Hey guys! Time for an RMT! This one is a manual rain team focused on using powerful Swift Swimmers in conjunction with bulky rain setters.
The Team At A Glance:
In Depth:
Kingdra @ Life Orb
Ability: Swift Swim
EVs: 4 Atk / 252 SAtk / 252 Spd
Mild Nature
- Waterfall
- Hydro Pump
- Draco Meteor
- Ice Beam
This thing is a monster. There’s a reason why Kingdra (well, Swift Swim) got banned when it is used with Drizzle in Gen 5. Hydro Pump hits extremely hard, even to the point of having a small chance to 2HKO Specially Defensive Florges in the rain:
252+ SpA Life Orb Kingdra Hydro Pump vs. 252 HP / 252 + SpD Florges in Rain: 165-195 (45.8 – 54.1%) – 5.1% chance to 2HKO after Leftovers recovery
Waterfall deals with Specially Defensive Florges, 2HKOing it. It also enables me to revenge kill with an accurate move.
4 Atk Life Orb Kingdra Waterfall vs. 252 HP / 0 Def Florges in Rain: 222-263 (61.6 – 73%) -- guaranteed 2HKO after Leftovers recovery
Draco Meteor is for a useful Dragon STAB, and Ice Beam is for revenge killing and is also Kingdra’s strongest option against something like a Celebi.
Celebi @ Damp Rock
Ability: Natural Cure
EVs: 252 SDef / 252 HP / 4 Def
Careful Nature
- Rain Dance
- Recover
- Stealth Rock
- U-turn
Celebi acts as rain inducer number 1. It can reliably set up rain against many pokemon in the tier, and the rain enables it to mitigate its fire weakness. Rain Dance is obviously a staple, but the other moves are not. Recover is helpful, as it can heal up a hurt Celebi. Stealth Rock supports the team, as otherwise this team has no hazards. U-Turn is to bring in a Swift Swimmer and also provide defensive momentum.
Omastar (M) @ Life Orb
Ability: Swift Swim
EVs: 252 Spd / 252 SAtk / 4 HP
Modest Nature
- Shell Smash
- Hydro Pump
- Ice Beam
- Hidden Power [Grass]
Win condition time! Omastar is my second Swift Swimmer, acting both as a revenge killer, Scarf Darmanitan check, and a win condition. Shell Smash Rain boosted Hydro Pump OHKOes most pokemon that don’t resist it, and those that do are heavily dented. Ice Beam and HP Grass are for coverage purposes. Most people even switch in their Quagsire/Gastrodon only to be killed by a HP Grass.
Umbreon (M) @ Damp Rock
Ability: Synchronize
EVs: 252 SDef / 252 HP / 4 Def
Calm Nature
IVs: 0 Atk
- Rain Dance
- Protect
- Wish
- Foul Play
This thing is my secondary rain setter. Umbreon is incredibly bulky, and it is that bulk that enables it to continuously set up rain. Protect + Wish is for reliable healing, and Foul Play is so Umbreon doesn’t become set up bait. I can also use this thing as a decent pivot, even though it is lacking in resists. The Dark and Ghost resist are quite useful though.
Tornadus (M) @ Damp Rock
Ability: Prankster
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
IVs: 0 Atk
- Grass Knot
- Taunt
- Hurricane
- Rain Dance
My final Rain Dance setter! This is one spot that continuously switches, as one moment it’s Tornadus-Therian, the other it’s regular Tornadus. Prankster combined with Rain Dance and Taunt make this thing very useful, and Hurricane coming off of Base 125 Special Attack is nothing to scoff at. Grass Knot is for surprising bulky Water/Ground types.
Escavalier @ Assault Vest
Ability: Overcoat
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Megahorn
- Iron Head
- Knock Off
- Drill Run
Now, I know this thing looks weird on a rain team. But it works decently well, and synergizes with my team. An Assault Vest enables it to take weak Special Attacks, even taking HP Fires in the rain. The moves are standard, Megahorn and Iron Head for STAB, Knock Off and Drill Run as coverage moves/utility. This thing has netted me some surprising wins, and I don't think I'm replacing it any time soon.
Hope you enjoyed the RMT! Please leave any advice you have for me in the replies!
P.S. The 0 Attack IVs on random pokemon are to minimize Confusion and Foul Play Pokemon.
The Team At A Glance:






In Depth:

Kingdra @ Life Orb
Ability: Swift Swim
EVs: 4 Atk / 252 SAtk / 252 Spd
Mild Nature
- Waterfall
- Hydro Pump
- Draco Meteor
- Ice Beam
This thing is a monster. There’s a reason why Kingdra (well, Swift Swim) got banned when it is used with Drizzle in Gen 5. Hydro Pump hits extremely hard, even to the point of having a small chance to 2HKO Specially Defensive Florges in the rain:
252+ SpA Life Orb Kingdra Hydro Pump vs. 252 HP / 252 + SpD Florges in Rain: 165-195 (45.8 – 54.1%) – 5.1% chance to 2HKO after Leftovers recovery
Waterfall deals with Specially Defensive Florges, 2HKOing it. It also enables me to revenge kill with an accurate move.
4 Atk Life Orb Kingdra Waterfall vs. 252 HP / 0 Def Florges in Rain: 222-263 (61.6 – 73%) -- guaranteed 2HKO after Leftovers recovery
Draco Meteor is for a useful Dragon STAB, and Ice Beam is for revenge killing and is also Kingdra’s strongest option against something like a Celebi.

Celebi @ Damp Rock
Ability: Natural Cure
EVs: 252 SDef / 252 HP / 4 Def
Careful Nature
- Rain Dance
- Recover
- Stealth Rock
- U-turn
Celebi acts as rain inducer number 1. It can reliably set up rain against many pokemon in the tier, and the rain enables it to mitigate its fire weakness. Rain Dance is obviously a staple, but the other moves are not. Recover is helpful, as it can heal up a hurt Celebi. Stealth Rock supports the team, as otherwise this team has no hazards. U-Turn is to bring in a Swift Swimmer and also provide defensive momentum.

Omastar (M) @ Life Orb
Ability: Swift Swim
EVs: 252 Spd / 252 SAtk / 4 HP
Modest Nature
- Shell Smash
- Hydro Pump
- Ice Beam
- Hidden Power [Grass]
Win condition time! Omastar is my second Swift Swimmer, acting both as a revenge killer, Scarf Darmanitan check, and a win condition. Shell Smash Rain boosted Hydro Pump OHKOes most pokemon that don’t resist it, and those that do are heavily dented. Ice Beam and HP Grass are for coverage purposes. Most people even switch in their Quagsire/Gastrodon only to be killed by a HP Grass.

Umbreon (M) @ Damp Rock
Ability: Synchronize
EVs: 252 SDef / 252 HP / 4 Def
Calm Nature
IVs: 0 Atk
- Rain Dance
- Protect
- Wish
- Foul Play
This thing is my secondary rain setter. Umbreon is incredibly bulky, and it is that bulk that enables it to continuously set up rain. Protect + Wish is for reliable healing, and Foul Play is so Umbreon doesn’t become set up bait. I can also use this thing as a decent pivot, even though it is lacking in resists. The Dark and Ghost resist are quite useful though.

Tornadus (M) @ Damp Rock
Ability: Prankster
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
IVs: 0 Atk
- Grass Knot
- Taunt
- Hurricane
- Rain Dance
My final Rain Dance setter! This is one spot that continuously switches, as one moment it’s Tornadus-Therian, the other it’s regular Tornadus. Prankster combined with Rain Dance and Taunt make this thing very useful, and Hurricane coming off of Base 125 Special Attack is nothing to scoff at. Grass Knot is for surprising bulky Water/Ground types.

Escavalier @ Assault Vest
Ability: Overcoat
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Megahorn
- Iron Head
- Knock Off
- Drill Run
Now, I know this thing looks weird on a rain team. But it works decently well, and synergizes with my team. An Assault Vest enables it to take weak Special Attacks, even taking HP Fires in the rain. The moves are standard, Megahorn and Iron Head for STAB, Knock Off and Drill Run as coverage moves/utility. This thing has netted me some surprising wins, and I don't think I'm replacing it any time soon.
Hope you enjoyed the RMT! Please leave any advice you have for me in the replies!
P.S. The 0 Attack IVs on random pokemon are to minimize Confusion and Foul Play Pokemon.