Strategies for UU pokemon to use in OU battles - All-out discussion thread

Bologo

Have fun with birds and bees.
is a Contributor Alumnus
Please read this, because I really don't feel like having to put up with posters who evidently do not know what they're talking about. I know it's a little long, so if you feel you have enough experience, you can skip over the background and such, but newer players really should read this so that, 1) they don't get in trouble for making bad posts, or 2) they can learn how to make good sets for UU pokemon in OU.

Ok, so this is going to be a discussion thread about UU pokemon that can successfully utilize a strategy in OU without being dead weight on the team.

Background

Using UUs in OU is a very difficult thing to do well. I cannot stress this enough, because although there are several people who try to use UUs in OU, a lot of them cannot pull it off very well. They being to wonder why, but it is simply because UU pokemon generally aren't as good as OU pokemon for several reasons.

For this reason, they are generally not as easy to use as OU pokemon, and two key techniques are needed to use them succesfully in OU. This is by no means fact, but in my opinion, they are:

1) Prediction - This is extremely important, because there are generally four types of pokemon, being offense, defense, support and tank.

Offensive pokemon generally have very high offenses and speed, but they cannot take hits very well.

Defensive pokemon generally have high defenses, but often have low offenses.

Support pokemon usually have pretty high defenses, and alright offenses, and they live to support.

Tank pokemon are usually very high on offenses and defenses, but have pretty low speed. These are also what your "bulky sweepers" are. There are some cases where Tanks also have high speed and have generally high stats.

What does this have to do with using UU pokemon in OU?

Well, for OU pokemon, even their low stats aren't very low, because even the pokemon such as the offensive pokemon are able to take hits and live another day. They can also be defensive and still have pretty high offenses and speed.

However, this is not the way that it goes for most UU pokemon. They must predict and make their moves much more efficiently than OU, because making mistakes with UUs is much less forgiving. Support and Tank pokemon generally work the same way, but offensive and defensive pokemon from OU and UU work quite differently, meaning that an UU pokemon will have to change its mindset completely when it changes its environment.

The offensive pokemon usually have huge problems taking any kinds of hits, either because of huge gaping weaknesses, such as a 4x Stealth Rock weakness, or just generally bad defenses. They cannot be making mistakes, or they WILL get annihilated very quickly.

The defensive pokemon usually have very little offense in UU, and they tend to resort to using things such as Toxic to deal damage. In OU, this is not the greatest idea, because Steel-types run rampant in OU, and therefore, the defensive pokemon need to make sure they're not just making things bad for the team by giving the opponent free switches with stuff like Toxic.

2) Risk/Reward - This is important, because using an UU pokemon in OU already presents lots of risks for the team, and you want to be able to get some reward out of it. This ties in with prediction quite a bit.

Essentially, the way that Risk/Reward works can be presented with an example using dice. You have 6 dice, you need them all to land as 4's to win the prize of $1000000, if you lose, you have to pay $1000000. However, the odds are greatly against you, and therefore you need to analyze this situation. Do you take the risk of losing your money and hope that you gain the prize money, or do you back down?

The way that this would work in pokemon would be if a Choice Specs Togekiss and a Choice Band Rhyperior are facing off against each other. They both have super-effective moves against each other. Togekiss with Aura Sphere, and Rhyperior with Stone Edge. The Togekiss has the option of using Aura Sphere and to hope it deals near maximum damage for a KO, because if it doesn't, Togekiss has no chance of surviving Stone Edge, or to switch out to a Rock resist. There is also the factor of whether the Rhyperior will simply predict the attack and switch to a Ghost to force Togekiss out.

The risk here is that, a) Togekiss will deal 0% damage, giving the opponent a free switch, or b) if Togekiss does not KO Rhyperior in one shot, he's paying for it by being KOed himself.

The reward here is that, a) Togekiss KOs Rhyperior, or b) Togekiss allows an unharmed switch-in to come in by predicting Rhyperior's switch.

UU pokemon need to perform this in OU a lot more than they do in their home environment, because often, the best way of using an UU pokemon in OU is to take risks with it, otherwise it's not going to be doing much damage, but it needs to be made sure that there's some kind of reward coming from that risk.

Strategy

Here is an example of a pokemon in UU that fits all of these conditions of prediction and risk/reward (this is the format I recommend using for posting movesets in this thread, *means it really should be included):

dpmfa141.png


Kabutops @Mystic Water
EVs: 144 HP/252 Atk/112 Spd
Adamant Nature
Swift Swim

- Aqua Jet
- Swords Dance
- Stone Edge
- X-Scissor

Strategy behind it*

Essentially, this Kabutops is made so that it can function well in two types of weather that are commonly abused in OU, Rain and Sandstorm. As a Rock type, Kabutops gets a 1.5x special defense boost in Sandstorm, and a 2x speed boost in the Rain, which makes it a great sweeper. Swords Dance to double its 361 attack make it a huge threat with the priority abusing Aqua Jet, and enough speed to outrun a Bulky Gyarados and destroy it with Stone Edge. X-Scissor can take down Celebi if it chooses to come in, as Celebi is normally a great switch-in to him otherwise.

Risk/Reward (doesn't need to be included)

It tends to die quite quickly if there is not a Sandstorm up, and therefore, it needs to be brought in to force a switch if it wants to pull a Swords Dance off. If it can pull it off, it will almost always kill at least 2 pokemon before going down, especially against offensive teams. It also needs to make sure its risks are worthwhile if it faces a Grass pokemon that did not get hit by X-Scissor or Stone Edge on the switch-in, as the chances are it should switch out.

What its niche is in an OU team (something that sets it apart from other pokemon in OU so it's not outclassed)*

SD Kabutops has the most powerful boostable Aqua Jet in the game, and is one of the few pokemon that can be supported with two different types of weather, getting a boost from both. He also boasts the fastest boostable STAB Stone Edge, and has a little edge over Tyranitar's Stone Edge, since Tyranitar much depend on Dragon Dance for a +1 boost, while Kabutops can go straight to +2 with Swords Dance.

END

Alright, so go, discuss. Remember, when posting a moveset for an UU pokemon to use in OU, make sure you say what the strategy is behind the set, and most importantly, what its niche is in OU teams. You can also put the risk/reward thing, but it is not necessary. This thread is meant to give us a better understanding of how UU pokemon can perform in the OU metagame, because if people want diversity, they've got to make it happen.
 
I have a set I find working in OU a lot.

Cacturne @ Leftovers
Ability: Sand Veil
Naughty Nature
EVS: 252 Atk / 172 SpA / 84 Speed
- Hidden Power Fire
- Substitute
- Focus Punch
- Sucker Punch

I could not tell you how many times that thing has saved my ass. It actually beats Blissey, Gengar, Skarmory, Forretress, Azelf, Deoxys E, ect. I love using this set in OU. Being immune to Sandstorm as well is cool. Basically it gives all those combos and stuff using those two huge attack scores.

However the Risk and Reward for this set is huge. Basically it gets you those surprise kills but it is easy set up fodder for Garchomp and the like. Really its one of those things that save your life because it just beat that gengar and deoxys you are weak to, but has now screwed you since he just brought in Garchomp on your Cacturne which cant do anything back. Also his defense is way too low to really set up, otherwise I might use Swords Dance instead of HP Fore (he learns SD right?)
 
2) Risk/Reward - This is important, because using an UU pokemon in OU already presents lots of risks for the team, and you want to be able to get some reward out of it. This ties in with prediction quite a bit.
while this thread seems very promising and i'm looking forward to see some development and new strategy i would just to point out that while there are surely bigger risk using UU in OU those are not corresponding to higher reward leaving out personal satisfacion :P


edit: something i was toying with:

Butterfree @ choice scarf
nature Timid
ability CompoundEyes

24hp 252 s.atk 228 speed 4 sp.def

Sleep powder
U-turn
Hidden Power Ice
Bug Buzz/Sunny Day

compundEyes gives a welcome boost to sleep powder accuracy, U-turn for scouting in general, HP ice is most for coverage but be aware that even SE hits are most 3ko, sunny day may be handy to remove the nasty sand that's everywhere in OU.
With those evs it reach 384 speed since even with max evs it can't outrun +nature/252evs jolteon/crobat.
 
Vileplume @ Leftovers
Ability: Chlorophyll
EVs: 252 HP / 200 Def / 56 SAtk
Bold Nature (+Def, -Atk)
- Grass Knot
- Sleep Powder
- Hidden Power (Fire)
- Sludge Bomb

who the fuck needs Celebi to counter Gyara, seeing that it gets a sleep move, can absorb T-Spikes, and isn't weak to Bite (though being neutral to EQ isn't cool)

Speaking of Celebi, STAB Sludge Bomb says hi.

lack of reliable healing sucks though

Beating OU with UU is its own reward.
 
Nice topic. Well I actually have something I can contribute to this.
Ok so here is a set I’ve been working on for a while, for using Drapion in OU, I know he’s only recently been moved to UU so he’s not as hard to use as other UU’s.
pokemon-pearl-20070425025728489.jpg


Drapion@ Lum Berry / Leftovers
EV’s: 252Hp/ 148Spe/ 110Def
Impish
Battle Armour

-Taunt
-Toxic Spikes
-Brick Break
-Crunch


Strategy behind it:
The main strategy behind this set is to set up Toxic Spikes, he also can prevent set-up’s and absorb TS. This set is far more effective in OU than in UU as poison Pokémon are far less common. He is also useful to stop stat up’s and other such tactics with a fairly fast Taunt. This set is only really effective if used as a lead.
Risk/Reward:
Thanks to its sturdiness the risk isn’t incredibly high, and when backed up with some Wish support he can stick around for quite a while. However be very careful when keeping him in on unpredictable special threats such as SpecsMence who could net a surprise KO.
The major rewards of this set are shutting down your opponents lead, as I will demonstrate later, and also getting down 2 layers of Toxic Spikes, which is always useful. However one risk about leading with a TS layer is that they can easily be cleared by an opposing poison Pokémon, so it is important to not prioritize the laying of TS above his Hp.

Niche in an OU team:
As well as being a TS layer and absorber, this Drapion is designed to be a lead, as he has means to take care of the most common leads.
Bronzong- Taunt the Hypnosis/SR. then proceed to set up Toxic Spikes
Gengar- This is the primary reason for using Lum Berry, as he wouldn’t be a decent anti-lead if he couldn’t beat Gengar
Tyranitar- Brick Break 2HKO’s, and nothing Ttar throws can OHKO, especially considering he can’t land any criticals.
Gyarados- He is the reason for the 148 Spe EV’s, so he can outspeed and taunt Gyarados. Then proceed to set-up TS.
Ninjask- Taunt Ninjask then either set up TS or attack/switch.
 
Venomoth @Lum Berry/Leftovers/Bug Plate
Ability: Tinted Lens
EVs: 180 HP/228 Spd/102 SAtk
Timid nature (+Spd, -Atk)
- Bug Buzz
- Sleep Powder
- Roost/Psychic
- Toxic Spikes

Makes a wonderful lead. Functions much like Roserade, only with Tinted Lens and a (somewhat useful) recovery move. Alternatively, you can use Psychic to hit those Poison-types that might try to absorb your spikes.

I like to run Bug Plate with Roost, turning many 3HKOs (Salamence, among others) from Bug Buzz into 2HKOs. No sense in running Life Orb, when you're only running one attacking move. If you keep this guy around long enough, it can even threaten a sweep in the late-game, thanks to its decent speed and a non-resisted attacking move.
 
Hmm... UUs that work well in OU? There's a lot of those.

Steelix @ Choice Band
EVs: 252 HP / 252 Atk / 4 SDef; Relaxed
- Earthquake
- Gyro Ball
- Ice Fang
- Explosion

The idea here is that Steelix is so fat that he can switch into nearly every Pokémon, but he's 1. often forced out and 2. doesn't deal enough damage. Because of the first and second problems, a Choice Band set actually works.

Ice Fang is here because Steelix just laughs at Outrage Garchomp and it will always OHKO with a Choice Band. Gyro Ball should OHKO Tyranitar all the time. Metagross gets pwned by Earthquake. So, basically CB Steelix can take on a bunch of physical threats.

Mr. Mime @ Leftovers
Soundproof
252 HP / 80 SDef / 176 Spd; Calm
- Hypnosis / Taunt
- Calm Mind / Barrier
- Psychic
- Baton Pass

Gah, Mr. Mime is so useful. He'll always survive a Modest Gengar Shadow Ball, he can Hypnosis stuff, he can Calm Mind... heh, I like leading him. There's a risk that he'll die to pretty much any physical hit, but the reward is fast Calm Minds and a crippled opponent.
 
Nidoking@BlackSludge/Life Orb
Rivalry/Poison Point
252 Spd 252 Att; Naughty
- Earthquake
- Poison Jab/Megahorn
- Stone Edge
- Fireblast

similar to Mamoswine in the respect that it can hit hard with STAB, Nidoking has less attack points but has Rivalry to back it up if you chose to use it. Although Rivalry has its risks and rewards, so it should be used with caution. Fireblast is to deal with Steels which are staples on most teams, while Poison Jab/Megahorn are for Grass.
 
Drapion works really well in OU because of the niche it fills. Only weak to ground, lays down toxic spikes, absorbs them, and can taunt. It's a pretty solid choice for a lead as it counters so many other ones.
 
dpmfa127.png

Pinsir@ Choice Scarf
EVs: 6 HP/252 Atk/252 Spe
Adamant Nature
Mold Breaker
- Close Combat
- Earthquake
- Stone Edge
- X-Scissor

Strategy behind it*

IMO, Mold Breaker is one of the best abilities in the game. The ability to Earthquake Bronzong and Gengar gives Pinsir a spot on my team any day. As with any choice user, the strategy is simple. Hit something as hard as you can and GTFO. There is very little difference betwenn Pinsir and Heracross, but there are some that give it both an advantage and a disadvantage. As stated before, Pinsir has the ability to hit Levitating targets with Earthquake. *Glares at Weezing and Bronzong* On the other hand, being part Fighting allows Heracross to come in to Stealth Rocks more often than Pinsir. If you choose Pinsir's second ability, you also can avoid Intimidates as well, but the one thing that seperates Heracross and Pinsir is Megahorn because lets face it, Close Combat doesn't need STAB to do what its supposed to do. Granted, it is stronger, but I prefer X-Scissor in a majority of the time because of that accuracy. Also 252 Speed EVs gaurantees that you either beat or tie all Heracross unless they run a Jolly Scarf set.

Risk/Reward (doesn't need to be included)

In exchange for the ability to come into Stealth Rocks more, you get the ability to hit things for Super Effective that normally would be completely avoided. I can't tell you how many times people have asked me "Doesn't Bronzong Levitate?" only for me to simply say "Mold Breaker." Because it is UU and not seen as much, people tend to forget just what it can do. In addition to this surprise factor, it is incredibly strong, OHKOing Blissey with CC, Cresselia with X-Scissor and 2HKOing (OHKOing some) Bronzong with EQ (Don't see that many Weezings anymore, so I wouldn't know, but I would guess it is an OHKO).

What its niche is in an OU team (something that sets it apart from other pokemon in OU so it's not outclassed)*

With a Scarf, Pinsir surprises many opponents with its speed. With only an 85 Base, it is not expected to outspeed much, but it will, providing they aren't using a Scarf as well. Pinsir can fit on nearly every team that Heracross can as long as you are willing to take the risk. Just like Heracross, Pinsir can run Choice and SD sets, but it cannot run Guts, as it does not have it, but if you are willing to give this stag beetle a try, you might just find that he is nearly, if not, just as good as cousin Heracross.
 
Rotom @ Choice Scarf
Timid, 252spe/252spa/4hp
Shadow Ball
Discharge
WoW
Trick

It outspeeds frail ghosts and psychics like gengar and azelf and OHKO's with shadow ball. Blocks rapid spin, and you then have two SE attacks against starmie to choose from, leaving your opponent without many switch-in options. Donphan gets burned, forretress is hit hard by discharge or can be tricked. Common switch-ins blissey and snorlax are useless with a scarf tricked onto them. Pursuiters get burned on the switch and are pretty much rendered useless after. Comes in easily with three immunities. Will outspeed Gyarados after 1 DD and threatens with Discharge, then burns Electivire if applicable. Its immunity to extremespeed and resistance to bullet punch makes it a decent Lucario counter, which it burns or discharges.

The only risk Rotom presents to your team is Heatran, who will come in on anything without fear since it's probably holding a scarf anyway and could absorb WoW as a bonus. Sometimes you'll accidentally give something dangerous a scarf, but this happens rarely.

Scarfgar revenge kills it, but I find that scarfgar isn't too threatening once the surprise is up.
 
Not to mention, it can hit 317 speed if needed.

Drapion works really well in OU because of the niche it fills. Only weak to ground, lays down toxic spikes, absorbs them, and can taunt. It's a pretty solid choice for a lead as it counters so many other ones.

You guys do realize that tenta[aint]Cool already mentioned those things in his set right? Please try to pay more attention to the previous posts and refrain from reiterating things that were already said.
 
Jumpluff @ Focus Sash
Ability: Chlorophyll
EVs: 136 HP/120 Def/252 Spd
Jolly nature (+Spd, -SAtk)
- Encore
- Sleep Powder
- Sunny Day
- U-turn

Jumpluff has the second-fastest Encore in the game (only Alakazam is faster), and that's before a Chlorophyll boost. With Sash, he's almost guaranteed to be able to set up Sunny Day, which puts him at a staggering 700 Speed. From there, it can Encore a non-offensive move (Encore hits through Subs!), or even an offensive move that a teammate resists, giving valuable set-up time. Toss in Sleep Powder and the ability to U-Turn to a counter, and you've got a fantastic lead, especially for something like Bellyzard that needs a turn to set up.
 
That jumpluff is eaten by stealth rock (even if it's a lead, switching out means you die). And sunny day might work against it. Although Chorophyll is a nice surprise, U-turn is your only damaging move. That jumpluff is going to need prediction. You need to know whether to Encore or Sunny Day.
 
poke211.png

Link for credit to the original artist whom I can't spell. xP

Qwilfish @ Focus Sash
Swift Swim
Speed+ and/or Def/Sp.Def- Nature
252 Sp.Atk, 252 Speed
- Rain Dance/Taunt
- Surf
- Shadow Ball
- Destiny Bond

Strategy:
This is a bait fish, designed for PBR where people often play like maniacs no matter what they bring to fight with, but also has had relatively good results in regular WiFi. The Qwilfish expects to be hit in the face so it sets up the rain and waits for the blow. Once it survives, it can predict with a Destiny Bond to take out the opponent, or take advantage of the Rain for a boosted Water attack.

I had originally in mind that if I ran into teams with a Tyranitar or Hippowdon lead, that this fish would be good at nullifying their attempts to wreck his Focus Sash by getting rid of the Sand. Unfortunately, I haven't personally experienced a good Sand team to realize this, so I've tried one with Taunt instead. (Though it did take out a whole Palkia once, I guess that's some kudos...) I'd lead with a different Rain Dancer with Damp Rock (usually my Electrode which died quickly by its own hand or somebody else'), then Taunt to make sure that the opponent had to hit the Qwilfish. Shadow Ball is there as a filler, but it's worked out better than Flail when those weak to Ghost showed up.
 
036Clefable.png

Clefable@Leftovers
Calm-Magic Guard
252 HP/152 Def/100 SpDef/4 Spe or 252 HP/252 SpDef/4 Spe
~Seismic Toss
~Encore
~Thunderwave
~Softboiled

Basically, you switch in on a predicted special sweeper or bulky tank and Thunderwave. In most cases, you'll net a non-ground user and get a chance to see what move it used. You can either Encore it to allow a free switch-in, Seismic Toss it to whittle it down, or simply Softboiled to recover.

Risk/Reward:
This is most certainly not as bulky as Blissey so you risk being able to take less hits and get KOd easier. As a result, you get access to Encore which allows you to grant free switches and mess up stat-uppers. Magic Guard is also an incredibly useful ability, because, unlike Blissey, you don't have to waste a slot on Aromatherapy to prevent an instant death due to Toxic Spikes.

So basically, the main reason to use Clefable over OUs is to be able to have the bulkiest Encore possible while still providing a decent Special Sponge.
 
PWNsauce Clefable lead.

Clefable @ Toxic Orb
252 HP 252 Sp. Def 6 Def
Calm Nature (cushions the blow from focus blast)

Protect
Encore
Wish
Ice Beam


Totally anti-lead. I had a Pursuiter to remove Gengar once I encored the move I wanted. Protect scouts stuff for you to Encore (stealth rock, stat-uppers). Wish helps heal Clefable and your team. Ice Beam for lack of a better offensive option. The only thing you gotta worry about is Gyarados, and even then, I Encored DD a bunch of times... they're so stupid.

I know the EV spread is dull compared to the other stuff I cook up, but I really liked taking only 60ish from Gengar's Focus Blast.

Risk/Reward: Pretty much invites Infernape and Lucario to come in, but this Clefable will be switching in and out a lot anyway, so it's not too big of a deal. Immune to Status, so 3/4 times it's a good switch in to Scarfgar. Also PWNs Breloom. Immune to Spore and forces it to Sub instead of Focus Punch.



Xatu @ Leftovers
252 HP, 82 DEF, 176 Spe
Bold Nature

Psychic/Grass Knot
Thunderwave
Wish
Roost/U-Turn

I used Xatu a lot in UU, but I added some speed EVs and took my team to OU. I did surprisingly well, although Garchomp and Salamence were problems. Anyways, it outruns Jolly Breloom, and Togekiss, who you can Paralyze. I reccomend Early Bird, because Hypnosis is popular. Most times you'll wake up in one turn while they try and "set-up on the switch", and you can paralyze em. Psychic is a nice STAB move, but Grass Knot is OK for dealing with ground types.

Wish is so Xatu can actually help the team. Roost removes those nasty Rock, Electric and Ice weaknesses, and you still resist Fighting! U-Turn helps you predict switches and get roosts to the intended target.

Risk/Reward: Xatu is just so cool, it's a pity he isn't better. He has crappy defenses that even huge EV investment doesn't help too much. However, this set still hits a defense tier of 116.76, which isn't terrible. You can still get in on your resistances and use Xatu's plethora of supportive moves. Roost and Wish go a long way to keeping Xatu around, it's deceptive how tough he is when he has such great recovery.


Hitmonchan @ Choice Band
128 HP, 240 ATK, 140 Spe

Focus Punch
Pursuit
Thunderpunch/Stone Edge/Close Combat
Ice Punch

Guess how much damage this Focus Punch does? Over 20% more than Garchomp's Choice Band Outrage. Nothing in the entire game is gonna want to eat that attack. It does 40% to Gliscor, and he resists it. Ice Punch obviously OHKOs. Pursuit is still powerful without STAB, coming off of 500+ attack. The last move is your choice, really. You'll never get past Cress, so it's up to Thunderpunch, Stone Edge, and another reliable fighting attack.

This spread outruns Adamant Tyranitar, has 273 HP for sponging hits, and almost maximum attack. It's very fearsome indeed unless you have a sturdy floaty Psychic (besides bronzong, Jirachi and Metagross of course)
 
That jumpluff is eaten by stealth rock (even if it's a lead, switching out means you die). And sunny day might work against it. Although Chorophyll is a nice surprise, U-turn is your only damaging move. That jumpluff is going to need prediction. You need to know whether to Encore or Sunny Day.

on the contrary, if you sunny day on turn one, you will be so incredibly fast that you will be able to encore before the guy has a chance to do anything else i.e.

yanmega used protect!
jumpluff used sunny day!
yanmega's speed boost raised its speed!

jumpluff used encore!
yanmega used protect!

or at least that's how it would work in theory


this still works fine. the other scenario is...

aerodactyl used stone edge!
jumpluff hung on using its focus sash!
jumpluff used sunny day!

at this point, jumpluff can either u-turn to scout, or sleep aero. OR he can suicidally encore stone edge to guarantee a free turn for something else i.e. lucario to come in.

the set works in theorymon, as long as you don't end up against a faster sleeper. I'd just sleep slowe stuff like bronzong off the bat, so that I can sunny day or encore the switch. I'm liking this set
 
1) Prediction - This is extremely important, because there are generally four types of pokemon, being offense, defense, support and tank.
That jumpluff is eaten by stealth rock (even if it's a lead, switching out means you die). And sunny day might work against it. Although Chorophyll is a nice surprise, U-turn is your only damaging move. That jumpluff is going to need prediction. You need to know whether to Encore or Sunny Day.

Of course the set needs prediction. Pretty much all of the sets in this thread need a lot of prediction, because when using UUs in OU, you really have to watch yourself to make sure you don't make mistakes with them, because they can become pretty useless if you don't. You also basically described that the Jumpluff is going to have lots of risks with it too, but you forgot to mention that it has lots of reward too. I did mention to read the stuff in the OP you know.

I've used that Jumpluff before, and it's worked wonders for my team with the super-fast Encore, and U-Turn as the only attacking move isn't that bad, because it's not like Jumpluff should really be attacking anyway.
 
Quilfish @ Focus Sash
Ability: Swift Swim
Nature: Adamant
EVs: 4 HP / 252 Atk / 252 Spe
*Waterfall
*Rain Dance
*Taunt
*Explosion

I've used this as the lead on every Rain team ever made... Wonderful lead. Taunts those annoying Bronzong leads, Focus Sash ensures that Rain Dance, then blow up. I don't mind starting 5 to 5 with the rain on my side and no rocks on the field... do you? Oh yeah, he outspeed and OHKOs those annoying ScarfGengars that get cocky and T-Bolt.
 
I like your Qwilfish too. ^_^

I just had Destiny Bond instead, since that would take out the Gengars and other resistant things that might not completely faint to an Explosion. Though I like your explanation on how Taunt and Rain Dance could work together and now I would need Shadow Ball less. :p
 
Here's what I used as a lead on my Rain team, similar to RaikouLover.

Electrode @ Wet Rock
Trait: Static
EVs: 252 SpA / 252 Spe / 4 Atk (I didn't bother overspecializing the EVs)
Naughty Nature (+Spe, -SpD)
- Thunderbolt
- Explosion
- Rain Dance
- Taunt

Basically, it Rain Dances turn one, and usually dies immediately, giving whatever is coming in a guaranteed 6 turns of Rain. If it doesn't die, it Explodes and the Rain receiver still gets five turns of Rain. Taunt is always handy to have on a lead.

Risk/Reward: The risk is a random Scarf Pokemon OHKOing you before you get the chance to set up Rain Dance. The obvious reward is several turns of Rain Dance for the Pokemon coming in (the Qwilfish lead only gives 3).
 
I like to use Poliwrath from time to time:

Poliwrath @Leftovers
252 HP/200 Def/56 Atk
Impish/Relaxed
- Ice Punch
- Focus Punch
- Substitute
- Hypnosis/Waterfall

Gets in a Sub and starts punching. Sturdier than it looks too, and the option for status like Hypnosis makes it an excellent addition to a team in need of a Water Absorber.

If it is Relaxed it fits quite nicely on a Trick Room team and can last a while from being paired with:

Camerupt @Life Orb
252 Atk/252 Satk/4 HP
Quiet
Solid Rock
- Fire Blast
- Explosion
- Earthquake
- Hidden Power Ice/Grass

These two with Trick Room support work well on their own with a great surprise factor, but paired they support each other's weaknesses.
 
partly completed clefable

Clefable@Life Orb
Magic Guard
Impish
100-252-72-0-0-84

-Double Edge
-Fire Punch/Meteor Mash/brick break/Drain Punch
-Meteor Mash/Cosmic Power
-Softboiled

Strategy:
Baton Pass (from Ninjask) swords dance amd speed boost
1) If cosmic power:
tank up and sweep and recover

2) If all attack:
Sweep and recover

-With magic guard, very threatening, no recoil, powerful once boosted
-I intend to use it in battle tower

Do you think I should go with Fire Punch+Meteor Mash, Fire Punch+cosmic Power, or Meteor Mash+cosmic Power? Or fighting, so hit all but ghosts?
 
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