SS OU Rain Offensive

A revamp of my older rain team now that all the good rain mons have dropped and the meta has settled.

Lord of All (Pelipper) @ Damp Rock
Ability: Drizzle
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Scald
- U-turn
- Defog
- Roost

Its Pelipper, the go to rain-setter ever since it got drizzle. Basic set, scald for damage and burn, u-turn for momentum, defog for hazards, and roost for survival. Its the King of Rain, and a Drizzle Stone makes sure that I get every bit of mileage out of it I can.

Zip-zap (Zapdos) @ Heavy-Duty Boots
Ability: Static
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder
- Weather Ball
- Hurricane
- Defog

Ah yes. The original thunderbolt legendary and the first king of Rain. Thunder, Weather Ball, and Hurricane are the only moves it needs, with defog and boots for dealing with rock. The fact that Zapdos gets Weather Ball and Hurricane to go along with Thunder in Rain makes it one of the best attackers, with Thunder getting a boost if Koko came in ahead of it.

Anti-Regieleki (Landorus-Therian) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Naive Nature
- Earthquake
- Stone Edge
- U-turn
- Stealth Rock

My anti-electric mon for rain and overall physical attack. It runs scarf because I need it to outrun quite a few problematic mons and its doesn't need leftovers and its not a bulky set so rocky helmet is a no-go. I was running Defog, but I've got Pelipper and Zapdos so I switched it for Rocks. I was originally running Weather Ball with 4 points into SpA and it was working really well, but if Pelipper dies, Weather ball goes from a incredibly spicy tech choice to nearly worthless. But every now and again I'm feeling anger and SE for missing again and spec into Weather Ball for a bit of a laugh.

Splish splash (Kingdra) @ Choice Specs
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Hurricane
- Hydro Pump
- Surf

Its Kingdra, the second long lived ruler of the Rain Meta. You know the set by now, Swift Swim Spec, with Draco, Hurricane, Hydro Pump and Surf for beating down the enemy team. I've been thinking about changing Surf for Flash Cannon or Blizzard, but it never seems to be quite as good as having Surf if you can't trust Hydro Pump.

Whack (Scizor) @ Life Orb
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Swords Dance
- Bullet Punch
- Sand Tomb
- Roost

The third and final king of rain. Its a LO version, as I found the Banded version inferior. Bullet punch and Sand Tomb are really the only moves you need, with SD and Roost are for increasing attack and healing off Life Orb recoil.

*tribal music* (Tapu Koko) @ Heavy-Duty Boots
Ability: Electric Surge
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder
- Dazzling Gleam
- Volt Switch
- Roost

For the terrain wars and making Thunder even more dangerous. Dazzling Gleam for STAB. Volt Switch for momentum. Roost for recovery. This mon will rarely stay on the field unless something has gone terribly wrong. If Phychic Terrain goes up, Scizor will have a ton of problems, so having a terrain setter to counter that is great. Grass doesn;t really do anything for this team, and misty is too defensive. If you think Zapdos is going to need a boost to deal with a mon, switch this in and give Thunder a quick boost. I tried a physical set, but for a mon with 115 Atk and 95 SpA, they really are dead set on not giving this thing any good phyiscal move at all.

Changes I've made to this team. I originally had Fini instead of Koko, but Koko is far better than Fini for offensive purposes. Looked at Zygarde before deciding Lando-T, its got great bulk, but I found Intimidate and Scarf Lando-t to just be better at dealing with electic type and other problematic mons.
Kept flip-flapping between LO Scizor and Focus Sash Kartana. They both have the same purpose, but I think LO Scizor just barely beats it out, with tech BP being slightly better than Smart Strike. But here's the spread if you want Kartana:

1000 folds (Kartana) @ Focus Sash
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Smart Strike
- Leaf Blade
- Sacred Sword
- Knock Off

https://pokepast.es/2a264411634c24fb
 
Hello there,

Nice team you've got there, but I have some improvements which suit the current meta game a bit more.

Lets start with Pelipper,

:ss/pelipper:

Pelipper @ Damp Rock
Ability: Drizzle
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Scald
- U-turn
- Defog

- Roost

Pelipper is an excellent rain setter as it does its job well. It can U-turn out once it has set the rain to immediately start putting pressure on your opponents with your rain abusers. It can also remove hazards with Defog which gives it even more utility, Scald is there to possibly burn some mons or kill non-Thunder Punch Blaziken and Roost is there for recovery and longevity so it can stick around during the match and not die too soon. It has 248HP EVs instead of a full 252 to put its hp at a odd number so that it can switch into stealth rocks 5 times instead of the 4 times it normally can if it had an even HP. Damp Rock is essential on this set as you have multiple rain abusers and you need as many turns of rain as possible.

:ss/zapdos:

Zapdos @ Heavy-Duty Boots
Ability: Static
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder
- Weather Ball
- Hurricane

- Roost

Now onto Zapdos, first things first I don't recommend having two defoggers in one team, Its not necessary most of the time ( unless you have a lot of Stealth Rock weaknesses ) and most of the time it takes up a crucial move slot that could be used for other utility or in this case recovery. I gave Zapdos roost over defog so it has more longevity. Weather Ball is there to remove ground types to make spamming Thunder easier, Hurricane acts as a secondary STAB move which also benefits from 100% accuracy due to rain and is there to remove defensive grass types barring Ferrothorn ( which is a 3hko ) which make spamming water moves much easier. Its Heavy-Duty Boots lets it not be chipped by rocks everytime it switches in.

:ss/seismitoad:

Seismitoad @ Life Orb
Ability: Swift Swim
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Drain Punch
- Liquidation

- Stealth Rock

I removed Landorus-T from the team because I didn't really see the point of having one, it only worsens your match up against opposing rain which isn't optimal. So for your electric immunity I added Seismitoad as its a pretty decent rain abuser currently with access to Stealth Rocks which your team otherwise lacked without Landorus-T. It also provides additional speed with Swift Swim which replaces the Scarfed Landorus-T fittingly. Earthquake and Liquidation act as dual STAB Both are quite strong. Drain Punch is there to hit Ferrothorn super effectively as your team did struggle with it a bit, Drain Punch also acts as a form of recovery. Life Orb is there to maximize damage output and it helps to nab onto some KOs it wouldn't be able to get without it.


:ss/kingdra:

Kingdra @ Choice Specs
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Hurricane
- Hydro Pump / Flip Turn

- Surf / Flip Turn

Kingdra is a fine pick in rain teams, though my change for this is more of a suggestion, Flip Turn can be used over either Hydro Pump or Surf if you feel more momentum is needed but not having Flip Turn is just fine. Hurricane lets it take care of grass types that resist its water stabs. Draco Meteor is there for dual STAB. Hydro Pump is a strong water STAB that gets very strong while in rain but since it is inaccurate Surf is there which although a little weaker is still quite strong and 100% accurate. Its Choice Specs makes it a lot stronger and makes its Surfs and Hydro Pumps very devastating to the opponent.

:zarude:

Zarude @ Leftovers
Ability: Leaf Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Darkest Lariat
- Bulk Up
- Jungle Healing

- Power Whip

One of the first things I noticed about your team was the lack of a ghost resist, and that is not a good thing in a meta with Spectrier running rampant. Not only does Zarude give you a ghost resist it also isn't affected by Spectriers will-o-wisp because of Jungle Healing. It also makes your match up against rain a bit better and also somewhat of a better matchup against sand though you should not struggle much against sand anyways. Leftovers gives it longevity along with Jungle Healing which can be useful in the long run because every percentage of health is important.

:ss/tapu-koko:

Tapu Koko @ Heavy-Duty Boots
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunder
- Dazzling Gleam
- U-turn

- Grass Knot


Tapu-Koko acts nicely with Zapdos as not only does it power its own Thunders up with the terrain it also powers up Zapdos's Thunder as well, and once any ground types are weakened Zapdos and Tapu-Koko become very prominent threats with Thunder, Dazzling Gleam acts as a secondary STAB and it is there to take out Pokemon such as a weakened Garchomp and Urshifu and other fairy weak Pokemon. Grass Knot makes getting rid of ground types such as Swampert easier, U-turn makes it an additional pivot which can be useful in case of an opposing double switch and keeping up momentum in the match. Due to its Heavy-Duty Boots it can pivot without being chipped by hazards.

Here is the pokepaste link to your updated team: https://pokepast.es/7e91bebafd00e094

Thats all I have to say about your team, Have a nice day and I hope these changes are able to help you!
 
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