This is my first attempt at a Weather Team, made by watch False Swipes Videos, reading about older weather team and just watching people on the ladder.
Pelipper @ Damp Rock
Ability: Drizzle
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Scald
- Hurricane
- Defog
- Roost
So to start, Pelipper: The best Rainmaker in the game. I run damp stone because I need that rain to out for as long as possible. I choose Scald because burn is nice and it really just meant to get rain out and maybe burn. I choose Hurricane because on the chance its needs to stay out, I have a high damage move that can't miss and messes with grass types. Defog is for any hazards that are put out while its on the field. And roost is just recovery.
Rillaboom @ Grassy Seed
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Grassy Glide
- Drain Punch
- Acrobatics
Rilllaboom is one of my two physical attackers of my team. I went with Swords Dance Grassy Seed as it allow Rilla to be sustained itself while punishing any Water or Grass types with Glise and Acrobatics. It was a tossup between Superpower and Drain Punch, but I choose Drain Punch as it gives Rilla a move to hit steel without lowering its stats.
Scizor @ Choice Band
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- U-turn
- Bullet Punch
- Sand Tomb
- Superpower
Scizor is my other physical attacker. I went with a banded set as its biggest weakness is covered by rain so it can focus sololy on hitting hard and getting out once the rain ends. U-turn for STAB and maintaining momentum. Bullet Punch for the other STAB. Sand Tomb for dealing with Poison, Electric, and Fire and Superpower for Steel and Rock.
Kingdra @ Choice Specs
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Draco Meteor
- Hurricane
- Hydro Pump
- Flip Turn
Kingdra is the best Swift swimmer I can get my hands on. Went with Choice Specs for maximum damage. Draco Meteor, Hurricane, and Hydro Pump are the high attack moves that can OHK or 2HK most mons, with Hydro Pump geting a boost in rain and Hurricane becoming undodgeable. Flip turn is for momentum and leaving if it gets pulled in while rain is not on the field.
Rotom-Heat @ Heavy-Duty Boots
Ability: Levitate
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Overheat
- Volt Switch
- Pain Split
- Defog
Rotom-heat is my second defogger and another way to with grass or electric. I debated between Volt Switch and Thunder for a while. Thunder is best in rain, but Volt allowed me to maintain momentum and there is no guarintee that Rotom will hit the field while Rain is up. I missed Thunder too many times against Sun. I was also debating between Sticky Barb and trick to deal with walls and stalls, but I found that ultimately boots and pain split was a fair better and more consistant set.
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Moonblast
- Aromatherapy
- Wish
- Teleport
Clefable is there to either fix status or to wish-tele one of my attackers back to full health. Its also got moonblast for the dealing with dragons like Dragapult or hydreigon or fighting or dark mons like Urshifu, Hawlucha or Kommo-o. Its also just a good filler mon.
I built the team with 3 core mons, Pelipper, Kingdra, and Scizor. From there, I looked at mons would be able to provide coverage while also benefiting from Rain. From there I got Rillaboom and decided to add Rotom-heat for dealing with grass. I originally had a different mon than Clef at the end, but came to realise that Toxic and T-wave really hurt my team for I added a mon who could fix that. I than decided that if I'm running clef might as well make it Wish-tele to patch up Rillaboom or Scizor.
I did mess around Ammonguss, Toxapex, Azumarrill (dropped for Rilla), Scarf Primarina (Kingdra is better in rain) and Life orb SD Scizor (Scizor kept dying too quickly) before settling on my current team.
EDIT: https://pokepast.es/10eb47e13c695a07
Pelipper @ Damp Rock
Ability: Drizzle
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Scald
- Hurricane
- Defog
- Roost
So to start, Pelipper: The best Rainmaker in the game. I run damp stone because I need that rain to out for as long as possible. I choose Scald because burn is nice and it really just meant to get rain out and maybe burn. I choose Hurricane because on the chance its needs to stay out, I have a high damage move that can't miss and messes with grass types. Defog is for any hazards that are put out while its on the field. And roost is just recovery.
Rillaboom @ Grassy Seed
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Grassy Glide
- Drain Punch
- Acrobatics
Rilllaboom is one of my two physical attackers of my team. I went with Swords Dance Grassy Seed as it allow Rilla to be sustained itself while punishing any Water or Grass types with Glise and Acrobatics. It was a tossup between Superpower and Drain Punch, but I choose Drain Punch as it gives Rilla a move to hit steel without lowering its stats.
Scizor @ Choice Band
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- U-turn
- Bullet Punch
- Sand Tomb
- Superpower
Scizor is my other physical attacker. I went with a banded set as its biggest weakness is covered by rain so it can focus sololy on hitting hard and getting out once the rain ends. U-turn for STAB and maintaining momentum. Bullet Punch for the other STAB. Sand Tomb for dealing with Poison, Electric, and Fire and Superpower for Steel and Rock.
Kingdra @ Choice Specs
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Draco Meteor
- Hurricane
- Hydro Pump
- Flip Turn
Kingdra is the best Swift swimmer I can get my hands on. Went with Choice Specs for maximum damage. Draco Meteor, Hurricane, and Hydro Pump are the high attack moves that can OHK or 2HK most mons, with Hydro Pump geting a boost in rain and Hurricane becoming undodgeable. Flip turn is for momentum and leaving if it gets pulled in while rain is not on the field.
Rotom-Heat @ Heavy-Duty Boots
Ability: Levitate
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Overheat
- Volt Switch
- Pain Split
- Defog
Rotom-heat is my second defogger and another way to with grass or electric. I debated between Volt Switch and Thunder for a while. Thunder is best in rain, but Volt allowed me to maintain momentum and there is no guarintee that Rotom will hit the field while Rain is up. I missed Thunder too many times against Sun. I was also debating between Sticky Barb and trick to deal with walls and stalls, but I found that ultimately boots and pain split was a fair better and more consistant set.
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Moonblast
- Aromatherapy
- Wish
- Teleport
Clefable is there to either fix status or to wish-tele one of my attackers back to full health. Its also got moonblast for the dealing with dragons like Dragapult or hydreigon or fighting or dark mons like Urshifu, Hawlucha or Kommo-o. Its also just a good filler mon.
I built the team with 3 core mons, Pelipper, Kingdra, and Scizor. From there, I looked at mons would be able to provide coverage while also benefiting from Rain. From there I got Rillaboom and decided to add Rotom-heat for dealing with grass. I originally had a different mon than Clef at the end, but came to realise that Toxic and T-wave really hurt my team for I added a mon who could fix that. I than decided that if I'm running clef might as well make it Wish-tele to patch up Rillaboom or Scizor.
I did mess around Ammonguss, Toxapex, Azumarrill (dropped for Rilla), Scarf Primarina (Kingdra is better in rain) and Life orb SD Scizor (Scizor kept dying too quickly) before settling on my current team.
EDIT: https://pokepast.es/10eb47e13c695a07
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