Mono-type Rain Dance, looking to make it competitive (details inside)

Rain has always been my favorite theme when it comes to making teams, and that hasn't changed with this gen. Recently, I got back into battling because a few of us over at the NeoGAF forum decided to do a Gym Leader type event, and I volunteered to be the Water Gym. After it petered out like most gym leagues do, I found that I really liked the team I had made, and wanted to try and tweak it a bit so it could stand a chance against your average team. So here I am now, presenting the work I have done with the hopes that I can get some advice to really make this team shine.

NOTE: I don't have most of the notes on my EV spreads anymore sadly, so I'll try to be as accurate as I can in regards to numbers (thanks in-game display!)

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Politoed / Damp Rock
Ability: Drizzle
Nature: Bold
252 HP / 252 Def / 4 SpD
- Scald
- Hypnosis
- Ice Beam
- Rain Dance

My default lead. My game plan in most cases is to send him out and, depending on the opponent, aim for Sleep or a Burn. Ice Beam is there for a stronger hit than Scald can deliver, and Rain Dance is there to combat weather switching. I always get people asking why I bring it instead of a different move, and it's mainly because of my old habit of making Drizzle-less Rain Dance teams. It's also a handy backup in the few cases where the rain has ran out while Politoed was in play, so I can bring it back out.

The EVs are for defensive purposes (clearly), and I don't have a problem with how Toed has performed already. It's Hypnosis that truly bugs me, since the awful accuracy alone has cost me several games. And my natural stubbornness makes me keep using it until it hits.

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Kabutops / Wide Lens
Ability: Swift Swim
Nature: Adamant
4 Def / 252 Atk / 252 Spe
- Aqua Jet
- Waterfall
- Stone Edge
- Swords Dance

My main physical sweeper, and my answer to Talonflame. Aqua Jet in the rain let's me outspeed anything that isn't naturally faster with a priority move. Waterfall is the main attack in every other situation, hitting like a mach truck in the rain. Stone Edge is for coverage, but the shaky accuracy always wrecks me. Hence the Wide Lens. It's clearly not the preferred item for the average Kabutops, but this is why I'm making this thread in the first place! Swords Dance is for the usual switch, since nobody but the most dangerous rain threats will stay in on him.

The only times I've ever had trouble with Kabutops is when I'd haphazardly send him out early and let him die after he kills a few things, only for Talonflame to come out after he dies and tip the scales. Patience is something that I lack in Pokemon (for whatever reason, since I'm normally patient in every other game I play), and that's the thing that ends up hurting Kabutops more than anything else.

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Ludicolo / Life Orb
Ability: Swift Swim
Nature: Timid
252 SpA / 252 Spe/ 4 SpD
- Ice Beam
- Giga Drain
- Hydro Pump
- Rain Dance

Kabutops is my main physical sweeper, and Ludicolo is my main special sweeper. He's the 2nd Pokemon on my team that has Rain Dance as a 4th move, and he has the natural stats to be able to take a hit and go back to doing what he does best. Everything about the moveset is self-explanatory at this point, however I chose Timid over Modest because at the time I was making the team I was paranoid over speed. Life Orb helps compensate for the speed increase, and Giga Drain helps lap up the self-inflicted damage.

Luda's main nemesis is Talonflame, who completely laughs at his existence. Kabutops is a great partner, but because of dumb decisions Kabutops will get worn down early. In games where I'm not being absent-minded, Luda is normally the one who decides games.

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Kingdra / Mystic Water
Ability: Swift Swim
Nature: Mild
220(?) Atk / 120(?) SpA / 160(?) Spe
- Waterfall
- Hydro Pump
- Rain Dance
- Draco Meteor

First off, I want to apologize for not knowing the exact numbers of the EV spread, but this is as accurate as I can be, thanks to stat calculators. Secondly, feel free to laugh at Mystic Water. I decided to go for a mixed set since mixed Kingdra has always been my favorite. It still gets the job done too, but I've been finding myself wanting to actually pick a stat and stick with it. Kingdra is a monster in the rain, but I feel like I'm not using it to it's full potential here. Any advice would be greatly appreciated. And yes, Rain Dance is a mainstay from my older battling days. It's probably the one move that hasn't let me down. :P

The rest of the moveset is plucked from sets I've experimented with over the years. Waterfall/Hydro Pump for full effectiveness in the rain and max damage, with Draco Meteor to deal with dragons and for ending fights. Lately I've found that Azumarill will sit back and prepare to OHKO, so clearly something has to change here.

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Starmie / Leftovers
Ability: Natural Cure
Nature: Timid
252 SpA / 4 SpD / 252 Spe
- Thunder
- Ice Beam
- Hydro Pump
- Rapid Spin

I've always been skeptical of Starmie, but after a long set of games with one of the gym challengers, I was proven wrong. Starmie is on the team because it's one of the best spinners around. Add it's outstanding movepool, and I can't imagine making another team without it. Thunder and Hydro Pump work wonders in the rain, with Ice Beam putting a dent into anything that isn't already severely wounded by the first two moves. Rapid Spin is for any hazards and Sticky Web. Leftovers makes sure Starmie has some form of recovery, and unless I'm fighting the rare Gengar with Starmie, will usually hit.

The only time Starmie has any sort of problems is when I decide to save it for last and the rest of the team falls. Starmie is fantastic, but in the games I've played, it's not geared for comebacks. Still, I wouldn't change a thing about it.

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Tentacruel / Black Sludge
Ability: Rain Dish
Nature: Timid
248 HP / 244 Def / 16 Spe
- Scald
- Rain Dance
- Sludge Bomb
- Toxic Spikes

My hazard setter, and one of my personal favorite Pokemon in the rain. Rain Dish and Sludge work awesomely in the rain, allowing Tenta to set Toxic Spikes against almost any opponent. Scald becomes even better in the rain, and Sludge Bomb is for a secondary attack. The main goal with using TSpikes and Scald is to get SOMETHING going, preferably poison. Tenta's job isn't to finish off the opponent, which is why I invested in its bulk. The job is to set TSpikes, make it rain again if necessary, and go about its day.

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And that's the team I used for months. The main culprits that come to mind are Talonflame, Ferrothorn (which has been a pin to me for an eternity), and Mega Tyranitar. Azumarill stops some of my team, but Ludicolo can wipe it out. Any other potential threats to the team are things that I simply haven't encountered yet, so please let me know of them.

I'd like to add that although I'm submitting this mono-type team, I'm not at ALL against swapping Pokemon out. Mono-type is just how it started, and it certainly doesn't need to stay that way. Thanks for reading, and thanks in advance for any advice!
 
Hmmm you need something to take electric attacks, and you need ways to kill ferrothorn/mega venusaur. Kyurem B would do that with say a moveset of life orb, fusion bolt, ice beam, earth power, hidden power fire. Perhaps a manectric, swampert, gastrodon, or quagsire to take electric hits as well?

Prolly encore or perish song in place of hypnosis on politoed. And I would use 252 attack/252 speed lonely kingdra @ life orb. dragon dance, draco meteor, waterfall, outrage. You can fake a special set with draco meteor and also to kill dragons without being locked onto outrage.

I would removes tentacruel unless you give it rapid spin. I would use life orb analytic starmie for more damage on switches and since you have an offensive starmie anyways. And also surf>hydro pump since you probably dont need that extra power vs aegi switch ins.

252 SpA Life Orb Starmie Surf vs. 252 HP / 4 SpD Aegislash-Shield in Rain: 169-200 (52.1 - 61.7%) -- 98% chance to 2HKO after Leftovers recovery.
 
Well, first rule of Rain teams in my opinion is to never use 6 Water-types. While it may seem cool to have 6 Pokemon abusing their STAB moves, it leaves you lacking diversity to handle different threats, while also leaving you with a glaring weakness to Grass-, Electric-, and Flying-type moves. Firstly, here are my recommended changes for the current Pokemon on your team! For your Politoed, if you want it to be defensive, run Scald / Toxic / Encore / Hypnosis (or Ice Beam), with an EV spread of 252 HP / 4 SpA / 252 SpD, while using a Calm nature. While if you want it to be offensive (which I recommend, as your team appears to be leaning towards offense), try running Hydro Pump / Ice Beam / Focus Blast / Hypnosis (Or Scald / Psychic), with an EV Spread of 172 HP / 252 SpA / 84 Spe and a Modest nature. Both sets are equally as great, but I prefer the latter, as it brings an offensive prowess which is great. Now, Kabutops. Wide Lens isn't a great option for item choice, try Life Orb instead of Wide Lens, and instead of Aqua Jet, you may try Low Kick, however both are equally as good, so choose whichever one you want. You could also run Rapid Spin over Swords Dance, but I'll be getting into a different hazard remover later! Anyways, Ludicolo should be changed to Tornadus-T in my opinion. Tornadus-T brings a lot more momentum, can set Rain Dance, and launches powerful 100% accuracy Hurricanes, which is much better. Then, Kingdra; Kingdra should be changed to Zapdos or Thundurus / Thundurus-T. Either are great options, I'd prefer Zapdos though, as it brings a lot more defensive potential to bring bulk to your team, which you are lacking, even though it is offensive. Starmie now! Starmie is ok, but I'd recommend changing it to Mega Scizor, which provides Defog support for your team, which it is currently lacking. Finally, I'd replace Tentacruel with Deoxys-S. Deoxys-S brings Stealth Rock to your team and can set up Rain Dance reliably, while nuking Mega Venusaur with Psycho Boost.

Now, I'll go more in depth on the Pokemon changes I've suggested. Ludicolo is really good, don't get me wrong, but in all my Rain teams I've found one Swift Swim abuser to be enough, while two is on the border. Tornadus-T gets a mean Hurricane and has Regenerator + U-turn, meaning it can set up Rain Dance, nuke something with Hurricane, get the hell out, and recover health in the process. It provides a more solid Ground-type resistance than Ludicolo, but unfortunately has another Electric-type weakness. Then Kingdra. Kingdra + Ludicolo is a bit overkill, but you should have an Electric-type to shoot off powerful Thunders. Zapdos is the preferred option, as it bring with it a reliable answer to Grass-, Flying-, and Ground-types, while also having a powerful Thunder and a way to muscle past Ferrothorn in Heat Wave. Thundurus however plays a bit more recklessly, with insane Thunders and Prankster Rain Dances to launch off before dieing or in dire need. Thundurus-T blasts off even more powerful Thunders, off of base 145 SpA, it really hurts, it can Rain Dance too, or Nasty Plot, which bolsters its power so high, it can 2HKO 252 / 252+ Chansey with Focus Blast with a Timid nature! This is really cool, as Chansey gives you problems as well. Next, Starmie. Starmie Rapid Spins and launches strong Hydro Pumps, but Mega Scizor provides really great defensive synergy, beating Grass-, Electric-, and Rock-types for your team, with Defog on top! It also now loses its 4x weakness to Fire when under Rain, so that's a plus! It also brings momentum in U-turn. Finally, Tentacruel. Tentacruel is kinda meh really, it's just not as good as it was last generation. Deoxys-S provides Rain, Stealth Rock, and powerful Psycho Boosts, while also beating Scarf Garchomp, who your team struggles with. I really like Rain, and I like that people are using Rain, so I hope my suggestions aided you! Here are the importables for the sets:
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Tornadus-Therian (M) @ Life Orb
Ability: Regenerator
EVs: 4 Atk / 252 SAtk / 252 Spd
Naive Nature
- Hurricane
- Superpower
- Knock Off
- U-turn

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Zapdos @ Damp Rock
Ability: Pressure
EVs: 252 Spd / 252 SAtk / 4 Def
Timid Nature
- Rain Dance
- Thunder
- Heat Wave
- U-turn / Hidden Power [Ice]

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Thundurus-Therian (M) @ Life Orb
Ability: Volt Absorb
EVs: 252 Spd / 252 SAtk / 4 Def
Timid Nature
- Nasty Plot
- Thunder
- Focus Blast
- Hidden Power [Flying]

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Scizor @ Scizorite
Ability: Light Metal
EVs: 252 Def / 248 HP / 8 Atk
Impish Nature
- Defog
- Roost
- Bullet Punch
- U-turn / Knock Off / Superpower

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Deoxys-Speed @ Damp Rock
Ability: Pressure
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature
- Rain Dance
- Stealth Rock
- Taunt
- Psycho Boost / Ice Beam / Superpower / Magic Coat
 
Thanks for the suggestions, guys. Particularly on the Kingdra spread. I'll get to work on that as soon as I get back from work. I like the MScizor idea too, so I'll try swapping out Tentacruel for it and see how it works. Same with Politoed! One question though: what spread should I use for MScizor? I've never intended to raise one, so I don't know what to do.
 
Thanks for the suggestions, guys. Particularly on the Kingdra spread. I'll get to work on that as soon as I get back from work. I like the MScizor idea too, so I'll try swapping out Tentacruel for it and see how it works. Same with Politoed! One question though: what spread should I use for MScizor? I've never intended to raise one, so I don't know what to do.

Here:
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Scizor @ Scizorite
Ability: Light Metal
EVs: 252 Def / 248 HP / 8 Atk
Impish Nature
- Defog
- Roost
- Bullet Punch
- U-turn / Knock Off / Superpower

:)
 
Isn't Drizzle/Swift Swim banned on Pokemon Showdown OU?

In any case, you don't seem to want to battle for that anyway...just makes it hard to practice :)

One thought I had; for Ludicolo with Swift Swim you could probably move some Spd investment into Def since most of your threats are physical in nature generally (Poison, Flying, Bug). Dropping it to 52 Spd still allows you to outspeed Greninja in the rain and you could then shift the remainder to Def/SpDef as you see fit. Just my two cents.
 
Isn't Drizzle/Swift Swim banned on Pokemon Showdown OU?

In any case, you don't seem to want to battle for that anyway...just makes it hard to practice :)

One thought I had; for Ludicolo with Swift Swim you could probably move some Spd investment into Def since most of your threats are physical in nature generally (Poison, Flying, Bug). Dropping it to 52 Spd still allows you to outspeed Greninja in the rain and you could then shift the remainder to Def/SpDef as you see fit. Just my two cents.

No it isn't. And I don't really like this change in all honesty, the point of Swift Swim is to outspeed everything you can, so 252 Spe is perfectly fine. Idk, if it lets you survive a certain hit with those Def EVs, than maybe, but none off the top of my head atm.
 
No it isn't. And I don't really like this change in all honesty, the point of Swift Swim is to outspeed everything you can, so 252 Spe is perfectly fine. Idk, if it lets you survive a certain hit with those Def EVs, than maybe, but none off the top of my head atm.

I see what you are saying and I agree; I was just throwing out some suggestions. At 212+ Atk you outspeed ScarfChomp so you could stop there which would ensure Ice Beam gets a chance to wreak havoc. Those 40 could still be used elsewhere. 252 seems arbitrary.

And the Drizzle/Swift Swim was for B/W my bad there.
 
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