Hello again! I decided that instead of bumping my month-old thread, I would go and make a new one. There have been some team changes and some move editing, and I felt it warranted the new thread. In order to save time, I'm going to just list my upgrades here, since the previous version of the team is available in the link I provided.
So without further ado...
Borutorosu (M) @ Damp Rock
Trait: Mischievous Heart
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Rain Dance
- Volt Change
- Thunder
- Hidden Power [Ice]
I decided to swap out Grass Knot for Thunder in order to hit water-types harder without having to be forced to switch out when I want to hit them. I also went with a Modest nature over Timid in order to hit harder. Right now it's working beautifully, although I have a habit of using Volt Change as the finishing maneuver, even when I'm not anticipating a switch.
Queendra (Kingdra) (F) @ Life Orb
Trait: Swift Swim
EVs: 208 Atk / 136 SAtk / 164 Spd
Mild Nature (+SAtk, -Def)
- Rain Dance
- Draco Meteor
- Waterfall
- Hydro Pump
Queendra is still plowing through entire teams thanks to the rain, but I have found that because I am not running an EV spread with full speed, opposing Kingdras in the rain are able to force me out. I love my mixed version too much to try and change it, but it is still a concern. I've thought about going for a full physical build, but the mixed build hasn't been doing poorly enough for me to actually consider it.
Starwho (Starmie) @ Leftovers
Trait: Natural Cure
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Boil Over
- Thunderbolt
- Recover
- Rapid Spin
Same build as before, but with a big moveset overhaul. I decided to downgrade from Thunder to Thunderbolt because it's a safer solution in case the rain decides to die on me as I'm trying to spin away hazards. Boil Over was chosen because of Hydro Pump's accuracy. I'm still a bit wary of the power drop, but the accuracy and chance of burn was too big to pass on. Recover was also chosen to increase Starmie's longevity.
I dropped Ice Beam entirely, but I'm starting to miss it when some of my other Dragon checks end up fainting. The only times I do end up kicking myself for that change is when I'm on the ropes already, so it's a small concern, at best.
Scizor (M) @ Damp Rock
Trait: Technician
EVs: 252 HP / 40 Atk / 216 Def
Impish Nature (+Def, -SAtk)
- U-turn
- Rain Dance
- Bullet Punch
- Rock Smash
A completely new addition to the team, I have been very pleased with this particular build of Scizor. I noticed someone using Rock Smash, and I already regret choosing it (although it works nicely against Ferrothorn and with Technician, I find myself begging for Brick Break almost all of the time).
As often as this build has helped me out, I find myself unable to decide on what I want from Scizor. I want it to be a revenge-killer, but I also want it to be able to replenish the rain, but I ALSO want it to be able to handle Ferrothorn. I'm ready to change the moveset; the problem is finding out what to give it. I don't want to be locked with a Choice item, but I also want to be able to hit hard enough to strike fear as a revenge-killer.
Zapdos @ Leftovers
Trait: Lightningrod
EVs: 248 HP / 228 SDef / 32 Spd
Calm Nature (+SDef, -Atk)
- Thunder
- Rain Dance
- Hidden Power [Ice]
- Roost
Same moveset as before, but with a different EV and Nature set to increase durability. Zapdos can now safely switch into most resistances, Rain Dance if necessary, and begin to sweep with Thunder (and HP Ice if necessary, although I'm not trying to be brave with it). Leftovers is obvious, since I already have enough Damp Rock holders as is.
Ludacris (Ludicolo) (M) @ Life Orb
Trait: Swift Swim
EVs: 252 SAtk / 4 SDef / 252 Spd
Modest Nature (+SAtk, -Atk)
- Giga Drain
- Hydro Pump
- Hidden Power [Fighting]
- Ice Beam
Another "new" addition to the team. And I say "new" because while I have used Ludicolo in the past, I haven't used him in 5th Gen yet. This is a sort of evolution of my previous builds over the years. Hydro Pump gets chosen thanks to its raw power, although the accuracy is still a killer. I chose Giga Drain over Energy Ball or Grass Knot because it still packs a punch with Life orb, and I'm able to get back what I lost. Ice Beam requires no explanation by now, and HP Fighting is for Ferrothorn. I was thinking of using Focus Blast instead, but that accuracy is even worse than Hydro Pump, and I'll gladly take the power loss.
And there we have it. I've been winning more than I have been losing with this latest team, and it seems that when I do lose, it is more due to me being outplayed or making foolish choices. There are specific things that have caused me nothing but trouble.
Gyarados. For the life of me, I can never find a proper way to deal with him, even in the rain. My first instinct is always to switch and try to kill him before he can DD up too many times (which sometimes works). However, the Bounce variants always sweep me, 100% of the time. It's driving me absolutely batty.
Ferrothorn. This stupid thing is just as bad as Gyarados to me. It stops my momentum completely and forces me to try and find a way to get rid of it while also having to deal with all of the entry hazards it puts up. And on top of that, Power Whip makes my Starmie fear switching in.
So without further ado...

Borutorosu (M) @ Damp Rock
Trait: Mischievous Heart
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Rain Dance
- Volt Change
- Thunder
- Hidden Power [Ice]
I decided to swap out Grass Knot for Thunder in order to hit water-types harder without having to be forced to switch out when I want to hit them. I also went with a Modest nature over Timid in order to hit harder. Right now it's working beautifully, although I have a habit of using Volt Change as the finishing maneuver, even when I'm not anticipating a switch.

Queendra (Kingdra) (F) @ Life Orb
Trait: Swift Swim
EVs: 208 Atk / 136 SAtk / 164 Spd
Mild Nature (+SAtk, -Def)
- Rain Dance
- Draco Meteor
- Waterfall
- Hydro Pump
Queendra is still plowing through entire teams thanks to the rain, but I have found that because I am not running an EV spread with full speed, opposing Kingdras in the rain are able to force me out. I love my mixed version too much to try and change it, but it is still a concern. I've thought about going for a full physical build, but the mixed build hasn't been doing poorly enough for me to actually consider it.

Starwho (Starmie) @ Leftovers
Trait: Natural Cure
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Boil Over
- Thunderbolt
- Recover
- Rapid Spin
Same build as before, but with a big moveset overhaul. I decided to downgrade from Thunder to Thunderbolt because it's a safer solution in case the rain decides to die on me as I'm trying to spin away hazards. Boil Over was chosen because of Hydro Pump's accuracy. I'm still a bit wary of the power drop, but the accuracy and chance of burn was too big to pass on. Recover was also chosen to increase Starmie's longevity.
I dropped Ice Beam entirely, but I'm starting to miss it when some of my other Dragon checks end up fainting. The only times I do end up kicking myself for that change is when I'm on the ropes already, so it's a small concern, at best.

Scizor (M) @ Damp Rock
Trait: Technician
EVs: 252 HP / 40 Atk / 216 Def
Impish Nature (+Def, -SAtk)
- U-turn
- Rain Dance
- Bullet Punch
- Rock Smash
A completely new addition to the team, I have been very pleased with this particular build of Scizor. I noticed someone using Rock Smash, and I already regret choosing it (although it works nicely against Ferrothorn and with Technician, I find myself begging for Brick Break almost all of the time).
As often as this build has helped me out, I find myself unable to decide on what I want from Scizor. I want it to be a revenge-killer, but I also want it to be able to replenish the rain, but I ALSO want it to be able to handle Ferrothorn. I'm ready to change the moveset; the problem is finding out what to give it. I don't want to be locked with a Choice item, but I also want to be able to hit hard enough to strike fear as a revenge-killer.

Zapdos @ Leftovers
Trait: Lightningrod
EVs: 248 HP / 228 SDef / 32 Spd
Calm Nature (+SDef, -Atk)
- Thunder
- Rain Dance
- Hidden Power [Ice]
- Roost
Same moveset as before, but with a different EV and Nature set to increase durability. Zapdos can now safely switch into most resistances, Rain Dance if necessary, and begin to sweep with Thunder (and HP Ice if necessary, although I'm not trying to be brave with it). Leftovers is obvious, since I already have enough Damp Rock holders as is.

Ludacris (Ludicolo) (M) @ Life Orb
Trait: Swift Swim
EVs: 252 SAtk / 4 SDef / 252 Spd
Modest Nature (+SAtk, -Atk)
- Giga Drain
- Hydro Pump
- Hidden Power [Fighting]
- Ice Beam
Another "new" addition to the team. And I say "new" because while I have used Ludicolo in the past, I haven't used him in 5th Gen yet. This is a sort of evolution of my previous builds over the years. Hydro Pump gets chosen thanks to its raw power, although the accuracy is still a killer. I chose Giga Drain over Energy Ball or Grass Knot because it still packs a punch with Life orb, and I'm able to get back what I lost. Ice Beam requires no explanation by now, and HP Fighting is for Ferrothorn. I was thinking of using Focus Blast instead, but that accuracy is even worse than Hydro Pump, and I'll gladly take the power loss.
And there we have it. I've been winning more than I have been losing with this latest team, and it seems that when I do lose, it is more due to me being outplayed or making foolish choices. There are specific things that have caused me nothing but trouble.

Gyarados. For the life of me, I can never find a proper way to deal with him, even in the rain. My first instinct is always to switch and try to kill him before he can DD up too many times (which sometimes works). However, the Bounce variants always sweep me, 100% of the time. It's driving me absolutely batty.

Ferrothorn. This stupid thing is just as bad as Gyarados to me. It stops my momentum completely and forces me to try and find a way to get rid of it while also having to deal with all of the entry hazards it puts up. And on top of that, Power Whip makes my Starmie fear switching in.