Well I've tinkered and played with this team for a long time, and I can't think of really anything else to do with it. It works fantastic most of the time, but for some reason just can't stay consistent.
**Changes in bold red**
Sweeping Corps:
Floatzel
@Life Orb
Ability: Swift Swim
Nature: Adamant (+Atk, -SpA)
EV: 232 HP / 252 Atk / 8 Def / 16 Spe
- Rain Dance
- Waterfall
- Ice Punch
- Roar
This guy is mostly for the element of surprise. He can reliably set up a Rain Dance on nearly every lead that isn't named Ambipom, and can then proceed to cause general havoc. Waterfall for a primary STAB move and Ice Punch for extra coverage. Roar is there to scout the enemy team, get rid of pesky counters they attempt to bring in, and to just ruin baton passing leads.
May switch to:
Kabutops
@Life Orb
Ability: Swift Swim
Nature: Adamant (+Atk, -SpA)
EV: 112 HP / 252 Atk / 144 Spe
- Swords Dance
- Waterfall
- Stone Edge
- Aqua Jet
The choice of Kabutops doesn't really need explaining. Swords Dance Kabutops is a monster in the rain, hitting speeds of up to 464 which out speeds everything up to Choice Scarfed Porygon-Z. All the moves are STAB and Waterfall and Aqua Jet both receive a double STAB in the rain. This set can also last after the Rain with Aqua Jet's priority.
Ludicolo
@ Life Orb
Ability: Swift Swim
Nature: Modest (+SpA, -Atk)
EV: 60 HP / 252 SpA / 196 SpD
- Rain Dance
- Surf
- Grass Knot
- Ice Beam
Just as Kabutops, explanation shouldn't really be necessary for Ludicolo. With a strong Special Attack and a hefty Special Defense he can take a hit while giving a powerful blow back. Surf gives a powerful double STAB move in the rain, and Grass Knot can 2HKO the likes of Milotic, Gyarados and Tyranitar, which can be problem, and Ice Beam provides more type coverage while being able to deal with most Dragon types so easily that's it's not even funny.
Kingdra
@ Lum Berry
Ability: Swift Swim
Nature: Naughty (+Atk, -SpD)
EV: 252 Atk / 240 SpA / 16 SpD
- Rain Dance
- Waterfall
- Outrage
- Hydro Pump
Kingdra is a staple for OU Rain Dance teams. This set manages to be a powerful Mixed Attacker without completely gimping itself with a single move (*cough*Draco Meteor sets*cough*). Waterfall and Hydro Pump get the standard Double STAB in Rain and Outrage will destroy almost everything in its Path.
Electivire
@ Expert Belt
Ability: Motor Drive
Nature: Mild (+SpA, -Def)
EV: 88 Atk / 200 SpA / 220 Spe
- Rain Dance
- Thunder
- Cross Chop
- Earthquake
Here is where things get interesting. Instead of running a support Jolteon or Lanturn, I've decided to try out this Mixed Electivire set. It can still set up the Rain Dance so that it can take advantage of the powerful STAB 100% Thunder. With Earthquake and Cross Chop in its arsenal, Electivire becomes Super Effective to 11 of the 17 types making good use of the Expert Belt.
It's an excellent response to SkarmBliss sets that carry TWave, setting up on the TWave, taking out Blissey and Skarmory with Cross Chop and Thunder respectively. However, obviously, his defense is very very low, so unless the opponent switches in a Zapdos or Starmie or Scarf Latias, where the electric move is obvious, I can rarely get a good chance to switch him in.
Support:
Scizor
@ Damp Rock
Ability: Technician
Nature: Adamant (+Atk, -SpA)
EV: 200 HP / 56 Atk / 252 SpD
- Rain Dance
- Bullet Punch
- U-Turn
- Roost
It's odd how many people are surprised by Scizor's ability to learn Rain Dance. I can bring this bad boy in to take a hit and start a Rain Dance as they switch to their counter of choice. STAB Bullet Punch can handle most Tyranitars and Abomasnows, which are very common threats to a Rain Dance team. U-Turn allows Scizor to set up and get out while getting off a STAB attack, and Roost keeps up Scizor's longevity, allowing him to continue to set up an extended Rain Dance in late game.
This team does very well, but has it's weak spots. Many of my losses are solely due to bad decisions on my part, or flat being outplayed. However I do think things can be tightened up on this team, so... Fire away. :P
**Changes in bold red**
Sweeping Corps:
Floatzel

@Life Orb
Ability: Swift Swim
Nature: Adamant (+Atk, -SpA)
EV: 232 HP / 252 Atk / 8 Def / 16 Spe
- Rain Dance
- Waterfall
- Ice Punch
- Roar
This guy is mostly for the element of surprise. He can reliably set up a Rain Dance on nearly every lead that isn't named Ambipom, and can then proceed to cause general havoc. Waterfall for a primary STAB move and Ice Punch for extra coverage. Roar is there to scout the enemy team, get rid of pesky counters they attempt to bring in, and to just ruin baton passing leads.
May switch to:
Lead:
Jirachi
![]()
@ Damp Rock
Ability: Serene Grace
Nature: Timid (+Spe, -Atk)
EV: 252 HP / 80 SpA / 176 Spe
- Rain Dance
- Stealth Rock
- Water Pulse
- U-Turn
Sets up RD and SR very well, and is able to utilize U-Turn to get out of the way for a sweeper. Water Pulse will take out Ground types, which are Jirachi's only weakness in the rain. It'll get a Pseudo-STAB because of the rain, and will also have a 60% chance of confusing the opponent.
Kabutops

@Life Orb
Ability: Swift Swim
Nature: Adamant (+Atk, -SpA)
EV: 112 HP / 252 Atk / 144 Spe
- Swords Dance
- Waterfall
- Stone Edge
- Aqua Jet
The choice of Kabutops doesn't really need explaining. Swords Dance Kabutops is a monster in the rain, hitting speeds of up to 464 which out speeds everything up to Choice Scarfed Porygon-Z. All the moves are STAB and Waterfall and Aqua Jet both receive a double STAB in the rain. This set can also last after the Rain with Aqua Jet's priority.
Ludicolo

@ Life Orb
Ability: Swift Swim
Nature: Modest (+SpA, -Atk)
EV: 60 HP / 252 SpA / 196 SpD
- Rain Dance
- Surf
- Grass Knot
- Ice Beam
Just as Kabutops, explanation shouldn't really be necessary for Ludicolo. With a strong Special Attack and a hefty Special Defense he can take a hit while giving a powerful blow back. Surf gives a powerful double STAB move in the rain, and Grass Knot can 2HKO the likes of Milotic, Gyarados and Tyranitar, which can be problem, and Ice Beam provides more type coverage while being able to deal with most Dragon types so easily that's it's not even funny.
Kingdra

@ Lum Berry
Ability: Swift Swim
Nature: Naughty (+Atk, -SpD)
EV: 252 Atk / 240 SpA / 16 SpD
- Rain Dance
- Waterfall
- Outrage
- Hydro Pump
Kingdra is a staple for OU Rain Dance teams. This set manages to be a powerful Mixed Attacker without completely gimping itself with a single move (*cough*Draco Meteor sets*cough*). Waterfall and Hydro Pump get the standard Double STAB in Rain and Outrage will destroy almost everything in its Path.
Electivire

@ Expert Belt
Ability: Motor Drive
Nature: Mild (+SpA, -Def)
EV: 88 Atk / 200 SpA / 220 Spe
- Rain Dance
- Thunder
- Cross Chop
- Earthquake
Here is where things get interesting. Instead of running a support Jolteon or Lanturn, I've decided to try out this Mixed Electivire set. It can still set up the Rain Dance so that it can take advantage of the powerful STAB 100% Thunder. With Earthquake and Cross Chop in its arsenal, Electivire becomes Super Effective to 11 of the 17 types making good use of the Expert Belt.
It's an excellent response to SkarmBliss sets that carry TWave, setting up on the TWave, taking out Blissey and Skarmory with Cross Chop and Thunder respectively. However, obviously, his defense is very very low, so unless the opponent switches in a Zapdos or Starmie or Scarf Latias, where the electric move is obvious, I can rarely get a good chance to switch him in.
Support:
Scizor

@ Damp Rock
Ability: Technician
Nature: Adamant (+Atk, -SpA)
EV: 200 HP / 56 Atk / 252 SpD
- Rain Dance
- Bullet Punch
- U-Turn
- Roost
It's odd how many people are surprised by Scizor's ability to learn Rain Dance. I can bring this bad boy in to take a hit and start a Rain Dance as they switch to their counter of choice. STAB Bullet Punch can handle most Tyranitars and Abomasnows, which are very common threats to a Rain Dance team. U-Turn allows Scizor to set up and get out while getting off a STAB attack, and Roost keeps up Scizor's longevity, allowing him to continue to set up an extended Rain Dance in late game.
This team does very well, but has it's weak spots. Many of my losses are solely due to bad decisions on my part, or flat being outplayed. However I do think things can be tightened up on this team, so... Fire away. :P