Aquarius/Let the Sunshine In

Aquarius/Let The Sunshine In


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volbeat.gif
ludicolo.gif
poliwrath.gif
kabutops.gif
omastar.gif



Hey guys it's Fineon back with another RMT. This time I decided to build around a super cool mon in Belly Drum Poliwrath, which to be honest is a very underrated threat in rain, as it sets up on a lot of defensive pokemon. Hopefully this may prove that Rain isn't the demon that it is and maybe a few people will check it out to the horror of most people.

uxie.png

Uxie @ Damp Rock
Ability: Levitate
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
- Memento
- Stealth Rock
- Rain Dance
- Knock Off


Uxie is by far the best setter that Rain has. With access to Stealth Rock + Rain Dance + Memento, it makes it the most optimal choice as a lead most of the time. So Knock Off may seem like a weird choice, but at one point in time Hoopa's were going for substitute as a lead and my team really suffered from that so I chose to run Knock Off so I could KO them. It can also be used to get rid of leftovers or something. The ev's are used bc that way I can get off the fast Rocks + Rain Dance + Memento while not being outsped by stuff like Meloetta and Hitmonlee.

volbeat.png

Volbeat @ Damp Rock
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 1 Spe
- Rain Dance
- Thunder Wave
- Encore

- U-turn


So it may seems weird that I'm running Volbeat > Liepard but let me explain. I at first what I wanted was to just be different by running Volbeat, but after a while it really worked. The main difference is that Volbeat is much more bulkier, allowing it to check more mons while also being able to spread Thunder Wave's. I can also sack something like Omastar to a Honchkrow Superpower and then go into Volbeat and Encore. The ev's are so I can pull off the slow U-Turn vs faster teams so I can safely go into my Rain abusers.
ludicolo.png

Ludicolo @ Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Ice Beam
- Hydro Pump
- Giga Drain
- Rain Dance

Ludicolo is probably one of the most important pokemon on Rain teams. With it's outstanding coverage and decent special attack stat, barely anything can switch in. Rain Dance is here so that in case both of my setters get ko'd or it's not possible for me to switch into, I can go for it so that all of my mons get the swift swim boost. Modest > Timid because the power is very useful, securing me a few crucial KO's. There also aren't really any popular scarfers above base 100 speed.

poliwrath.png

Poliwrath @ Sitrus Berry
Ability: Swift Swim
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Belly Drum
- Waterfall
- Earthquake
- Brick Break

Poliwrath is the star mon of this team. With a good attack stat and decent STAB moves, in Rain this thing is truly a monster. It's typing grants it important resists against Steel/Water/Fire/Rock which allow it to set up on a lot of pokemon. Earthquake is ran so Poliwrath can KO pokemon like Jellicent and Slowking. Usually what you'll want to do is Memento on Uxie, go into Poliwrath and Belly Drum, although it's also possible to Belly Drum on predicted protects or switches. However you'll want to scout for the Roar on pokemon like Steelix so you dont waste the Sitrus berry, and also make sure pokemon like Fletchinder are out of the way before going for Belly Drum.
kabutops.png
Kabutops @ Mystic Water
Ability: Swift Swim
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Waterfall
- Stone Edge
- Aqua Jet

Kabutops is another threatening sweeper under rain. With Swords Dance it can tear trough teams lacking a solid bulky water. Waterfall/Stone Edge/Aqua Jet are really the only moves you'll need, as there is no reason to run a coverage move. Mystic Water may seem like an odd choice > Life Orb, but I found that the recoil damage was detrimental as Kabutops could only switch in so many times. I also found that the damage Waterfall was doing with Mystic Water was enough to justify not running Life Orb, as the main pokemon that resists both STABs (Virizion) died to a +2 Waterfall under Rain.

omastar.png

Omastar @ Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA
- Shell Smash
- Surf
- Ice Beam
- Hidden Power [Grass]

Omastar helps this team in few ways. The first is that it serves as a secondary Fletchinder check, which otherwise would really pressure this team. It's other main job is to serve as another sweeper for this team. This slot for my team had been changed a lot between things like Fletchinder, Beartic, Armaldo (lmao), etc. But after a while I tried Omastar again (mainly after Amoonguss left) and it worked pretty well. Shell Smash allows Omastar to function as a threatning sweeper under Rain and outside of Rain. A Timid nature is ran so that I can outspeed base 80 scarfers outside of Rain at +2 and in rain at +0.

Overall this team has worked pretty well for me, getting me to around #8 on the ladder (I stopped there bc I honestly didn't want to go on tilt). There are a few mons that I'll list that can be a bit troublesome to play around.

honchkrow.png
- Which team isn't pressured by this tbh
seismitoad.png
- If Ludi and Oma both die you basically lose
abomasnow.png
- Bit bothersome bc it takes away Rain
smeargle.png
- Webs are annoying af rip
fletchinder.png
- If Kabu and Oma die you basically lose

uxie.png
liepard.png
hippopotas.png
abomasnow.png
- Opposing weather teams are annoying too but you just have to play smart

But yeah that's my RMT, hope you enjoyed it and won't hate me for putting cancerous Rain on the ladder

uxie.gif
volbeat.gif
ludicolo.gif
poliwrath.gif
kabutops.gif
omastar.gif


Uxie @ Damp Rock
Ability: Levitate
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
- Memento
- Stealth Rock
- Rain Dance
- Knock Off

Volbeat @ Damp Rock
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 1 Spe
- Rain Dance
- Thunder Wave
- Encore
- U-turn

Ludicolo @ Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Ice Beam
- Hydro Pump
- Giga Drain
- Rain Dance

Kabutops @ Mystic Water
Ability: Swift Swim
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Waterfall
- Stone Edge
- Aqua Jet

Poliwrath @ Sitrus Berry
Ability: Swift Swim
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Belly Drum
- Waterfall
- Earthquake
- Brick Break

Omastar @ Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA
- Shell Smash
- Surf
- Ice Beam
- Hidden Power [Grass]
 
Last edited:
Hey, fineon nice team! I rarely see the usage of weather in RU and think its a nice change of pace to the current bulky offense and balance builds that are going around. However, I do have some recommendations to improve your team!

Rain has many mons with overlapping roles and I feel that Omastar can be replaced on your team due to already having two powerful physical mons in poliwrath and kabutops along with special Ludicolo which has the same stab roles as Omastar. Omastar also needs a shell smash to reach the power it needs which can be hard against more offensive builds. For this reason I am recommending Escavalier over Omastar. Overall escavalier is greatly beneficial on rain builds due to its sole weakness in fire types which is basically eliminated with the rain. Escavalier also functions as firm check to grass mons like tangrowth and venusaur which can be very threatening if no rain is up and you basically have to sack a mon instead. Also another primary reason to run escavalier on sand is because it helps with threats you listed; escavalier is one the best checks to abomasnow, resists all its stabs, and doesn't take hail damage due to overcoat. Also Escavalier can trap (with pursuit) or megahorn uxie, eliminating a big threat to this team instantly. Also, on a smaller note, escavalier assists with spore variants of smeargle. I would suggest a band set on this team as it needs immediate power to function accordingly on a rain team. A set of megahorn/pursuit/drill run/iron head functions the best with mega horn and iron head as stab along with drill run damaging steels that resist both stabs and pursuit for trapping psychics as previously mentioned. I would also run a 8 ev creep on the speed compared to the smogon spread just to outspeed base 30s that creep slightly.

Also an optional change I would recommend with Poliwrath is running a set of substitute/belly drum/waterfall/brick break. This set is so you can subsitute on mons like bulky waters or passive mons in general and belly drum from there. The primary other reason in running this set is so that fletchinder can't stop it as easily as it is behind a subsitute and allows for poliwrath to beat more mons. Losing earthquake stab is negative however waterfall/brick break combats most mons except stuff like jellicent which you should pick off before aiming to sweep with this set.

EVs: 164 HP / 252 Atk / 92 Spe
Adamant Nature
- Megahorn
- Iron Head
- Pursuit
- Drill Run

and an optional change.. (for reasons listed above)
Poliwrath @ Sitrus Berry
Ability: Swift Swim
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Belly Drum
- Waterfall
- Brick Break
- Substitute

Again, really like this team and hope I helped! :toast:
 
Also an optional change I would recommend with Poliwrath is running a set of substitute/belly drum/waterfall/brick break. This set is so you can subsitute on mons like bulky waters or passive mons in general and belly drum from there. The primary other reason in running this set is so that fletchinder can't stop it as easily as it is behind a subsitute and allows for poliwrath to beat more mons. Losing earthquake stab is negative however waterfall/brick break combats most mons except stuff like jellicent which you should pick off before aiming to sweep with this set.
Personally I think the poliwrath set is great as it allows fin to beat jellicent which can be a problem if played well vs him.

As for the team it looks really good fin I especially like the use of volbeat as slow uturner to provide more momentum for your team.
 
Hey man this is a really solid team, and Chakra gave you some solid suggestions, I'd just like to tell you to use Life Orb over Mystic Water. I know recoil sucks a lot, but with the Life Orb you get enough power to OHKO Blastoise and Jellicent at +2 with rocks up, something that with Mystic Water you fail to do, which can result in a burned Kabutops if Jellicent or your hazards spinned if Blastoise (or it can threaten you with a Scald or Roar).
 
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