This is my first try ever on building a (semi-)competitive team, and I decided to go for MonoWater because I liked the idea of a fast and offense-oriented rain team. I'm sure there are still many flaws or weaknesses I haven't covered yet, so any suggestions are very much appreciated.
I'm also going to try out this team in double battles against some friends (we all chose one particular type), so all help for that matter is also more than welcome :)
Pelipper @ Leftovers
Ability: Drizzle
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Hurricane
- Defog
- Roost
- U-turn
Pelipper is the standard lead to set up the rain and then use a slow U-Turn to bring in a teammate unharmed, or do some damage on its own with 100% Hurricane. It's also the Defogger of the team, and with its physical bulk in combination with Roost and Leftovers, it's my best physical check.
Gyarados @ Flyinium Z
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Waterfall
- Bounce
- Taunt
- Dragon Dance
Gyarados is one of the two physical sweepers on this team, and after a Dragon Dance it can start snowballing the opposing team with Moxie. Waterfall is of course its primary attack, and with Supersonic Skystrike it can usually guarantee itself at least one knock-out to raise its attack. Taunt gives him the option of countering opposing setup-leads who he outspeeds.
Kingdra @ Choice Specs
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature (IVs: 0 Atk)
- Hydro Pump
- Draco Meteor
- Ice Beam
- Surf
Kingdra is the primary special sweeper/wallbreaker of the team, with its powerful Choice Specs Hydro Pump in the rain and Draco Meteor and Ice Beam for some coverage. Surf is more suitable for late-game cleaning or a nice doublekill when possible.
Because of its Dragon-typing, it can withstand Electric and Grass attacks more often, which is a nice bonus.
Swampert-M @ Swampertite
Ability: Torrent
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Waterfall
- Ice Punch
- Stealth Rock
Mega-Swampert is probably the most powerful pokemon on the team, because of its nice bulk in combination with its extremely high Attack and Swift Swim. Because of its Ground-typing, it has excellent synergy with both Pelipper and Gyarados who tend to draw in Electric pokemon, which it can then destroy with Earthquake. Waterfall just hits very hard in the rain and Ice Punch is there for more coverage. In double battles, I often use Swampert as a second lead next to Pelipper because of Stealth Rock.
Greninja @ Life Orb
Ability: Protean
EVs: 252 SpA / 4 Atk / 252 Spe
Timid Nature
- Dark Pulse
- Ice Beam
- Extrasensory
- U-turn
I use Greninja a lot during battle, because it often deals supereffective damage on a foe, in combination with STAB on all of its moves. I decided to focus on special attacks, because I already had two strong physical sweepers. I did give it U-Turn though, just to make sure it can hold on momentum if it feels threatened. U-Turn also lets it take on the role of an early-game scout.
Life Orb makes sure that all of its attacks hit as hard as possible.
Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 128 HP / 128 Def / 252 SpD
Calm Nature (IVs: 0 Atk)
- Scald
- Toxic
- Heal Bell
- Volt Switch
Lanturn is the cleric/special check of the team, because of its nice bulk and Heal Bell. Heal Bell is very useful because Kingdra and Greninja can't afford to get paralyzed, while Gyarados and Swampert-M are pretty much useless after a burn. Toxic lets it spread status itself, which is helpful against bulkier pokemon that could pose a problem. Just like Pelipper, it can function as a slow pivot with Volt Switch to bring in a teammate unharmed. Scald is there so it still adds some offensive pressure to the team.
I'm also going to try out this team in double battles against some friends (we all chose one particular type), so all help for that matter is also more than welcome :)
Pelipper @ Leftovers
Ability: Drizzle
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Hurricane
- Defog
- Roost
- U-turn
Pelipper is the standard lead to set up the rain and then use a slow U-Turn to bring in a teammate unharmed, or do some damage on its own with 100% Hurricane. It's also the Defogger of the team, and with its physical bulk in combination with Roost and Leftovers, it's my best physical check.
Gyarados @ Flyinium Z
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Waterfall
- Bounce
- Taunt
- Dragon Dance
Gyarados is one of the two physical sweepers on this team, and after a Dragon Dance it can start snowballing the opposing team with Moxie. Waterfall is of course its primary attack, and with Supersonic Skystrike it can usually guarantee itself at least one knock-out to raise its attack. Taunt gives him the option of countering opposing setup-leads who he outspeeds.
Kingdra @ Choice Specs
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature (IVs: 0 Atk)
- Hydro Pump
- Draco Meteor
- Ice Beam
- Surf
Kingdra is the primary special sweeper/wallbreaker of the team, with its powerful Choice Specs Hydro Pump in the rain and Draco Meteor and Ice Beam for some coverage. Surf is more suitable for late-game cleaning or a nice doublekill when possible.
Because of its Dragon-typing, it can withstand Electric and Grass attacks more often, which is a nice bonus.
Swampert-M @ Swampertite
Ability: Torrent
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Waterfall
- Ice Punch
- Stealth Rock
Mega-Swampert is probably the most powerful pokemon on the team, because of its nice bulk in combination with its extremely high Attack and Swift Swim. Because of its Ground-typing, it has excellent synergy with both Pelipper and Gyarados who tend to draw in Electric pokemon, which it can then destroy with Earthquake. Waterfall just hits very hard in the rain and Ice Punch is there for more coverage. In double battles, I often use Swampert as a second lead next to Pelipper because of Stealth Rock.
Greninja @ Life Orb
Ability: Protean
EVs: 252 SpA / 4 Atk / 252 Spe
Timid Nature
- Dark Pulse
- Ice Beam
- Extrasensory
- U-turn
I use Greninja a lot during battle, because it often deals supereffective damage on a foe, in combination with STAB on all of its moves. I decided to focus on special attacks, because I already had two strong physical sweepers. I did give it U-Turn though, just to make sure it can hold on momentum if it feels threatened. U-Turn also lets it take on the role of an early-game scout.
Life Orb makes sure that all of its attacks hit as hard as possible.
Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 128 HP / 128 Def / 252 SpD
Calm Nature (IVs: 0 Atk)
- Scald
- Toxic
- Heal Bell
- Volt Switch
Lanturn is the cleric/special check of the team, because of its nice bulk and Heal Bell. Heal Bell is very useful because Kingdra and Greninja can't afford to get paralyzed, while Gyarados and Swampert-M are pretty much useless after a burn. Toxic lets it spread status itself, which is helpful against bulkier pokemon that could pose a problem. Just like Pelipper, it can function as a slow pivot with Volt Switch to bring in a teammate unharmed. Scald is there so it still adds some offensive pressure to the team.