Hello, this will be my first RMT so I'm sure there will be rough spots in formatting/otherwise, any help is appreciated.
This was initially a very derivative rain team, and to some extent it still is derivative, but i feel like a couple touches have made it my own, and turned it into a very effective dream world team. I made it in the late stage suspect testing, and managed to peak at #5 before the clear. After the clear I have been consistently around top 5 without any problems. Because the top tier of DW OU is dominated by a couple players, knowing how they play has helped this team more, because it is very prediction based. Anyway, onward and upward.
As of August I have peaked #1 with this team. The downtime of smogon has seen a lack of competition in DW OU which might account for some of that, but regardless I'm really happy, and have been on a long win streak with this team.
He's foreign cause he has a mustache, a sexy sexy mustache
Raikou (M) @ Choice Specs
Trait: Volt Absorb
EV's 252 SpAtk 252 Speed 4HP
Timid Nature (+Speed -Atk)
-Volt Switch
-Thunder
-Thunder Wave
-Hidden Power (Ice)
Raikou was put on the team because i needed something to absorb electric attacks. After trying zapdos, who was decent, but was easily taken care of by faster threats, and jolteon, who was very frail, I settled on raikou. He takes advantage of blazing fast speeds (base 115) to outspeed all unboosted threats except for starmie, which it speed tie's. Since it has decent defenses, particularly on the special side, it can live a starmie hydropump and fire back a thunder. Raikou is easily the #2 killer on the team, and forms one part of my scout sweeper core.
The general strategy I employ with raikou is to first eliminate ground types on the other team. This can be done by many of my teams pokemon, as well as clutch prediction with hp ice. Then raikou can either proceed to spam choice specs thunder and rip things to shreds, or volt switch away from electric resistors and send in some other dangerous threats. Shadow ball serves for neutral hits, as well as a stronger attack to spam at predicted lati@s switch ins. With it's chance to lower SpDef, it can potentially do some serious damage. HP Ice is important to get coverage on the previously mentioned ground types, especially gliscor. In addition it gains coverage on other dragons, as well as the ability to beat zapdos, a huge threat to my team. However, Raikou's one true counter is... Raikou. Calm Mind Volt Absorb Raikou can come in on a thunder or volt switch, and immediately begin to set up calm minds, walling or outspeeding literally all of my team, it is probably the most dangerous threat, luckily it is incredibly rare.
I love choice specs in a lot of situations, it means I am instantly threatening, and it beefs up volt switch, meaning that even in the process of scouting I can do serious damage. However when it doesn't work, it can be a big problem. Other volt absorb users like zapdos can be threatening when given time to set up, also, dugtrio will hard counter raikou every time, so the couple of times I see him, I have to beware.
-Edit: I found that running t-wave on raikou over shadow ball means that predicted lati@s switches can end with them paralyzed, which means that feraligtr can now manhandle them with crunch. Paralysis support is really useful overall on this team.
The Speedy Assassin
Mmmmmmmm, mustache.
Tornadus (M) @ Choice Scarf
Trait: Defiant
EV's 252 SpAtk 252 Speed 4 HP
Naive Nature (+Speed -SpDef)
-U-Turn
-Hurricane
-Hidden Power Ice
-Focus Blast
I initially began using Tornadus in his standard set. Life Orb hurricane spammer, but i found him pretty lacking. He was very frail, easily revenged, and just in general sub-par. I also realized that basically the only move I ever used was hurricane. That made me think he would be a great choice pokemon, and scarf naturally followed. Choice scarf tornadus brings a lot of things to the table. He outspeeds venasaur in all conditions, although beware of hurricane's accuracy, and he can scout with u-turn, which has its advantages over volt switch in that ground type's don't prevent it from working. U-Turn is actually the reason I run a naive set, because it is one of my number one weapon's against the ever present soul dew lati@s, so I want it dealing the maximum damage possible. Focus blast is there because ttar looks like a good switch into Tornadus, so I love to focus blast on the switch. HP Ice is obvious, revenge D-Night and Salamence at +1. Which finally brings me to hurricane, basically the only move I use. It is deliciously abusable in the rain, even more so then thunder. With 100% accuracy, hurricane puts a dent in everything, as well as possibly confusing pokemon on the switch. It hits super effective on a lot of threats, no fighting pokemon can take it. It haxes and it kills, really fun.
Tornadus really has few downsides, but watch out for a couple. Using hurricane on the turn another weather comes into play, particularly ttar is never a good idea. Also, Lati@s can tank hurricane hits, so plan for their switch and u-turn instead.
The Buff Idiot
Sorta has a mustache, halfstache, hot
Toxicroak (M) @ Leftovers
Trait: Dry Skin
EV's 252 Atk 252 HP 4 Def
Adamant Nature (+Atk -SpAtk)
-Drain Punch
-Sucker Punch
-Substitute
-Bulk Up
This is the standard Toxicroak setup. I'm sure you have all seen it before. I chose bulk-up over swords dance so that I can beat opposing SD toxicroaks as well as stay survivable. Toxicroak fills many wholes on this team, it can switch into entry hazards because it will quickly heal them off. It can absorb t-spikes, which would wreak havok otherwise. Lastly, it can set up on ferrothorn, something nothing else on my team can do. It also threatens suckers with suckerpunch, which after a boost or two can easily take out the Lati twins. However, toxicroak is not without it's faults. Much like raikou, when it works well, it wrecks, when it doesn't it epic fails. Any ghost pokemon has the potential to wall croak. chandelure can't because it usually carries for attacking moves, but sub-disable gengar, jellicent, and a number of other ghosts can all ruin a sweep. Skarm can also switch in to croak and ww him away, but as i covered before, skarm users always get cocky when they see feraligtr come in, so I use croak to break skarm's sturdy, get gatr in, and often i can get to +1 while they set up hazards and OHKO.
That basically sums up croak on this team, it is a pokemon that can turn matches, and it forms part 2 of my physical core.
The Makeup Artist
Because he supports the cast and crew, its a movie joke... shut up. I hate you.
Forretress @ Leftovers
Trait: Sturdy
EV's 252 HP 128 Def 128 SpDef 1 Speed IV Please Help
Relaxed Nature (+Def -Speed)
-Gyro Ball
-Rapid Spin
-Volt Switch
-Stealth Rocks
Forretress finds his way onto all of my teams, ever since my first sun team. He brings a number of supporting skills to the table. He can spin, which is always useful, as well as set up stealth rocks. He has 1 speed IV and negative speed nature in order to milk as much damage as possible out of gyroball, as well as to have the slowest volt switch. Gyroball is actually suprisingly threatening. It can ruin D-Dance D-Night, as well as other speed boosters. It can OHKO terrakion, which is always fun, and jolly balloon excadrill is beaten one on one by forry. Volt Switch is very useful on forry, because it means i can get safe switches in for toed to refresh weather, a scarfer to revenge, or gatr to start to set up. I love volt switch because it almost always lets me regain momentum and can get you out of many sticky situations, such as being trapped by magnezone or chandelure. Also, doing 65% to gyarados can be fun. Now when it comes to ev's, my only thought process was, I want him to take hits, all hits. Because my team lacks any sort of special wall, i threw some special ev's on him, I don't know if this is a good idea, a bad idea, or retarded, because I suck at ev's. Help.
As always when running forre, watch out for magnezone, but you can if necessary, volt switch away. Also, forry is sure to draw out opposing chandelure. This is actually sometimes a good thing, because the ever-popular scarf chandelure is sure to carry overheat, and if you are at full health you can take one overheat, set up rocks, die, and bring in feraligtr on a -4 chandelure to set up with impunity. Also, by using volt switch on the first turn, you can bait chandelure and put politoed up against it, which will kill it without being threatened at all. My team in general copes extremely well with chandelure.
Anyway, Forretress fits well on my team as my spinner/hazards pokemon, as well as a physical wall. I would greatly appreciate and help you can give with the ev's.
§§§§§§
The Villains
Soul dew Lati@s has taken dream world by storm, and it should be no suprise, because they are very good. So good in fact, that they should be fucking banned. But for the time being, every team must have a plan to deal with them. My team is neutered by facing one, but i generally go about one strategy. If I paralyze either of them, its game over, because unboosted crunch will OHKO. Also, I will always attempt to toxic them, especially latias. Politoed can encore them into calm mind, set up toxic, and proceed to perish song them. They will also commonly switch into thunder of raikou, so getting paralysis up isn't all that difficult. Suckerpunch can deal with them, but it is rare at high ranking for an opponent to fall for it. Lastly, Tornadus can u-turn them for 35-60% depending on which Lati and it's EV's. Ultimately they are a significant threat, but not unduly difficult.
Genesect, much like Soul Dew Lati@s, is everywhere. It is a very strong pokemon, but in general, my team has little problems with it. All I have to do is get it to switch through Stealth Rocks twice, or even hit it once, and it is in range of Scarf Tornadus. Also, it tries to stop Gatr's sweep often, and is easy to switch raikou into and heal up.
Ferrothorn is another very common pokemon in DW. It can cause problems for my team, but nothing too nasty. In order to force it out once i need to get toxicroak in safe, and sub when it tries to leech seed. Toxicroak can set up with impunity on ferrothron, and threaten with drain punch. Also, +1 Superpower from Gatr does around 90%, so it has difficulties stopping Gatr's sweep. However, if it stays alive too long in the game, it can cause problems as with gatr and croak gone, I really have no good alternative besides focus blast *shudders*
^^^^That means sand. Sand is seen a little less then rain at high levels of DW, but I never really have had problems with it, a couple of pokemon can be dangerous. Landorus with substitute can cause problems, but if it can't sub it is comfortably revenged by Tornadus. Excadrill on the other hand... It is a problem because even if I win weather wars, I don't have something that outspeeds and kills it comfortably. Tornadus has to rely on focus blast *shudders* and raikou can only do about 50% with HP Ice. Sand is not a real problem for this team, play it like you would with any other rain team.
HAHAHAHAHAHAHA
Sun is bad
Well actually, sun almost always loses weather wars. All you need to do is set up Stealth Rocks and keep scouting politoed in and eventually tales will die to rocks. If rain wins the weather war, scarf tornadus can sweep almost every pokemon. Even with sun up scarf tornadus outspeed venasaur/shiftry and can ruin them with hurricane. I have never had problems with sun.
I mentioned it before, but i feel I have to mention it again. Calm mind volt absorb raikou will beat my team 9 times out of 10. It ohko's almost everything, and sets up easily on my raikou. It outspeeds almost everything and ruins tornadus. I see it only rarely online, but it haunts my nightmares.
TLDR Raikou+Calm mind=rape train.
§§§§§§
The Credits
My team is based around the power of Feraligtr in the rain, as well as his sheer power when allowed to DDance. It is supported by a threatening scouter core. It requires pokemon to absorb it's major weaknesses, electric and water, and with good prediction, as well as a little stealth rock support, it can get you to #1 on the DW ladder.
Thanks for the read, any advice is appreciated.
As of August I have peaked #1 with this team. The downtime of smogon has seen a lack of competition in DW OU which might account for some of that, but regardless I'm really happy, and have been on a long win streak with this team.
§§§§§§
The Cast and Crew
The Cast and Crew
The Director
Politoed (M) @Leftovers
Trait: Drizzle
EV's 252HP 252SpDef 4SpAtk
Calm Nature (+SpDef -Atk)
-Scald
-Encore
-Perish Song
-Toxic
Politoed gets a bad rap among weather starters. Sure he's not great, but you can work around it. This set is intended so it is difficult to set up on Politoed. Encore means that they are trapped boosting, and by following it up with perish song you can restrict the sweeping ability of a lot of threats. Scald is the obvious choice for a water move, and via spamming you can get burns up on some threats, such as parahax jirachi.
The Star
Feraligtr (M) @Life Orb
Trait: Sheer Force
EV's 252 Atk 252 Speed 4HP
Adamant Nature (+Atk -SpAtk)
-Waterfall
-Crunch
-Superpower
-Dragon Dance
Sheer Force Life Orb Feraligtr is a powerhouse. Sheer Force Life Orb Feraligtr's STAB Waterfall in the rain is just off the charts. Feraligtr is an incredibly threatening pokemon, because even an unboosted waterfall will OHKO a huge number of switch-in's in the rain. This means that you can switch Feraligtr in on some pokemon that is threatened, and if the opponent is running a counter, just waterfall it on the switch. This means it is very dangerous for choice scarfers to switch in, which compensates for feraligtr's lackluster speed. Also, his decent defenses, typical of a starter pokemon, mean he can take one hit from most scarfers, and then one shot them. Also, since sheer force does away with life orb recoil, it means Feraligtr has survivability as a sweeper. Now his moveset is pretty basic, dragon dance as a boosting move, crunch gets coverage on lati@s and jellicent, which without crunch will wall feraligtr perfectly, waterfall is the perfect move. It flat out crushes even water resistors. There is only one pokemon that can effectively tank that hit, (ignoring water absorbers) and that is ferrothorn. After one DDance, relaxed max defensive ferrothorn will take about 95% damage from superpower, so with sr damage, or any other damage already dealt it is highly probable to be one shot, and then there is very little that can stop your sweep. Skarm is 2hko'ed by an unboosted rainy waterfall, and is close to OHKO'ed after a boost. Beware of superpower, however, as it does not work with sheer force, so you will take life orb recoil using it.
Some possible checks to a feraligtr sweep are thundurus, who can t-wave feraligtr stopping it in its tracks. It is rare to see scarfers with STAB electric type attacks, and a full hp feraligtr can live most thunders of standard scarf pokemon, such as genesect. Beware of rotom-w. The most effective counter to feraligtr is toxicroak, who absorbs and resists all of Feraligtr's moves. Because of this I have considered running ice punch instead of crunch. While it doesn't lose coverage on the Latis it does mean jellicent can now comfortably wisp me, and Gatr can no longer revenge reuniclus.
My whole strategy with Gatr is getting him in on something unthreatening, and then firing off waterfalls at pokemon that switch in, or setting up for a sustained sweep. The rest of the team serves to get him in at full health and ready to go.
The Sidekicks
The Dangerous Foreigner
Politoed (M) @Leftovers
Trait: Drizzle
EV's 252HP 252SpDef 4SpAtk
Calm Nature (+SpDef -Atk)
-Scald
-Encore
-Perish Song
-Toxic
Politoed gets a bad rap among weather starters. Sure he's not great, but you can work around it. This set is intended so it is difficult to set up on Politoed. Encore means that they are trapped boosting, and by following it up with perish song you can restrict the sweeping ability of a lot of threats. Scald is the obvious choice for a water move, and via spamming you can get burns up on some threats, such as parahax jirachi.
The Star
Feraligtr (M) @Life Orb
Trait: Sheer Force
EV's 252 Atk 252 Speed 4HP
Adamant Nature (+Atk -SpAtk)
-Waterfall
-Crunch
-Superpower
-Dragon Dance
Sheer Force Life Orb Feraligtr is a powerhouse. Sheer Force Life Orb Feraligtr's STAB Waterfall in the rain is just off the charts. Feraligtr is an incredibly threatening pokemon, because even an unboosted waterfall will OHKO a huge number of switch-in's in the rain. This means that you can switch Feraligtr in on some pokemon that is threatened, and if the opponent is running a counter, just waterfall it on the switch. This means it is very dangerous for choice scarfers to switch in, which compensates for feraligtr's lackluster speed. Also, his decent defenses, typical of a starter pokemon, mean he can take one hit from most scarfers, and then one shot them. Also, since sheer force does away with life orb recoil, it means Feraligtr has survivability as a sweeper. Now his moveset is pretty basic, dragon dance as a boosting move, crunch gets coverage on lati@s and jellicent, which without crunch will wall feraligtr perfectly, waterfall is the perfect move. It flat out crushes even water resistors. There is only one pokemon that can effectively tank that hit, (ignoring water absorbers) and that is ferrothorn. After one DDance, relaxed max defensive ferrothorn will take about 95% damage from superpower, so with sr damage, or any other damage already dealt it is highly probable to be one shot, and then there is very little that can stop your sweep. Skarm is 2hko'ed by an unboosted rainy waterfall, and is close to OHKO'ed after a boost. Beware of superpower, however, as it does not work with sheer force, so you will take life orb recoil using it.
Some possible checks to a feraligtr sweep are thundurus, who can t-wave feraligtr stopping it in its tracks. It is rare to see scarfers with STAB electric type attacks, and a full hp feraligtr can live most thunders of standard scarf pokemon, such as genesect. Beware of rotom-w. The most effective counter to feraligtr is toxicroak, who absorbs and resists all of Feraligtr's moves. Because of this I have considered running ice punch instead of crunch. While it doesn't lose coverage on the Latis it does mean jellicent can now comfortably wisp me, and Gatr can no longer revenge reuniclus.
My whole strategy with Gatr is getting him in on something unthreatening, and then firing off waterfalls at pokemon that switch in, or setting up for a sustained sweep. The rest of the team serves to get him in at full health and ready to go.
The Sidekicks
The Dangerous Foreigner
He's foreign cause he has a mustache, a sexy sexy mustache
Raikou (M) @ Choice Specs
Trait: Volt Absorb
EV's 252 SpAtk 252 Speed 4HP
Timid Nature (+Speed -Atk)
-Volt Switch
-Thunder
-Thunder Wave
-Hidden Power (Ice)
Raikou was put on the team because i needed something to absorb electric attacks. After trying zapdos, who was decent, but was easily taken care of by faster threats, and jolteon, who was very frail, I settled on raikou. He takes advantage of blazing fast speeds (base 115) to outspeed all unboosted threats except for starmie, which it speed tie's. Since it has decent defenses, particularly on the special side, it can live a starmie hydropump and fire back a thunder. Raikou is easily the #2 killer on the team, and forms one part of my scout sweeper core.
The general strategy I employ with raikou is to first eliminate ground types on the other team. This can be done by many of my teams pokemon, as well as clutch prediction with hp ice. Then raikou can either proceed to spam choice specs thunder and rip things to shreds, or volt switch away from electric resistors and send in some other dangerous threats. Shadow ball serves for neutral hits, as well as a stronger attack to spam at predicted lati@s switch ins. With it's chance to lower SpDef, it can potentially do some serious damage. HP Ice is important to get coverage on the previously mentioned ground types, especially gliscor. In addition it gains coverage on other dragons, as well as the ability to beat zapdos, a huge threat to my team. However, Raikou's one true counter is... Raikou. Calm Mind Volt Absorb Raikou can come in on a thunder or volt switch, and immediately begin to set up calm minds, walling or outspeeding literally all of my team, it is probably the most dangerous threat, luckily it is incredibly rare.
I love choice specs in a lot of situations, it means I am instantly threatening, and it beefs up volt switch, meaning that even in the process of scouting I can do serious damage. However when it doesn't work, it can be a big problem. Other volt absorb users like zapdos can be threatening when given time to set up, also, dugtrio will hard counter raikou every time, so the couple of times I see him, I have to beware.
-Edit: I found that running t-wave on raikou over shadow ball means that predicted lati@s switches can end with them paralyzed, which means that feraligtr can now manhandle them with crunch. Paralysis support is really useful overall on this team.
The Speedy Assassin
Mmmmmmmm, mustache.
Tornadus (M) @ Choice Scarf
Trait: Defiant
EV's 252 SpAtk 252 Speed 4 HP
Naive Nature (+Speed -SpDef)
-U-Turn
-Hurricane
-Hidden Power Ice
-Focus Blast
I initially began using Tornadus in his standard set. Life Orb hurricane spammer, but i found him pretty lacking. He was very frail, easily revenged, and just in general sub-par. I also realized that basically the only move I ever used was hurricane. That made me think he would be a great choice pokemon, and scarf naturally followed. Choice scarf tornadus brings a lot of things to the table. He outspeeds venasaur in all conditions, although beware of hurricane's accuracy, and he can scout with u-turn, which has its advantages over volt switch in that ground type's don't prevent it from working. U-Turn is actually the reason I run a naive set, because it is one of my number one weapon's against the ever present soul dew lati@s, so I want it dealing the maximum damage possible. Focus blast is there because ttar looks like a good switch into Tornadus, so I love to focus blast on the switch. HP Ice is obvious, revenge D-Night and Salamence at +1. Which finally brings me to hurricane, basically the only move I use. It is deliciously abusable in the rain, even more so then thunder. With 100% accuracy, hurricane puts a dent in everything, as well as possibly confusing pokemon on the switch. It hits super effective on a lot of threats, no fighting pokemon can take it. It haxes and it kills, really fun.
Tornadus really has few downsides, but watch out for a couple. Using hurricane on the turn another weather comes into play, particularly ttar is never a good idea. Also, Lati@s can tank hurricane hits, so plan for their switch and u-turn instead.
The Buff Idiot
Sorta has a mustache, halfstache, hot
Toxicroak (M) @ Leftovers
Trait: Dry Skin
EV's 252 Atk 252 HP 4 Def
Adamant Nature (+Atk -SpAtk)
-Drain Punch
-Sucker Punch
-Substitute
-Bulk Up
This is the standard Toxicroak setup. I'm sure you have all seen it before. I chose bulk-up over swords dance so that I can beat opposing SD toxicroaks as well as stay survivable. Toxicroak fills many wholes on this team, it can switch into entry hazards because it will quickly heal them off. It can absorb t-spikes, which would wreak havok otherwise. Lastly, it can set up on ferrothorn, something nothing else on my team can do. It also threatens suckers with suckerpunch, which after a boost or two can easily take out the Lati twins. However, toxicroak is not without it's faults. Much like raikou, when it works well, it wrecks, when it doesn't it epic fails. Any ghost pokemon has the potential to wall croak. chandelure can't because it usually carries for attacking moves, but sub-disable gengar, jellicent, and a number of other ghosts can all ruin a sweep. Skarm can also switch in to croak and ww him away, but as i covered before, skarm users always get cocky when they see feraligtr come in, so I use croak to break skarm's sturdy, get gatr in, and often i can get to +1 while they set up hazards and OHKO.
That basically sums up croak on this team, it is a pokemon that can turn matches, and it forms part 2 of my physical core.
The Makeup Artist
Because he supports the cast and crew, its a movie joke... shut up. I hate you.
Forretress @ Leftovers
Trait: Sturdy
EV's 252 HP 128 Def 128 SpDef 1 Speed IV Please Help
Relaxed Nature (+Def -Speed)
-Gyro Ball
-Rapid Spin
-Volt Switch
-Stealth Rocks
Forretress finds his way onto all of my teams, ever since my first sun team. He brings a number of supporting skills to the table. He can spin, which is always useful, as well as set up stealth rocks. He has 1 speed IV and negative speed nature in order to milk as much damage as possible out of gyroball, as well as to have the slowest volt switch. Gyroball is actually suprisingly threatening. It can ruin D-Dance D-Night, as well as other speed boosters. It can OHKO terrakion, which is always fun, and jolly balloon excadrill is beaten one on one by forry. Volt Switch is very useful on forry, because it means i can get safe switches in for toed to refresh weather, a scarfer to revenge, or gatr to start to set up. I love volt switch because it almost always lets me regain momentum and can get you out of many sticky situations, such as being trapped by magnezone or chandelure. Also, doing 65% to gyarados can be fun. Now when it comes to ev's, my only thought process was, I want him to take hits, all hits. Because my team lacks any sort of special wall, i threw some special ev's on him, I don't know if this is a good idea, a bad idea, or retarded, because I suck at ev's. Help.
As always when running forre, watch out for magnezone, but you can if necessary, volt switch away. Also, forry is sure to draw out opposing chandelure. This is actually sometimes a good thing, because the ever-popular scarf chandelure is sure to carry overheat, and if you are at full health you can take one overheat, set up rocks, die, and bring in feraligtr on a -4 chandelure to set up with impunity. Also, by using volt switch on the first turn, you can bait chandelure and put politoed up against it, which will kill it without being threatened at all. My team in general copes extremely well with chandelure.
Anyway, Forretress fits well on my team as my spinner/hazards pokemon, as well as a physical wall. I would greatly appreciate and help you can give with the ev's.
§§§§§§
The Villains
Soul dew Lati@s has taken dream world by storm, and it should be no suprise, because they are very good. So good in fact, that they should be fucking banned. But for the time being, every team must have a plan to deal with them. My team is neutered by facing one, but i generally go about one strategy. If I paralyze either of them, its game over, because unboosted crunch will OHKO. Also, I will always attempt to toxic them, especially latias. Politoed can encore them into calm mind, set up toxic, and proceed to perish song them. They will also commonly switch into thunder of raikou, so getting paralysis up isn't all that difficult. Suckerpunch can deal with them, but it is rare at high ranking for an opponent to fall for it. Lastly, Tornadus can u-turn them for 35-60% depending on which Lati and it's EV's. Ultimately they are a significant threat, but not unduly difficult.
Genesect, much like Soul Dew Lati@s, is everywhere. It is a very strong pokemon, but in general, my team has little problems with it. All I have to do is get it to switch through Stealth Rocks twice, or even hit it once, and it is in range of Scarf Tornadus. Also, it tries to stop Gatr's sweep often, and is easy to switch raikou into and heal up.
Ferrothorn is another very common pokemon in DW. It can cause problems for my team, but nothing too nasty. In order to force it out once i need to get toxicroak in safe, and sub when it tries to leech seed. Toxicroak can set up with impunity on ferrothron, and threaten with drain punch. Also, +1 Superpower from Gatr does around 90%, so it has difficulties stopping Gatr's sweep. However, if it stays alive too long in the game, it can cause problems as with gatr and croak gone, I really have no good alternative besides focus blast *shudders*
^^^^That means sand. Sand is seen a little less then rain at high levels of DW, but I never really have had problems with it, a couple of pokemon can be dangerous. Landorus with substitute can cause problems, but if it can't sub it is comfortably revenged by Tornadus. Excadrill on the other hand... It is a problem because even if I win weather wars, I don't have something that outspeeds and kills it comfortably. Tornadus has to rely on focus blast *shudders* and raikou can only do about 50% with HP Ice. Sand is not a real problem for this team, play it like you would with any other rain team.
HAHAHAHAHAHAHA
Sun is bad
Well actually, sun almost always loses weather wars. All you need to do is set up Stealth Rocks and keep scouting politoed in and eventually tales will die to rocks. If rain wins the weather war, scarf tornadus can sweep almost every pokemon. Even with sun up scarf tornadus outspeed venasaur/shiftry and can ruin them with hurricane. I have never had problems with sun.
I mentioned it before, but i feel I have to mention it again. Calm mind volt absorb raikou will beat my team 9 times out of 10. It ohko's almost everything, and sets up easily on my raikou. It outspeeds almost everything and ruins tornadus. I see it only rarely online, but it haunts my nightmares.
TLDR Raikou+Calm mind=rape train.
§§§§§§
The Credits
My team is based around the power of Feraligtr in the rain, as well as his sheer power when allowed to DDance. It is supported by a threatening scouter core. It requires pokemon to absorb it's major weaknesses, electric and water, and with good prediction, as well as a little stealth rock support, it can get you to #1 on the DW ladder.
Thanks for the read, any advice is appreciated.