So I'm pretty new to competitive pokemon and decided I wanted to start out with a rain team. At first the team used the likes of a Rain Dish Stall Ludicolo and Klefki to get priority thunder wave and rain dance.
After some testing I realised these choices were fun but not quite optimal as I began to learn the current meta.
So here's my team as it stands and I'm after any possible improvements/suggestions but as far as testing is going the team is very solid.
Brinestorm (Politoed) @ Damp Rock
Ability: Drizzle
Shiny: Yes
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Toxic
- Encore
- Rest
This is my rain starter and normal lead pokemon. Its pretty self explanatory as you can imagine. Scald for the burn, toxic for poison, encore to lock the set-up sweepers and rest for that much needed recovery. He's mainly purposed to get the rain going and annoy my opponent.
Bigboy (Swampert-Mega) (M) @ Swampertite
Ability: Swift Swim
EVs: 252 Atk / 8 Def / 248 Spe
Adamant Nature
- Waterfall
- Earthquake
- Ice Punch
- Protect
So this is the physical sweeper for the team. Swift Swim gives it enough speed to overcome most fast pokemon in the meta and the attacks provide broad overage to sweep most offensive teams. As for protect, that's there to make sure I don't get hit by any annoying status changers or by attacks that would normally hit first before mega-evolution grants Swift Swim.
Twinkle (Starmie) @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Psychic
- Ice Beam
- Recover
Testing other Swift Swimmers, all of which failed to satisfy the role I was after, I tried out my favourite pokemon, Starmie. Acting as a glass cannon special sweeper, he provides a wide coverage of moves that can hurt most teams. Where Starmie really comes to light is switch-ins. Analytic, Life Orb and Rain together make Hydro Pump able to OHKO a wide range of threats if they are switched in. This therefore either punishes my opponent for keeping the pokemon which my Starmie is a threat to, or punishes them for tagging out. Either way, when used properly, Starmie can become a very useful and somewhat irritable sweeper on the team.
Antidote (Breloom) (F) @ Toxic Orb
Ability: Poison Heal
EVs: 12 HP / 244 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Seed Bomb
- Superpower
- Facade
Poison Heal Breloom not only has the ability to heal itself whilst being immune to other status affects, but she also acts as a powerful physical sweeper that doesn't really on the rain like Mega-Swampert. If used correctly, this one pokemon alone can sweep an entire team. Ferrothorn is mocked by a Sword Dance - Superpower and Facade gives wide OHKO possibilities against offensive and defensive teams and also acts as a means of removing grass-types the other sweepers would struggle to safely remove.
Neptune (Thundurus) @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Rain Dance
- Thunder Wave
- Volt Switch
- Taunt
Originally Klefki until I realised Thundurus can do the job so much better (as well as being able to volt switch). Most teams that run Thundurus go for an offensive build but this just wasn't necessary in the team. Instead Thundurus acts as a pivot switch-in against Special Sweepers to restart rain then volt switch for a sweeper. With access as well to priority Rain Dance, Thunder Wave and Taunt he's never moving second. Taunt is there to lock out annoying clerics and hazard setters who can slow the team's strategy down. It also stops other weather teams using their moves to cancel out my rain. Volt Switch allows Starmie to enter safely and without it I would probably look for a new sweeper. Thundurus is there to take hits and keep the team in momentum.
Cuddles (Ferrothorn) (M) @ Rocky Helmet
Ability: Iron Barbs
EVs: 248 HP / 8 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Leech Seed
- Gyro Ball
- Power Whip
Finally, what would the team be without a brick wall. A standard choice I think and sorry that it lacks innovation but a well timed Ferrothorn switch can make a physical recoil hit become an embarrassing suicide. Ferrothorn really ties the team together often forcing my opponent to bring out fire-types which lose all too easily to my Water Sweepers. Ferrothorn is there for the surprise volt switch target, regaining momentum over my opponent and generally slowing down physically offensive teams.
After some testing I realised these choices were fun but not quite optimal as I began to learn the current meta.
So here's my team as it stands and I'm after any possible improvements/suggestions but as far as testing is going the team is very solid.

Brinestorm (Politoed) @ Damp Rock
Ability: Drizzle
Shiny: Yes
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Toxic
- Encore
- Rest
This is my rain starter and normal lead pokemon. Its pretty self explanatory as you can imagine. Scald for the burn, toxic for poison, encore to lock the set-up sweepers and rest for that much needed recovery. He's mainly purposed to get the rain going and annoy my opponent.

Bigboy (Swampert-Mega) (M) @ Swampertite
Ability: Swift Swim
EVs: 252 Atk / 8 Def / 248 Spe
Adamant Nature
- Waterfall
- Earthquake
- Ice Punch
- Protect
So this is the physical sweeper for the team. Swift Swim gives it enough speed to overcome most fast pokemon in the meta and the attacks provide broad overage to sweep most offensive teams. As for protect, that's there to make sure I don't get hit by any annoying status changers or by attacks that would normally hit first before mega-evolution grants Swift Swim.
Twinkle (Starmie) @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Psychic
- Ice Beam
- Recover
Testing other Swift Swimmers, all of which failed to satisfy the role I was after, I tried out my favourite pokemon, Starmie. Acting as a glass cannon special sweeper, he provides a wide coverage of moves that can hurt most teams. Where Starmie really comes to light is switch-ins. Analytic, Life Orb and Rain together make Hydro Pump able to OHKO a wide range of threats if they are switched in. This therefore either punishes my opponent for keeping the pokemon which my Starmie is a threat to, or punishes them for tagging out. Either way, when used properly, Starmie can become a very useful and somewhat irritable sweeper on the team.

Antidote (Breloom) (F) @ Toxic Orb
Ability: Poison Heal
EVs: 12 HP / 244 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Seed Bomb
- Superpower
- Facade
Poison Heal Breloom not only has the ability to heal itself whilst being immune to other status affects, but she also acts as a powerful physical sweeper that doesn't really on the rain like Mega-Swampert. If used correctly, this one pokemon alone can sweep an entire team. Ferrothorn is mocked by a Sword Dance - Superpower and Facade gives wide OHKO possibilities against offensive and defensive teams and also acts as a means of removing grass-types the other sweepers would struggle to safely remove.

Neptune (Thundurus) @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Rain Dance
- Thunder Wave
- Volt Switch
- Taunt
Originally Klefki until I realised Thundurus can do the job so much better (as well as being able to volt switch). Most teams that run Thundurus go for an offensive build but this just wasn't necessary in the team. Instead Thundurus acts as a pivot switch-in against Special Sweepers to restart rain then volt switch for a sweeper. With access as well to priority Rain Dance, Thunder Wave and Taunt he's never moving second. Taunt is there to lock out annoying clerics and hazard setters who can slow the team's strategy down. It also stops other weather teams using their moves to cancel out my rain. Volt Switch allows Starmie to enter safely and without it I would probably look for a new sweeper. Thundurus is there to take hits and keep the team in momentum.

Cuddles (Ferrothorn) (M) @ Rocky Helmet
Ability: Iron Barbs
EVs: 248 HP / 8 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Leech Seed
- Gyro Ball
- Power Whip
Finally, what would the team be without a brick wall. A standard choice I think and sorry that it lacks innovation but a well timed Ferrothorn switch can make a physical recoil hit become an embarrassing suicide. Ferrothorn really ties the team together often forcing my opponent to bring out fire-types which lose all too easily to my Water Sweepers. Ferrothorn is there for the surprise volt switch target, regaining momentum over my opponent and generally slowing down physically offensive teams.