Pelipper @ Damp Rock
Ability: Drizzle
Level: 50
Shiny: Yes
Tera Type: Grass
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Hurricane
- Tailwind
- Weather Ball
- Protect
Pelliper is here mostly to set up rain for pretty much the entirety of the game with its damp rock and set tailwind up in case i face opposing rain teams with hurricane as a solid stab move and as a reliable move to click against rill and amongus. i went for tera grass to help pelliper eat up hits from something like a banded rillaboom and for a spore and rage powder immunity while also resisting any electric hits if raichu isnt brought to a matchup. i went with weather ball as its good water stab in rain and protect is always nice to have as an option.
Palafin (M) @ Mystic Water
Ability: Zero to Hero
Level: 50
Shiny: Yes
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Jet Punch
- Flip Turn
- Wave Crash
- Close Combat
This dolphin hits so hard in the rain its actually absurd with max atk and max speed. i went with a standard moveset with jet punch for priority flip turn for positioning and its useful for when i dont want to hard switch into something, wave crash to nuke something and cc for archaludon coverage. i do realize i dont have anything to hit amongus and dragonite but dragonites usually tera normal and i have pelliper and barraskewda to get the spore machine so i dont really mind this moveset. tera water for extra stab and mystic water to double down on button click go brrr gameplay
Raichu @ Sitrus Berry
Ability: Lightning Rod
Level: 50
Shiny: Yes
Tera Type: Flying
EVs: 252 HP / 4 SpA / 252 Spe
Hasty Nature
- Fake Out
- Volt Switch
- Thunder
- Encore
This guy is what made me attempt at teambuilding when reg h dropped because it fits so well in the rain arch. for evs i went for max hp max speed and hasty nature so that i can have max speed while not hindering the fake out chip (which in hindsight could be made timid) so that i can move first and disrupt things for my opponent. as for the moves, i went with fake out cuz why not, volt switch to position myself, thunder because it cant miss in the rain and encore to lock slower set up mons into unfavorable moves. lightning rod to protect teammates from electric type attacks including from opposing arch and tera flying to turn its weakness into immunity and sitrus berry for longevity.
Barraskewda @ Life Orb
Ability: Swift Swim
Level: 50
Shiny: Yes
Tera Type: Water
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Liquidation
- Flip Turn
- Close Combat
- Psychic Fangs
this is the second button click demon on this team with tera water max attack adamant with life orb for maximum damage (i like the option to switch moves with life orb which is why i did not choice band him) while being fast as sin under the rain. for the moves i went with liquidation for stab, flip turn for positioning cc for coverage mainly against arch and psychic fangs for amongus.
Archaludon @ Assault Vest
Ability: Stamina
Level: 50
Tera Type: Flying
EVs: 252 HP / 100 SpA / 156 SpD
Calm Nature
IVs: 0 Atk
- Body Press
- Electro Shot
- Snarl
- Draco Meteor
archaludon is another pokemon which made me want to make a rain team ever since i used it on my dlc rain team. stamina is such a good ability along with av making this thing tanky on both sides. i went with a fairly standard moveset with body press to make use of its high defense + stamina boosts, snarl to reduce sp atk which makes this thing even harder to remove, electro shot to spam under rain and draco to nuke something like amongus. i didnt add steel stab because i didnt see any point in it. the ev spread might also be not optimized since thats something i'm not good at in teambuilding so i went with what felt nice along with a calm nature to cement its sp def (i'll be open to suggestions for the evs on both this thing and rillaboom). i went with tera flying to resist fighting moves and become immune to ground types while keeping only 2 weaknesses if raichu is also on the field which i didnt realise would suck up my electro shots as well
Rillaboom @ Choice Band
Ability: Grassy Surge
Level: 50
Shiny: Yes
Tera Type: Grass
EVs: 188 HP / 252 Atk / 68 Def
Adamant Nature
- Grassy Glide
- Wood Hammer
- U-turn
- Drain Punch
Last but not the least is the grass monkey. I went with a very basic monkey brain choice band set with grassy glide for stab priority, wood hammer for damage since grassy terrain kind of offsets the recoil, u-turn for positioning and drain punch for coverage + healing and tera grass for extra stab on grassy glides and wood hammers. and again i feel the ev spread could be better. I went with max attack adamant since i imagined i would be clicking g glide a lot so wouldnt need the speed investment + slow u-turn sounds nice to me and i split the rest in hp and def with higher hp investment to get more possible chances to click wood hammer
Once again i am not a good teamuilder but i went with what made sense to me at the time so i'm be open to make changes in the team according to what my team lacks. I would also like some advise on a particular team archetype: psyspam. I feel like i struggle against that team a lot since i dont have any sureshot way to prevent trick room and none of my pokemon except maybe archaludon appreciate trick room which gets slapped around by bloodmoon anyways, so i would like some help with that team matchup as well.
Ability: Drizzle
Level: 50
Shiny: Yes
Tera Type: Grass
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Hurricane
- Tailwind
- Weather Ball
- Protect
Pelliper is here mostly to set up rain for pretty much the entirety of the game with its damp rock and set tailwind up in case i face opposing rain teams with hurricane as a solid stab move and as a reliable move to click against rill and amongus. i went for tera grass to help pelliper eat up hits from something like a banded rillaboom and for a spore and rage powder immunity while also resisting any electric hits if raichu isnt brought to a matchup. i went with weather ball as its good water stab in rain and protect is always nice to have as an option.
Palafin (M) @ Mystic Water
Ability: Zero to Hero
Level: 50
Shiny: Yes
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Jet Punch
- Flip Turn
- Wave Crash
- Close Combat
This dolphin hits so hard in the rain its actually absurd with max atk and max speed. i went with a standard moveset with jet punch for priority flip turn for positioning and its useful for when i dont want to hard switch into something, wave crash to nuke something and cc for archaludon coverage. i do realize i dont have anything to hit amongus and dragonite but dragonites usually tera normal and i have pelliper and barraskewda to get the spore machine so i dont really mind this moveset. tera water for extra stab and mystic water to double down on button click go brrr gameplay
Raichu @ Sitrus Berry
Ability: Lightning Rod
Level: 50
Shiny: Yes
Tera Type: Flying
EVs: 252 HP / 4 SpA / 252 Spe
Hasty Nature
- Fake Out
- Volt Switch
- Thunder
- Encore
This guy is what made me attempt at teambuilding when reg h dropped because it fits so well in the rain arch. for evs i went for max hp max speed and hasty nature so that i can have max speed while not hindering the fake out chip (which in hindsight could be made timid) so that i can move first and disrupt things for my opponent. as for the moves, i went with fake out cuz why not, volt switch to position myself, thunder because it cant miss in the rain and encore to lock slower set up mons into unfavorable moves. lightning rod to protect teammates from electric type attacks including from opposing arch and tera flying to turn its weakness into immunity and sitrus berry for longevity.
Barraskewda @ Life Orb
Ability: Swift Swim
Level: 50
Shiny: Yes
Tera Type: Water
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Liquidation
- Flip Turn
- Close Combat
- Psychic Fangs
this is the second button click demon on this team with tera water max attack adamant with life orb for maximum damage (i like the option to switch moves with life orb which is why i did not choice band him) while being fast as sin under the rain. for the moves i went with liquidation for stab, flip turn for positioning cc for coverage mainly against arch and psychic fangs for amongus.
Archaludon @ Assault Vest
Ability: Stamina
Level: 50
Tera Type: Flying
EVs: 252 HP / 100 SpA / 156 SpD
Calm Nature
IVs: 0 Atk
- Body Press
- Electro Shot
- Snarl
- Draco Meteor
archaludon is another pokemon which made me want to make a rain team ever since i used it on my dlc rain team. stamina is such a good ability along with av making this thing tanky on both sides. i went with a fairly standard moveset with body press to make use of its high defense + stamina boosts, snarl to reduce sp atk which makes this thing even harder to remove, electro shot to spam under rain and draco to nuke something like amongus. i didnt add steel stab because i didnt see any point in it. the ev spread might also be not optimized since thats something i'm not good at in teambuilding so i went with what felt nice along with a calm nature to cement its sp def (i'll be open to suggestions for the evs on both this thing and rillaboom). i went with tera flying to resist fighting moves and become immune to ground types while keeping only 2 weaknesses if raichu is also on the field which i didnt realise would suck up my electro shots as well
Rillaboom @ Choice Band
Ability: Grassy Surge
Level: 50
Shiny: Yes
Tera Type: Grass
EVs: 188 HP / 252 Atk / 68 Def
Adamant Nature
- Grassy Glide
- Wood Hammer
- U-turn
- Drain Punch
Last but not the least is the grass monkey. I went with a very basic monkey brain choice band set with grassy glide for stab priority, wood hammer for damage since grassy terrain kind of offsets the recoil, u-turn for positioning and drain punch for coverage + healing and tera grass for extra stab on grassy glides and wood hammers. and again i feel the ev spread could be better. I went with max attack adamant since i imagined i would be clicking g glide a lot so wouldnt need the speed investment + slow u-turn sounds nice to me and i split the rest in hp and def with higher hp investment to get more possible chances to click wood hammer
Once again i am not a good teamuilder but i went with what made sense to me at the time so i'm be open to make changes in the team according to what my team lacks. I would also like some advise on a particular team archetype: psyspam. I feel like i struggle against that team a lot since i dont have any sureshot way to prevent trick room and none of my pokemon except maybe archaludon appreciate trick room which gets slapped around by bloodmoon anyways, so i would like some help with that team matchup as well.