It all started with Gen IV for me. I was looking to build a team that could handle anything. With versatility and flow that did not need to change direction, but blast through any problem that got in the way. With the arrival of Spiritomb and its prefect type combination and rather decent stats, I started looking into typing more than I had in the past. I wanted something that was powerful, versatile, had numbers, and verity. I found water. The first thing that jumped out in my face was that Water matches up with every other type of Pokemon except Fire. This fact gives us water types that can defend against waters weaknesses, and I liked that. Rain Dance was a move in Gen III that I never would have considered using. I did not know anything about it other than it made Fire weaker. When I learned all about Rain Dance and its many many benefits, I knew water type was the right choice for me. So the purpose of this team is to quickly sweep my opponents by taking advantage of the rain's boost to water moves giving me 100% boost with out items.
Jolteon @ Damp Rock
Ability: Volt Absorb
EVs:Spe 252, SpA: 252, Hp: 6
Nature: Timid
- Thunder
- Rain Dance
- Protect
- Volt Switch
*With Jolteon's high speed, as one of two lead pokemon I will make it rain quickly. Then, depending on the types my opponent has, I will take advantage of thunder's now 100% acc, or Volt Switch out for later Rain Dancing as needed. Jolteon is really here for two reasons and two reasons only, quick rain and Thunder use against other water types.*
Kingdra @ Choice Specs
Ability: Swift Swim
EVs:Spe 252, SpA: 252, Hp: 6
Nature: Timid
- Surf
- Hydro Pump
- Ice Beam
- Dragon Pulse
*Kingdra is my ace card. I have him for all the obvious reasons. Swift Swim to make him the lead attacker. Stab on the Water type moves. Water/Dragon to eliminate all weaknesses but Dragon. With the only weakness to Dragon, I have Ice Beam and Dragon Pulse to take out any opposing Dragons that could otherwise hinder progression through the team. He is two of two leading into a double battle.*
Suicune @ Life Orb
Ability: Pressure
EVs:Def 252, SpD: 252, SpA: 6
Nature: Timid
- Surf
- Ice Beam
- Calm Mind
- Bite
*Suicune is my "jack of all trades" in this team. Surf for causing max damage to the field while heaing my water absorbers. Ice beam if by off chance Kingdra didn't finish off the dragons or a late Grass type pops up. Calm Mind upon entry to increase Suicune's longevity and sheer striking force. I have Bite to kill the pesky Shedinja as well as causing flinching if trick room is played. Finally, Life Orb to increase power even more giving Suicune a hopeful oh-ko on anything not strong against water types.*
Vaporeon @ Leftovers
Ability: Water Absorb
EVs:SpA 252, SpD: 252, Hp: 6
Nature: Calm
- Surf
- Hydro Pump
- Rain Dance
- Rest
*Vaporeon is my Wall. With Water Absorb and Leftovers to heal every turn and rest to bring health back from a devastating blow, Vaporeon should last the rest of the battle. Should Vaporeon need to come out, nothing short of a 1 hit k-o can take it out before it takes its opponents out with Stab/Rain boost. Rain dance here is an insurance should the battle drag longer than planned.*
Seismitoad @ Scope Lens
Ability: Swift Swim
EVs:Spe 252, SpA: 252, Hp: 6
Nature: Jolly
- Surf
- Sludge Wave
- Grass Knot
- Earthquake
*Seismitoad is my secondary Electric wall/sweeper should we come into contact with more than one. Strong attacker with Swift Swim to attack hard and fast. Sludge Wave for any DOT damage. Grass Knot for opposing Water types. Seismitoad was picked over Swampert's only slightly higher stats due strickly to Swift Swim.*
Politoed @ Mystic Water
Ability: Water Absorb
EVs:SpA 252, SpD: 252, Hp: 6
Nature: Modest
- Surf
- Scald
- Protect
- Perish Song
*Politoed is holding mystic water to boost power. Using Scald to chance burn for DOT damage. Is healed with another Surfer on the Field (great in combination with Vaporeon to heal each other while killing opponents. Gave it Protect/Perish song should I actually find a Pokemon that I have a problem with and need a quick fix.*
Jolteon @ Damp Rock
Ability: Volt Absorb
EVs:Spe 252, SpA: 252, Hp: 6
Nature: Timid
- Thunder
- Rain Dance
- Protect
- Volt Switch
*With Jolteon's high speed, as one of two lead pokemon I will make it rain quickly. Then, depending on the types my opponent has, I will take advantage of thunder's now 100% acc, or Volt Switch out for later Rain Dancing as needed. Jolteon is really here for two reasons and two reasons only, quick rain and Thunder use against other water types.*
Kingdra @ Choice Specs
Ability: Swift Swim
EVs:Spe 252, SpA: 252, Hp: 6
Nature: Timid
- Surf
- Hydro Pump
- Ice Beam
- Dragon Pulse
*Kingdra is my ace card. I have him for all the obvious reasons. Swift Swim to make him the lead attacker. Stab on the Water type moves. Water/Dragon to eliminate all weaknesses but Dragon. With the only weakness to Dragon, I have Ice Beam and Dragon Pulse to take out any opposing Dragons that could otherwise hinder progression through the team. He is two of two leading into a double battle.*
Suicune @ Life Orb
Ability: Pressure
EVs:Def 252, SpD: 252, SpA: 6
Nature: Timid
- Surf
- Ice Beam
- Calm Mind
- Bite
*Suicune is my "jack of all trades" in this team. Surf for causing max damage to the field while heaing my water absorbers. Ice beam if by off chance Kingdra didn't finish off the dragons or a late Grass type pops up. Calm Mind upon entry to increase Suicune's longevity and sheer striking force. I have Bite to kill the pesky Shedinja as well as causing flinching if trick room is played. Finally, Life Orb to increase power even more giving Suicune a hopeful oh-ko on anything not strong against water types.*
Vaporeon @ Leftovers
Ability: Water Absorb
EVs:SpA 252, SpD: 252, Hp: 6
Nature: Calm
- Surf
- Hydro Pump
- Rain Dance
- Rest
*Vaporeon is my Wall. With Water Absorb and Leftovers to heal every turn and rest to bring health back from a devastating blow, Vaporeon should last the rest of the battle. Should Vaporeon need to come out, nothing short of a 1 hit k-o can take it out before it takes its opponents out with Stab/Rain boost. Rain dance here is an insurance should the battle drag longer than planned.*
Seismitoad @ Scope Lens
Ability: Swift Swim
EVs:Spe 252, SpA: 252, Hp: 6
Nature: Jolly
- Surf
- Sludge Wave
- Grass Knot
- Earthquake
*Seismitoad is my secondary Electric wall/sweeper should we come into contact with more than one. Strong attacker with Swift Swim to attack hard and fast. Sludge Wave for any DOT damage. Grass Knot for opposing Water types. Seismitoad was picked over Swampert's only slightly higher stats due strickly to Swift Swim.*
Politoed @ Mystic Water
Ability: Water Absorb
EVs:SpA 252, SpD: 252, Hp: 6
Nature: Modest
- Surf
- Scald
- Protect
- Perish Song
*Politoed is holding mystic water to boost power. Using Scald to chance burn for DOT damage. Is healed with another Surfer on the Field (great in combination with Vaporeon to heal each other while killing opponents. Gave it Protect/Perish song should I actually find a Pokemon that I have a problem with and need a quick fix.*






