♫♪♫ - Rain Dance - ♫♪♫
OU So we're clear. ҉҈҉҉҈҉
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Rain Dance Logic:
I basically see most people's Rain Dance logic as:
Make Rain > Sweep > Win/Lose depending on how that worked out.
That is the basic strategy I started with. Because I thought the strategy was somewhat flawed, I made some changes.
I never liked the way that most Rain Dance teams seem to instantly reveal what they are. It really shifts the opponent's play style to conservative rain stalling straight away; giving you little chance to see and/or inflict heavy damage against many teams early on. It also puts any possible Tyranitars, Hippowdons and/or Abomasnows into conservative mode, making them much harder to deal with.
I also never liked the way that most Rain Dance teams are often in chaos at the end of the game. These Rain Dance teams seem to rely on well timed sacrifices and constant, non-faltering offence to succeed. If something goes wrong and the momentum shifts, and even sometimes when it doesn't, finishing the game can become difficult.
My initial conceptions on Rain Dance were probably false, but I came to a strategy that has worked well for me. I basically based my team around:
Scout > Make Rain > Sweep > Clean Up.
Whether or not this is in fact the standard Rain Dance logic for intelligent players I am unsure. Most of what I verse seems play by my initial interpretation. I prefer mine. Anyway; here is my team.
At A Glance:
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The only thing worth noticing at this point is that I lack a viable way to set up Stealth Rock. While I'd love it on my team, I haven't yet found a space for it.
OU So we're clear. ҉҈҉҉҈҉
------------------------------------------------------------------------------------------------------------------------------
Rain Dance Logic:
I basically see most people's Rain Dance logic as:
Make Rain > Sweep > Win/Lose depending on how that worked out.
That is the basic strategy I started with. Because I thought the strategy was somewhat flawed, I made some changes.
I never liked the way that most Rain Dance teams seem to instantly reveal what they are. It really shifts the opponent's play style to conservative rain stalling straight away; giving you little chance to see and/or inflict heavy damage against many teams early on. It also puts any possible Tyranitars, Hippowdons and/or Abomasnows into conservative mode, making them much harder to deal with.
I also never liked the way that most Rain Dance teams are often in chaos at the end of the game. These Rain Dance teams seem to rely on well timed sacrifices and constant, non-faltering offence to succeed. If something goes wrong and the momentum shifts, and even sometimes when it doesn't, finishing the game can become difficult.
My initial conceptions on Rain Dance were probably false, but I came to a strategy that has worked well for me. I basically based my team around:
Scout > Make Rain > Sweep > Clean Up.
Whether or not this is in fact the standard Rain Dance logic for intelligent players I am unsure. Most of what I verse seems play by my initial interpretation. I prefer mine. Anyway; here is my team.
At A Glance:
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The only thing worth noticing at this point is that I lack a viable way to set up Stealth Rock. While I'd love it on my team, I haven't yet found a space for it.

Scizor (F) @ Choice Band
Nature: Adamant (+Atk, -SAtk)
Ability: Technician
EVs: 32 HP / 252 Atk / 224 Spe
- Bullet Punch
- U-turn
- Pursuit
- Superpower
Looking further into the match, Scizor can serve as a good way to check Blissey, Snorlax, Regice, Cressilia, Latias and many other special walls that cause my team's main sweeper, Kingdra, trouble. Scizor's priority also helps me revenge kill frail sweepers that might manage to set up.
224 Speed is there to beat Adamant Max Tyranitar which is important given that my team revolves around Rain Dance. My team does lack Stealth Rock, making Salamence a problem, but Bullet Punch combined with Kabutops' Aqua Jet will (almost always) KO it if Rain isn't falling.

Rotom-w @ Damp Rock
Nature: Modest (+SAtk, -Atk)
Ability: Levitate
EVs: 104 HP / 252 SAtk / 152 Spe
- Rain Dance
- Hydro Pump
- Shadow Ball
- Thunder
Rotom's typing is a blessing too. It takes Electric, Fighting, Ground and Normal attacks which can prove very useful. Thunder, Shadow Ball and Hydro Pump provide excellent coverage and Rotom is frequently able to independently threaten the opponent's team. It can even late game sweep on its own.
Thunder's 30% Paralysis rate is very handy and frequently allows Rotom to cripple at least one member of the opponent's team.
152 Speed Evs allow Rotom to outspeed Jolly Max Tyranitar by 2 points. Rotom is generally my second switch in, and upon seeing a Scizor and Rotom-W, surprisingly few opponents suspect Rain Dance.

Parasect (M) @ Leftovers
Nature: Careful (+SDef, -SAtk)
Ability: Dry Skin
EVs: 252 HP / 172 Def / 86 SDef
- Aromatherapy
- Spore
- Stun Spore
- Seed Bomb
Parasect's typing provides a similar set of resistances to Rotom, allowing it to be an alternative switch in where a Ghost or Dark attack might be used. This often eases conservative prediction. Being naturally slow, Parasect is also my best candidate to absorb Thunder Wave. For the same reason, Parasect is also my best way to tackle Trick Room teams, which have proven troublesome.
While the 18% recovery under rain is great, it was not the main reason Parasect was chosen. Being immune to Water has proven very useful for dealing with opposing Water-types who benefit from rain, even if most carry Ice Beam or Stone Edge.
The given Evs produce a balanced 317 HP / 239 Def / 238 SpD. While not particularly impressive, they are just high enough to make use of Parasect's handy resistances and possible 18% end-of-turn recovery.

Kingdra (M) @ Life Orb
Nature: Modest (+SAtk, -Atk)
Ability: Swift Swim
EVs: 92 HP / 252 SAtk / 164 Spe
- Draco Meteor
- Hydro Pump
- Hidden Power [Electric]
- Rain Dance
Kingdra's typing pairs well with Scizor and decently Rotom, giving it numerous opportunities to switch in. From there it is able to outspeed and at least 2HKO almost any Pokemon in OU. The combination of HP [Electric] and Draco Meteor will 2HKO almost every standard bulky water, although Stealth Rock is needed to guarantee the kill against some less common threats such as Milotic.
164 Speed Evs allow Kingdra to initially outrun all non-Scarf Magnezone and Tyranitar. Under Rain, Kingdra is able to outspeed anything up to Modest Scarf Gengar.

Kabutops (M) @ Life Orb
Nature: Adamant (+Atk, -SAtk)
Ability: Swift Swim
EVs: 26 HP / 252 Atk / 232 Spe
- Swords Dance
- Waterfall
- Rock Slide
- Aqua Jet
Waterfall in the Rain is around 0.7x as strong as Kingdra's Hydro Pump. To put things in perspective however, after a Swords Dance, Waterfall is about 1.5x more powerful.
Kabutops has terrible typing, but it does pair decently with Parasect; giving it occasional chances to switch in. Kabutops is usually forced to come in after something has died though, giving it very few chances at a sweep. It generally takes these as revenge killing opportunities however.
232 Speed Evs will outspeed Modest Max Specs Heatran without Rain and up to Modest Scarf Gengar when Rain is in effect. Rock Slide was chosen because of accuracy issues. After a SD it's powerful enough and the additional speed makes the Flinch effect appealing. The lack of Stone Edge has been felt when dealing with physically defensive Zapdos, but Kabutops really can't afford to miss.

Machamp (M) @ Leftovers
Nature: Adamant (+Atk, -SAtk)
Ability: No Guard
EVs: 252 HP / 252 Atk / 6 Spe
- DynamicPunch
- Stone Edge
- Payback
- Bulk Up
Machamp provides a Rock resist too; further ensuring security against Tyranitar. Stone Edge is mainly there to cover Zapdos, who is very troublesome. Payback adds great coverage, particularly against the ghosts who love switching into DynamicPunch.
The standard 128 Spe Evs were dropped into HP as outspeeding Skarmory isn't a real issue (and many will choose to simply WW my Bulk Ups anyway). Only 6 Spe Evs were needed to let Machamp outpace Blissey.
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Conclusion:
There's my team. It has worked very well for me so far but could use a little tweaking. I hope you enjoyed reading. While not much of my team takes direct advantage of Rain, I have found that the balance made things more managable and added to my overall success. Weather teams that rely completely on the weather can have a difficult time against other weather teams, or so I tell myself.
Conclusion:
There's my team. It has worked very well for me so far but could use a little tweaking. I hope you enjoyed reading. While not much of my team takes direct advantage of Rain, I have found that the balance made things more managable and added to my overall success. Weather teams that rely completely on the weather can have a difficult time against other weather teams, or so I tell myself.