ORAS OU First Time- RMT- RAIN TEAM Attempt

First time posting on these forums today, long time lurker. Hi to all! :D Username on Smogon Showdown is : JoeJoeJoeUrBoat which is also my Instagram and Twitter name as well! You're all welcome to follow! :D

I've played Smogon Showdown over the years but never "competitively". I've always been more of a casual player, building teams that looked cool over actual performance on paper. After reading through these forums the past couple months, the competitive side of Pokemon has sparked my curiosity and I'd like to become a better battler. (Is that what it's called?)

I'm VERY open to constructive criticism, as that's why I'm finally posting, and don't feel bad about laying into the team. I'm somewhat familiar to common OU threats, but there's many I overlook as well. Also many counters out there I rarely take into account, then pay for it when the time comes, lol.

Anyways, here she goes! My first RMT attempt at a Rain Team:

Drizzy

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Drizzy (Politoed) (M) @ Damp Rock
Ability: Drizzle
Shiny: Yes
EVs: 252 HP / 180 Def / 78 SpD
Bold Nature
- Toxic
- Scald
- Icy Wind
- Psychic

Drizzy serves as my teams rain setter and most of the times my lead. I used to run him with leftovers not realizing a Damp Rock even existed, lol. The extra 1-3 turns of rain is HUGE for me, plus I made Drizzy a little bulky to compensate the lack of slow & steady recovery. I gave him 180 Def and a Bold nature to even out his defences. Any electric attacks can be eaten up by my Tickle Monster. And if he does need to take a hit he can still survive a volt switch and even a thunderbolt from a choice spec'd Raikou/Thundorous or Mega Manetric even after he's already a Mega. The Icy Wind is to slow down any hyper offensive Flying leads, and toxic is in the bag as well for any leads trying to set up. Scald does just about half to any Taunt Heatran (while the rain is still up). Psychic takes care of any switch in to offensive grass Pokemon like (Mega) Venusaur which does around 35%. Any non poison grass type can always be Toxic'd or Icy Winded as well.

It's pretty simple for Drizzy, he comes in and makes it rain. He has coverage moves, if needed with a status ailment to boot. Not sure if I should make some SpA investments that would benefit more than what I have invested in bulk? Perhaps a nature change?



Tickle Monster

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Tickle Monster (Swampert-Mega) @ Swampertite
Ability: Damp
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Waterfall
- Ice Punch
- Earthquake
- Power-Up Punch

That's right ladies and gentlemen, the Tickle Monster has arrived. Pretty obvious physical sweeper with Swift Swim, but this monster packs a punch. I have damp as a pre-Mega ability incase he comes in on a worn down Foreetress or any other kamikaze half dead mon. It's pretty self explanatory what this set is all about, for him to come in and hit hard and fast. The most questionable move in the set, Power-Up-Punch, is a personal favorite of mine. It allows him to hit a Ferrothorn and do around 25% damage, then have a chance to kill with Earthquake next turn at +1. Unfortunately, Rotom-Wash takes the Power-Up-Punch and following Earthquake with 30% HP to spare + Leftovers recovery. Waterfall is powerful enough to comfortably 2KO any Unaware Clefable and Power-Up-Punch then Earthquake is enough to kill a Chansey, although will probably be Poisoned by the end of those 2 turns. Ice Punch takes care of Landorous (2HKO at -1 while still having rain up and surviving 2 Earthquakes) plus a lot of grass types that it out speeds. The only probably is any Giga Drain user who can survive an Ice Punch gets all that HP right back while OKO'ing my Tickle Monster.

He comes in, Tickles as many people as he can before the rain stops or the counters come in. If Drizzy isn't the lead, I like to get him in and Mega evolve when I know my opponent is switching in. That way when he comes in after the rain is up he's already Swift Swimming and Tickling. I don't know that Power-Up-Punch is my best 4th move, there's probably a lot more efficient way to deal with switch ins.



Brachiosaurus

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Brachiosaurus (Tornadus-Therian) (M) @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 8 Atk / 252 SpA
Mild Nature
- U-turn
- Knock Off
- Hurricane
- Focus Blast

Next in the lineup is my regenerating Brachiosaurus. The nickname came to me because this thing eats Leaf Storms from Serperior like a fat kid eats cake. He wears his Assault Vest as a bib so he doesn't make a mess all over his pretty feathers. The long neck is also a contributing factor to the nickname... First up is U-turn which compliments his ability beautifully. At 121 Spe you can really take advantage of this. Knock off is nice to have, especially when Chansey comes in to sponge hits. Hurricane is the main reason of the set. While coming on during rain, knowing Hurricane is boosted to 100% accuracy is very reassuring. Any grass Mon threating Drizzy has to deal with this thing. With it's typing plus it's Assault Vest (assuming a special attacker) it's almost a free switch in. Focus Blast 2HKO's a Def invested Ferrothorn even after 1 leech seed recovery.

The best parts of this set are the U-turning regenerator and Rain Hurricane'ing. Knock off is a bonus when you know your opponent is switching out his grass/fighting type. At one time I was running Heat Wave instead of Focus Blast for accuracy purposes... However, in the rain it's useless, which is when I want this long-necked majestic beast in play.



Sorry

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Sorry (Sableye) @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Will-O-Wisp
- Toxic
- Recover
- Knock Off

Filling the 4th spot in my lineup is Sorry the Sableye. Although the rain has no real benefit to him, this Prankster little Devil is mainly in here to get rid of offensive threats. Burn baby burn, especially the scarfed offensive fighting/normal/psychic types. I also have him use toxic for the Mega Charizard X's and other sweeping fire threats. Sorry also works as a spin blocker after De-WALT throws up rocks. He also prevents the Mega-Lopunny's and Mega-Medicham's from using Fake-Out, then he can burn them. The prankster ability and his 3 immunities are really what catches my eye about this Pokemon. Recover allows him to toxic stall, and knock off is to get rid of eviolites and bulky leftovers users. Any Fairy attacks are resisted damage to De-WALT (Excadrill), only taking up to 37% on a max roll Choice Spec'd Hyper Voice from Sylveon. This little menace does wonders to teams without proper fairy typing in there somewhere. His biggest role for me is burning those offensive threats and recovering right afterwards. It's a good check to Mega-Venusaur coming in on my Tickle Monster and only taking 47% on a max roll Giga Drain. Burning, then going back out to Brachiosaurus to Hurricane away.

Burning, poisoning and recovering everything at will WITH priority is a dangerous combination. Prankster ability is as annoying as they get, but it's nice to have on your side.



De-WALT

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De-WALT (Excadrill) (M) @ Leftovers
Ability: Mold Breaker
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Rapid Spin
- Earthquake
- Iron Head
- Poison Jab

As mentioned above, De-WALT is my second last member to my team. Having a spinner in OU is crucial, especially with all the defensive rock setters. Setting up rocks when noticing the opponent has no spinner/defogger, which is rare, but a MASSIVE advantage. Happens to me more times than you'd think. He also adds a fairy and flying resistance that my team desperately called for. Without any speed investments he is susceptible to getting hit first and hard. Fortunately, all 4 of his weaknesses are covered with my other members. Fire - Drizzy, Fighting - Sableye, Ground - Brachiosaurus, Water - Drizzy. Iron Head takes care of Fairy types after sponging their hits. Sometimes I like to use Poison Jab instead for when I think they're switching into a bulky water type. I'm running him as a bulky spinner with leftovers, so he should be able to live a lava plume from a defensive Heatran and still have up to 60% HP left after Leftovers recovery. To me, De-WALT is the best spinner in the game and I HATE having hazards on my side of the field without someone to take them away, not to mention set up my own. I'm also a selfish person, so defogging isn't an alternative to me cause I hate the thought of getting rid of my own rocks I've set up.

Sponge a fairy hit, set up rocks, look awesome and earthquake everything I can. Pretty much my main objectives with this thing. Power and hazards wrapped up in a small but deadly package.

Noche

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Noche (Umbreon) (F) @ Leftovers
Ability: Synchronize
Shiny: Yes
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Protect
- Wish
- Heal Bell
- Foul Play

Noche is the 6th and final spot on my roster. This was a huge dilemma for me because I was contemplating a Hydration Vaporeon to run 3 out of the 4 same moves. My decision to go with a Synchronize Umbreon was heavily weighted with picking up 2 remaining resistances (Dark/Ghost). I also wanted a Foul Play wall on my team for Physical threats. Excadrill eats up and U-turners, Sableye absorbs all fighting threats and Tentacruel helps out with Play Rough. All my bases are covered with this Cleric addition to the team. I chose heal bell opposed to Baton Pass simply because a burned Tickle Monster does nothing offensively and a poisoned Brachiosaurus can't take advantage of switching out when taking residual damage each turn. I've always loved having a medic on my team and I feel as if Noche fits the role perfectly, especially filling 2 more resistance my team absolutely needed.

If my team manages to stay healthy for the majority of the game, he won't be seeing much action besides switching in to sponge a dark or ghost type move every now and then. For teams running status ailments, which is very common for me online, Noche will be a key role in keeping my troops ready for battle.





Team At a Glance:

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Although my team may have a resistance to every typing (except Dragon), there are still many offensive holes and many missing counters/checks. Again, this is my very first time posting a team on here so I am looking forward to whatever criticism you guys have for me. Do not hesitate to lay into my team, I am willing to start over from scratch if needed.

Thanks again for all of you who read through my thoughts! :D


 
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You've made a great attempt.

Here are the issues:
1. Get offensive Pokemon.
The rain gives you an instant advantage. When using a Rain team, you want to hit hard and fast before the rain stops. When the rain stops, you lost the advantage. Get rid of the bulky Pokemon, they only slow down the game and waste turns of precious rain. You want to focus on attacking, not stalling.

2. Get Pokemon that benefit from the rain.
4/6 of your Pokemon gain zone benefits from the rain. Excadrill is in the most trouble, as YOUR rain will help the opponent KO it thanks to YOUR rain boost.
I suggest Kabutops, it has a high attack stats, learns rapid spin and hits hard and fast. And finally, Talonflame cannot do much to it.


3. Read a guide about rain teams and how they work. Use Pokemon that benefit from the rain
For example, did you know that Kingdra can OHKO Mega Metagross (at full HP) in the rain? Your team wants powerhouses like these. Great choice on the Power up Punch Swampert.

You also need more Power type Pokemon and something that KO's grass and electric types e.g. Swampert and Tornadus.

3.5 Abilities that work with Rainy weathers. Get some Pokemon with the following abilities:
Dry Skin, Hydration, Rain Dish, Swift Swim.

Here are some tips:
1. Read this guide, it will help. Promise.
http://www.smogon.com/dp/articles/rain_offense

Here is a copy of my team:

Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 96 HP / 160 SpA / 252 Spe
Hasty Nature
- Hurricane
- Superpower
- U-turn
- Knock Off

Kingdra (M) @ Life Orb
Ability: Swift Swim
EVs: 28 Atk / 252 SpA / 228 Spe
Rash Nature
- Hydro Pump
- Draco Meteor
- Waterfall
- Outrage

Swampert (M) @ Swampertite
Ability: Damp
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Waterfall
- Earthquake
- Ice Punch
- Power-Up Punch

Toxicroak (M) @ Life Orb
Ability: Dry Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Gunk Shot
- Drain Punch
- Sucker Punch

Politoed (M) @ Damp Rock
Ability: Drizzle
Shiny: Yes
EVs: 248 HP / 252 Def
Bold Nature
- Scald
- Toxic
- Encore
- Rest

Kabutops (M) @ Life Orb
Ability: Swift Swim
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Rapid Spin
- Stone Edge
- Aqua Jet
- Waterfall
 
Huh. This team looks pretty solid, but I have a few changes to suggest. For one Please run max speed on swampert, Torn-T, and excadrill. This is a given. Although all these Pokemon have passable bulk, you need max speed on them to keep up the offensive pressure, which is a necessity on a rain team. You say you want to take advantage of 121 speed, but you have to invest in it! Also, drop Umbreon for an offensive threat, possibly a second swift swimmer. Another rain sweeper would supplement mega swampert's ability to crush teams in the rain. Rain sweepers you could use would be Kabutops, Kingdra, or ludicolo. I know Umbreon is a cool Pokemon, but it's far too passive and will stall out your own rain turns. Also:

0 SpA Heatran Lava Plume vs. 252 HP / 0 SpD Excadrill: 306-362 (72.1 - 85.3%) -- guaranteed 2HKO

Granted, this is outside of rain, which I think you might have been referring to, but it's still not true what you said. Also, once again supporting the argument for another rain sweeper, Your team has no way to break through CM Slowbro. His could be alleviated by running rain sweepers like ludicolo or SD Kabutops. I did get ninja'd by monkey D luffy with this post, but I did have a few new points. Also, This is mostly my opinion, but I usually prefer life orb over AV on torn T especially on a rain team.
 
Hey Joe, nice little rain team you got here, but I think some changes could be made to make it more effective. First off I would go with a moveset of scald, toxic, rest and encore on Politoed, rest is almost a necessity because it allows you to keep your source of rain around for a longer time that usual and encore allows you to generate free turns if you can encore your opponent I'd also use the spread suggested by smogon which is 248 HP / 164 SpD / 96 Spe, this allows you to outspeed BD Azu and encore it into BD which prevents you from being swept, the rest goes into SpD and HP.

Next I would go with superpower over power-up-punch on Swampert, while pup allows you to hit harder while rain is up superpower allows you weaken Ferrothorn which makes it easier for the rest of your mons to tear through your opponent.

Next I would replace Tornadus' assault vest with a life orb, this allows you to hit everything for much more damage and allow you to apply more offensive pressure to your opponents, I would go with a move set of hurricane, superpower, knock off and either u-turn or taunt, I'll provide an EV spread down below.

Next I would replace Sableye with Omastar, I went with Omastar over Kingdra because it hits harder and teams usually aren't prepared for Omastar. Next I would replace Excadrill with Kabutops, you said you wanted a spinner and Kabu does that and benefits from rain, it hits incredibly hard with rain up and outspeeds most things, more importantly it isn't weak to water like Excadrill.

Lastly I would replace Umbreon with Ferrothorn, this gives you a rocker which you lacked before and a great defensive mon that benefits from having rain up because it weakens fire attacks making Ferro harder for your opponent to deal with. Well, that's all the advice I can offer!
politoed.gif

Politoed @ Damp Rock
Ability: Drizzle
EVs: 248 HP / 164 SpD / 96 Spe
Calm Nature
- Scald
- Toxic
- Encore
- Rest
latest


Swampert @ Swampertite
Ability: Damp
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Waterfall
- Earthquake
- Ice Punch
- Superpower
tornadus-therian.gif

Tornadus-Therian @ Life Orb
Ability: Regenerator
EVs: 76 Atk / 180 SpA / 252 Spe
Naive Nature
- Hurricane
- Superpower
- U-turn / Taunt
- Knock Off

omastar.gif

Omastar @ Choice Specs / Life Orb
Ability: Swift Swim
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Hydro Pump
- Ice Beam
- Scald
- Knock Off

kabutops.gif

Kabutops @ Life Orb
Ability: Swift Swim
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Waterfall
- Stone Edge
- Rapid Spin
- Aqua Jet

ferrothorn.gif

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Stealth Rock
- Leech Seed
- Gyro Ball
- Power Whip
tl;dr
politoed.png
Icy Wind, Psychic & EV's < Encore, Rest & Standard EV's
260-mega.png
PuP < Superpower

tornadus-therian.png
AV < Life Orb
sableye.png
<
omastar.png

excadrill.png
<
kabutops.png

umbreon.png
<
ferrothorn.png
 
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Thanks to all 3 of you! All of your advice has been very helpful and I've tried suggestions from each.

With all the fun I've been having with these rain teams, it's very frustrating when one thing doesn't go your way and the entire game is lost. Or running into a mon that walls your entire team. I might come back to this team every now and then, but for now I'd like to attempt to create a standard OU team without weather advantages.

Thanks again to all 3 of you for your advice and support!
 
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