Looking at the diverse pool of Pokémon that can successfully be included in this team type, I’ve decided to make a rain team. I’ll try out the other weather types but rain will be first up.
Pelipper
Pelipper (M) @ Damp Rock
Ability: Drizzle
EVs: 252 HP / 4 Atk / 252 SpA
Quiet Nature
- Weather Ball
- Air Slash
- Hidden Power [Ground]
- Seed Bomb
Pelipper is a great lead for the team. It’s male because I happen to like giving my Pokémon genders to make them feel like individuals, instead of having it randomized. With its Damp Rock it can keep the rain going for 8 turns instead of 5. It has the Quiet nature to boost its SpA but lower its speed. We really don’t need Pelipper to be fast, as long as he can set the rain and last out on the battlefield if need be. I gave him 252 EVs in HP and SpA to make sure that he can both tank some hits and deal some rain boosted attacks. I gave him 4 in Atk so he can get some extra power in Seed Bomb. Now let’s talk movesets. Weather ball is first up. It’s a base 50 power special move that will change type in weather, as well as getting its power doubled. Pair that with 252 SpA EVs and you have a beast of a move, plus Water-type STAB in the rain. Air Slash is there for a Flying-type STAB move. Hidden Power Ground is my counter to the team’s main enemy, Electric-types. Sure, HP Ground isn‘t the strongest Ground-type move out there, but it’s all Pelipper has. Seed Bomb is a counter to Pelipper’s other weakness, Rock-types. Pelipper already has rain-boosted Weather Ball, but in the case the rain goes out and Pelipper is left defenseless Seed Bomb will come in handy. This is the reason I added 4 to Atk.
Kingdra
Kingdra (M) @ Focus Sash
Ability: Swift Swim
EVs: 252 Atk / 252 SpA / 4 Spe
Mild Nature
- Dragon Dance
- Rain Dance
- Outrage
- Hydro Pump
Every rain team has to have a Swift Swim sweeper to be successful, and Kingdra is probably the only one in OU. It’s easy to see why Kingdra is OU, with its balanced base stats and strong attacks allowing it to be a successful sweeper, throwing many teams into a nonstop cycle of KOs. It’s Focus Sash is there to make sure that if it runs into a Pokémon it can’t easily handle (AKA Dragon- and Fairy-types) it can continue to live, although it will be a lot harder to sweep with considering it needs to go untouched. I gave it 252 Atk and SpA EVs to make sure it could fully use Outrage and Hydro Pump. The 4 Spe EVs are to boost its Spe up even more. I gave it a Mild nature to raise its SpA even more. I gave it Dragon Dance to boost its stats if it can get into a safe spot where it does not need to attack, and Rain Dance to make sure it could still sweep if Pelipper’s rain stopped. Outrage and Hydro Pump are two useful moves on Kingdra to make sure it utilizes its balanced stats to the fullest. Both moves are powerful STAB attacks that could easily sweep an unprepared team.
Starmie
Starmie @ Heavy-Duty Boots
Ability: Natural Cure
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Rapid Spin
- Scald
- Rain Dance
- Psycho Cut
Starmie is uncommon on rain teams, to say the least. Despite that, it is still a valuable partner for our sweepers, acting as fast entry hazard stopping support. Sweepers can be easily stopped dead in their tracks by entry hazards, which is why Starmie is such a valuable support Pokémon. I gave it Heavy-Duty boots to make sure that when it comes in to stop entry hazards it won’t be affected itself. It’s role can be easily worn down by the entry hazards they’re trying to stop. I gave it the Natural Cure ability because Illuminate is completely useless in the competitive scene and Analytic wouldn’t work for Starmie‘s job as a fast Rapid Spinner. It has 252 HP and Spe and 4 Atk EVs to guarantee it’ll be alive and stopping entry hazard setters in their tracks for the whole battle. It also has a Jolly nature to add to this. Rapid Spin is a must have for Starmie’s role. It removes the entry hazards as well as dealing some decent damage. Scald is to help do some more damage if Starmie must become a sweeper, probably getting boosted by the rain. Rain Dance is to make sure Starmie can be of more usage by acting as a rain setter in case Pelipper or some other Pokémon’s rain runs out. Psycho Cut is to deal some STAB damage and make the most of Starmie’s typing.
Jolteon
Jolteon (F) @ Focus Sash
Ability: Volt Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Thunder
- Rain Dance
- Agility
- Toxic
It’s fast. It’s furious. It’s Jolteon! Welcoming a valuable Electric immunity to the team, Jolteon makes full advantage of the fact Thunder never misses in the rain. It has a Focus Sash to stay on the field longer and the Volt Absorb ability to force out pesky Electric-types coming to take advantage of the rain and abundant Water-types. It has 252 SpA and Spe EVs to take full advantage of its crazy Speed stat and make sure it’s Thunder is even stronger, plus 4 SpD EVs. It has a Modest nature and 0 Atk IVs to minimize Foul Play damage. Thunder is first up in its moveset and insures that Jolteon will be one of the scariest Pokémon on the field. Thunder will be boosted by Jolteon’s SpA EVs and STAB. It’s 100% accurate in the rain, so this makes Jolteon extremely scary. Jolteon has Rain Dance to make sure it can keep the rain going, and Agility to make it even faster. Toxic is there as an unexpected status move to help inflict more damage.
Swampert
Swampert (M) @ Swampertite
Ability: Torrent
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Rain Dance
- Earthquake
- Ice Punch
- Bulk Up
Swampert is the team’s second answer to Electric-types. He’s the team’s Mega Evolution and boy, does he pack a punch! His EV spread makes him a strong, bulky physical sweeper, plus his Adamant nature. He has Rain Dance to make sure the rain is always there, Earthquake to make sure most dangerous Pokémon stay out of the field, Ice Punch to make sure even Ground-type Pokémon go running back to their Pokeballs and Bulk Up to make Swampert even more deadly. Jolteon and Swampert work hand in hand; Swampert deals with Ground-types, Jolteon’s one weakness, while Jolteon lures Grass-types for Swampert to freeze over with Ice Punch. Swampert‘s one weakness, Grass, can be easily dealt with by Ice Punch. Swampert is truly a monster.
Ludicolo
Ludicolo (M) @ Life Orb
Ability: Swift Swim
EVs: 60 HP / 252 SpA / 196 Spe
Modest Nature
- Surf
- Energy Ball
- Ice Beam
- Rain Dance
Ludicolo is a late-game finisher for this team. He has 60 HP, 252 SpA and 196 Spe EVs to power up his moveset of Special moves. He has Surf, a common move for sweepers and finishers on rain teams that does considerable damage, not counting rain, STAB and Ludicolo’s EVs. He has Energy Ball to deal with opposing bulky Water-types thriving in your rain, and Ice Beam to make Ground- and Grass-types think twice. Finally is Rain Dance, which basically every Pokémon on this team that doesn’t have Drizzle has. Nothing much to say here except that he’s quite the useful Pokémon, even as a general fighter.
So that’s my team. That. Was. A. Lot. I tried to make sure that most common threats to rain teams were countered, such as Tyranitar and Gyarados. Hope you like this!
Pelipper
Pelipper (M) @ Damp Rock
Ability: Drizzle
EVs: 252 HP / 4 Atk / 252 SpA
Quiet Nature
- Weather Ball
- Air Slash
- Hidden Power [Ground]
- Seed Bomb
Pelipper is a great lead for the team. It’s male because I happen to like giving my Pokémon genders to make them feel like individuals, instead of having it randomized. With its Damp Rock it can keep the rain going for 8 turns instead of 5. It has the Quiet nature to boost its SpA but lower its speed. We really don’t need Pelipper to be fast, as long as he can set the rain and last out on the battlefield if need be. I gave him 252 EVs in HP and SpA to make sure that he can both tank some hits and deal some rain boosted attacks. I gave him 4 in Atk so he can get some extra power in Seed Bomb. Now let’s talk movesets. Weather ball is first up. It’s a base 50 power special move that will change type in weather, as well as getting its power doubled. Pair that with 252 SpA EVs and you have a beast of a move, plus Water-type STAB in the rain. Air Slash is there for a Flying-type STAB move. Hidden Power Ground is my counter to the team’s main enemy, Electric-types. Sure, HP Ground isn‘t the strongest Ground-type move out there, but it’s all Pelipper has. Seed Bomb is a counter to Pelipper’s other weakness, Rock-types. Pelipper already has rain-boosted Weather Ball, but in the case the rain goes out and Pelipper is left defenseless Seed Bomb will come in handy. This is the reason I added 4 to Atk.
Kingdra
Kingdra (M) @ Focus Sash
Ability: Swift Swim
EVs: 252 Atk / 252 SpA / 4 Spe
Mild Nature
- Dragon Dance
- Rain Dance
- Outrage
- Hydro Pump
Every rain team has to have a Swift Swim sweeper to be successful, and Kingdra is probably the only one in OU. It’s easy to see why Kingdra is OU, with its balanced base stats and strong attacks allowing it to be a successful sweeper, throwing many teams into a nonstop cycle of KOs. It’s Focus Sash is there to make sure that if it runs into a Pokémon it can’t easily handle (AKA Dragon- and Fairy-types) it can continue to live, although it will be a lot harder to sweep with considering it needs to go untouched. I gave it 252 Atk and SpA EVs to make sure it could fully use Outrage and Hydro Pump. The 4 Spe EVs are to boost its Spe up even more. I gave it a Mild nature to raise its SpA even more. I gave it Dragon Dance to boost its stats if it can get into a safe spot where it does not need to attack, and Rain Dance to make sure it could still sweep if Pelipper’s rain stopped. Outrage and Hydro Pump are two useful moves on Kingdra to make sure it utilizes its balanced stats to the fullest. Both moves are powerful STAB attacks that could easily sweep an unprepared team.
Starmie
Starmie @ Heavy-Duty Boots
Ability: Natural Cure
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Rapid Spin
- Scald
- Rain Dance
- Psycho Cut
Starmie is uncommon on rain teams, to say the least. Despite that, it is still a valuable partner for our sweepers, acting as fast entry hazard stopping support. Sweepers can be easily stopped dead in their tracks by entry hazards, which is why Starmie is such a valuable support Pokémon. I gave it Heavy-Duty boots to make sure that when it comes in to stop entry hazards it won’t be affected itself. It’s role can be easily worn down by the entry hazards they’re trying to stop. I gave it the Natural Cure ability because Illuminate is completely useless in the competitive scene and Analytic wouldn’t work for Starmie‘s job as a fast Rapid Spinner. It has 252 HP and Spe and 4 Atk EVs to guarantee it’ll be alive and stopping entry hazard setters in their tracks for the whole battle. It also has a Jolly nature to add to this. Rapid Spin is a must have for Starmie’s role. It removes the entry hazards as well as dealing some decent damage. Scald is to help do some more damage if Starmie must become a sweeper, probably getting boosted by the rain. Rain Dance is to make sure Starmie can be of more usage by acting as a rain setter in case Pelipper or some other Pokémon’s rain runs out. Psycho Cut is to deal some STAB damage and make the most of Starmie’s typing.
Jolteon
Jolteon (F) @ Focus Sash
Ability: Volt Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Thunder
- Rain Dance
- Agility
- Toxic
It’s fast. It’s furious. It’s Jolteon! Welcoming a valuable Electric immunity to the team, Jolteon makes full advantage of the fact Thunder never misses in the rain. It has a Focus Sash to stay on the field longer and the Volt Absorb ability to force out pesky Electric-types coming to take advantage of the rain and abundant Water-types. It has 252 SpA and Spe EVs to take full advantage of its crazy Speed stat and make sure it’s Thunder is even stronger, plus 4 SpD EVs. It has a Modest nature and 0 Atk IVs to minimize Foul Play damage. Thunder is first up in its moveset and insures that Jolteon will be one of the scariest Pokémon on the field. Thunder will be boosted by Jolteon’s SpA EVs and STAB. It’s 100% accurate in the rain, so this makes Jolteon extremely scary. Jolteon has Rain Dance to make sure it can keep the rain going, and Agility to make it even faster. Toxic is there as an unexpected status move to help inflict more damage.
Swampert
Swampert (M) @ Swampertite
Ability: Torrent
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Rain Dance
- Earthquake
- Ice Punch
- Bulk Up
Swampert is the team’s second answer to Electric-types. He’s the team’s Mega Evolution and boy, does he pack a punch! His EV spread makes him a strong, bulky physical sweeper, plus his Adamant nature. He has Rain Dance to make sure the rain is always there, Earthquake to make sure most dangerous Pokémon stay out of the field, Ice Punch to make sure even Ground-type Pokémon go running back to their Pokeballs and Bulk Up to make Swampert even more deadly. Jolteon and Swampert work hand in hand; Swampert deals with Ground-types, Jolteon’s one weakness, while Jolteon lures Grass-types for Swampert to freeze over with Ice Punch. Swampert‘s one weakness, Grass, can be easily dealt with by Ice Punch. Swampert is truly a monster.
Ludicolo
Ludicolo (M) @ Life Orb
Ability: Swift Swim
EVs: 60 HP / 252 SpA / 196 Spe
Modest Nature
- Surf
- Energy Ball
- Ice Beam
- Rain Dance
Ludicolo is a late-game finisher for this team. He has 60 HP, 252 SpA and 196 Spe EVs to power up his moveset of Special moves. He has Surf, a common move for sweepers and finishers on rain teams that does considerable damage, not counting rain, STAB and Ludicolo’s EVs. He has Energy Ball to deal with opposing bulky Water-types thriving in your rain, and Ice Beam to make Ground- and Grass-types think twice. Finally is Rain Dance, which basically every Pokémon on this team that doesn’t have Drizzle has. Nothing much to say here except that he’s quite the useful Pokémon, even as a general fighter.
So that’s my team. That. Was. A. Lot. I tried to make sure that most common threats to rain teams were countered, such as Tyranitar and Gyarados. Hope you like this!