Well... I've turned to a Rain team. After Landorus's banning, I need to take time to build new teams, so Rain is a filler until I can. This is an aggro Rain team that takes advantage of Rain's making Thunder and Hurricane 100% accurate. At first, there was no problem with the team. After a bit more playing though, I started loosing very quickly, and saw that part of my problem was either weather wars, or just bulky pokemon standing in my way. It still performs well, but it needs work that I can't seem to provide for it. Any help would be amazing.
Politoed @ Leftovers
Ability: Drizzle
EVs: 252 Hp/ 252 Def/ 4 Spa
Nature: Bold
-Encore
-Toxic
-Ice Beam
-Scald
This is a bit self explanatory. He is my rain summoner, considering the team relies on rain to function correctly. I opted to make him defensive so that he had less of a chance of dying from entry hazards or other means in a weather war. He also can take up a bit of a supportive role due to bulk and the ability to trap certain Pokes with Encore or just Toxic them. Ice Beam and Scald are just for coverage in case I do decide to stay in. In short: Set up
Forrertress @ Leftovers
Ability: Sturdy
EVs: 252 Hp/ 4 Def/ 252 Sdef
Nature: Calm
-Rapid Spin
-Stealth Rocks
-Toxic Spikes
-Volt Switch
Though I usually use Ferrothorn on teams that need support, I felt that due to the general pain Stealth Rocks cause me on this team, I'd go with Forrertress. It has T Spikes and Rocks for my set up, along with the fact that it can Spin away entry hazards so I can safely
switch into something such as Thundurus-T or Tornadus-I. In short: Set up and spinning
Thundurus-Therian @ Life Orb
Ability: Volt Absorb
EVs: 4 Def/ 252 Spa/ 252 Spd
Nature: Timid
-Agility
-Thunder
-Grass Knot
-HP Ice
This is one of the reasons I made this team. STAB 100% Thunder can blow through most of the OU, as long as there is no resistance. This pokemon has respectable base speed, and along with a Timid nature and max EVs, if you can get an Agility off, you can outspeed almost anything if there is no priority. Grass Knot is here for some things that my team might have some trouble getting rid of, such as Hippodown or Swampert. HP Ice can take care of most Dragons, as Thundurus-T can outspeed many of them, and HP Ice usually OHKOs. In short: General offense
Tornadus @ Choice Specs
Ability: Defiant
EVs: 4 Def/ 252 Spa/ 252 Spd
Nature: Timid
-Hurricane
-Focus Blast
-U-Turn
-Heat Wave
This Poke is set up exactly like Thundurus-T as far as EVs and nature. Difference is Tornadus is faster, but has lower Special Atk. Being Specs makes up for this though. It runs a set of moves that cause massive damage, and one for a quick hit and switch. Heat Wave is there if I haven't gotten my rain up yet, and something such as Ferrathorn comes into play. This move has come into use many times. Hurricane is the go to move, as STAB Hurricane with 100% accuracy and specs can blow through almost anything. In short: General offense
Terrakion @ Life Orb
Ability: Justified
Evs: 252 Atk/ 4 Sdef/ 252 Spd
Nature: Jolly
-Close Combat
-Stone Edge
-Substitute
-Swords Dance
This Poke replaced Toxicroak, which seemed to keep coming up short. Terrakion never fails to impress though. It hits like a truck, and it does it quickly. Not to mention it is a fun switch in on a D Pulse from Hydregion, or any other Dark move. It runs Sub and Swords because lots of people switch out on Terrakion, allowing me to hide and set up. Without Mach Punch, a x2 Terrakion is a force to be reckoned with. In short: Fast Physical sweeper
Starmie @ Life Orb
Ablility: Natural Cure
Evs: 252 Spa/ 4 Sdef/ 252 Spd
Nature: Timid
-Surf
-Psychic
-Thunderbolt
-Ice Beam
Resident Dragon killer at your service. That and Terrakions buddy. Terrakion hits hard physically, not to mention quickly. Starmie does that, but faster and with Special attacks. Though the special attack isn't as high... Rain makes sure STAB Surf hits hard enough. It is a bit of glass cannon, because if you get out sped or they manage to get some status on you, it won't be sticking around for long with its HP and Defs. In Short: Fast Special sweeper
Politoed @ Leftovers
Ability: Drizzle
EVs: 252 Hp/ 252 Def/ 4 Spa
Nature: Bold
-Encore
-Toxic
-Ice Beam
-Scald
This is a bit self explanatory. He is my rain summoner, considering the team relies on rain to function correctly. I opted to make him defensive so that he had less of a chance of dying from entry hazards or other means in a weather war. He also can take up a bit of a supportive role due to bulk and the ability to trap certain Pokes with Encore or just Toxic them. Ice Beam and Scald are just for coverage in case I do decide to stay in. In short: Set up
Forrertress @ Leftovers
Ability: Sturdy
EVs: 252 Hp/ 4 Def/ 252 Sdef
Nature: Calm
-Rapid Spin
-Stealth Rocks
-Toxic Spikes
-Volt Switch
Though I usually use Ferrothorn on teams that need support, I felt that due to the general pain Stealth Rocks cause me on this team, I'd go with Forrertress. It has T Spikes and Rocks for my set up, along with the fact that it can Spin away entry hazards so I can safely
switch into something such as Thundurus-T or Tornadus-I. In short: Set up and spinning
Thundurus-Therian @ Life Orb
Ability: Volt Absorb
EVs: 4 Def/ 252 Spa/ 252 Spd
Nature: Timid
-Agility
-Thunder
-Grass Knot
-HP Ice
This is one of the reasons I made this team. STAB 100% Thunder can blow through most of the OU, as long as there is no resistance. This pokemon has respectable base speed, and along with a Timid nature and max EVs, if you can get an Agility off, you can outspeed almost anything if there is no priority. Grass Knot is here for some things that my team might have some trouble getting rid of, such as Hippodown or Swampert. HP Ice can take care of most Dragons, as Thundurus-T can outspeed many of them, and HP Ice usually OHKOs. In short: General offense
Tornadus @ Choice Specs
Ability: Defiant
EVs: 4 Def/ 252 Spa/ 252 Spd
Nature: Timid
-Hurricane
-Focus Blast
-U-Turn
-Heat Wave
This Poke is set up exactly like Thundurus-T as far as EVs and nature. Difference is Tornadus is faster, but has lower Special Atk. Being Specs makes up for this though. It runs a set of moves that cause massive damage, and one for a quick hit and switch. Heat Wave is there if I haven't gotten my rain up yet, and something such as Ferrathorn comes into play. This move has come into use many times. Hurricane is the go to move, as STAB Hurricane with 100% accuracy and specs can blow through almost anything. In short: General offense
Terrakion @ Life Orb
Ability: Justified
Evs: 252 Atk/ 4 Sdef/ 252 Spd
Nature: Jolly
-Close Combat
-Stone Edge
-Substitute
-Swords Dance
This Poke replaced Toxicroak, which seemed to keep coming up short. Terrakion never fails to impress though. It hits like a truck, and it does it quickly. Not to mention it is a fun switch in on a D Pulse from Hydregion, or any other Dark move. It runs Sub and Swords because lots of people switch out on Terrakion, allowing me to hide and set up. Without Mach Punch, a x2 Terrakion is a force to be reckoned with. In short: Fast Physical sweeper
Starmie @ Life Orb
Ablility: Natural Cure
Evs: 252 Spa/ 4 Sdef/ 252 Spd
Nature: Timid
-Surf
-Psychic
-Thunderbolt
-Ice Beam
Resident Dragon killer at your service. That and Terrakions buddy. Terrakion hits hard physically, not to mention quickly. Starmie does that, but faster and with Special attacks. Though the special attack isn't as high... Rain makes sure STAB Surf hits hard enough. It is a bit of glass cannon, because if you get out sped or they manage to get some status on you, it won't be sticking around for long with its HP and Defs. In Short: Fast Special sweeper