Cause of Wet Socks
This was a rain team that I kinda just slapped together.
Swampert (M) @ Swampertite
Ability: Damp
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Waterfall
- Earthquake
- Ice Punch
- Superpower
Classic sweeping set, this thing is legit on every rain team now. Earthquake and waterfall are for STAB with Ice punch being there for flying and grass types and super power for hitting weird dual typed steel pokemon like ferrothorn and kartana.
Pelipper (M) @ Damp Rock
Ability: Drizzle
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Hurricane
- Scald
- U-turn
- Roost
Another staple, can't have a rain team without rain right? Once again Hurricane and Scald for STAB. Scald is also used to "fish" for burns to cripple physical attackers. U-turn is great because pelipper's slow speed gets everyone in for free. I took Roost over Defog for health recovery and because I already have another defogger.
Kingdra @ Choice Specs
Ability: Swift Swim
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Hydro Pump
- Ice Beam
- Hidden Power Electric
Hey ever see that movie Finding Nemo? Well this guy just swims in... and then back out. A Special sweeper/nuker with Draco Meteor and Hydro Pump hitting REALLY hard with full investment in SpA. Ice Beam is also there for flying and grass types and Hidden Power Electric is there for water types. I may want to consider switching to Hidden Power Grass to cover the ground/water types like swampert.
Jolteon @ Life Orb
Ability: Volt Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder
- Volt Switch
- Shadow Ball
- Hidden Power [Ice]
Now I know what you're thinking, "Just use Tapu Koko he's just as fast and has a secondary STAB." Well I didn't really need the fairy typing due to all the ice and dragon moves I'm packing and I wasn't using electric terrain. So I picked Jolteon for his higher special attack, speed tie, and invaluable ability in volt absorb for a rain team. Volt Absorb is great for sponging electric attacks in case I lose swampert (God forbid). Thunder can be used for power as I always want rain. Volt Switch for momentum, Shadow Ball for Psychic and Ghost Types, and Hidden Power Ice for ground types like Landorous T and Garchomp. Hidden Power Ice OHKOs (unless landorous is running a bulk set or has sash, in that case its a 2HKO).
Tornadus-Therian @ Flyinium Z
Ability: Regenerator
EVs: 252 SpA / 4 SpD / 252 Spe
Hasty Nature
- Hurricane
- Knock Off
- U-turn
- Defog
This big bird is my pivot and defogger. A Z-Powered Hurricane can put a huge dent in almost anything and hurricane is great to spam. Knock Off is there to make walls cry and Chansey pissed. U-Turn is there for momentum. Defog is there for... well defog.
Kartana @ Choice Scarf
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Smart Strike
- Leaf Blade
- Sacred Sword
- Knock Off
I originally had Scizor here, but I slowly realized that I was only using him for his bullet punch. I also had a huge problem hitting other water/ ground types like Swampert. Tapu Lele was also a problem for Scizor as he could no longer use his greatest asset, bullet punch. So to fix these problems I swapped him for Kartana. Smart Strike to hit fairies, specifically Tapu Lele, and for STAB. Leaf Blade is for hitting ground or water types that my Jolteon can't catch up to like Scarf or Ash Greninja. Sacred Sword for coverage for steel types and Knock off to either hit psychic types that Scizor could get or to cripple walls.
Counters:
Other Weathers - Since I only have Pelipper to set weather and my team is dependent on it much more than other rain teams, other weathers really mess with the team.
Mega Alakazam - I fear this guy for one reason - Trace. If Alakazam copies one of my swift swim sweepers in the rain, the game just ends. If scizor is down then I have nothing to specially wall the LUDICROUSLY fast Mega or to even come close to catching it.
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