Hi, I have been playing for a while and tweaking my team and reading about other rain teams, but thought I'd finally try and see how I could improve mine. I get that at a certain point it is about reading the other team and no one is invincible. This is my first post, please excuse me if something is off, I tried to follow the rules line by line.
Well, here we go.
Team building process:
I picked a pretty common base for the rain team: Pelipper, Swampert, and Ash Greninja for the rain setter and main water attackers.
Then I added Manaphy to use primarily as a wall breaker with Hydro Vortex in the rain.
Finally, I liked the idea of using the rain to spam thunder so I added Tapu Koko and with it comes Hawlucha to counter grass types, and make use of Koko's Electric terrain.
Overall, almost anyone can lead set up the sweep. The team relies on reading the other player and hitting with one or 2 moves they don't expect. My battle style/strategy basically revolves around the bonuses of the rain and is to take out one pokemon with an unexpected move or just knowing how much damage moves do in the rain, then setting one of several sweepers. Most games are over in ~20 turns, so it keeps things going quickly. Basically, I play for tempo and setting up. It's not uncommon for me to be down several pokemon, but have everything set up for the sweep.
Pelipper @ Damp Rock
Ability: Drizzle
EVs: 248 HP / 36 Def / 224 SpD
Relaxed Nature
- Hurricane
- U-turn
- Roost
- Defog
This is a pretty basic rain team Pelipper. I decided to replace Scald with Hurricane to help deal with grass type pokemon when I have lost Hawlucha. Otherwise, I mostly use to set up, then U-turn it out. Most games don't go long enough for the opponent to set up hazards, it gives me enough tempo to set Swampert or Manaphy up, but Defog is there just in case things are going slower than expected. The way the games have been going ~20-25 turns, basically, I get it in 2-3 times, then just sacrifice it to keep the tempo going.
Greninja-Ash @ Choice Specs
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Dark Pulse
- Water Shuriken
- Ice Beam
Again pretty common Ash Greninja. I use very sparingly, usually as a late game sweeper. With choice specs and rain, water shuriken gets a 2.25 boost, which OHKO's a lot of attackers on the other team. I have Hydro Pump, primarily go for the big hits when I need to. If it hasn't evolved yet, Hydro Pump can 2HKO, an opponents Ash-Geninja that is using Water Shuriken while not in the rain, while taking 3 hits of Water Shuriken to be KO'd. Ice Beam is useful for Tapu Bulu, and can do up to ~75-80% depending on which setup, which can KO it after its damaged. Water Shuriken in the rain can OHKO a number of dangerous threats including Hawlurcha, Mega Alakazam, Medichamp, and Lopunny, as well as Tapu Koko and Scarfed Katana.
Swampert-Mega @ Swampertite
Ability: Swift Swim
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Waterfall
- Earthquake
- Ice Punch
- Power-Up Punch
Swampert is the main physical attacker. Spams waterfall a lot. STAB+Rain is x2.25 which is basically equal to a super effective hit in under normal conditions. I picked Power-Up Punch over Superpower because it helps set up when I can predict opponent switching. It also helps maintain the tempo against intimidators like Landorus and Garydos. Ice punch is only used against dragon+ground/flying/levitate pokemon, because otherwise in the rain waterfall or earthquake (STAB) will do the same amount of damage.
Manaphy @ Waterium Z
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Surf
- Rain Dance
- Psychic
- Tail Glow
This is where things start to change. I made Manaphy Modest nature to help with walls/defensive teams. it increases damage by ~10% vs a Timid Manaphy to deal with walls. That plus tail glow and Hydration make it a potential sweeper. A lot of people forget about Hydration and give me a setup turn using Toxic. Psychic is for Toxapex/Venasaur. In lieu of Energy ball, I decided to go with Rain Dance. Lets me set up if Pelliper is taken out, and sometimes people try to toxic thinking I can't get rain again/will switch. Waterium Z serves 2 purposes. It can help break walls (Chancy/Clefable/Magearna), especially in the rain, but depending on the situation, if I already have Tail Glow, I can use it with rain dance to boost speed and set up another sweeper.
Hawlucha @ Electric Seed
Ability: Unburden
EVs: 96 HP / 252 Atk / 32 SpD / 130 Spe
Adamant Nature
- Acrobatics
- High Jump Kick
- Swords Dance
- Stone Edge
Pretty standard Hawlurcha. I decided to use it more as a suicide type pokemon, so I went with Stone Edge over Roost. Often, I'll use it early and take out a potential wall to the team. Otherwise, with electric seed, it can take a hit from Kartana, and force Kartana to switch out. It is often the main counter against grass pokemon like Vanasaur/Ferrothorn/Tangrowth, so I try and use it more sparingly while threats remain.
Tapu Koko @ Expert Belt
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Thunder
- Volt Switch
- Dazzling Gleam
- Hidden Power [Ice]
Koko is the most common pokemon I lead. It is usually fast enough to pivot when needed. Few things to note. I made it modest and added Expert Belt so Hidden Power Ice can OHKO attack varieties of Landorus and Gliscor. I had Life orb before, but losing health was annoying, so I switched to Expert Belt. In the rain and Electric terrain Thunder is a great STAB move. Again the x2.25 from terrain and STAB works well. Can OHKO some Magearna and Hetran varieties, and just deal >50% to a lot of people who don't see it coming.
Threats (and counters):
Grass pokemon: Kartana, Bulu, Tangrowth, Ferrothorn (Hawlurcha, and ice beam/punch when they are predicted to come in)
Choice scarf Tapu Lele (and psychic surge for water shuriken): (Hawlurcha again and usually just hitting it enough)
Ash Greninja- (If it uses water shuriken I respond with Hydro pump Greninja, otherwise Peliper can take a hit and Hawlurcha can outspeed.)
Mega-Alakazam- (don't let it trace swift swim)
Magearna- ( Swampert/Manaphy- Tailglow/Hydrovortex)
Trick room teams are especially difficult since my team is focused on speed+offense and lacks reliable walls. (Need to figure this out)
Pokemon that change weather is annoying, but since water super effective to fire/rock I can deal with them.
I have been playing around with replacing Hawlurcha and Tapu Koko and sometimes Manaphy, but this has been the best/most fun team I have put together.
Thanks in advance for your advice. If you have any questions, let me know!
Well, here we go.
Team building process:
I picked a pretty common base for the rain team: Pelipper, Swampert, and Ash Greninja for the rain setter and main water attackers.
Then I added Manaphy to use primarily as a wall breaker with Hydro Vortex in the rain.
Finally, I liked the idea of using the rain to spam thunder so I added Tapu Koko and with it comes Hawlucha to counter grass types, and make use of Koko's Electric terrain.
Overall, almost anyone can lead set up the sweep. The team relies on reading the other player and hitting with one or 2 moves they don't expect. My battle style/strategy basically revolves around the bonuses of the rain and is to take out one pokemon with an unexpected move or just knowing how much damage moves do in the rain, then setting one of several sweepers. Most games are over in ~20 turns, so it keeps things going quickly. Basically, I play for tempo and setting up. It's not uncommon for me to be down several pokemon, but have everything set up for the sweep.
Pelipper @ Damp Rock
Ability: Drizzle
EVs: 248 HP / 36 Def / 224 SpD
Relaxed Nature
- Hurricane
- U-turn
- Roost
- Defog
This is a pretty basic rain team Pelipper. I decided to replace Scald with Hurricane to help deal with grass type pokemon when I have lost Hawlucha. Otherwise, I mostly use to set up, then U-turn it out. Most games don't go long enough for the opponent to set up hazards, it gives me enough tempo to set Swampert or Manaphy up, but Defog is there just in case things are going slower than expected. The way the games have been going ~20-25 turns, basically, I get it in 2-3 times, then just sacrifice it to keep the tempo going.
Greninja-Ash @ Choice Specs
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Dark Pulse
- Water Shuriken
- Ice Beam
Again pretty common Ash Greninja. I use very sparingly, usually as a late game sweeper. With choice specs and rain, water shuriken gets a 2.25 boost, which OHKO's a lot of attackers on the other team. I have Hydro Pump, primarily go for the big hits when I need to. If it hasn't evolved yet, Hydro Pump can 2HKO, an opponents Ash-Geninja that is using Water Shuriken while not in the rain, while taking 3 hits of Water Shuriken to be KO'd. Ice Beam is useful for Tapu Bulu, and can do up to ~75-80% depending on which setup, which can KO it after its damaged. Water Shuriken in the rain can OHKO a number of dangerous threats including Hawlurcha, Mega Alakazam, Medichamp, and Lopunny, as well as Tapu Koko and Scarfed Katana.
Swampert-Mega @ Swampertite
Ability: Swift Swim
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Waterfall
- Earthquake
- Ice Punch
- Power-Up Punch
Swampert is the main physical attacker. Spams waterfall a lot. STAB+Rain is x2.25 which is basically equal to a super effective hit in under normal conditions. I picked Power-Up Punch over Superpower because it helps set up when I can predict opponent switching. It also helps maintain the tempo against intimidators like Landorus and Garydos. Ice punch is only used against dragon+ground/flying/levitate pokemon, because otherwise in the rain waterfall or earthquake (STAB) will do the same amount of damage.
Manaphy @ Waterium Z
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Surf
- Rain Dance
- Psychic
- Tail Glow
This is where things start to change. I made Manaphy Modest nature to help with walls/defensive teams. it increases damage by ~10% vs a Timid Manaphy to deal with walls. That plus tail glow and Hydration make it a potential sweeper. A lot of people forget about Hydration and give me a setup turn using Toxic. Psychic is for Toxapex/Venasaur. In lieu of Energy ball, I decided to go with Rain Dance. Lets me set up if Pelliper is taken out, and sometimes people try to toxic thinking I can't get rain again/will switch. Waterium Z serves 2 purposes. It can help break walls (Chancy/Clefable/Magearna), especially in the rain, but depending on the situation, if I already have Tail Glow, I can use it with rain dance to boost speed and set up another sweeper.
Hawlucha @ Electric Seed
Ability: Unburden
EVs: 96 HP / 252 Atk / 32 SpD / 130 Spe
Adamant Nature
- Acrobatics
- High Jump Kick
- Swords Dance
- Stone Edge
Pretty standard Hawlurcha. I decided to use it more as a suicide type pokemon, so I went with Stone Edge over Roost. Often, I'll use it early and take out a potential wall to the team. Otherwise, with electric seed, it can take a hit from Kartana, and force Kartana to switch out. It is often the main counter against grass pokemon like Vanasaur/Ferrothorn/Tangrowth, so I try and use it more sparingly while threats remain.
Tapu Koko @ Expert Belt
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Thunder
- Volt Switch
- Dazzling Gleam
- Hidden Power [Ice]
Koko is the most common pokemon I lead. It is usually fast enough to pivot when needed. Few things to note. I made it modest and added Expert Belt so Hidden Power Ice can OHKO attack varieties of Landorus and Gliscor. I had Life orb before, but losing health was annoying, so I switched to Expert Belt. In the rain and Electric terrain Thunder is a great STAB move. Again the x2.25 from terrain and STAB works well. Can OHKO some Magearna and Hetran varieties, and just deal >50% to a lot of people who don't see it coming.
Threats (and counters):
Grass pokemon: Kartana, Bulu, Tangrowth, Ferrothorn (Hawlurcha, and ice beam/punch when they are predicted to come in)
Choice scarf Tapu Lele (and psychic surge for water shuriken): (Hawlurcha again and usually just hitting it enough)
Ash Greninja- (If it uses water shuriken I respond with Hydro pump Greninja, otherwise Peliper can take a hit and Hawlurcha can outspeed.)
Mega-Alakazam- (don't let it trace swift swim)
Magearna- ( Swampert/Manaphy- Tailglow/Hydrovortex)
Trick room teams are especially difficult since my team is focused on speed+offense and lacks reliable walls. (Need to figure this out)
Pokemon that change weather is annoying, but since water super effective to fire/rock I can deal with them.
I have been playing around with replacing Hawlurcha and Tapu Koko and sometimes Manaphy, but this has been the best/most fun team I have put together.
Thanks in advance for your advice. If you have any questions, let me know!