I've just decided to get serious about competitive battling, any thoughts on my team? I know it isn't Gen V, but I feel like a rain-team is a really great format to start with, and could be just what I need to boost my confidence.
Politoed @ Damp Rock
Ability: Drizzle
EVs: 252 HP / 252 Def / 4 SAtk
Bold Nature
- Scald
- Substitute
- Psychic
- Ice Beam
Politoed: forever the meat of my rain team; While he's primarily here to set-up Drizzle, I really wanted him to have some utility usage, as well. The goal here is play him more like a tank, than a special sweeper; investing in his defense and HP, while adding just a scant few points to his already respectable SAtk. Substitute is there to wall out any Tbolt or Thunder pokes that could turn my rain against me, and keep the rain going.
Volcarona @ Air Balloon
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Quiver Dance
- Hurricane
- Roost
- Fiery Dance
Don't look at me like that. Volcarona serves two functions here: playing the Special sweeper game, but also psyching out the competition. Volcarona isn't commonly seen in the rain, but it isn't unheard of. Keeping her in my pocket until needed is exactly the way that I play this. Drizzle and a string of water pokes should scare back TTars and Grass pokes, but just in case-- it pays to have the Hurricane buff on hand. Fiery dance is around to help relieve me of any Scizor or Ferrothorn problems
Goodra @ Rock Helmet
Ability: Hydration
EVs: 8 HP / 252 Def / 248 SpD
Bold Nature
- Toxic
- Infestation
- Rest
- Dragon Pulse
It's a trap! Goodra can hit hard, but is ultimately here as a Trapping-Tank. Goodra's bulky Def and Sdef stats make it a hard one to take out, and the Assault Vest definitely doesn't hurt, either. But with Rest + Hydration, it's just downright mean. Toxic is there to pad its lack of damage-dealing moves, but stalling normally does the job, here.
Azumarill @ Leftovers
Ability: Huge Power
EVs: 244 HP / 252 Atk / 12 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Protect
Don't fix it, if it ain't broken. This is your quintessential competitive Azumarill. Sure, the Belly Drum penalty sucks, but the sitrus berry almost makes it like it never happened. Aqua Jet helps with my team's overall weakness to priority, but I'm counting on Azumarril's high HP tank and boosted power to survive a hit, before doling out some major damage. Superpower is mostly just there as a last-resort, so I'm open to a smarter slot option.
Manectric @ Manectite
Ability: Lightningrod
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
- Thunder
- Flamethrower
- Rain Dance
- Ice Fang
I really dig Manectric; he was always one of my favorite sleeper agents in Gen 4; I originally had an HP Fire Galvantula in this spot, but decided on Manectric for his wider move pool, and better coverage options. He's got the trappings of a great all-around sweeper: he's quick, but hits hard from a distance. Truth be told, I've put him here as a means to disrupt dragon and electric progress, his ability also makes him a really smart Rain Dancer, just in case Politoed sh*ts the bed early.
Garchomp @ Choice Scarf
Ability: Rough Skin
Jolly Nature
-Dragon Claw
-Earthquake
-Iron Head
-Stone Edge
Garchomp is my revenge-killer, and does my late-game dirty work. His resistance to electricity, and neutral damage to water attacks make him yet another unexpected threat. Garchomp is a common response to rain teams, so I'd like to wield one, myself. He's a fast and heavy physical sweeper.
Politoed @ Damp Rock
Ability: Drizzle
EVs: 252 HP / 252 Def / 4 SAtk
Bold Nature
- Scald
- Substitute
- Psychic
- Ice Beam
Politoed: forever the meat of my rain team; While he's primarily here to set-up Drizzle, I really wanted him to have some utility usage, as well. The goal here is play him more like a tank, than a special sweeper; investing in his defense and HP, while adding just a scant few points to his already respectable SAtk. Substitute is there to wall out any Tbolt or Thunder pokes that could turn my rain against me, and keep the rain going.
Volcarona @ Air Balloon
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Quiver Dance
- Hurricane
- Roost
- Fiery Dance
Don't look at me like that. Volcarona serves two functions here: playing the Special sweeper game, but also psyching out the competition. Volcarona isn't commonly seen in the rain, but it isn't unheard of. Keeping her in my pocket until needed is exactly the way that I play this. Drizzle and a string of water pokes should scare back TTars and Grass pokes, but just in case-- it pays to have the Hurricane buff on hand. Fiery dance is around to help relieve me of any Scizor or Ferrothorn problems
Goodra @ Rock Helmet
Ability: Hydration
EVs: 8 HP / 252 Def / 248 SpD
Bold Nature
- Toxic
- Infestation
- Rest
- Dragon Pulse
It's a trap! Goodra can hit hard, but is ultimately here as a Trapping-Tank. Goodra's bulky Def and Sdef stats make it a hard one to take out, and the Assault Vest definitely doesn't hurt, either. But with Rest + Hydration, it's just downright mean. Toxic is there to pad its lack of damage-dealing moves, but stalling normally does the job, here.
Azumarill @ Leftovers
Ability: Huge Power
EVs: 244 HP / 252 Atk / 12 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Protect
Don't fix it, if it ain't broken. This is your quintessential competitive Azumarill. Sure, the Belly Drum penalty sucks, but the sitrus berry almost makes it like it never happened. Aqua Jet helps with my team's overall weakness to priority, but I'm counting on Azumarril's high HP tank and boosted power to survive a hit, before doling out some major damage. Superpower is mostly just there as a last-resort, so I'm open to a smarter slot option.
Manectric @ Manectite
Ability: Lightningrod
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
- Thunder
- Flamethrower
- Rain Dance
- Ice Fang
I really dig Manectric; he was always one of my favorite sleeper agents in Gen 4; I originally had an HP Fire Galvantula in this spot, but decided on Manectric for his wider move pool, and better coverage options. He's got the trappings of a great all-around sweeper: he's quick, but hits hard from a distance. Truth be told, I've put him here as a means to disrupt dragon and electric progress, his ability also makes him a really smart Rain Dancer, just in case Politoed sh*ts the bed early.
Garchomp @ Choice Scarf
Ability: Rough Skin
Jolly Nature
-Dragon Claw
-Earthquake
-Iron Head
-Stone Edge
Garchomp is my revenge-killer, and does my late-game dirty work. His resistance to electricity, and neutral damage to water attacks make him yet another unexpected threat. Garchomp is a common response to rain teams, so I'd like to wield one, myself. He's a fast and heavy physical sweeper.
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