So I hadn't done any type of serious battling, whether it be Wi-Fi or Showdown!, for a couple of months prior to hopping back on Showdown! about a week ago. Didn't really know any of the standard, cookie cutter type of teams that I could use easily and do well, so I decided to use something a bit unorthodox and try to see how well I could do with it. Here's the team:
Politoed @ Damp Rock
Ability: Drizzle
EVs: 248 HP / 252 Spe Def / 8 Spe
Nature: Calm
Scald
Encore
Perish Song
Toxic
If you want to use a rain team, you obviously need rain setters, and Politoed was the first one I decided to use for the obvious reasons. Drizzle automatically sets rain without the need to waste a move slot, and the Damp Rock extends it's length an extra three turns. Scald as a standard attacking move to spread burn and not be completely stopped by Taunt. Encore+Perish Song is a good combo to stop slower set up sweepers cold(Clefable comes to mind), and they have their individual uses. Toxic is there for bulkier 'mons that burning doesn't effect greatly, and can also be used in conjunction with Encore
Tornadus-Therian @ Life Orb
Ability: Regenerator
EVs: 4 Atk / 252 Spe Atk / 252 Spe
Nature: Timid
U-Turn
Knock Off
Hurricane
Focus Blast
Tornadus-T is a great Pokemon in OU on it's own, so the fact that rain does nothing other than help it makes it an easy choice to use as a special attacker. U-Turn is used to gain momentum on switch-ins and to deal chip damage with the Life Orb boost before gaining it back with Regenerator. Knock Off is a generally useful move in almost any situation, and allows Tornadus another accurate option against switch-ins. Hurricane is Torn-T's main STAB, and when used in the rain it gains 100% accuracy, although it's still a risky move outside of Rain. Focus Blast is used for coverage over Heat Wave on this team for both incoming Tyranitars and just for the fact that it's a rain team and Fire moves on a rain team isn't ideal.
Swampert @ Swampertite
Ability: Damp--->Swift Swim
EV's: 252 Atk / 4 Def / 252 Spe
Nature: Adamant
Waterfall
Earthquake
Ice Punch
Stealth Rock
Now that I had a special attacker who excelled in the Rain, I need a physical attacker. With it's strong defensive typing and respectable bulk allowing for multiple switch-in opportunities to Mega Evolve safely, Swampert seemed like a solid choice as a deadly sweeper once I'm set up. Waterfall and EQ are powerful STAB moves, with Waterfall being boosted when the Rain is up. Ice Punch is used for Dragon and Flying switch-ins that could take either Waterfall or EQ, such as Latios and Latias, Garchomp, and Landorus-Therian. Stealth Rock is used since there was no 4th move that really jumped out at me that Swampert desperately needed, and my other possible Stealth Rockers can't afford to use up a move slot.
Thundurus @ Leftovers
Ability: Prankster
EV's: 4 Def / 252 Spe Atk / 252 Spe
Nature: Timid
Taunt
Volt Switch
HP Ice
Rain Dance
Having Politoed as my only Rain setter didn't seem like a good idea, so I decided on adding another one to the team. But I preferred a Pokemon with more offensive presence and general utility than Politoed provides, so I settled on Thundurus. Taunt+Volt Switch makes for a good lead combo, going for priority Taunt if the opponent leads something looking to set up Rocks or some other hazard, followed by Volt Switching out for chip damage on the incoming Pokemon and allowing me to gain momentum. HP Ice is used to hit 'mons such as Landorus-Therian, Serperior, and Dragons that may not be expecting it. Rain Dance is generally only used as a last resort, but if Thundurus is on the verge of fainting, and it can set it up as a last ditch move to allow Swampert more time to cause havoc. And due to Prankster, Thundy's RD beats most other priority moves from Pokemon looking to knock it out beforehand
Ferrothorn @ Leftovers
Ability: Iron Barbs
EV's: 252 HP / 4 Atk / 252 Def
Nature: Relaxed
Leech Seed
Power Whip
Gyro Ball
Spikes
Another strong Pokemon that only gets better in the Rain, Ferrothorn seemed like a good fit for my team's defensive wall. It has good synergy with several of the other team members due to it's strong defensive typing, serving as a good switch in to foes that Swampert, Politoed, and Tornadus might struggle with. Leech Seed allows for more recovery, and can stack up quickly when paired with Iron Barbs against a physical attacker. Power Whip and Gyro Ball are both sneaky powerful STAB moves, with Gyro Ball specifically allowing Ferrothorn to hit most of the Pokemon and doesn't resist hard. Spikes is used to cause more hazard damage on switch-ins, and is used over other utility moves such as Thunder Wave due to my reliance on my main attackers already being speedy under the right conditions
Clefable @ Leftovers
Ability: Magic Guard
EV's: 248 HP / 252 Spe Def / 8 Spe
Nature: Calm
Moonblast
Aromatherapy
Wish
Protect
This slot was originally a specially defensive Jirachi, but I changed it due to a need for a bulky cleric of some sort that could also pass wishes. With Magic Guard, Clefable is unharmed by any type of entry hazard or status, allowing it to switch in and pass Wishes as much as necessary. Moonblast is used as it's the strongest attacking move Clefable has access to. Aromatherapy is useful due my team not having any Pokemon who can take a burn well other than Politoed, while also helping against Paralysis and Sleep when those come up. Wish+Protect works as a combo for obvious reasons, while also creating a bit of a guessing game in certain scenarios where multiple Pokemon could benefit from receiving a Wish.
The most obvious weaknesses on this team seems to be not having any type of hazard removal. I'd like to find a way to work it into the team, but I haven't found a way to do it without messing up the team as a whole. Some particular Pokemon that seem to give my team trouble are set up sweepers (once Politoed is gone), Mega-Lopunny, Mega-Scizor, Volcanion (if Swampert is gone or I can't get Rain set up), and Ferrothorn (once Torn-T is gone and I don't have hazards up). Any suggestions on what to tweak or outright change would be greatly appreciated.
Politoed @ Damp Rock
Ability: Drizzle
EVs: 248 HP / 252 Spe Def / 8 Spe
Nature: Calm
Scald
Encore
Perish Song
Toxic
If you want to use a rain team, you obviously need rain setters, and Politoed was the first one I decided to use for the obvious reasons. Drizzle automatically sets rain without the need to waste a move slot, and the Damp Rock extends it's length an extra three turns. Scald as a standard attacking move to spread burn and not be completely stopped by Taunt. Encore+Perish Song is a good combo to stop slower set up sweepers cold(Clefable comes to mind), and they have their individual uses. Toxic is there for bulkier 'mons that burning doesn't effect greatly, and can also be used in conjunction with Encore
Tornadus-Therian @ Life Orb
Ability: Regenerator
EVs: 4 Atk / 252 Spe Atk / 252 Spe
Nature: Timid
U-Turn
Knock Off
Hurricane
Focus Blast
Tornadus-T is a great Pokemon in OU on it's own, so the fact that rain does nothing other than help it makes it an easy choice to use as a special attacker. U-Turn is used to gain momentum on switch-ins and to deal chip damage with the Life Orb boost before gaining it back with Regenerator. Knock Off is a generally useful move in almost any situation, and allows Tornadus another accurate option against switch-ins. Hurricane is Torn-T's main STAB, and when used in the rain it gains 100% accuracy, although it's still a risky move outside of Rain. Focus Blast is used for coverage over Heat Wave on this team for both incoming Tyranitars and just for the fact that it's a rain team and Fire moves on a rain team isn't ideal.
Swampert @ Swampertite
Ability: Damp--->Swift Swim
EV's: 252 Atk / 4 Def / 252 Spe
Nature: Adamant
Waterfall
Earthquake
Ice Punch
Stealth Rock
Now that I had a special attacker who excelled in the Rain, I need a physical attacker. With it's strong defensive typing and respectable bulk allowing for multiple switch-in opportunities to Mega Evolve safely, Swampert seemed like a solid choice as a deadly sweeper once I'm set up. Waterfall and EQ are powerful STAB moves, with Waterfall being boosted when the Rain is up. Ice Punch is used for Dragon and Flying switch-ins that could take either Waterfall or EQ, such as Latios and Latias, Garchomp, and Landorus-Therian. Stealth Rock is used since there was no 4th move that really jumped out at me that Swampert desperately needed, and my other possible Stealth Rockers can't afford to use up a move slot.
Thundurus @ Leftovers
Ability: Prankster
EV's: 4 Def / 252 Spe Atk / 252 Spe
Nature: Timid
Taunt
Volt Switch
HP Ice
Rain Dance
Having Politoed as my only Rain setter didn't seem like a good idea, so I decided on adding another one to the team. But I preferred a Pokemon with more offensive presence and general utility than Politoed provides, so I settled on Thundurus. Taunt+Volt Switch makes for a good lead combo, going for priority Taunt if the opponent leads something looking to set up Rocks or some other hazard, followed by Volt Switching out for chip damage on the incoming Pokemon and allowing me to gain momentum. HP Ice is used to hit 'mons such as Landorus-Therian, Serperior, and Dragons that may not be expecting it. Rain Dance is generally only used as a last resort, but if Thundurus is on the verge of fainting, and it can set it up as a last ditch move to allow Swampert more time to cause havoc. And due to Prankster, Thundy's RD beats most other priority moves from Pokemon looking to knock it out beforehand
Ferrothorn @ Leftovers
Ability: Iron Barbs
EV's: 252 HP / 4 Atk / 252 Def
Nature: Relaxed
Leech Seed
Power Whip
Gyro Ball
Spikes
Another strong Pokemon that only gets better in the Rain, Ferrothorn seemed like a good fit for my team's defensive wall. It has good synergy with several of the other team members due to it's strong defensive typing, serving as a good switch in to foes that Swampert, Politoed, and Tornadus might struggle with. Leech Seed allows for more recovery, and can stack up quickly when paired with Iron Barbs against a physical attacker. Power Whip and Gyro Ball are both sneaky powerful STAB moves, with Gyro Ball specifically allowing Ferrothorn to hit most of the Pokemon and doesn't resist hard. Spikes is used to cause more hazard damage on switch-ins, and is used over other utility moves such as Thunder Wave due to my reliance on my main attackers already being speedy under the right conditions
Clefable @ Leftovers
Ability: Magic Guard
EV's: 248 HP / 252 Spe Def / 8 Spe
Nature: Calm
Moonblast
Aromatherapy
Wish
Protect
This slot was originally a specially defensive Jirachi, but I changed it due to a need for a bulky cleric of some sort that could also pass wishes. With Magic Guard, Clefable is unharmed by any type of entry hazard or status, allowing it to switch in and pass Wishes as much as necessary. Moonblast is used as it's the strongest attacking move Clefable has access to. Aromatherapy is useful due my team not having any Pokemon who can take a burn well other than Politoed, while also helping against Paralysis and Sleep when those come up. Wish+Protect works as a combo for obvious reasons, while also creating a bit of a guessing game in certain scenarios where multiple Pokemon could benefit from receiving a Wish.
The most obvious weaknesses on this team seems to be not having any type of hazard removal. I'd like to find a way to work it into the team, but I haven't found a way to do it without messing up the team as a whole. Some particular Pokemon that seem to give my team trouble are set up sweepers (once Politoed is gone), Mega-Lopunny, Mega-Scizor, Volcanion (if Swampert is gone or I can't get Rain set up), and Ferrothorn (once Torn-T is gone and I don't have hazards up). Any suggestions on what to tweak or outright change would be greatly appreciated.
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