So with the release of Volcanion I decided to take a look at it in depth and see how it could fair. While looking at its movepool and ability the first thing that came to mind what if I made a rain team, just for the shits and giggles. I can include a build process as a TLDR later if wanted but I figured that since its a rain team the analysis of each poke would suffice.
So to start things off the bread and butter of every rain team:
Snoop Dog (Politoed) @ Damp Rock
Ability: Drizzle
Shiny: Yes
EVs: 248 HP / 164 SpD / 96 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Rest
- Perish Song/Encore
- Ice Beam
Politoed is my only rain setter on the team. Obviously it needed to be bulky in order to set up rain multiple times. Its a personal vendetta of mine but way back when Mega Slowbro was running rest talk I needed a way to check it reliably or force it out. So because of that I prefer Perish Song over Encore. Ice Beam is specifically for Tank Chomp. The rest of the team can weaken it to be knocked but they are most likely eating Rocky Helmet and Rough Skin, its not pleasurable whatsoever. Rest is there to provide longetivty and for Politoed to act as a status absorber. EVs are to outspeed max speed Azu and either pray to RNGesus for that scald burn or if running Encore to lock it into Belly Drum.
Hulk Up (Swampert-Mega) @ Swampertite
Ability: Swift Swim
EVs: 50 HP / 252 Atk / 208 Spe
Adamant Nature
- Earthquake
- Waterfall
- Ice Punch
- Power-Up Punch
My favorite rain sweeper. The EVs are to outspeed scarf Lando in the rain and to use the minimal EVs left to give Swampert a little extra bulk. Typical Swampert set for rain abuse and coverage. I run Power Up Punch over Superpower because in the past when I've had Swampert in on Ferrothorn or against Ferrothorn I had very little luck predicting the Ferro switch in. So since Super Power isn't a OHKO on any variant and I'm not leaving in Swampert in on Ferrothorn and I'm ass at deciding when some random will actually bring it in, I've started running Power Up Punch. Makes Weaviles and mid health TTars into a rather hilarious set up opportunity and if shit hits the fan, a +1 EQ does hurt Ferro pretty decently.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Thunder Wave
- Power Whip
- Stealth Rock
- Spikes
Standard Ferrothorn EVs. Meant to take physical hits that Politoed can't and set up hazards. In the past when I ran rain I usually only ran Stealth Rocks but I realized that even with Leech Seed there were a lot of moments where Ferrothorn either was waiting to be sacked doing nothing or gave too much momentum up. With Spikes and Rocks if I've done goofed and got trapped by Magnezone at the very worst I can get Stealth Rocks off and a layer of Spikes, maybe even two if I'm lucky. Power Whip is to nail a ballsy Rotom switch in and Mega-Gyarados. T-Wave is there because even though I'm running rain, my team isn't all that fast, plus I'm more likely to be blessed by RNGesus with that yellow.
Half Shell (Kabutops) @ Life Orb
Ability: Swift Swim
EVs: 248 Atk / 8 Def / 252 Spe
Adamant Nature
- Stone Edge/Low Kick
- Aqua Jet
- Waterfall
- Rapid Spin
My second rain abuser and second Swift Swim user. Fairly standard EVs for max power and nearly max speed with EVs to check the random Choice Band Brave Bird from Talonflame. I've noticed recently that everything minus Rotom-W Stone Edge hits, Waterfall hits equally as hard or harder. Although Stone Edge is useful for Zard X and Tornadus. Rapid Spin IMO is a necessity because while Stealth Rocks doesn't bother my team too much, Rocks + Spikes means its GG for me. Also I feel like Kabutops isn't bukly enough and doesn't threaten out enough to waste a rain turn with a Swords Dance. Low Kick is a potential to deal with Ferrothorn better and to always OHKO Ttar no matter the circumstances. Its honestly a toss up and I can't decide which I like more.
Thundurus-Therian @ Choice Scarf
Ability: Volt Absorb
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Focus Blast
- Thunder
- Hidden Power [Flying]
- Volt Switch/Grass Knot
So this was honestly was not my first choice for a rain abuser but I've tended to drift away from using say Kingdra along with Swampert and Kabutops because Thundy trades Swift Swim and a Rain boosted move for perfect accuracy Thunders, more consistent speed, and a crucial ability that along with Ferrothorn and Volcanion is a big fuck you to Rotom-W and other Thundys. Modest is used over Timid because no one expects scarf Thundy and its already outsped by 102+ scarfers. Focus Blast is my oh shit I fucked up (and sacrifice a virgin lamb to RNGesus) button for Ttar, Ferrothorn, Weavile, Bisharp, Magnezone, and pretty decent neutral hits. Thunder is to abuse rain. Volt Switch is to grab momentum and safely bring something in. Originally I had Grass Knot for Hippowons but it even though it should have been obvious it didn't dawn me that my entire team shits on Hippowdon. That said the Volt Switch/Grass Knot slot is least needed. The bane of every rain team's existence is Mega-Venusaur. With Modest Hidden Power Flying standard Mega Venusaur is 2HKOed without hazards and fully specially defensive Mega Venusaur is 2HKO after the smallest amount of hazard damage.
Volcanion @ Choice Specs
Ability: Water Absorb
EVs: 72 HP / 4 Def / 248 SpA / 184 Spe
Modest Nature
- Steam Eruption
- Flamethrower/Overheat*
- Sludge Wave/Earth Power
- Hidden Power [Grass]
The center piece of the team. The mon I went and used for shits and giggles and went holy fuck this actually works. The EVs are to outspeed max speed Azu and either pray to RNGsus (again) for that Steam Eruption burn or to Sludge Wave and to outpseed defensive Landos. I'm split on Sludge Wave versus Earth Power since Swampert and Thundy already check opposing Volcanions but they are super obvious. Whereas Sludge Wave wrecks Mega-Altaria and Azumaril and hits Rotom-W better. Neither Earth Power or Sludge Wave are particularly good to be locked, especially without STAB. Hidden Power Grass is there for Quagsires and the random Gastrodons and as a way to hit Rotom-W that's not Sludge Wave. Hidden Power grass is also used over hidden power Ice because I'd have to invest fully into speed along with a timid nature to outspeed standard Tank Chomp not running 92 speed and its still a 2HKO. Any speed creep or anything 92+ Speed completely negates the speed investment, hurts Volcanions damage, and gains me nothing. Volcanion is amazing because it single handedly weakens stall to the point that I can clean up, it doesn't need rain but that extra power is always amazing. I'm debating on changing Choice Specs to Expert Belt to take advantage of Volcanion's base power and pretty good coverage and spammable moves but the loss of Choice Specs is hella noticeable.
*I'm considering using Overheat after a lot more playing with the team. I rarely use flamethrower since Steam Eruption/Sludge Wave are much more spammable. An overheat versus flamethrower on say ferrothorn doesn't really matter since both OHKO but Overheat even with the drop is a 2HKO on Lati@s assuming it doesn't Roost.
Threat list: So the usual suspects that threaten rain are Rotom-W/Mega-Venusaur/Amoonguss/Ferrothorn. I feel like with the current team built the way it is, they are still threats but I can fairly easily take care of them. However Mega-Medicham absolutely wrecks my team. My switch in is fucking Thundurus living at 4% from a HJK. Specially Defensive Jirachi can also be a threat since its not staying in on Volcanion and walls Thundy for days. Focus Sash Alakazam is also an issue if Ferrothorn is weakened and can't take a Focus Blast but generally my strategy for it is to Twave it and maybe get a Power Whip off to break the sash. Tank Chomp is an issue simply because while it certainly can't take a hit from the team, especially in the rain, that Rockey Helmet and Rough Skin is just far too painful and if the opponent has a Levitate/Flying type I can't spam EQ on Swampert. Specs Keldeo is turning out to be a major problem as well since nothing switches into it except Thundy on a Secret Sword. Usually I have to revenge kill it however a good player makes that extremely difficult.
Overall the goal of the team is to set up the sweep for Mega-Swampert with Kabutops serving as an excellent secondary wincon. Granted I haven't done too much testing, after some somewhat serious laddring I've reached a peak of 1800. The feedback is appreciated although I feel like I've learned to the team to work out its kinks without changing anything. But if anyone knows if there's a threat that I'm just not seeing I would like to see if I can outplay it or build a mon for it. But overall I'm pretty satisfied with the team.
Also heres an import: http://pastebin.com/MfFYWnhM
An updated import with some changes discussed below (will update the entire OP at a later time to reflect any permanant changes) : http://pastebin.com/ahfvEa7C
The Team






So to start things off the bread and butter of every rain team:

Snoop Dog (Politoed) @ Damp Rock
Ability: Drizzle
Shiny: Yes
EVs: 248 HP / 164 SpD / 96 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Rest
- Perish Song/Encore
- Ice Beam
Politoed is my only rain setter on the team. Obviously it needed to be bulky in order to set up rain multiple times. Its a personal vendetta of mine but way back when Mega Slowbro was running rest talk I needed a way to check it reliably or force it out. So because of that I prefer Perish Song over Encore. Ice Beam is specifically for Tank Chomp. The rest of the team can weaken it to be knocked but they are most likely eating Rocky Helmet and Rough Skin, its not pleasurable whatsoever. Rest is there to provide longetivty and for Politoed to act as a status absorber. EVs are to outspeed max speed Azu and either pray to RNGesus for that scald burn or if running Encore to lock it into Belly Drum.

Hulk Up (Swampert-Mega) @ Swampertite
Ability: Swift Swim
EVs: 50 HP / 252 Atk / 208 Spe
Adamant Nature
- Earthquake
- Waterfall
- Ice Punch
- Power-Up Punch
My favorite rain sweeper. The EVs are to outspeed scarf Lando in the rain and to use the minimal EVs left to give Swampert a little extra bulk. Typical Swampert set for rain abuse and coverage. I run Power Up Punch over Superpower because in the past when I've had Swampert in on Ferrothorn or against Ferrothorn I had very little luck predicting the Ferro switch in. So since Super Power isn't a OHKO on any variant and I'm not leaving in Swampert in on Ferrothorn and I'm ass at deciding when some random will actually bring it in, I've started running Power Up Punch. Makes Weaviles and mid health TTars into a rather hilarious set up opportunity and if shit hits the fan, a +1 EQ does hurt Ferro pretty decently.

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Thunder Wave
- Power Whip
- Stealth Rock
- Spikes
Standard Ferrothorn EVs. Meant to take physical hits that Politoed can't and set up hazards. In the past when I ran rain I usually only ran Stealth Rocks but I realized that even with Leech Seed there were a lot of moments where Ferrothorn either was waiting to be sacked doing nothing or gave too much momentum up. With Spikes and Rocks if I've done goofed and got trapped by Magnezone at the very worst I can get Stealth Rocks off and a layer of Spikes, maybe even two if I'm lucky. Power Whip is to nail a ballsy Rotom switch in and Mega-Gyarados. T-Wave is there because even though I'm running rain, my team isn't all that fast, plus I'm more likely to be blessed by RNGesus with that yellow.

Half Shell (Kabutops) @ Life Orb
Ability: Swift Swim
EVs: 248 Atk / 8 Def / 252 Spe
Adamant Nature
- Stone Edge/Low Kick
- Aqua Jet
- Waterfall
- Rapid Spin
My second rain abuser and second Swift Swim user. Fairly standard EVs for max power and nearly max speed with EVs to check the random Choice Band Brave Bird from Talonflame. I've noticed recently that everything minus Rotom-W Stone Edge hits, Waterfall hits equally as hard or harder. Although Stone Edge is useful for Zard X and Tornadus. Rapid Spin IMO is a necessity because while Stealth Rocks doesn't bother my team too much, Rocks + Spikes means its GG for me. Also I feel like Kabutops isn't bukly enough and doesn't threaten out enough to waste a rain turn with a Swords Dance. Low Kick is a potential to deal with Ferrothorn better and to always OHKO Ttar no matter the circumstances. Its honestly a toss up and I can't decide which I like more.

Thundurus-Therian @ Choice Scarf
Ability: Volt Absorb
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Focus Blast
- Thunder
- Hidden Power [Flying]
- Volt Switch/Grass Knot
So this was honestly was not my first choice for a rain abuser but I've tended to drift away from using say Kingdra along with Swampert and Kabutops because Thundy trades Swift Swim and a Rain boosted move for perfect accuracy Thunders, more consistent speed, and a crucial ability that along with Ferrothorn and Volcanion is a big fuck you to Rotom-W and other Thundys. Modest is used over Timid because no one expects scarf Thundy and its already outsped by 102+ scarfers. Focus Blast is my oh shit I fucked up (and sacrifice a virgin lamb to RNGesus) button for Ttar, Ferrothorn, Weavile, Bisharp, Magnezone, and pretty decent neutral hits. Thunder is to abuse rain. Volt Switch is to grab momentum and safely bring something in. Originally I had Grass Knot for Hippowons but it even though it should have been obvious it didn't dawn me that my entire team shits on Hippowdon. That said the Volt Switch/Grass Knot slot is least needed. The bane of every rain team's existence is Mega-Venusaur. With Modest Hidden Power Flying standard Mega Venusaur is 2HKOed without hazards and fully specially defensive Mega Venusaur is 2HKO after the smallest amount of hazard damage.
Volcanion @ Choice Specs
Ability: Water Absorb
EVs: 72 HP / 4 Def / 248 SpA / 184 Spe
Modest Nature
- Steam Eruption
- Flamethrower/Overheat*
- Sludge Wave/Earth Power
- Hidden Power [Grass]
The center piece of the team. The mon I went and used for shits and giggles and went holy fuck this actually works. The EVs are to outspeed max speed Azu and either pray to RNGsus (again) for that Steam Eruption burn or to Sludge Wave and to outpseed defensive Landos. I'm split on Sludge Wave versus Earth Power since Swampert and Thundy already check opposing Volcanions but they are super obvious. Whereas Sludge Wave wrecks Mega-Altaria and Azumaril and hits Rotom-W better. Neither Earth Power or Sludge Wave are particularly good to be locked, especially without STAB. Hidden Power Grass is there for Quagsires and the random Gastrodons and as a way to hit Rotom-W that's not Sludge Wave. Hidden Power grass is also used over hidden power Ice because I'd have to invest fully into speed along with a timid nature to outspeed standard Tank Chomp not running 92 speed and its still a 2HKO. Any speed creep or anything 92+ Speed completely negates the speed investment, hurts Volcanions damage, and gains me nothing. Volcanion is amazing because it single handedly weakens stall to the point that I can clean up, it doesn't need rain but that extra power is always amazing. I'm debating on changing Choice Specs to Expert Belt to take advantage of Volcanion's base power and pretty good coverage and spammable moves but the loss of Choice Specs is hella noticeable.
*I'm considering using Overheat after a lot more playing with the team. I rarely use flamethrower since Steam Eruption/Sludge Wave are much more spammable. An overheat versus flamethrower on say ferrothorn doesn't really matter since both OHKO but Overheat even with the drop is a 2HKO on Lati@s assuming it doesn't Roost.
Threat list: So the usual suspects that threaten rain are Rotom-W/Mega-Venusaur/Amoonguss/Ferrothorn. I feel like with the current team built the way it is, they are still threats but I can fairly easily take care of them. However Mega-Medicham absolutely wrecks my team. My switch in is fucking Thundurus living at 4% from a HJK. Specially Defensive Jirachi can also be a threat since its not staying in on Volcanion and walls Thundy for days. Focus Sash Alakazam is also an issue if Ferrothorn is weakened and can't take a Focus Blast but generally my strategy for it is to Twave it and maybe get a Power Whip off to break the sash. Tank Chomp is an issue simply because while it certainly can't take a hit from the team, especially in the rain, that Rockey Helmet and Rough Skin is just far too painful and if the opponent has a Levitate/Flying type I can't spam EQ on Swampert. Specs Keldeo is turning out to be a major problem as well since nothing switches into it except Thundy on a Secret Sword. Usually I have to revenge kill it however a good player makes that extremely difficult.
Overall the goal of the team is to set up the sweep for Mega-Swampert with Kabutops serving as an excellent secondary wincon. Granted I haven't done too much testing, after some somewhat serious laddring I've reached a peak of 1800. The feedback is appreciated although I feel like I've learned to the team to work out its kinks without changing anything. But if anyone knows if there's a threat that I'm just not seeing I would like to see if I can outplay it or build a mon for it. But overall I'm pretty satisfied with the team.
Also heres an import: http://pastebin.com/MfFYWnhM
An updated import with some changes discussed below (will update the entire OP at a later time to reflect any permanant changes) : http://pastebin.com/ahfvEa7C
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