SV OU Rain offense team, need help to make it work (Low Ladder)

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.
 
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So the team structure and idea is well done, but what it needs is work on the details, ill help you out

Big changes:

:Iron Valiant: -------> :zapdos:

Iron valiant is not a bad mon per se, but the rain team lacks something really important, and it's Thunder, outside of volt absorb and ground types, it is easy to spam, under rain has perfect accuracy, and has a crazy 30% to cause paralyzes, and combined with Static, you have a high chance to para hax the opponent. This set makes the best use of rain zapdos, its a lot of fun

Zapdos @ Heavy-Duty Boots
Ability: Static
Tera Type: Electric
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Roost
- Hurricane
- Thunder
- Volt Switch

:clodsire: -----> :great tusk:

You said clodsire doesn't seem too useful, so I'm gonna take a chance and change it to tusk, tusk provides a kingambit check, rocks and spin, which are all pretty welcomed in this team, rain is generally weak to gambit, so this will help out a lot

Great Tusk @ Leftovers
Ability: Protosynthesis
Tera Type: Water
EVs: 252 HP / 176 Def / 80 Spe
Impish Nature
- Earthquake
- Stealth Rock
- Knock Off
- Rapid Spin


Small changes:

On :pelipper: I'm going to change the set into the standard one, while the utility in knock off is great, the damage in surf is just better overall

On :Basculegion: I'm changing the item to choice band, I'm also adding adamant instead of jolly and changing head smash to phantom force, while the coverage is nice in theory, with basculigeon, the plan is to die while doing a shit ton of damage anyway, with this, you can the best possible damage output, and besides, ghost stab is nice in this meta

On :greninja: I'm changing the item to Life Orb and surf for grass knot, and compensating with tera water, this will make you deal more damage, and you have coverage on donzo and heavyweight mons, tera water will ensure that water shuriken hits harder

On :Walking Wake: I'm changing the item to booster energy and tera water, in rain, you'll get the SpA boost, which will let you be a natural menace, especially against rain, the boost booster gives to SpA is the same as life orb, so you're not missing on alot, besides, in sun, you'll get the boost withouth having to waste the boost, so there really is no problem

I hope you like this changes and this team can improve thanks to them, have a good day
 
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So the team structure and idea is well done, but what it needs is work on the details, ill help you out

Big changes:

:Iron Valiant: -------> :zapdos:

Iron valiant is not a bad mon per se, but the rain team lacks something really important, and it's Thunder, outside of volt absorb and ground types, it is easy to spam, under rain has perfect accuracy, and has a crazy 30% to cause paralyzes, and combined with Static, you have a high chance to para hax the opponent. This set makes the best use of rain zapdos, its a lot of fun

Zapdos @ Heavy-Duty Boots
Ability: Static
Tera Type: Electric
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Roost
- Hurricane
- Thunder
- Volt Switch

:clodsire: -----> :great tusk:

You said clodsire doesn't seem too useful, so I'm gonna take a chance and change it to tusk, tusk provides a kingambit check, rocks and spin, which are all pretty welcomed in this team, rain is generally weak to gambit, so this will help out a lot

Great Tusk @ Leftovers
Ability: Protosynthesis
Tera Type: Water
EVs: 252 HP / 176 Def / 80 Spe
Impish Nature
- Earthquake
- Stealth Rock
- Knock Off
- Rapid Spin


Small changes:

On :pelipper: I'm going to change the set into the standard one, while the utility in knock off is great, the damage in surf is just better overall

On :Basculigeon: I'm changing the item to choice band, I'm also adding adamant instead of jolly and changing head smash to phantom force, while the coverage is nice in theory, with basculigeon, the plan is to die while doing a shit ton of damage anyway, with this, you can the best possible damage output, and besides, ghost stab is nice in this meta

On :greninja: I'm changing the item to Life Orb and surf for grass knot, and compensating with tera water, this will make you deal more damage, and you have coverage on donzo and heavyweight mons, tera water will ensure that water shuriken hits harder

On :Walking Wake: I'm changing the item to booster energy and tera water, in rain, you'll get the SpA boost, which will let you be a natural menace, especially against rain, the boost booster gives to SpA is the same as life orb, so you're not missing on alot, besides, in sun, you'll get the boost withouth having to waste the boost, so there really is no problem

I hope you like this changes and this team can improve thanks to them, have a good day
Thanks for your help! I've tried it and most of the changes were very useful, the only one thing that I didn't kept from your adaptation was Great Tusk, that I swapped for AV :Slowking-Galar:
 
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. by the way, if you have questions about biochemistry of this subject go to this website https://myhomeworkdone.com/biochemistry.html. Also 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.
i'm newbie here so maybe i'm not correct, but why you didn't do statistics of your characters with small pictures? i saw people do like this, i mean you click to icon and then you can see all info.
 
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