walls, and because Aura Sphere is trash. Moonblast is just the better fairy type STAB move and I don't have any reason for not using it. Thunderbolt is for coverage, and Tera Electric for boosting it, and very useful for dealing with flying types and enemy water types. Psystrike is mainly for Clodsire, and I saw it was more useful than Shadow Ball usually.
Walking Wake @ Life Orb
Ability: Protosynthesis
Tera Type: Steel
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Dragon Pulse
- Hurricane
- Hydro Steam
Wake is here to cover my weakness to sun. I fought a Torkoal team and had no way to manage it, so I added Wake. Life Orb is for the same reason than Basculegion. Flamethrower is for coverage in case rain runs out, and it's useful for things like Steel types that check Iron Valiant. Dragon Pulse is just a STAB move, I preffered it over Draco Meteor for consistency. Hurricane is also for coverage and is useful under rain. Hydro Steam is for dealing with sun teams, especially Torkoal, so I can set Rain.
Clodsire @ Black Sludge
Ability: Water Absorb
Tera Type: Poison
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Earthquake
- Toxic
- Recover
- Spikes
Clodsire is my main wall, and the set is pretty standart. It seems to be the most defective member of the team, but I don't know what to put in it's place. I tried unaware but Water Absorb seems to be more useful in this team. The ground typing is for electrics, that are a real threat to this team, and water absorb is for avoiding being weakened by the team's own rain. I don't run unaware because with double priority I rarely have to really worry about setup sweepers.
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