SM OU Rain Offense (Maybe rain balanced but Sshhhhhhhh)

Who's the best Rain Setter in general?


  • Total voters
    10
This is my first time making a rain team, most people would consider me low ladder and I will admit, I am. However, that doesn't stop me from wanting to make my own team.
(click on clefable for paste)
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Pelipper @ Damp Rock
Ability: Drizzle
EVs: 252 HP / 36 Def / 220 SpD
Bold Nature
- U-turn
- Scald
- Roost
- Defog

Pelipper is my rain setter. A basic one, but hey, it works. U-turn for free damage + that sweet switch, Scald for that burn, Roost to keep healthy, and Defog for hazard control. It should only take 1/8 to defog. Damp rock is so that the rain stays, although knock off would be a problem. Anyways, the reason why I chose Pelipper is cause it isn't banned (Kyogre) and might be able to tank hits (244 Atk Landorus-Therian Stone Edge vs. 252 HP / 36+ Def Pelipper: 206-244 (63.5 - 75.3%) -- guaranteed 2HKO) Just so you know, this is only for drizzle and nothing else, so yeah.

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Leech Seed
- Knock Off
- Gyro Ball
Ferrothorn is for setting up. The rain turns the fire into 200% damage instead of 400%, and Ferrothorn can tank hits very well. Why did I do 0 speed? I don't know, I just did. Stealth rock setting up, the rest of the moves are for stall. Knock off to prevent leftover/black sludge recovery. This works kinda well but also not really. Gyro ball is for ice, fairy and rock, so very good for Ninetales-A, Diancie-M, Clefable, all Tapu except for Koko and Fini. I haven't plugged in the damage calc, but ssjsjsjsjhhhhhh. Why ferrothorn? Pelipper and ferrothorn can check (I think that's the word) each other's weaknesses. Ferrothorn can also give HP to others, via Leech seed.

Zeraora @ Life Orb
Ability: Volt Absorb
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Plasma Fists
- Fake Out
- Knock Off
- Close Combat
Zeraora is kinda- weird. Zeraora is to stop M-Lopuny (if it uses return, it's kinda risky) since the ability volt absorb will absorb the return after plasma fists. It can also out speed a lot of pokemon. Fake Out to deal with sash, close combat for fighting weakness, plasma fists to deal with cloyster (It will outspeed it if you use fake out, so that the sash just dies.) Zeraora can kinda deal with electric types which are basically not good for the team. Why Zeraora? Cause, it's a cool pokemon and can deal with electric and other water types, plus some various pokemon.
252 Atk Life Orb Zeraora Fake Out vs. 0 HP / 0 Def Lopunny-Mega: 55-65 (20.2 - 23.9%),
and then yeet. Since zeraora outspeeds,
252 Atk Life Orb Zeraora Close Combat vs. 0 HP / 0 Def Lopunny-Mega: 322-382 (118.8 - 140.9%) which it will faint.
Why fake out first? Cause most of the time the opposing lopunny will be running it, and you want to be able to deal damage first.
Since zeraora will be running plasma fists, and since plasma fists turns normal moves into electric type moves, Zeraora gets free recovery.

Break for reading all that.

Manaphy @ Leftovers
Ability: Hydration
EVs: 40 HP / 196 SpA / 252 Spe
Calm Nature
IVs: 0 Atk
- Tail Glow
- Ice Beam
- Surf
- Psychic
Ah, my main sweeper. 40 HP makes it withstand a thunderbolt from Alakazam, Magnezone and a discharge from Zapdos. SpA 196 +3 from tail glow makes it so that it can OHKO Mega Charizard, Victini, Blacephalon, Magnezone, Landorus-T and a lot of other pokemon. It can 2HKO Celesteela (Defensive variant), Assault Vest Tangrowth, and those are only the ones that I've seen in the calculator. Hydration is to protecc from toxic spikes, as Hydration will cure it before the damage is done. Since I'm forced to give an explanation, it goes like this:
Sweep sweep sweep, sweep sweep? Sweep sweep!

Victini @ Choice Scarf
Ability: Victory Star
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Blue Flare
- Thunder
- Energy Ball
- Psyshock
Victini with scarf? I have no idea if this is viable. Thunder because of 100% accuracy in rain, Energy Ball for water types, Psyshock for special walls, Blue flare for grass types. I think this is what is called a revenge killer, although it's not really a reliable one, since they also switch out. Victini is kinda an attacker but like, just worse. I should probably replace this with a swift swimmer or maybe a physical attacker. Explanation: Just a special attacker, with a scarf on to go fast.

Clefable @ Leftovers
Ability: Unaware
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Shadow Ball
- Ice Beam
- Heal Bell
Clefable, the healer, the backup stealth rocker. It would be nice to have wish and be able to safely wish pass, though. Shadow ball is for the psychic and ghost types, since I don't have any good coverage for those two. Heal bell is just in case someone gets statused, although it's kinda hard to since Manaphy has Hydration, Victini can't get will o wisped, Zeraora can't be paralysed, Ferrothorn can't be poisoned, and yeet.

WEAKNESSES

Mawile
. I got decimated by a mega-mawile while testing this team. I still don't know why, but I did. And I lost the fxking replay.

Ghost types. I don't have any real answer to them, just some Clefable.

Electric types if Zeraora gets taken out. Zeraora is pretty much my only answer to Electric types, cause of it's ability, Volt Absorb.

Grass Types if Victini gets taken. Victini is one of my only answers, but I do have Ice Beam on Manaphy.

I think I wrote it detailed enough. I have no idea if this RMT will be good enough.

Edit 1: This team is kinda weak to trick room.
 
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