OU Offensive Rain Team

Introduction:
I've always loved rain and the boost it gave to water attacks, my favorite type! Rain Dance has always been my favorite move, so when I first got into competitive battling, a rain team seemed to be the natural choice for my team. The goal of this team is to use the rain to your advantage as much as possible, while not being completely reliant on it as to be crippled should I lose my weather. I've been working on my team since I first made it, and I've changed a lot. I'm always looking for ways to make it better.​
The Stars:
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Politoed @ Choice Specs
Trait: Drizzle​
EVs: 252 HP / 252 SAtk / 4 Spd​
Modest Nature​
- Hydro Pump​
- Ice Beam​
- Focus Blast​
- Hidden Power [Grass]​
Our obvious lead, politoed. I think a lot of people brush off Politoed's offensive capabilities, and with a choice specs boost + rain, hydro pump completely wrecks anything that doesn't resist it, even 2HKOing ferrothorn. Ice Beam is for grass or dragons that try to switch into politoed, such as celebi or latias, while Focus Blast deals with steel types. Hidden Power grass is for waters that attempt to switch in, doing decent damage on jellicent and wreaking havoc on gastrodon.​
252 Special Attack lets politoed hit like a tank, and 252 HP adds a much appreciated boost to Politoed's bulk. There aren't many special moves that are capable of OHKOing, aside from thunder.​
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Tornadus @ Life Orb​
Trait: Prankster
EVs: 4 HP / 252 SAtk / 252 Spd​
Timid Nature​
- Hurricane​
- Taunt​
- Focus Blast​
- Tailwind​
Ah, Tornadus. Hurricane is frightening in the rain; it hits most of the metagame for neutral damage and coming from base 125 spA with a stab bonus is just plain scary. It OHKOs latios and is Tornadus's most reliable move. Taunt, paired with prankster, completely stops Ferrothorn and other pokemon that try to set up, in their tracks. Focus Blast is just there for dealing with steel types, and completely decimates T-tar, who will often try to switch into Tornadus. The last and final move, tailwind, is meant to be a backup plan for politoed should my other offenses be KO'd.​
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Scrafty @ Lum Berry
Trait: Moxie
EVs: 4 HP / 252 Atk / 252 Spd​
Adamant Nature​
- Dragon Dance​
- Hi Jump Kick​
- Fire Punch​
- Crunch​
Scrafty is the dragon dancer and also the newest member of the team. I had originally had a dragonite playing this role, but with the addition of salamence, the type coverage become redundant and brought with it a glaring ice weakness. So, I opted for Scrafty. Lum Berry is for anything that attempts to poison or paralyze Scrafty as it sets up, and Moxie raises its attack to insane levels after a dragon dance. The spread helps Scrafty hit harder and move a bit faster. Dragon Dance is the obvious buffing move, which helps to patch up Scrafty's lackluster speed. Hi Jump Kick is the obvious go-to stab move, and it hits like a truck. Fire Punch completely destroys any ferrothorn or forretress who attempt to wall Scrafty's attacks, and Crunch checks any ghost types that try to switch in. I'm not too sure about how Scrafty will work out to be honest. I think he may need to be switched out for someone else.​
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Rotom-Wash @ Leftovers
Trait: Levitate
EVs: 252 HP / 252 SAtk / 4 SDef​
Modest Nature​
- Hydro Pump​
- Thunder​
- Volt Switch​
- Will-O-Wisp​
Rotom-W is the go-to rain team pokemon, so it's no surprise It would be included in my team. I opted for leftovers over the common choice scarf to give me more bulk and versatility. The spread makes Rotom even bulkier, while increasing his special attack to insane levels. Hydro Pump is completely insane in the rain and chews through everything that doesn't resist. Thunder has perfect accuracy in the rain, and offers another STAB bonus. Volt Switch allows Rotom to scout and work as a pivot. Will-O-Wisp can cripple physical threats, like Scizor, that will attempt to switch in on it.​
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Forretress @ Leftovers
Trait: Sturdy
EVs: 252 HP / 4 Atk / 252 Def​
Relaxed Nature​
- Rapid Spin​
- Stealth Rock​
- Spikes​
- Gyro Ball​
A very standard Forretress, equipped to handle entry hazards. Rapid Spin to spin opposing ones away, and stealth rock and spikes to put up our own. I opted for the obvious Gyro Ball for the offensive move, and given the right circumstances, can actually do quite a bit of damage. Forretress is able to take many outrages from the rampaging dragon, and still survives long enough to gyro ball. There really isn't much to say about Forretress beside he's a sturdy wall who does a good job at what he does.​
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Salamence @ Choice Scarf
Trait: Moxie
EVs: 252 Atk / 4 SDef / 252 Spd​
Jolly Nature​
- Outrage​
- Earthquake​
- Dragon Claw​
- Aqua Tail​
The classic revenge killer, Salamence. Salamence becomes an unstoppable beast once it is able to rack up 1 KO, and most unboosted pokemon aren't able to outspeed it. Outrage is the standard hit-hard move, although I mostly use it late-game as a last resort. Earthquake hits everything that's weak to it hard, and has great accuracy to boot. Dragon Claw is meant to be a safer alternative to outrage for earlier-game sweeping. Aqua Tail gets boosted in the rain, and allows for more coverage.​
...and that'd be my team!​
I'd really like to know your thoughts on it, and how I can improve it. It'd be greatly appreciated. :)​
 
Just a quick edit. I don't see why you are running fire punch on Scrafty, it does less than Hi Jump Kick in the rain to ferrothorn, other than that it doesn't offer much coverage that Ice Punch doesn't offer. I'd also try out Leftovers over Lum Berry, a lot of people don't even bother statusing Scrafty because many have Shed Skin, and if they see Leftovers as it switches in they might be even less likely.

Overall I think your team is fine, but Forretress seems very out of place. I'd try out a Custap Berry Skarmory instead.

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Skarmory (M) @ Custap Berry

Trait: Sturdy
EVs: 252 Spd / 252 Atk
Jolly Nature (+Spd, -SAtk)
- Brave Bird
- Stealth Rock
- Spikes
- Taunt

Brave Bird is self serving spin-block. It always gets up atleast one layer of hazards as long as your opponent doesn't have a faster pokemon with taunt. It also fits much better on your team as it's much more offensive than forretress.
 
A few basic suggestions:
Give scrafty leftovers instead of lum berry and remove fire punch because fire's power is weakened in rain.Replace it with ice punch.
You could consider giving rotom a choice scarf or choice specs so if any unwanted pokemon switches in you can volt switch your way out by out speeding them with choice scarf.Leftovers is also good.
Scrafty could use a bit more amount of ev's in HP so that it can set up at least one DD without being KO'd.
The rest of the team is pretty good.I think you should keep forretress since there aren't any physical tanks in your team.
Finally Good Luck with your team and other teams that you are intending to create in the future.
 
Hi

I'm tired and just deleted my rate so I'm just gonna get some quick points down. First you're really weak to electric types, especially those that carry volt switch. This is a broad statement, but Thundurus-T, Jolteon and Rotom-W all pose problems for your team as they can all take down everything rather comftably and once they get in on forretress or a weak choice locked move they can deal major damage to anything on your team. Now, I think the best way to fix this is to add a grass type somewhere, not just for Electric types but also for RP Landorus which can trouble your team. Scrafty doesn't really do much for your team, Tornadus and Salamence provide fantastic offensive prescence and 9/10 times you will want to bring them in for immediate damage instead of trying to set up and sweep with scrafty, who is hard to set up and has lack luster damage and speed even at +1. I think switching scrafty for SpD celebi would be a great move for your team. Celebi is a great pivot when combined with Rotom-W and is really durable and can repeatably take on the electric types that you have trouble with, as well as take on Keldeo which is atm a problem, especially the scarf set. Celebi is really conveniant fit in for this team and when you combine it with Rotom-W + Forretress you have a solid defensive unit that can switch into the majority of threats in the OU environment. This page here has an ideal Specially Defensive celebi set for you to use

I think your Rotom-W spread isn't very optimal. It is very useful to run a little bit of speed to outpace key pokemon. I think using the standard Bulky Pivot spread on site would be good for your set. This EV spread of 232HP / 56SpA / 220Spd still gives you plenty of damage while giving you a lot more speed for just a little loss of health. I think this spread is ideal as speed is a key factor in the current metagame and being able to outspeed and WoW key threads is a big deal for Rotom

Finally, I think you should change Aqua Tail to Hydro Pump on Salamence, while running a naive nature. Hydro Pump guarantees Salamence a 2HKO on skarmory with rocks and rain up, which is a lot better than what aqua tail does to it. This can effectively lure some skarmory players and can get skarm away for quicker outrage / hurricane spam

GL with the team
 
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