This is my most used team as of posting this. While there are things that I like about it, I know that there are things that can be improved upon.
Politoed @ Damp Rock
Ability: Drizzle
EVs: 252 Def / 252 HP / 4 SAtk
Bold Nature
- Scald
- Perish Song
- Toxic
- Protect
Sets up the rain, can burn with Scald or cripple walls with Toxic, and can force things out with Perish Song. Has Protect for stalling.
Scizor @ Scizorite
Ability: Technician
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Bullet Punch
- Swords Dance
- U-turn
- Thief
A standard mega Scizor. It is my main physical sweeper. The object is to come in on something that can't do much to you, mega evolve, set up a SD if you can, and destroy everything. The rain really helps with the fire weakness, so you have just a little bit less to worry about.
Heliolisk @ Life Orb
Ability: Dry Skin
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Surf
- Thunder
- U-turn
- Focus Blast
This thing is surprisingly powerful. LO damage is negated by Dry Skin, increasing its longevity without the sacrifice of HP. Thunder is main STAB, with Surf being used due to the rain boost and FB is for coverage. U-turn put on for momentum.
Goodra @ Leftovers
Ability: Hydration
EVs: 128 SAtk / 252 HP / 128 SDef
Calm Nature
- Rest
- Muddy Water
- Dragon Pulse
- Toxic
Goodra can take special hits like nothing and retaliate with respectable power. This thing completely walls Rotom-W, as it can take both of its STABs and not have to worry about status thanks to Hydration. Hydration+Rest is always a good combo and increases Goodra's longevity. Dragon Pulse for STAB and Muddy Water is boosted, plus the accuracy drop can be useful sometimes. Toxic widdles down walls. Lefties for residual healing. EVs are split between SAtk and SDef to balance power and bulk, but could be rearranged.
Azumarill @ Choice Band
Ability: Huge Power
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Aqua Jet
- Waterfall
- Play Rough
- Superpower
Azumarill is a physical powerhouse. It has priority, bulk, and insane strength. Rain boosted aqua jet will hurt most things that don't resist it. Play Rough demolishes everything else. Waterfall for stronger STAB and Superpower for coverage. It is bulky enough to take CB Talonflame's BB and KO with Aqua Jet.
Toxicroak @ Black Sludge
Ability: Dry Skin
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Sucker Punch
- Substitute
- Drain Punch
- Bulk Up
Yet another Dry Skin user, Toxicroak becomes hard to take down behind a sub after few Bulk Ups. Dry Skin and Black Sludge provide a hefty chunk of HP every turn, with Drain Punch only further adding to that. Sucker Punch is good priority and works well with drain punch.
Problems with this team:

Politoed @ Damp Rock
Ability: Drizzle
EVs: 252 Def / 252 HP / 4 SAtk
Bold Nature
- Scald
- Perish Song
- Toxic
- Protect
Sets up the rain, can burn with Scald or cripple walls with Toxic, and can force things out with Perish Song. Has Protect for stalling.

Scizor @ Scizorite
Ability: Technician
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Bullet Punch
- Swords Dance
- U-turn
- Thief
A standard mega Scizor. It is my main physical sweeper. The object is to come in on something that can't do much to you, mega evolve, set up a SD if you can, and destroy everything. The rain really helps with the fire weakness, so you have just a little bit less to worry about.

Heliolisk @ Life Orb
Ability: Dry Skin
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Surf
- Thunder
- U-turn
- Focus Blast
This thing is surprisingly powerful. LO damage is negated by Dry Skin, increasing its longevity without the sacrifice of HP. Thunder is main STAB, with Surf being used due to the rain boost and FB is for coverage. U-turn put on for momentum.

Goodra @ Leftovers
Ability: Hydration
EVs: 128 SAtk / 252 HP / 128 SDef
Calm Nature
- Rest
- Muddy Water
- Dragon Pulse
- Toxic
Goodra can take special hits like nothing and retaliate with respectable power. This thing completely walls Rotom-W, as it can take both of its STABs and not have to worry about status thanks to Hydration. Hydration+Rest is always a good combo and increases Goodra's longevity. Dragon Pulse for STAB and Muddy Water is boosted, plus the accuracy drop can be useful sometimes. Toxic widdles down walls. Lefties for residual healing. EVs are split between SAtk and SDef to balance power and bulk, but could be rearranged.

Azumarill @ Choice Band
Ability: Huge Power
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Aqua Jet
- Waterfall
- Play Rough
- Superpower
Azumarill is a physical powerhouse. It has priority, bulk, and insane strength. Rain boosted aqua jet will hurt most things that don't resist it. Play Rough demolishes everything else. Waterfall for stronger STAB and Superpower for coverage. It is bulky enough to take CB Talonflame's BB and KO with Aqua Jet.

Toxicroak @ Black Sludge
Ability: Dry Skin
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Sucker Punch
- Substitute
- Drain Punch
- Bulk Up
Yet another Dry Skin user, Toxicroak becomes hard to take down behind a sub after few Bulk Ups. Dry Skin and Black Sludge provide a hefty chunk of HP every turn, with Drain Punch only further adding to that. Sucker Punch is good priority and works well with drain punch.
Problems with this team:
- No hazards or spinner
- Grass types can be a problem
- Heavily reliant on rain, other weathers might be an issue ( Haven't faced another weather team yet)
- Among others that I'm sure I forgot / didn't see.