Hi! I've been lurking a while, and have recently really enjoyed playing with this rain team which hasn't been doing too poorly (I peak around ~1450). Most of my losses though come against stall teams, and I'm trying to figure out how to deal with them better. I'll try and explain how I got to the team where it's at, and what kinds of threats everyone is meant to deal with. Overall, I've worked on giving it more offensive momentum and making sure that it can keep up the pace even when rain isn't up, and I think that's worked out ok although there's room for improvement. Thanks in advance for your input!
Pelipper @ Damp Rock
Ability: Drizzle
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- U-turn
- Defog
- Hurricane
- Scald
This pelipper is pretty classic -- max def, and decent enough STABs under rain. I'm always pleasantly surprised at how often people underrate either his bulk or his SpA. It's for this reason that I've left 31 speed IVs: I do quite well against sand, partly because I've found it's more effective to use U-turn to outpseed + start chipping at tyrannitar, or scald to finish off a weakened hippodown. The Defog is also classic, but frankly not a move I'm particularly attached to -- Zapdos, detailed below, tends to be the one I rely on for this. I've seen sets with heavy-duty boots over damp rock, for which I understand the rationale, but I've found that late game if I need to sacrifice pelipper in a final setup for barraskewda, those extra three turns are what make the difference -- not an extra switch.
Ludicolo @ Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Giga Drain
- Hydro Pump
- Ice Beam
- Focus Blast
Many people discourage Ludicolo on rain teams, but I've personally found him to be a consistent lifesaver: his coverage is wonderful, which allows him to decimate. With life orb and under rain, hydro pump is strong enough to take out Megearna at ~85%, OHKO Genesect and Specially Defensive Heatran that tends to assume it can tank a hit; Ice beam is an OHKO for Zygarde, and cleans up Rillaboom or other common dragon types after a little chipping (which this team hopes to achieve quite easily). Giga drain makes for great recovery. Another reason for Ludicolo on this team is for the sandstorm match up: without rain, he remains faster than Tyrannitar/Hippodown, who tend to underestimate him despite having no good way to take him out.
Barraskewda @ Choice Band
Ability: Swift Swim
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Close Combat
- Liquidation
- Crunch
- Flip Turn
Love him! He most of the work on this team; I'd say that 1/4 wins I get are simply dealing with threats/chipping bulk, setting up rain one last time, and letting him sweep the entire opposing team. Flip turn is essential on this set and means Barraskewda often scouts thanks to his incredible speed even when rain isn't up, liquidation otherwise OHKOs... most of anything. Close Combat OHKOs Kyurem and puts a serious dent into Ferrothorn; Crunch can help for coverage, but I never really use it. In many ways, this whole team is structured around making Barraskewda's life easier (as many current rain teams are). With rain, he doesn't need a speed boosting nature, hence Adamant.
Scyther @ Eviolite
Ability: Technician
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- U-turn
- Roost
- Dual Wingbeat
- Quick Attack
Scyther is the most recent addition to the team, acting as a fast, bulky, offensive pivot. It's a bit of a weird spread: with a Jolly nature, he outspeeds most of the metagame, and I rely on eviolite and HP investment to give him solid mixed bulk, allowing him to switch into pretty much anyone, especially U-turns, and even Volt Switches which he can comfortably tank at high health. He performs a variety of utility jobs: a) STAB u-turn helps build momentum, b) quick attack helps me finish off priority users who've set up on Zapdos or Swampert, c) Dual Wingbeat + Technician is a wonderful combo that threatens rillaboom and Urshifu (who's out-sped), and roost provides important recovery. I really like using Scyther, and prefer his dynamism + speed to the other options I've tried in this slot (Ferrothorn, who became somewhat of a sitting duck, and Scizor, who just wasn't getting as much done due to lower speed), although I know he's probably one of the mons to switch. I brought him because I wanted someone who could tank a hit and chip on a switch, and he's been doing just that. Not running Heavy-Duty Boots means he's quite reliant on Defogging, which for me hasn't been an issue since I currently have two users.
Zapdos @ Heavy-Duty Boots
Ability: Static
EVs: 252 HP / 40 Def / 216 Spe
Timid Nature
IVs: 0 Atk
- Thunder
- Volt Switch
- Hurricane
- Defog
I have a lot of fun with this Zapdos. The EV spread/nature may seem a little confusing, but it's to out-speed Jolly Zygarde. My team struggled a lot against him, simply because his set is quite unpredictable, and he'd often take me out by a) spreading paralysis or b) setting up a sub, and his mixed utility/set-up playstyle is very good against a team that relies on switches to deal with threats. Under rain, Zapdos's hurricane is a guaranteed 3HKO, and the first Thousand Arrows only deals ~49% damage. Since Zygarde usually switches into Zapdos, I've found that going in for the kill and hurricaning him to death is my best bet to avoid being swept. This build also has the advantage of outspeeding Landorus/most common ground-type switch ins, who expect a volt-switch; a fast Hurricane does well against them also. Otherwise, Thunder under rain is a great second STAB that packs enough of a punch to hurt even without SpA investment, pressuring Toxapex (who before I had Zapdos completely stopped my team); Volt-Switch keeps things dynamic when I can use it safely, and defog keeps everyone happy.
Swampert @ Leftovers
Ability: Torrent
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Flip Turn
- Stealth Rock
- Earthquake
- Toxic
Swampert is a really lovely, bulky, slow pivot. He sets up Stealths with ease when he has to, can tank enough at full health that he can land a Toxic without difficulty, and has enough natural Attack that his STAB Earthquake chips at bulky steel types that don't tend to have to damage him with (Melmetal, often, but it also pressures toxapex). 0 Speed IVs helps out a lot against trick room teams; under rain, his Flip Turn does good damage and catches people off guard. I considered running a Rindo berry, but now that I have scyther there's jsut no reason to force Swampert to tank a grass hit. As a slow pivot, he often tanks a hit from an opposing sweeper, chips, and switches into barraskewda who finishes them off without too much difficulty.
At its best, this team sets up stealths and pivots around long enough that opposing threats are too weak to survive a Barraskewda sweep. Special attention was paid to dealing with Sand teams and Zygarde, the main issues I was running into initially. I do well against offensive teams and balance teams, since I'm prepared to deal with most of the metagame's threats and with some good play can take an opposing tank or two. Stall teams, however, completely overwhelm me, and I can't seem to break past them. Any advice appreciated!!
Pelipper @ Damp Rock
Ability: Drizzle
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- U-turn
- Defog
- Hurricane
- Scald
This pelipper is pretty classic -- max def, and decent enough STABs under rain. I'm always pleasantly surprised at how often people underrate either his bulk or his SpA. It's for this reason that I've left 31 speed IVs: I do quite well against sand, partly because I've found it's more effective to use U-turn to outpseed + start chipping at tyrannitar, or scald to finish off a weakened hippodown. The Defog is also classic, but frankly not a move I'm particularly attached to -- Zapdos, detailed below, tends to be the one I rely on for this. I've seen sets with heavy-duty boots over damp rock, for which I understand the rationale, but I've found that late game if I need to sacrifice pelipper in a final setup for barraskewda, those extra three turns are what make the difference -- not an extra switch.
Ludicolo @ Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Giga Drain
- Hydro Pump
- Ice Beam
- Focus Blast
Many people discourage Ludicolo on rain teams, but I've personally found him to be a consistent lifesaver: his coverage is wonderful, which allows him to decimate. With life orb and under rain, hydro pump is strong enough to take out Megearna at ~85%, OHKO Genesect and Specially Defensive Heatran that tends to assume it can tank a hit; Ice beam is an OHKO for Zygarde, and cleans up Rillaboom or other common dragon types after a little chipping (which this team hopes to achieve quite easily). Giga drain makes for great recovery. Another reason for Ludicolo on this team is for the sandstorm match up: without rain, he remains faster than Tyrannitar/Hippodown, who tend to underestimate him despite having no good way to take him out.
Barraskewda @ Choice Band
Ability: Swift Swim
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Close Combat
- Liquidation
- Crunch
- Flip Turn
Love him! He most of the work on this team; I'd say that 1/4 wins I get are simply dealing with threats/chipping bulk, setting up rain one last time, and letting him sweep the entire opposing team. Flip turn is essential on this set and means Barraskewda often scouts thanks to his incredible speed even when rain isn't up, liquidation otherwise OHKOs... most of anything. Close Combat OHKOs Kyurem and puts a serious dent into Ferrothorn; Crunch can help for coverage, but I never really use it. In many ways, this whole team is structured around making Barraskewda's life easier (as many current rain teams are). With rain, he doesn't need a speed boosting nature, hence Adamant.
Scyther @ Eviolite
Ability: Technician
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- U-turn
- Roost
- Dual Wingbeat
- Quick Attack
Scyther is the most recent addition to the team, acting as a fast, bulky, offensive pivot. It's a bit of a weird spread: with a Jolly nature, he outspeeds most of the metagame, and I rely on eviolite and HP investment to give him solid mixed bulk, allowing him to switch into pretty much anyone, especially U-turns, and even Volt Switches which he can comfortably tank at high health. He performs a variety of utility jobs: a) STAB u-turn helps build momentum, b) quick attack helps me finish off priority users who've set up on Zapdos or Swampert, c) Dual Wingbeat + Technician is a wonderful combo that threatens rillaboom and Urshifu (who's out-sped), and roost provides important recovery. I really like using Scyther, and prefer his dynamism + speed to the other options I've tried in this slot (Ferrothorn, who became somewhat of a sitting duck, and Scizor, who just wasn't getting as much done due to lower speed), although I know he's probably one of the mons to switch. I brought him because I wanted someone who could tank a hit and chip on a switch, and he's been doing just that. Not running Heavy-Duty Boots means he's quite reliant on Defogging, which for me hasn't been an issue since I currently have two users.
Zapdos @ Heavy-Duty Boots
Ability: Static
EVs: 252 HP / 40 Def / 216 Spe
Timid Nature
IVs: 0 Atk
- Thunder
- Volt Switch
- Hurricane
- Defog
I have a lot of fun with this Zapdos. The EV spread/nature may seem a little confusing, but it's to out-speed Jolly Zygarde. My team struggled a lot against him, simply because his set is quite unpredictable, and he'd often take me out by a) spreading paralysis or b) setting up a sub, and his mixed utility/set-up playstyle is very good against a team that relies on switches to deal with threats. Under rain, Zapdos's hurricane is a guaranteed 3HKO, and the first Thousand Arrows only deals ~49% damage. Since Zygarde usually switches into Zapdos, I've found that going in for the kill and hurricaning him to death is my best bet to avoid being swept. This build also has the advantage of outspeeding Landorus/most common ground-type switch ins, who expect a volt-switch; a fast Hurricane does well against them also. Otherwise, Thunder under rain is a great second STAB that packs enough of a punch to hurt even without SpA investment, pressuring Toxapex (who before I had Zapdos completely stopped my team); Volt-Switch keeps things dynamic when I can use it safely, and defog keeps everyone happy.
Swampert @ Leftovers
Ability: Torrent
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Flip Turn
- Stealth Rock
- Earthquake
- Toxic
Swampert is a really lovely, bulky, slow pivot. He sets up Stealths with ease when he has to, can tank enough at full health that he can land a Toxic without difficulty, and has enough natural Attack that his STAB Earthquake chips at bulky steel types that don't tend to have to damage him with (Melmetal, often, but it also pressures toxapex). 0 Speed IVs helps out a lot against trick room teams; under rain, his Flip Turn does good damage and catches people off guard. I considered running a Rindo berry, but now that I have scyther there's jsut no reason to force Swampert to tank a grass hit. As a slow pivot, he often tanks a hit from an opposing sweeper, chips, and switches into barraskewda who finishes them off without too much difficulty.
At its best, this team sets up stealths and pivots around long enough that opposing threats are too weak to survive a Barraskewda sweep. Special attention was paid to dealing with Sand teams and Zygarde, the main issues I was running into initially. I do well against offensive teams and balance teams, since I'm prepared to deal with most of the metagame's threats and with some good play can take an opposing tank or two. Stall teams, however, completely overwhelm me, and I can't seem to break past them. Any advice appreciated!!
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