
Ironically for a Rain team, this is one of our hardest matchups. Without a Swampert, we have no safe switch-ins, especially versus DDTar. If they reveal their set, the team can manage it, but you rarely have time for that. You're often forced to BP or hard switch to Dug. Adamant DD, Suit, and BKC variants are manageable, but Ice Beam deletes your Dug switch-in, and a Jolly DDTar is essentially a 6-0 if it gets a free turn.

Tough, but manageable. We have two floaters to pivot around EQ and two HP Grass users to threaten it. Perts can be good at forcing a trade, as they avoid Zap's HP Grass. It isn't uncommon to have to beat it down with Rachi or Gar, or finish it off with Kingdra. As usual, trading the wrong piece here can easily snowball into a loss, so choose carefully.

Often better at forcing a trade than Pert simply because it lacks the 4x Grass weakness. Your priority is catching it with Gar's Wisp so Rachi can attempt to handle it. Otherwise, Zap is usually responsible for grinding it down, just watch out for Explosion. Kingdra can Surf it down, but you want to make sure you'll get the OHKO because of Explosion.

Skarm is essentially a non-issue. Zap, Kou, Gar, and Rachi all pressure it, and even Kingdra can eat a Toxic to set up Rain. Bliss is actually the preferred fat wall to see, as the combo of Gar's Focus Punch, Dug, and SubCM Rachi generally overwhelms it. Beware of Thunder Wave, though. Catching one on Rachi ruins the SubCM beatdown. Even though it's the preferred wall to encounter, it can still snowball into a big problem if it proves evasive.

Very tricky to face down on lead because you have zero info turn 1. It basically comes down to a coin toss. If it's fast TWave, just attack (we have nothing that wants to be para'd, so trade ASAP). If it's fast SubPass, attacking or Subbing is fine. If it's slower, you'll want to Sub. Of course, there isn't a way to know any of this turn 1, so... generally, the rule for opposing Zap is just to attack it. Trading your Zap for theirs is usually safe because we have a second floater and second Electric in the back.

Both of these fat matchups are tricky. For both, especially Lax, landing Wisp with Gar is critical, but Curse + Rest variants can still easily snowball. Regice threatens with TWave and STAB Ice Beam. Both Lax and Ice will likely force a trade, often demanding Gar's Boom to remove them. Otherwise, if they're burned and without Rest, you can pivot around to scout their moves and bait a Boom from them. If you find a clean entry point on Regice, Rachi can take it down, especially if you get a free Sub predicting a TWave.

Can be harder to break than Lax thanks to its bulk, resistances, and ability to stall with Leech Seed/Recover or CM. SDPass is basically game over. It's a prime target for a Dug trap, but many variants have enough bulk to survive an Adamant HP Bug from full. You have to chip it first, but coordinate it carefully so you don't let it escape with BP, especially if it's carrying boosts.

Not a massive problem as long as you maintain pressure so it never gets too many free boosts (or potentially worse, a Rest after it accumulates many). However, you must respect it late game because Kingdra is mostly blanked by it. A healthy Zap or Kou are your best answers. Don't try to CM war using Rachi unless you are 100% certain it isn't carrying Roar.

Defensive Starmie is hard to kill and spreads para, which is brutal for us. Again, Zap or Rachi are forced into a trade. Offensive Starmie is also tricky, though it can create clutch win conditions - I've won games using Kou to Endure a Rain-boosted Hydro Pump to pop Salac and sweep. Dicey stuff.

A tricky mirror. Recent trends of opposing Gars running Taunt + Grass coverage are helpful. Grass is essentially a wasted moveslot against us, and Taunt can be played around by just attacking. Rachi hates taking Wisp, but Psychic deals clean damage in return. Our Gar's Wisp + Night Shade remains an option. (Honorable mention to Dusclops: incredibly tricky to break down, as Rest easily shrugs off our attempts to burn it while completely draining momentum).

Annoying in the lead slot. Even if you threaten it out with Zap, BPing to Gar passes the Intimidate drop, ruining our damage ranges. Safest turn 1 play is likely a hard switch to Rachi, which safely eats whatever Mence typically tries against an unrevealed Zap, allowing you to scout. Mid game, watch out for Dragon Claw if you haven't scouted it already. Mixed sets are best handled by Kou and Gar, but if DDMence sets up while Sand is active, you have to get... creative to avoid a sweep.

Manageable, provided you read/scout the set. CB is usually easy enough to pivot around. For Agility, Zap can force a Boom, Gar/Rachi can fish for a burn, and Kou can use it for a last-ditch Endure setup, useful if Meta is chipped. Mixed is mostly not an issue. Kingdra can also threaten big Surfs and bait a Boom.

Pivot around it to dodge EQ, Rock Slide, and Toxic. However, it's relatively easy to take out once you navigate it. Kingdra handles it well, and Kou can surprise it mid game if they don't expect HP Ice.

We have the pieces to pivot around Aero: floaters for EQ, Rachi for Rock Slide, and Rachi/Kou to bait EQ. Navigating it is all about mind games. Endure Kou is the star here, actively using Aero's EQ to trigger Salac. SubLiechi Aero is the biggest problem; if you scout the Sub beforehand, you can still bait EQ with Kou, but Rachi is usually tasked with getting you to that point. Kingdra under Rain is a clean alternative answer. It's also possible to bait it to EQ on your Zap, expecting Jirachi, and just go for a Thunderbolt.

We have more ways to threaten Gyara than Mence, primarily Zap's Tbolt. Be warned it can set up on Kingdra since it isn't weak to Ice Beam like Mence is. But by the late game, once weather is cleared, Kou can easily handle it. Beware of Thunder Wave or Taunt.

Generally just setup fodder. Be mindful of letting it lay down too many Spikes, but seeing it is usually a relief. It's almost always paired with SuitTar, meaning we don't have to worry about Jolly DDTar sweeping us.

A scary breaker, but we have tools to manage it. It will likely force a trade, but Gar's fast Night Shade can finish it off when it gets low, or simply bring in Kou mid game to threaten the OHKO with Tbolt.

Not too scary since we have multiple pieces that pressure it. However, Mach Punch is a massive issue for our wincon. If you are forced to Endure down to 1 HP with Kou before Loom is KO'd or confirmed not to have Mach Punch, your sweep is dead.

We don't have a true Jolt answer, making it obnoxious early and mid game. Scout its set as safely as possible (TWave vs Sub). Counterplay is roughly the same, though: trade with Rachi or use Kingdra to finish it off. Using Kingdra's Lum to absorb TWave and set up Rain Dance is great, especially late game once Jolt is chipped into KO range for a Rain-boosted Surf.

Honestly a big problem. Because we opted for Adamant Dug over Jolly, we lack the speed to trap them (or in Zam's case, try to). Opposing Kou is an ugly matchup. Your best bet may be leaning on Rachi's sturdiness or navigating a full-health Gar around Subs with Night Shade and Boom. Zam is arguably worse - the standard CM/Encore set threatens to effortlessly delete the team.