ADV200: Rain
I’m following
Celdanami to write about other powerful ideas in the metagame, since I think now is the time to discuss the power of rain in ADV200. As of now, rain is one of the strongest offensive forces in the metagame, yet woefully underutilised for how simplistic it is. The core of the Rain Dance dream are…
THE ABUSERS
...or more precisely, Swift Swim abusers such as:
Gorebyss @ Mystic Water
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Hydro Pump/Surf
- Surf/Hidden Power [Electric]
- Ice Beam
- Rain Dance/Baton Pass
Gorebyss’ damage output is unparalleled. Any only somewhat offensive rain structure requires Gorebyss to be run due to its sheer breaking power. Its decent bulk allows it to reliably set up a Rain Dance when it’s put in the lead slot. Even if it is massively chipped in this process though, chaining another Rain Dance boost to it is quite easy, allowing it to come in again on the revenge kill or after an Explosion and wreak havoc. I’m a fan of running both Hydro Pump and Surf to mitigate any potential poor luck. For example, as Gorebyss is about to be taken out or rain is about to end, launching the guaranteed chip of Surf is an alright option instead of risking an infamous Hydro miss. If you want to rely wholly on passing Rain Dance turns to it instead, Baton Pass can be quite effective, though I’m personally not the biggest fan.
Kingdra @ Leftovers/Lum Berry
Ability: Swift Swim
EVs: 244 HP / 252 SpA / 12 Spe
Modest Nature
- Hydro Pump/Surf
- Rain Dance
- Ice Beam
- Hidden Power [Electric]/Toxic/Dragon Breath
While Gorebyss is a great threat in the lead slot, Kingdra is much more consistent in the endgame after everything has been chipped down for its Surf or coverage to take out. Even outside of dedicated rain structures, Its typing in the metagame is absurdly untenable defensively, meaning it's much easier to set up multiple Rain Dance with Kingdra than even Gorebyss. STAB Dragon Breath is of note here as a way to check opposing Kingdra while granting this set a tad bit more utility. Kingdra’s main issue is, relative to Gorebyss, it is quite weak. Without Spikes, prior chip, or additional partner I’ll mention later, Kingdra’s rain-boosted damage is not going to hit all the ranges you’d like it to.
Ludicolo @ Leftovers/Lum Berry
Ability: Swift Swim
EVs: 124 HP / 252 SpA / 132 Spe
EVs: 168 HP / 252 SpA / 88 Spe
Modest Nature
- Surf/Hydro Pump
- Ice Beam
- Leech Seed/Hidden Power [Grass]/Giga Drain
- Rain Dance
Similarly, Ludicolo’s damage output is meagre compared to the likes of Gorebyss. Furthermore, even though Ludicolo’s typing is still defensively apt, having a Flying-type weakness and being susceptible to Metagross’ Sludge Bomb coverage limits it from setting up a Rain Dance on nearly as many mons as Kingdra. However, Ludicolo has the incredibly spammable Leech Seed, putting defensive mons that otherwise stomach rain-boosted attacks repeatedly in an awkward position. Alternatively, STAB Grass-type attacks can threaten the common Water-type switchins more directly. Additionally, Ludicolo’s set variety (which I explore later) means that it’s not as immediately obvious as to what it’ll do when it hits the scene.
There’s other Swift Swim mons, yet they aren’t nearly as easy to use, nor as effective, on average. Huntail gets Snatch, which is quite comedic, but stacking the aforementioned mons is often what will be most effective. Of course, you can’t just build a team of only Swift Swim users and expect it to be effective. To help regain momentum from the opponent’s offensive and defensive force…
THE SUPPLEMENTS
…are your recourse.
Regice @ Leftovers
Ability: Clear Body
EVs: 252 HP / 236 SpA / 20 Spe
EVs: 252 HP / 4 Def / 252 SpA
Calm/Sassy Nature
- Ice Beam
- Thunderbolt/Thunder
- Explosion
- Rain Dance
Regice is incredible glue on most teams already, but it acts especially well on rain structures to effectively threaten the mons that can immediately threaten rain structures. Unboosted HP Flying and Electric-type attacks do little into Regice. With the free turns it generates from that interaction, it can effectively threaten with Ice Beam to force more team information from the opponent, or pop Explosion for momentum after using Rain Dance.
Electrode @ Magnet/Lum Berry
Ability: Static
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Thunderbolt/Thunder
- Hidden Power [Ice]/[Grass]/Mirror Coat
- Rain Dance
- Explosion
Electrode acts similarly to Regice, except obviously lasts a much shorter time on the field. What it lacks in longevity it makes up for in utility. Its sheer speed means that rain teams can both re-establish rain in a pinch, and also threaten STAB Thunderbolt against the many frail attackers that can end up threatening rain structures when it isn’t pissing it down. For all non-UK readers, that is to say when rain isn’t up. Additionally, positive speed nature Electrode outspeeds the common Modest Gorebyss, even if rain is up, making it a potentially useful asset in the mirror.
Claydol @ Leftovers/Lum Berry/Choice Band
Ability: Levitate
EVs: 184 HP / 252 Atk / 72 Spe
Careful/Adamant Nature
- Earthquake
- Rain Dance
- Explosion
- Rapid Spin/Light Screen/Ice Beam
Claydol is yet another Rain Dance user with Explosion, this time with a useful Electric-type immunity to grant it incredibly safe switch-ins. More offensive rain structures typically don’t rely on using Rapid Spin to clear hazards, and as such, it can be eschewed here for any number of utility or coverage moves. Furthermore, Claydol’s Explosion is much stronger than the previous two entries, allowing it to dent walls such as Milotic to be chewed out by a follow up rain-boosted assault. The main issue is that Claydol and the Swift Swimmers share a common winning matchups into mons like Metagross, and losing matchup into Water-types resistant to Hydro Pump spam.
Volbeat (M) @ Leftovers
Ability: Swarm
EVs: 252 HP / 240 SpD / 16 Spe
Careful Nature
- Tail Glow
- Baton Pass
- Moonlight/Light Screen
- Signal Beam
And finally, the little bug that almost could. If you can find the opportunity to pass a Tail Glow, the best receiver typically being Kingdra, then the user is bound to snipe an OHKO or two. The issue is Volbeat has it really rough in this metagame, and finding a safe opportunity to Pass can seem sisyphean. Even with outside support, such as from Encore/Thunder Wave/Substitute/Baton Pass Minun, Volbeat is often more trouble than it's worth compared to simply corralling multiple Swift Swim users.
So, time to round out the team. To no shock, being able to pressure so many defensive checks out, as well as merely forcing as much damage as it does in the first place, is an incredible boon for a plethora of already effective mons in the ADV200 metagame.
THE PARTNERS
Golduck @ Leftovers
Ability: Damp
EVs: 28 HP / 252 SpA / 228 Spe
Modest Nature
- Hydro Pump/Surf
- Ice Beam
- Calm Mind
- Refresh/Hidden Power [Electric]/[Grass]
While not a Swift Swim abuser itself, Golduck is a strong answer to many of the defensive ideas that typically stop rain. Refresh, almost by itself, stifles any sort of defensive Toxic + Recover-esque play the opponent may opt for. With the pressure of Calm Mind bringing up the rear, Golduck can exploit the otherwise stone-walling Milotic for a setup opportunity. This Golduck set in particular may not win the entire game. However, the important thing is it’s another Water-type that benefits from Rain-boosted Surf damage while not sharing the same matchup spread as the Swift Swim users.
Ludicolo @ Leftovers
Ability: Rain Dish
EVs: 236 HP / 160 SpD / 112 Spe
Calm Nature
- Surf
- Leech Seed
- Toxic/Rain Dance
- Protect/Rain Dance/Rest
I mention this Ludicolo set outside the context of the Swift Swim users since it plays almost entirely differently, and in a way more suited for bulkier rain structures. Surf and Leech Seed are non-negotiable. Think of Rain Dance as a steroid that the Ludicolo user can pass to its Swift Swim partners, or as something it can use to pressure with Surf. Toxic and Protect synergise either to create more pressure in Rain, or to gain more recovery out of Rain Dish. Like its Swift Swim counterpart though, for those scary Toxic and Flying-types bearing down on Ludicolo, you may desire:
Metagross @ Leftovers
Ability: Clear Body
EVs: 212 HP / 252 Atk / 44 Spe
Adamant Nature
- Meteor Mash
- Earthquake
- Protect
- Sludge Bomb
Yes, Metagross benefits from the cut to Fire-type damage in rain. More importantly though, it acts as a very sturdy check to offensive mons that rain structures typically struggle against, especially outside of rain. The glaring issue is that it is still thoroughly answered by Milotic. However, the utility of having a sturdy way of breaking past Rest or Protect Regice, as well as Ludicolo with Sludge Bomb, is too good to pass up on for structures struggling with that matchup. After all, it’s not particularly like the opponent will be willing to retain Metagross checks if they have to sack them to Gorebyss Hydro Pump.
So, how to pressure Milotic? Well, one option is:
Gyarados @ Leftovers
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Dragon Dance
- Hidden Power [Flying]
- Earthquake
- Taunt
Outside of Golduck, the perilous snake is likely a rain team’s best friend in reliably answering Milotic. With its typing and access to Taunt, even if Gyarados can’t perform a full sweep, the pressure it applies to Milotic to stay low and the strength of even an unboosted HP Flying is more than enough for most games. If Gyarados’ main checks are Skarmory, Solrock, and Regirock, then it appreciates how much damage rain can exploit these mons. More than anything though, Gyarados has the ability to force switches without Roar itself, which can be useful with Spikes users.
Skarmory @ Leftovers
Ability: Keen Eye
EVs: 252 HP / 4 Def / 252 SpD
EVs: 4 HP / 252 Atk / 252 Spe
Careful/Jolly Nature
- Spikes
- Roar/Taunt
- Drill Peck
- Toxic/Hidden Power [Ground]
As perhaps expected, Skarmory is a decent fit for these structures. Swift Swim users have a tendency to force switches quite often, and so establishing Spikes is strong. Drill Peck coverage for opposing Ludicolo is unironically a reliable enough check. I have listed both Standard and YOLO Skarmory EVs to indicate how both are useful. For more balance-oriented rain structures, the longevity of the Standard set and the utility of being able to eek out a Toxic hit on Regice or Ludicolo is invaluable. Alternatively, having fast Taunt to prevent Milotic Recover/Refresh as well as a bevy of other threatening setup attempts such as Gyarados Dragon Dance is potent in supplementing a more offensive rain plan.
Glalie @ Leftovers
Ability: Inner Focus
EVs: 252 HP / 68 Def / 4 SpA / 4 SpD/ 180 Spe
Timid Nature
- Ice Beam/Icy Wind
- Toxic
- Spikes
- Taunt
Glalie serves many of the same functions, though is more fitting on teams that omit Regice. An even faster Taunt ensures opposing Skarmory will fail to set up Spikes, while also preventing the common Toxic attempts to ruin Glalie’s day. In short, Glalie will reliably net the user multiple Spikes layers or utility throughout a game if played well. By being so immediately threatening to the likes of lead Salamence while pressuring down Milotic, Glalie does good work to ensure that the backup rain attackers have an easier time cleaving through everything.
Either Spikes user appreciates how little opportunity rain abusers grant the opponent to use Rapid Spin. The ball is in the court of the rain player more often than not, so the opponent must decide whether it’s worthwhile to contest it while they blister themselves on Skarmory or Glalie’s Spikes.
Salamence @ Leftovers
Ability: Intimidate
EVs: 4 Atk / 252 SpA / 252 Spe
Rash/Modest Nature
- Dragon Claw/Dragon Breath
- Fire Blast
- Hydro Pump
- Hidden Power [Flying]/Roar/Toxic
There’s almost no superior Spikes abuser in ADV200 than Mixed Salamence, by proxy making it a good choice on rain as well. There’s not too much else to say other than pointing out how effective this coverage is, especially given how often Salamence is forcing switches for extra Spikes chip. Defensively, being able to threaten so many physical attackers is something rain often lacks into the likes of opposing Dragon Dance users. Furthermore, given rain team’s propensity to prevent rather than remedy Spikes on their side of the field, having a mon immune to them is a nice quality of life.
Manectric @ Never-Melt Ice/Lum Berry
Ability: Static
EVs: 40 HP / 252 SpA / 216 Spe
Timid Nature
- Thunderbolt
- Hidden Power [Ice]/[Grass]
- Thunder Wave
- Roar
Manectric serves as another Salamence-esque mon in the way of being a Roar user and potential Paralysis spreader. Its speed tier is important for outspeeding Modest Starmie bulkier Modest Alakazam, both of whom otherwise force defensive play from the rain user. Other than that, merely having a fast and strong-ish STAB Thunderbolt grants Manectric quite the position on teams who otherwise cannot quickly threaten Milotic and Skarmory repeatedly using Protect. HP Ice boosted by NMI snipes even bulkier DD Salamence, which is useful for endgame scenarios on rain teams that cannot relent on offensive pressure to even allow Salamence to set up once.
Solrock @ Leftovers
Ability: Levitate
EVs: 252 HP / 68 Atk / 188 Def
Impish Nature
- Earthquake
- Protect/Explosion
- Rock Slide/Hidden Power [Rock]
- Toxic
For all this talk of struggling on off-turns outside of rain, especially into boosted or Choice Band Flying-type threats such as Swellow or Salamence, one may wonder how to answer them. Solrock has all the defensive traits to do so, luckily. Unstatused, Solrock can take a myriad of hits, assuming that the opposition isn’t carrying coverage for it. With the momentum of Explosion, or with precise double switches, Solrock effectively baits in slow mons (i.e., Metagross, Swampert) that the Swift Swim abusers can effortlessly set up a Rain Dance on. Once more, outside of Milotic, the mons that Solrock answers compliments what rain cannot when the skies are dry. Keep in mind that Paralysis support or a little speedcreep goes a long way in making Rock Slide much more annoying to manage.
Regirock @ Choice Band/Leftovers
Ability: Clear Body
EVs: 232 HP / 252 Atk / 24 Spe
EVs: 252 HP / 152 Atk / 100 SpD
Adamant Nature
- Hidden Power [Rock]
- Earthquake
- Explosion/Protect
- Focus Punch/Toxic
Regirock acts similarly, though trades the sheer compression of the Spikes-immune Solrock to be an even sturdier check to Flying-type offense. It takes a good amount from boosted Earthquake, but Choice Banded HP Ground from the likes of Swellow, Dodrio, and Crobat bounce off. Additionally, the extra strength of its attacks due to it having no need to run extra defensive investment goes a long way in making its repeated attacks and Explosion sting significantly more than Solrock’s. Furthermore, Choice Band Regirock is terrifying to face with Spikes up, threatening the same mons in the stop-gap between rain turns that Gorebyss would otherwise be scared to tussle with one-on-one.
I’ve alluded to many of…
THE ANSWERS
…before, but looking at their function and how they can slot on non-rain teams naturally is worth looking at. Additionally, quite a few of these
Celdanami has already covered in his
Water-type post, but I think it’s worthwhile to list and expand on his examples here. I will be ordering these mons from most to least viable, considering how easy they are to slot onto teams, and how well they check rain.
Milotic @ Leftovers
Bold Nature
Ability: Marvel Scale
EVs: 252 HP / 252 Def / 4 SpA
- Surf
- Refresh/Light Screen
- Toxic
- Recover
Much of Milotic’s strength and viability comes from its matchup against rain. If a rain user acts too cavalier around Milotic, then they will inevitably run out of resources to break it. Many non-rain balance structures and pretty much all stall structures clamour for Milotic as their primary Water-type mon. While other offensive structures naturally carry Choice Band attackers to break past Milotic, or stallier structures can afford to run Rest Regice or Mean Look Dusclops to answer Milotic, more all-in rain structures really only have so many mons that are useful outside of the Milotic matchup that happen to check it. As such, on the receiving end of rain attacks, preserving Milotic while eliminating the likes of Gyarados or Electric-types is imperative.
Ludicolo @ Leftovers
Ability: Rain Dish
EVs: 236 HP / 160 SpD / 112 Spe
Calm Nature
- Surf
- Leech Seed
- Toxic
- Protect/Rest
You may say that I’ve near-copy-and-pasted the set from before, and you’d be correct. Ludicolo can also comfortably fit on non-rain structures as an apt special check and one or two portions of FWG balance cores. If one can adequately answer Flying-type STAB attacks, and respond to Toxic attempts with a Guts attacker like Swellow, then Ludicolo is a sturdy, if passive, special check equipped to answer rain.
Gardevoir @ Leftovers
Ability: Trace
EVs: 252 HP / 200 Def / 56 Spe
Bold Nature
- Psychic
- Thunderbolt
- Wish
- Calm Mind
Likewise, Gardevoir is another otherwise effective mon that happens to answer rain, if less solidly than Ludicolo due to its neutrality to Water-type attacks instead of a 4x resistance. The big idea is that Trace Swift Swim Gardevoir with a little speed investment should always be outspeeding and threatening rain attackers with CM + Thunderbolt. The main benefit of Gardevoir over Ludicolo is that there’s a myriad of sets you can viably run on it, and most should adequately at least scare rain. Whether that’s a completely specially defensive Wish + Protect idea with Toxic to stall out the rain, or an offensively inclined CM idea with offensive investment and Thunderbolt, rain users must be hip to the idea Gardevoir can very quickly snowball into an unmanageable threat.
Kingdra @ Chesto Berry
Ability: Swift Swim
EVs: 200 HP / 252 Atk / 56 Spe
Adamant Nature
- Dragon Dance
- Return
- Hidden Power [Ground]
- Rest
This may seem a little strange. Perhaps a little more than a little strange. However, Kingdra’s defensive traits that make it so effective in rain structures apply to other structures that may want to make use of it. Unlike Salamence or Gyarados and their respective 4x weaknesses, Kingdra can fairly reliably click Dragon Dance more than twice. That unimpressive invested Return starts quickly ramping in damage. Pertaining to the rain matchup specifically, Swift Swim acts as a specific counter ability, ensuring Kingdra will have the speed advantage to snipe a rain threat without needing to take an Ice Beam hit. Just keep in mind that you need Magneton with this, or some other way to pressure Skarmory.
Golduck @ Leftovers
Ability: Cloud Nine
EVs: 252 HP / 228 Def / 12 SpD / 16 Spe
Modest Nature
- Surf
- Ice Beam
- Calm Mind
- Rest
Defensive Golduck typically wants Damp, but can certainly run Cloud Nine on non-rain teams that struggle into Gorebyss and their cohorts. Outside of the rain matchup, think of defensive Golduck as a mini-Suicune that also requires Magneton for its full potential. In the rain matchup, think of it as a lifeline.
Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 120 HP / 200 SpA / 52 SpD / 136 Spe
Modest Nature
- Hydro Pump/Surf
- Thunderbolt
- Ice Beam/Rest
- Thunder Wave/Toxic
Unlike Starmie, Lanturn can comfortably tank multiple rain-boosted attacks while threatening back with STAB Thunderbolt or the potentially even more damning Thunder Wave. The set above is an offensive idea, yet bulkier Lanturn with Rest proves to be an even sturdier rain check at the cost of its viability outside of the matchup. Speaking of which, Lanturn often pairs with mons weak to Electric-type onslaughts – typically stacking with other Water-type mons such as Starmie or Gyarados – to answer the all-too-common Starmie. If these teams ran Swampert instead, or other Ground-types to stomach the Electric attacks, they may lack the ability to answer rain.
Regice @ Leftovers
Ability: Clear Body
EVs: 252 HP / 4 Def / 252 SpA
Calm Nature
- Ice Beam
- Thunderbolt
- Protect/Rest
- Toxic
One may think Regice is typically the mon fills in Lanturn’s shoes in the scenario I described above. Very awkwardly I would imagine, given how one may also think how either of these mons would wear foot apparel, but I digress. The issue is both that Regice struggles to handle multiple rain-boosted attacks if played improperly, and can’t immediately threaten back with an OHKO onto Gorebyss. It can very easily prevent the opponent from setting up rain, and potentially stall it out a little with Protect, but can’t repeatedly take it head-on.
Registeel @ Leftovers
Ability: Clear Body
EVs: 248 HP / 12 Atk / 248 SpD
Sassy Nature
- Toxic
- Protect/Explosion
- Earthquake
- Thunder
Teams vying for a Toxic immunity but a bit more of a secure matchup into rain may consider Registeel. Alas, it still does not take rain-boosted Gorebyss Hydro Pump particularly well, but it can hang on to make it a 3KHO with Protect. Afterwards, it can threaten with Thunder, potentially pressuring rain’s common switch outs with Toxic as well. More defensive rain structures may have a rough time against Registeel, though it completely crumples to Metagross or mons who have already set up without Explosion.
Electrode @ Magnet/[No Item]
Ability: Static
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Thunderbolt
- Hidden Power [Ice]/[Grass]/Mirror Coat/Toxic
- Light Screen/Thief
- Explosion
Outside of mons using their abilities to answer rain, Electrode is as close as you can really get to an offensive rain check. With a speed boosting nature, Electrode outpaces Modest Gorebyss in rain, which can just as quickly force it out the turn after it has just set up a Rain Dance. Electrode is very much only a mon to be put next to mons that appreciate the immediacy and speed of its breaking and quick utility, as its traits fit best on offense. This usage means it may have been expended before it can stifle or protect against a late game Rain Dance sweep with Explosion and Light Screen, respectively.
Wailord @ Leftovers
Ability: Water Veil
EVs: 252 Def / 4 SpA / 252 SpD
Bold/Calm Nature
- Surf
- Roar
- Rest
- Sleep Talk
Much like how Electrode only truly fits onto offensive structures, Wailord is only apt on bulky Spikes builds, where it can effectively spam Roar + RestTalk to whittle down the opponent. Part of it being effective is its strong matchup into rain lacking Gyarados or Ludicolo, wherein it can shuffle most effectively. However, sometimes fitting Wailord in particular is difficult on these structures, who may simply prefer the mixed walling capabilities of Milotic, or the more independently threatening Walrein.
Vileplume @ Lum Berry/Leftovers
Ability: Chlorophyll
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Sunny Day
- Sleep Powder
- Solar Beam
- Hidden Power [Fire]/[Ice]
Vileplume answers the pouring rain with sun, and a properly played one can absolutely wallop shaky or weakened rain structures. However, the issues for Vileplume fall under one simple question: how can one fit it on a structure? It is not nearly as versatile or immediately threatening as the other Grass-type contenders, and using it outside the rain matchup is incredibly difficult. As it stands, it is a much more niche and perhaps unreliable choice into rain, if a fun one.
Types of structures and Useful Cores
In general, rain can be delineated into 3 styles:
- Mixed Offense, as a small engine in a larger (typically offensive) build – e.g.,
https://pokepast.es/25781956387d28b1, courtesy of
FrankMarley.
This example team aims to pressure the opponent’s defensive answers to Choice Band Salamence and Gyarados out to swiftly be punished by Regice and Gorebyss. The main thing to take note of here is how unassuming this team otherwise looks. Rain isn’t on the mind of most players until Regice clicks Rain Dance or Gorebyss comes in to heavily punish an unaware opponent. By the time they realise what’s going on, it’s almost too late to respond most of the time. Double Intimidate helps to insulate the team from most repeated physical hits, while Metagross handles the otherwise problematic Regice well without the player needing to use their own Regice to beat it.
The main things to take note of is the mix of a physical breaker with the utility and speed of a Swift Swim attacker in Rain.

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– This core offensively and defensively scouts for each other member very well while all individually threatening a whole host of mons. Realistically, you could replace Salamence slot with a whole host of Choice Band attackers but Salamence is the one with the most potential for obfuscation in the lead slot. Having a reliable Toxic immunity and Flying-type resistance in the back seems like a good idea, hence why Metagross is such a strong synergy here.

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– This is a bulkier core that takes advantage of each of these mons’ immediate breaking opportunity, with Blaziken’s defensive inadequacies being quashed by how easy Ludicolo is to switch into. Choice Band Metagross is what this core likely defaults to so it can break, but depending on how much immediate physical offense you fill out the rest of this structure with (e.g., CB Claydol), then Agility Metagross can be used to great effect here as well. Another Flying-type resist in Regirock works excellently here once more, with the opportunity for it or other bulky setup such as Gardevoir potentially proving quite strong and rounding out the team defensively.

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– You typically round this structure out with Golduck, in addition to Claydol and a special attacker bringing up the rear. However, if you elect to run a Swift Swim abuser in the last slot here, it’s a little awkward to stack its roles with Golduck. As such, like the structure before this one, you split the CM user (typically Gardevoir, potential for Alakazam if you want something more offensively inclined) and the Swift Swim user. More often than not, the abuser will be Ludicolo due to its Earthquake resistance. Even though it's less powerful than its contemporaries, it will still break effectively enough for Curse Registeel to win in the endgame.
- Spikes Offense, where rain often plays a role in pressuring the opponent over a shorter game length – e.g.,
https://pokepast.es/48ed4bc5e7e08334, courtesy of
Celdanami.
Glalie is great at pressuring a wide variety of leads out. Most notably, Taunt prevents lead Skarmory from compromising this team’s defensive integrity and trading ability with Spikes. After that point, Spikes with Gorebyss and CB Regirock do incredible work to wash down (get it?) the opponent. Banette acts as a temporary spinblocker that can consistently output big damage with Spikes. The BoltBeam combo with Manectric and Regice forces switches themselves, with Manectric’s Roar punishing any greedy setup, and Regice’s established synergy with Gorebyss giving the team even more offensive momentum.

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– Many of the same concepts we see again here, except this time helped along by Spikes pressure from Glalie. CB Regirock and Ludicolo both get a big boost from Spikes chip. Unlike with Gorebyss, being backed up by a Ground-resist helps this team go slightly longer, with it relying much less on ending the game on the spot. Furthermore, when backed with Spikes support, Ludicolo’s HP Grass 2KHOs Milotic fairly reliably. Leech Seed is the option for longevity, and can be paired with a different rain abuser to clean up endgames.

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– This is an offensive idea, with the benefit of Breloom’s sleep being that it grants Gorebyss a free turn to Rain Dance, or Glalie another opportunity to use Spikes. Lacking a Flying-type resist, this core likely wants Metagross or Regirock as a stop gap, with Banette having the chance to hold its own once again as a Spin blocker.

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– Utilising Skarmory this time for its Flying-resistance and ability to self-sufficiently phaze with Roar, Sceptile and Kingdra have the opportunity to clean out endgames, supported with the idea that all the mons on this squad have means of circumventing an opposing setup sweeper from boosting and robbing the game. Having another Flying-resist, with the likely candidate being Regirock or Manectric once again, is good in emergency situations wherein the Skarmory is eliminated. This structure can also struggle into Magneton and Lanturn clicking buttons repeatedly, so Hasty Earthquake Sceptile is a potentially good option so long as it stays un-statused. An alternate idea is having Claydol as offensive insurance and another Ground-immunity in this team’s backpocket to answer the threat of Thunder Wave clickers.
- Spikeless Hyper Offense, typically going Spikeless and chaining Rain Dance turns from one mon to another – e.g.,
https://pokepast.es/63167250db40a84d, courtesy of… myself.
Given this is my team, I will scrutinise it a little more and say: this was built in a fugue state at 3am. It likely has a win rate approaching 80-90%. I doubt I am that good in my play relative to the competition, so I must’ve done something right in the building process, or everyone else should be running more Milotic. Lead Gorebyss is liable to knock the socks off of unprepared teams, with it more than likely opening up a variety of avenues for Gyarados to break after Skarmory has been eliminated. The alternate win condition is embedded in Kingdra cleaning up the endgame after Water-type overload has been achieved successfully. Regice and Electrode act both as BoltBeam coverage and as a way to reset tempo in the user’s favour. In particular, Hidden Power Grass Electrode has caught many Swampert unawares. Golduck and Gyarados, as well as Regice and Electrode to a lesser extent, are this team’s silver bullets into Milotic, who is otherwise impossible to break.
Core? You’d like a core? Erm… ok well:

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– FYI, you’re going to be stuffing one or both of Ludicolo or Kingdra in the back, so the main idea is that 2/3rds of this core is dedicated to screwing with Milotic most of all while resetting tempo with Gyarados’ Intimidate and Regice’s Rain Dance + Explosion when necessary. Electing to find another way of pressuring Milotic while abusing the power of Rain, such as with Lanturn or the aforementioned Golduck, is likely a good idea. 3 setters minimum is mandatory, though feel free to run Baton Pass over Rain Dance on Gorebyss after you’ve met that threshold. Ultimately, this style is undoubtedly linear, though it’s a blast to pull off successfully.
These examples I still believe to not be entirely pushed to their limits, though it is a good jumping off point given how far the metagame has come from its (relatively) big explosion about a year ago.
Conclusion
From the results of the latest tour, and Gorebyss’ failure when improperly managed, rain still has a ways to go. If the brutal success of the latter Spikeless HO team on ladder is any indication though, answering rain adequately is also not reality in the world of teambuilding. This reflects rain teams going consistently under the radar, both in the way of building it being a challenging endeavour without proper resources, and how suboptimal rain teams stomp out the opposition nearly or wholly unprepared for the matchup.
It will soon no longer be good enough to pack a Regice and expect rain to crumple in the face of it. If that day comes, then I foresee how unconsciously leading Gorebyss and clicking Rain Dance will fail to be the sickle wrapped round the throat of the metagame.