SS Doubles OU Monster House Rain

Frankenfish (Dracovish) @ Choice Scarf
Ability: Strong Jaw
EVs: 56 HP / 200 Atk / 252 Spe
Jolly Nature
- Fishious Rend
- Dragon Rush
- Psychic Fangs
- Ice Fang

Cat Dude (Zeraora) @ Magnet
Ability: Volt Absorb
EVs: 136 HP / 44 Def / 252 SpA / 76 Spe
Timid Nature
IVs: 0 Atk
- Thunder
- Volt Switch
- Aura Sphere
- Taunt

Vore Bird (Pelipper) (F) @ Mental Herb
Ability: Drizzle
EVs: 40 HP / 12 SpA / 252 SpD / 204 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Hurricane
- Roost
- Tailwind

Swampy (Ludicolo) (M) @ Life Orb
Ability: Swift Swim
EVs: 208 Def / 252 SpA / 48 Spe
Modest Nature
- Muddy Water
- Giga Drain
- Ice Beam
- Fake Out

Gremblin (Sableye) (M) @ Damp Rock
Ability: Prankster
EVs: 248 HP / 216 Atk / 44 Spe
Adamant Nature
- Knock Off
- Shadow Sneak
- Encore
- Rain Dance

Nut Golem (Melmetal) @ Assault Vest
Ability: Iron Fist
EVs: 144 HP / 12 Atk / 252 SpD / 100 Spe
Adamant Nature
- Double Iron Bash
- Thunder Punch
- High Horsepower
- Rock Tomb

Sableye's ability to summon the Rain without having to switch in Pelipper and activating after switch-ins gives the team more flexibility. Encore punishes Protect, setup and Fake Out. Forcing a switch with it allows for an easy Knock Off. Shadow Sneak is a consistent form of priority that finishes off Focus Sash users who benefit from the team's lack of entry hazards.

Zeraora can plenty of important status move users ranging from Duskull to Galvantula. Aura Sphere is essential for denting critical threats to the team such as Kyurem and Ferrothorn. Volt Switch is an anti-trapping tech that is also great for responding to switches, along with having better accuracy than Thunder when Rain isn't up. Zeraora can bait out Will-O-Wisp but that might just be a low-ladder thing.

Melmetal outspeeds base-60 speed mons when Tailwind is in effect. It naturally outspeeds almost all Gastrodon sets and gamble on flinching it. Rock Tomb can be used on switchins targeting weakened pokemon and is less affected by Intimidate considering its utilitive nature. High Horsepower are solid coverage options. The greater focus on bulk with the EV spread is meant to compensate for the lack of defensive synergy between the rest of the team

Peliperr can outspeed Zeraora and Dragapult via Tailwind. Roost is a solid move choice for a Protect read (which will happen often due to Tailwind). Hurricane takes care of the Grass types that can give the team trouble. Mental Herb prevents Taunt as well as Prankster Encore from disrupting your plays. I used to run more offensive investment and Life Orb but Peliperr would be KOed too quickly. Peliperr has great defensive synergy with Melmetal and can switch to Zeraora on an Electric attack read

Dracovish is a very standard set of course. The HP investment is a ×16-1 strategy to minimize 1/16 and 1/8 damage like Burn and Leech Seed. Psychic Fangs can 2HKO Venusaur and OKs Toxicroak, and it can remove screens if necessary. Dragon Rush is effective against Kyurem and Modest/Adamant Dragapult. It can also be used against Gastrodon as a last resort.

Ludicolo has Fake Out since the Zeraora doesn't have room for it. Switching out Sableye into Peliperr and having Ludicolo use Fake Out on an opponent's mon that doesn't have Fake Out on the first turn can allow you to outspeed a Fake Out from your opponent and thus waste their turn while you set up the rain. Giga Drain is 100% necessary for Gastrodon and can recover Life Orb damage. Muddy Water is great as long as it doesn't accidentally trigger Milotic's Competitive. Ice Beam is for the Grass and Dragon types of course.

I would say that the biggest weaknesses of the team are a lack of Stealth Rocks and being eviscerated by Freeze Dry. I peaked at 11th on the ladder with this team but haven't been as successful with it since I tried making other teams
 

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