'scuse me, but if I may speak up; I'm rather fond of hydration suggested a while back. An interesting ability IMO, but never seen in OU (manaphy's still in ubers right?). I've seen a lot of people supporting a status-guard in things like magic-guard and poison heal, and hydration provides exactly what we want but doesn't risk life-orb wallbreaker status. Using hydration would require rain dance; either brought by a team-mate (basically only viable if you're running a rain dance team) or takes up a moveslot of CAP10 itself. Obviously it will be paired with Rest, unless it's not gonna get rest for some aburd reason. And yes, hydration + rest is quite the combo since little to nothing can OHKO CAP10 if it is EV'd right. Hence it could chase out particular threats that don't at least 2hko it.
On the other hand, you can only maintain the rain for three turns (five if you waste your item slot on a damp rock), after which anything that 2hko's you can either kill you if you rain dance again, or put you in ko-range while asleep if you use rest; forcing a switch. So the best you'll have done is waste a bit of PP and maybe racked up some life orb recoil, so by no means a solid stalling weapon.
You can also only run two attacks with this set. Surf/hydro pump/ice beam with thunder, most likely. Although rain does give a rather nice boost to water type moves, this mon is not going to sweep teams with just surf and thunder (mediocre attack-stats rule out non-STAB, thus coverage and fancy fire moves are rendered obselete). On the plus side, you do summon some rain so your steel types suddenly mind taking fire-attacks a lot less; efficiently helping out with the ever popular mence, regardless of draco meteor's presence.
Now there's prolly some things you guys can point out here that are wrong or right with the above graphs, which would be a great help.
On the other hand, you can only maintain the rain for three turns (five if you waste your item slot on a damp rock), after which anything that 2hko's you can either kill you if you rain dance again, or put you in ko-range while asleep if you use rest; forcing a switch. So the best you'll have done is waste a bit of PP and maybe racked up some life orb recoil, so by no means a solid stalling weapon.
You can also only run two attacks with this set. Surf/hydro pump/ice beam with thunder, most likely. Although rain does give a rather nice boost to water type moves, this mon is not going to sweep teams with just surf and thunder (mediocre attack-stats rule out non-STAB, thus coverage and fancy fire moves are rendered obselete). On the plus side, you do summon some rain so your steel types suddenly mind taking fire-attacks a lot less; efficiently helping out with the ever popular mence, regardless of draco meteor's presence.
Now there's prolly some things you guys can point out here that are wrong or right with the above graphs, which would be a great help.