First of let me get this out of the way because I know everyone will say it: Yes I am aware that 5/6 of my team is part water, and generally that's not great, and I agree with you. However this team has plenty of coverage that should make up for that and besides, the real strength of rain is extreme crushing power from fast cleaners. So without further ado here's my team:
Pelipper @ Damp Rock
Ability: Drizzle
EVs: 248 HP / 252 Spe
Timid Nature
- U-turn
- Roost
- Hurricane
- Hydro Pump
This is a somewhat generic Peliper set but it is what makes this team work. Without drizzle this team would be complete garbage. Peliper serves aa a lead to set rain up for 8 turns thanks to Damp Rock, then immediately switch out into one of my swift swim sweepers. U-turn to escape trappers and break a potential sash against slower pokemon. HP and Hurricane are there for rain boosted STAB and roost is there for longevity.
Sing'n in the rain (Ludicolo) @ Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Weather Ball
- Giga Drain
- Ice Beam
- Focus Blast
Ludicolo is what first got me hooked on rain teams. It serves as the main special sweeper for this team. Weather ball is in my opinion tragically underapreciated as under rain if you don't resist it and your name isn't Blissey of some other special wall you are dead as weather ball becomes a 100 BP move with 1.3 boost from life orb,1.5 boost from rain, and 1.5 boost for a total of 292 BP move. And God forbid your weak to it. This is a literal nuke as it tops even Explosion with 100 accuracy and NO DRAWBACKS. This is insane power backed with a 306 special attack. Giga Drain is there for longevity, ice beam for dragons and grasses, and focus blast for steels. This thing is a BEAST.
Seismitoad @ Expert Belt
Ability: Swift Swim
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Power-Up Punch
- Liquidation
- Ice Punch
You know how good Ludicolo'so weather ball is? Well after one power-up punch Seismitoad's Liquidation tops it. It crushes almost anything and out speeds almost every scarf pokemon, and everything unboosted. Earthquake is used as a secondary STAB and ice punch is used for coverage on flying and grass types, while power-up punch is used for easy set up, because withe the rain timer it makes sense to use strong moves instead of multiple turns of set-up. Seismitoad is my main method of countering electrics that might prove an issue later.
Blastoise @ Leftovers
Ability: Rain Dish
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Protect
- Hydro Pump
- Toxic
- Rapid Spin
Most offensive teams enjoy having a defensive backbone to fall back on so I include this set. Toxic + Protect is the standard way to get chip damage but with rain dish you get some bonus recovery that amounts to 1/8 of your max health every turn. Rapid Spin helps keep hazards off the field to help the teams longevity as the strategy involves switching back and forth from Pelipper whenever the rain ends. Hydro Pump is there to kept us from entirely getting shut down by taunt.
Drampa @ Expert Belt
Ability: Berserk
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Thunder
- Hurricane
- Hyper Voice
- Draco Meteor
While Drampa gets no direct rain boosts, it does have a monstrous Spc Atk Stat and some pretty strong moves that become 100 percent reliable in rain: Hurricane and Thunder. Throwing base 110 moves around with perfect accuracy especially with no drawback is pretty sweet. Then of course we have Hyper Voice and Draco Meteor for STAB.
Urshifu-Rapid-Strike @ Expert Belt
Ability: Unseen Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Surging Strikes
- Close Combat
- Thunder Punch
- U-turn
Urshifu is used for another layer of offense. Originally I was going to use Crawdaunt here but it was to slow and frail. So here we are. Surging Strikes is bumped up to 252 BP with the boosts from STAB, rain and the guarantee crit . Close Combat is used for fighting STAB, while Thunder Punch is used to crush waters that might wall other members of my team. U-turn is used to keep momentum if needed.
Drampa, Seismitoad and Urshifu-Rapid-Strike all use expert belt to give them a decent boost to most attacks without recoil damage wearing them down.
Any suggestions on how to improve these sets, or do you think other pokemon should be here? Let me know.
Pelipper @ Damp Rock
Ability: Drizzle
EVs: 248 HP / 252 Spe
Timid Nature
- U-turn
- Roost
- Hurricane
- Hydro Pump
This is a somewhat generic Peliper set but it is what makes this team work. Without drizzle this team would be complete garbage. Peliper serves aa a lead to set rain up for 8 turns thanks to Damp Rock, then immediately switch out into one of my swift swim sweepers. U-turn to escape trappers and break a potential sash against slower pokemon. HP and Hurricane are there for rain boosted STAB and roost is there for longevity.
Sing'n in the rain (Ludicolo) @ Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Weather Ball
- Giga Drain
- Ice Beam
- Focus Blast
Ludicolo is what first got me hooked on rain teams. It serves as the main special sweeper for this team. Weather ball is in my opinion tragically underapreciated as under rain if you don't resist it and your name isn't Blissey of some other special wall you are dead as weather ball becomes a 100 BP move with 1.3 boost from life orb,1.5 boost from rain, and 1.5 boost for a total of 292 BP move. And God forbid your weak to it. This is a literal nuke as it tops even Explosion with 100 accuracy and NO DRAWBACKS. This is insane power backed with a 306 special attack. Giga Drain is there for longevity, ice beam for dragons and grasses, and focus blast for steels. This thing is a BEAST.
Seismitoad @ Expert Belt
Ability: Swift Swim
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Power-Up Punch
- Liquidation
- Ice Punch
You know how good Ludicolo'so weather ball is? Well after one power-up punch Seismitoad's Liquidation tops it. It crushes almost anything and out speeds almost every scarf pokemon, and everything unboosted. Earthquake is used as a secondary STAB and ice punch is used for coverage on flying and grass types, while power-up punch is used for easy set up, because withe the rain timer it makes sense to use strong moves instead of multiple turns of set-up. Seismitoad is my main method of countering electrics that might prove an issue later.
Blastoise @ Leftovers
Ability: Rain Dish
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Protect
- Hydro Pump
- Toxic
- Rapid Spin
Most offensive teams enjoy having a defensive backbone to fall back on so I include this set. Toxic + Protect is the standard way to get chip damage but with rain dish you get some bonus recovery that amounts to 1/8 of your max health every turn. Rapid Spin helps keep hazards off the field to help the teams longevity as the strategy involves switching back and forth from Pelipper whenever the rain ends. Hydro Pump is there to kept us from entirely getting shut down by taunt.
Drampa @ Expert Belt
Ability: Berserk
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Thunder
- Hurricane
- Hyper Voice
- Draco Meteor
While Drampa gets no direct rain boosts, it does have a monstrous Spc Atk Stat and some pretty strong moves that become 100 percent reliable in rain: Hurricane and Thunder. Throwing base 110 moves around with perfect accuracy especially with no drawback is pretty sweet. Then of course we have Hyper Voice and Draco Meteor for STAB.
Urshifu-Rapid-Strike @ Expert Belt
Ability: Unseen Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Surging Strikes
- Close Combat
- Thunder Punch
- U-turn
Urshifu is used for another layer of offense. Originally I was going to use Crawdaunt here but it was to slow and frail. So here we are. Surging Strikes is bumped up to 252 BP with the boosts from STAB, rain and the guarantee crit . Close Combat is used for fighting STAB, while Thunder Punch is used to crush waters that might wall other members of my team. U-turn is used to keep momentum if needed.
Drampa, Seismitoad and Urshifu-Rapid-Strike all use expert belt to give them a decent boost to most attacks without recoil damage wearing them down.
Any suggestions on how to improve these sets, or do you think other pokemon should be here? Let me know.