Pert (Swampert-Mega) (M) @ Swampertite
Ability: Damp
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Power-Up Punch
- Aqua Tail
- Earthquake
- Ice Punch
The heart of the team. Mega Swampert is incredible powerful and a threat to both offense and balance, though it can struggle to beat walls like Cresselia, Bold Florges, Porygon2 or Chesnaught. Power-Up Punch is often used on the turn it mega evolves to just break those checks and set up for a sweep. Even uninvested Swampert has enough bulk to almost live every hit + priority. This Set has no Rain Rance because you really dont want to miss out on coverage with PuP. Aqua Tail´s power is more important then the 100% accuracy in my book as it allows the 100% OHKO at +1 on Florges and the 2HKO on Cresselia and Porygon in the Rain. It can also not be described how much better then Kabutops Mega Swampert is. No Life Orb recoil, a lot more bulk and better typing and also an immunity to Thunderwave makes it a better physical Swiftswimer in UU. EVs are just jolly max speed and attack to speed tie with other Mega Swamperts and outspeed Standard Slurrpuff after an Unburden boost. Damp on regular Swampert to suprise lead Azelf.
Dra (Kingdra) (F) @ Choice Specs
Ability: Swift Swim
EVs: 8 HP / 252 SpA / 248 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Ice Beam
- Draco Meteor
- Surf
The second Swiftswimer on the team. Specs STAB Hydro Pump in the rain is just savage. It OHKOs almost everything that doesnt resist it and 3HKOs even bulky resists like Suicune. The set is pretty Standard. Hydro Pump and Draco Meteor for nuking. Surf for 100% accuracy sweeps and Ice Beam to hit dragons and grass types hard without geting a -2 in SpA. Dragon Pulse is an option over Ice Beam but 2 Dragon Pulses do ALWAYS less damage then 2 Draco Meteors which limits its inclusion to corner cases. Choice Specs is the item to go for maximum power output. Life Orb does weaken Kingdra too much which would make it weak to priority attacks. EVs are max SpA modest with almost max speed. Modest is enough speed to outspeed the entire meta + scarfers in the rain. 248 Speed EVs to outspeed Mega Swampert and max speed Slurpuff after an Unburden boost. It could run max Speed to speed tie with other SS Kingdras but nobody runs that so whatever.
Helio (Heliolisk) (F) @ Life Orb
Ability: Dry Skin
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder
- Hyper Voice
- Volt Switch
- Surf
The team needed an answer to bulky waters and Ludicolo is just piss weak, gets worn down quickly and is almost useless outside of rain. Dry Skin gives it free switches on Scalds and heals it under rain which makes Life Orb the perfect item as you take no damage from it and still allows you to switch moves. Life Orb STAB Thunder is no joke. For example it gives you a 68.8% chance to OHKO Cobalion with one spike up. Hyper Voice is good neutral coverage. Volt Switch gives the team momentum to bring in your Sweepers and forms a voltturn core with Tornadus and Illumise. Surf was picked over Grass Knot since Swampert is 2HKOed by Hyper Voice and Surf hits a lot of other things harder in the rain like Krookodile, Mamoswine, Nidos and Entei. Jolly max speed and SpA to outspeed Cobalion and others and give maximum power.
Torn (Tornadus) @ Damp Rock
Ability: Prankster
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Rain Dance
- Hurricane
- Taunt
- U-turn
The first rain setter also beats grass types for Kingdra and Swampert. Prankster always allows Tornadus to set up rain which is quit usefull in avoiding Taunts from Crobat and Mega Aerodactyl. Hurricane is obviously for beating grass mons like Shaymin and Chesnaugh and hits decently hard on neutral hits. U-Turn is for grabing momentum and giving the most rain turns possible. Taunt is kind of a filler but it really helps in blocking Recovers, set up moves, Defog or status moves. Damp Rock is choosen for longer sweeping potential.
Gor (Accelgor) (M) @ Damp Rock
Ability: Hydration
Shiny: Yes
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Rain Dance
- Spikes
- Final Gambit
- Encore
This is the lead in almost all cases unless you see a Sableye (in that case lead with Kingdra and kill something). I like this mon quit a bit more then Azelf to be honest. This cant get taunted on the first turn by Crobat and Mega Aero before it mega evolves which garanties at least 7 rain turns. Damp Rock is also seriously needed on ether Accelgor or Azelf as seting up one layer of spikes, rain and then boom gives too few rain turns otherwise. It also has just enough bulk to take almost any attack bar strong super effective hits, like choice banded Entei´s Espeed, so Sash isnt really needed. Hydration lets it beat Thunderwave or Toxic. Rain Dance and Spikes are obvious on a suicide lead. Final Gambit is like a better Explosion and Encore lets it beat other leads and some set up sweeper. EVs are fairly simple, max HP for Final Gambit and max speed to speed tie with Mega Beedrill to encore it into Protect.
Illu (Illumise) @ Damp Rock
Ability: Prankster
Shiny: Yes
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Rain Dance
- U-turn
- Encore
- Tailwind
The last rain setter is also a Prankster user like Tornadus which gives it the same benefits. It is invested in max SpD to have a switchin for strong special attack like Specs Dracos from Hydreigon. Damp Rock for longer rain turns after it dies or u-turns and encore to prevent it from being setup fodder. This set runs the slowest speed possible to have slow u-turns into your sweepers. Tailwind is a filler but helps outspeeding Trace Gardevoir, Slurpuff, under Sticky Web and giving Tornadus and Heliolisk more sweeping potential.
That is it for now I guess. Some EVs could maybe be improved, but hey I built it yesterday.