Hi Smogon!
So, this is one of my first posts, outside of maybe the introduction and I think one more, but I'm in a bit of a bind here.
I mean, my team doesn't feel all too bad, and I've won quite a lot with it. But I lose just as much, and when I lose, I get mauled. That's why I came here. Just to see if someone else could notice what I'm not seeming to get.
So without further ado, my rain team.
I realized that I wanted to make a team around my favorite Mega Evolution, so I went for it. After looking up Mega Swampert's ability (which I hadn't known of until then), I realized I needed a rain team.
To set up rain while at the same time keeping the weather venue a secret, I knew I needed to look past the overused Politoed and think outside of the box. I chose to use a Goodra, but after the help of a very friendly rater down below, I realized that Incarnate Tornadus was the better option.
I knew that Tornadus would become a target of taunt from Thundurus, and maybe even Thunders from Thundurus, so I looked for a pokémon that would not only be a safe switch-in for taunt, but would also work well with the team as well as counter the very thing that threatens my Thundurus -- Armaldo. I gave it Assault Vest so it could take Thunders from Thundurus upon switching in, and it makes it last way longer when faced with Scalds or Hydro Pumps.
Another way I wanted to deal with Tornadus getting KO'd by Thundurus and such was by adding another user of Rain Dance. Obviously, item clause bans the usage of multiple Damp Rocks, so I gave Tentacruel the Black Sludge and Rain Dish to make it a good phaser and long-lasting/more able user of Rain Dance.
Therian Thundurus is essentially the special version of Landorus, with a hard-hitting 100% accurate specialty move of Thunder smacking enemy Charizards, Vaporeons, and more straight into the ground with a 30% chance of making them paraplegic along the way. Very powerful, and it redirects electric attacks to itself, getting healed along the way, and saving it's two allies Tentacruel and Tornadus from getting hit supereffectively from opposing Thunderbolts and the like.
The final pokémon had to be a physical wall, as my team really just looked a bit too special, and it needed to be one that could counter users of Storm Drain. Sure enough, Ferrothorn's 4x weakness to fire gets cut in half in the rain, so she seemed like a huge option, and a really smart switch-in to Mega Kangaskhan, as well. Finally, she provided a counter for Rotom-Wash and pokémon under Trick Room, so I knew I had to use her.
The teambuilding process itself may be flawed -- and it probably is -- but the team itself for some reason works great. Thank you to everyone who's helped me make this happen! :D
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Jinni (TORNADUS) @ Damp Rock
Ability: Prankster
Level: 50
EVs: 252 HP / 12 Def / 4 SpA / 92 SpD / 148 Spe
Calm Nature
O Rain Dance
O Hurricane
O Protect
O Tailwind
Jinni is the god of this team. He is literally what keeps this team alive, because without it, we'd have no rain. The Tornadus, Jinni, is my weather setter. By not having an ability around weather, Tornadus gets to set up weather after other weather-instigators like ChariYard, Hippodown, and Abomasnow, while at the same time keeping itself from becoming taunt-bait until at least after it uses Rain Dance. Obviously, the Damp Rock is for longevity of rain, and protect is there for the sake of having protect. Tailwind is for further team support if there's time to do so, and Hurricane with 100% accuracy is the bane of many bulky grass types that my team has trouble hitting. Definitely a bulkier variant, more focused on being able to switch out and in once it's time to re-rain. Other than that, not much else to say. The best part about Tornadus is that as long as it isn't a Politoed, it keeps the fact that I'm a rain team a bit of a secret until maybe the next pokémon is in.
Kipster (MEGA SWAMPERT) (M) @Swampertite
Ability: Swift Swim
Level: 50
EVs: 20 HP / 252 Atk / 4 Def / 156 SpD / 76 Spe
Adamant Nature
O Waterfall
O Earthquake
O Protect
O Ice Punch
Although this can definitely give away the rain agenda, I think that Mega Swampert is an insane pokémon, especially when it's one that people have to work entire teams around (lol, bullet seed on a Cinccino. Is that common?). With the 76 EVs in Speed, Mega Swampert just barely hits a maximum 200 Speed in the rain, which outspeeds tons of pokémon. This tied in with the maximum investment in Attack gives Mega Swampert a 222 Attack stat to add to that insane speed and bulk. As of the defensive investments, I gave Kipster the 156 just so that it could maybe take an EnergyBall or GigaDrain from Mega Venusaur (I didn't do the calcs :I), more as reinforcement than anything else. The 20 HP because that was the best I could do with the final investments of 4 in Defense. Pretty spread out, but at least it works.
Raiden (THERIAN THUNDURUS) @ Choice Specs
Ability: Volt Absorb
Level: 50
EVs: 4 HP / 76 Def / 252 SpA / 52 SpD / 124 Spe
Timid Nature
O Thunder
O Flash Cannon
O Volt Switch
O Grass Knot
Therian Thundurus has replaced Heliolisk to provide my team a stronger rain-abuser, a hell of a lot more type coverage, resistance to Giga Drain/Power Whip, and then a few other things that I forgot to mention. Thunder for rain-abuse,Dark Pulse for type coverage, Volt Switch for agility and momentum, and Flash Cannon for every single one of his weaknesses hit supereffectively. It was either this or Focus Blast, and I don't want to play with hax. So, Flash Cannon. I added Grass Knot to counter Gastrodon, Seismitoad, and other users of Storm Drain that would otherwise maul me. Not sure what else to say here. I don't know is Volt Absorb actually redirects Electric-Type attacks, but if it does, huge bonus.
Ginka (TENTACRUEL) (F) @ Black Sludge
Ability: Rain Dish
Level: 50
EVs: 156 HP / 4 Def / 96 SpA / 252 SpD
Calm Nature
O Scald
O Protect
O Giga Drain
O Rain Dance
God, Tentacruel. It might just be me, but I've never really seen Tentacruel in Battle Spot -- singles OR doubles. What an underrated pokémon. Anyway, enough of me moping. Ginka has the Black Sludge because I don't like it when people use Trick, and I want to be able to give Leftovers to someone else. :) This tied in with Rain Dish and Giga Drain makes for one long lasting pokémon. I didn't do the calcs for this, but in a recent battle, Ginka took three Thunderbolts from a Rotom-Wash before being stalled out (with the help of an upcoming ally) and eventually drained to death. I give it Rain Dance because Waterfall from Mega Swampert and Aqua Jet from a few Crawdaunts is a death sentence in the rain, even with the few investments in Defense. Obviously, Ginka might not be as defensive either, but at least it takes those Waterfalls/Aqua Jets as a decent switch-in, and replacement if Jinni has to bite the dust. Scald just because the burn damage and way of neutering physical attackers is just too much of a good deal to miss out on, and protect to take in that Rain Dish + Black Sludge on pretty much every other turn unless the situation demands for otherwise.
Cold Rod (FERROTHORN) (F) @ Leftovers
Ability: Iron Barbs
Level: 50
EVs: 4 HP / 36 Atk / 252 Def / 216 SpD
Brave Nature
IVs: 0 Spe
O Power Whip
O Leech Seed
O Protect
O Iron Head
Already a threat in OU, but take a closer look at this thing.
Her 4x weakness to fire is definitive of her, making pokémon like ChariYard and pretty much every other fire type that isn't in LC one of it's counters (special fire types especially, because of SpDef being weaker and not getting hit by those barbs). Put it in the rain, and the weakness becomes 2x, which definitely nerfs it's fire type counters to a massive extent. This means that it only has two weaknesses, but only one of them will really want to pick a fight with this guy (and fire types are definitely covered in this team). I was thinking about Ferroseed and Eviolite, but the recovery is way more important here. After doing the calcs, I can prove that this Ferrothorn's Power Whip OHKO's 0 Def/0 HP Rotom Wash, and OHKO's 252 HP Rotom after Stealth Rocks, which could be simulated with any other team members' attacks harming the Rotom to a certain extent.
So there's that.
Anyway, protect is there for the sake of protect. Iron Head is there to counter users of Trick Room with flinch, as it outspeeds most pokémon under Trick Room with it's minimal speed, and Leech Seed is there to keep Ferrothorn alive. I'm thinking about switching the Leftovers out for a Rocky Helmet to really put pain in Mega Kangaskhan.
Aarney (ARMALDO) (M) @ Assault Vest
Ability: Swift Swim
Level: 50
Shiny: YES
EVs: 12 HP / 252 Atk / 40 Def / 204 Spe
Jolly Nature
O Rock Slide
O X-Scissor
O Aqua Tail
O Cross Poison
Obviously, Protect is vital on pretty much all of the pokémon on my team since I really revolve around recovery/bulk over crazy-fast offensive instigators, but Assault Vest is even more important on this Armaldo. Without it, he's total Hydro Pump/Muddy Water bait. In a bit of a bind with this guy :I But outside of that, insane pokémon. The 204 investment in speed is unfortunately required for Armaldo to hit that 200 Speed with Swift Swim, along with the Jolly Nature. But max Attack EVs allow it to hit 177 attack in battle, and 40 Defense EVs to reach 125 Defense and make a fairly decent physical wall. Rock Slide is there to counter Sun/Hail instigators (I hate you, ChariYard). X-Scissor for powerful stab and counter to potential users of Psyshock on Ginka. Aqua Tail because it gets artificial stab in the rain, and Cross Poison because I hate Assault Vest Sylveon. So, yeah.
EDIT: I always appreciate criticism towards certain aspects of my team, but please read the whole thing if you want to really understand why I make the many odd choices with my team that I do, as that can definitely affect your view or certain things you might have wanted to challenge previously. I'm not denying criticism, I'd just prefer... better criticism, I guess?
So, this is one of my first posts, outside of maybe the introduction and I think one more, but I'm in a bit of a bind here.
I mean, my team doesn't feel all too bad, and I've won quite a lot with it. But I lose just as much, and when I lose, I get mauled. That's why I came here. Just to see if someone else could notice what I'm not seeming to get.
So without further ado, my rain team.
I realized that I wanted to make a team around my favorite Mega Evolution, so I went for it. After looking up Mega Swampert's ability (which I hadn't known of until then), I realized I needed a rain team.
To set up rain while at the same time keeping the weather venue a secret, I knew I needed to look past the overused Politoed and think outside of the box. I chose to use a Goodra, but after the help of a very friendly rater down below, I realized that Incarnate Tornadus was the better option.
I knew that Tornadus would become a target of taunt from Thundurus, and maybe even Thunders from Thundurus, so I looked for a pokémon that would not only be a safe switch-in for taunt, but would also work well with the team as well as counter the very thing that threatens my Thundurus -- Armaldo. I gave it Assault Vest so it could take Thunders from Thundurus upon switching in, and it makes it last way longer when faced with Scalds or Hydro Pumps.
Another way I wanted to deal with Tornadus getting KO'd by Thundurus and such was by adding another user of Rain Dance. Obviously, item clause bans the usage of multiple Damp Rocks, so I gave Tentacruel the Black Sludge and Rain Dish to make it a good phaser and long-lasting/more able user of Rain Dance.
Therian Thundurus is essentially the special version of Landorus, with a hard-hitting 100% accurate specialty move of Thunder smacking enemy Charizards, Vaporeons, and more straight into the ground with a 30% chance of making them paraplegic along the way. Very powerful, and it redirects electric attacks to itself, getting healed along the way, and saving it's two allies Tentacruel and Tornadus from getting hit supereffectively from opposing Thunderbolts and the like.
The final pokémon had to be a physical wall, as my team really just looked a bit too special, and it needed to be one that could counter users of Storm Drain. Sure enough, Ferrothorn's 4x weakness to fire gets cut in half in the rain, so she seemed like a huge option, and a really smart switch-in to Mega Kangaskhan, as well. Finally, she provided a counter for Rotom-Wash and pokémon under Trick Room, so I knew I had to use her.
The teambuilding process itself may be flawed -- and it probably is -- but the team itself for some reason works great. Thank you to everyone who's helped me make this happen! :D
Jinni (TORNADUS) @ Damp Rock
Ability: Prankster
Level: 50
EVs: 252 HP / 12 Def / 4 SpA / 92 SpD / 148 Spe
Calm Nature
Jinni is the god of this team. He is literally what keeps this team alive, because without it, we'd have no rain. The Tornadus, Jinni, is my weather setter. By not having an ability around weather, Tornadus gets to set up weather after other weather-instigators like ChariYard, Hippodown, and Abomasnow, while at the same time keeping itself from becoming taunt-bait until at least after it uses Rain Dance. Obviously, the Damp Rock is for longevity of rain, and protect is there for the sake of having protect. Tailwind is for further team support if there's time to do so, and Hurricane with 100% accuracy is the bane of many bulky grass types that my team has trouble hitting. Definitely a bulkier variant, more focused on being able to switch out and in once it's time to re-rain. Other than that, not much else to say. The best part about Tornadus is that as long as it isn't a Politoed, it keeps the fact that I'm a rain team a bit of a secret until maybe the next pokémon is in.
Kipster (MEGA SWAMPERT) (M) @Swampertite
Ability: Swift Swim
Level: 50
EVs: 20 HP / 252 Atk / 4 Def / 156 SpD / 76 Spe
Adamant Nature
Although this can definitely give away the rain agenda, I think that Mega Swampert is an insane pokémon, especially when it's one that people have to work entire teams around (lol, bullet seed on a Cinccino. Is that common?). With the 76 EVs in Speed, Mega Swampert just barely hits a maximum 200 Speed in the rain, which outspeeds tons of pokémon. This tied in with the maximum investment in Attack gives Mega Swampert a 222 Attack stat to add to that insane speed and bulk. As of the defensive investments, I gave Kipster the 156 just so that it could maybe take an EnergyBall or GigaDrain from Mega Venusaur (I didn't do the calcs :I), more as reinforcement than anything else. The 20 HP because that was the best I could do with the final investments of 4 in Defense. Pretty spread out, but at least it works.
Raiden (THERIAN THUNDURUS) @ Choice Specs
Ability: Volt Absorb
Level: 50
EVs: 4 HP / 76 Def / 252 SpA / 52 SpD / 124 Spe
Timid Nature
Therian Thundurus has replaced Heliolisk to provide my team a stronger rain-abuser, a hell of a lot more type coverage, resistance to Giga Drain/Power Whip, and then a few other things that I forgot to mention. Thunder for rain-abuse,
Ginka (TENTACRUEL) (F) @ Black Sludge
Ability: Rain Dish
Level: 50
EVs: 156 HP / 4 Def / 96 SpA / 252 SpD
Calm Nature
God, Tentacruel. It might just be me, but I've never really seen Tentacruel in Battle Spot -- singles OR doubles. What an underrated pokémon. Anyway, enough of me moping. Ginka has the Black Sludge because I don't like it when people use Trick, and I want to be able to give Leftovers to someone else. :) This tied in with Rain Dish and Giga Drain makes for one long lasting pokémon. I didn't do the calcs for this, but in a recent battle, Ginka took three Thunderbolts from a Rotom-Wash before being stalled out (with the help of an upcoming ally) and eventually drained to death. I give it Rain Dance because Waterfall from Mega Swampert and Aqua Jet from a few Crawdaunts is a death sentence in the rain, even with the few investments in Defense. Obviously, Ginka might not be as defensive either, but at least it takes those Waterfalls/Aqua Jets as a decent switch-in, and replacement if Jinni has to bite the dust. Scald just because the burn damage and way of neutering physical attackers is just too much of a good deal to miss out on, and protect to take in that Rain Dish + Black Sludge on pretty much every other turn unless the situation demands for otherwise.
Cold Rod (FERROTHORN) (F) @ Leftovers
Ability: Iron Barbs
Level: 50
EVs: 4 HP / 36 Atk / 252 Def / 216 SpD
Brave Nature
IVs: 0 Spe
Already a threat in OU, but take a closer look at this thing.
Her 4x weakness to fire is definitive of her, making pokémon like ChariYard and pretty much every other fire type that isn't in LC one of it's counters (special fire types especially, because of SpDef being weaker and not getting hit by those barbs). Put it in the rain, and the weakness becomes 2x, which definitely nerfs it's fire type counters to a massive extent. This means that it only has two weaknesses, but only one of them will really want to pick a fight with this guy (and fire types are definitely covered in this team). I was thinking about Ferroseed and Eviolite, but the recovery is way more important here. After doing the calcs, I can prove that this Ferrothorn's Power Whip OHKO's 0 Def/0 HP Rotom Wash, and OHKO's 252 HP Rotom after Stealth Rocks, which could be simulated with any other team members' attacks harming the Rotom to a certain extent.
So there's that.
Anyway, protect is there for the sake of protect. Iron Head is there to counter users of Trick Room with flinch, as it outspeeds most pokémon under Trick Room with it's minimal speed, and Leech Seed is there to keep Ferrothorn alive. I'm thinking about switching the Leftovers out for a Rocky Helmet to really put pain in Mega Kangaskhan.
Aarney (ARMALDO) (M) @ Assault Vest
Ability: Swift Swim
Level: 50
Shiny: YES
EVs: 12 HP / 252 Atk / 40 Def / 204 Spe
Jolly Nature
Obviously, Protect is vital on pretty much all of the pokémon on my team since I really revolve around recovery/bulk over crazy-fast offensive instigators, but Assault Vest is even more important on this Armaldo. Without it, he's total Hydro Pump/Muddy Water bait. In a bit of a bind with this guy :I But outside of that, insane pokémon. The 204 investment in speed is unfortunately required for Armaldo to hit that 200 Speed with Swift Swim, along with the Jolly Nature. But max Attack EVs allow it to hit 177 attack in battle, and 40 Defense EVs to reach 125 Defense and make a fairly decent physical wall. Rock Slide is there to counter Sun/Hail instigators (I hate you, ChariYard). X-Scissor for powerful stab and counter to potential users of Psyshock on Ginka. Aqua Tail because it gets artificial stab in the rain, and Cross Poison because I hate Assault Vest Sylveon. So, yeah.
I'm not going to bother to put the little "O" next to every move in here, just because it's too much work for something so small. No pictures either. Descriptions should be brief, as well.
Philly CS (Heliolisk) (M) @ Focus Sash
Ability: Dry Skin
Level: 50
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunder
- Hyper Voice
- Dark Pulse
- Volt Switch
Dry Skin heals 1/8 every turn in rain, so there's a good start. Focus Sash because Heliolisk is too damn frail. Timid Nature because he's really only meant to get in damage and die or switch out. Thunder for 100% accuracy and hard-hitting STAB. Hyper Voice for powerful STAB and widespread attack. Dark Pulse for type coverage, and Volt Switch for agility and a faint element of surprise throughout the battle.
Adam (Toxicroak) (M) @ Focus Sash
Ability: Dry Skin
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Fake Out
- Poison Jab
- Bullet Punch
- Knock Off
Honestly? A carbon copy of Heliolisk for the most part. A physical Heliolisk. Same item, respective nature, ability, etc. Fake Out to stop Cresselia, Thundurus, and other assholes. Poison Jab and Bullet Punch to hit Fairies like Sylveon super-hard. Knock Off just because.
Maple (Goodra) (F) @ Damp Rock
Ability: Hydration
Level: 50
Shiny: Yes
EVs: 116 HP / 88 Def / 52 SpA / 252 SpD
Quiet Nature
IVs: 0 Spe
- Rain Dance
- Protect
- Muddy Water
- Sludge Bomb
Former rain-setter. Rain Dance because... lol. Protect for scouting mainly. Muddy Water for artificial STAB and attack on enemy's accuracy, and Sludge Bomb to kill Fairies, Ludicolo, etc.
Philly CS (Heliolisk) (M) @ Focus Sash
Ability: Dry Skin
Level: 50
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunder
- Hyper Voice
- Dark Pulse
- Volt Switch
Dry Skin heals 1/8 every turn in rain, so there's a good start. Focus Sash because Heliolisk is too damn frail. Timid Nature because he's really only meant to get in damage and die or switch out. Thunder for 100% accuracy and hard-hitting STAB. Hyper Voice for powerful STAB and widespread attack. Dark Pulse for type coverage, and Volt Switch for agility and a faint element of surprise throughout the battle.
Adam (Toxicroak) (M) @ Focus Sash
Ability: Dry Skin
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Fake Out
- Poison Jab
- Bullet Punch
- Knock Off
Honestly? A carbon copy of Heliolisk for the most part. A physical Heliolisk. Same item, respective nature, ability, etc. Fake Out to stop Cresselia, Thundurus, and other assholes. Poison Jab and Bullet Punch to hit Fairies like Sylveon super-hard. Knock Off just because.
Maple (Goodra) (F) @ Damp Rock
Ability: Hydration
Level: 50
Shiny: Yes
EVs: 116 HP / 88 Def / 52 SpA / 252 SpD
Quiet Nature
IVs: 0 Spe
- Rain Dance
- Protect
- Muddy Water
- Sludge Bomb
Former rain-setter. Rain Dance because... lol. Protect for scouting mainly. Muddy Water for artificial STAB and attack on enemy's accuracy, and Sludge Bomb to kill Fairies, Ludicolo, etc.
EDIT: I always appreciate criticism towards certain aspects of my team, but please read the whole thing if you want to really understand why I make the many odd choices with my team that I do, as that can definitely affect your view or certain things you might have wanted to challenge previously. I'm not denying criticism, I'd just prefer... better criticism, I guess?
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