I've been playing casually on and off since SM, usually in other formats, but recently(a week ago) I decided to learn a little beyond "click until the enemy team dies". Rain teams have always intrigued me so I made this team looking at the meta through a window, took it on the ladder to see what happens, and made a few slight adjustments based on the meta I've seen in around the 1250-1400 range.
gl hf :) (Pelipper) @ Damp Rock
Ability: Drizzle
Tera Type: Ground
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Hurricane
- U-turn
- Chilling Water
- Roost
Our rain setter needs little introduction, with Hurricane and Chilling Water for STAB damage, Roost for recovery to potentially get a second rain up, and U-Turn to pivot into our main breakers. Chilling Water I've found more useful than Surf with keeping H-Samurott leads honest and getting a switch out of physical wallbreakers in the mirror or bulky offensive teams. My most common lead.
Barbenheimer (Floatzel) @ Choice Band
Ability: Swift Swim
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Liquidation
- Ice Spinner
- Wave Crash
- Aqua Jet
Main sweeper. 252+ rain-boosted Tera Water Wave Crash shreds teams in an instant and it outspeeds everything pretty much everything. Nuff said I think, aside from personal preference for the little guy over Basculegion or Barraskewda.
Draco Meteor City (Dragonite) @ Heavy-Duty Boots
Ability: Multiscale
Tera Type: Electric
EVs: 248 SpA / 252 Spe / 8 Atk
Mild Nature
- Earthquake
- Extreme Speed
- Thunder
- Hurricane
Lots of rain teams I've seen choose Zapdos as the main rain abuser, but Dragonite's coverage effectively deals with annoying physical walls like Water Absorb Clodsire, Dondozo, and Tera Water Corviknight or Great Tusk and revenge kills if needed with priority. I wasn't sure how to distribute the EVs effectively to deal with as many of these matchups as possible, which is one thing I'd personally like help with balancing.
Green Knight (Corviknight) @ Leftovers
Ability: Pressure
Tera Type: Water
EVs: 248 HP / 252 SpD / 8 Def
Careful Nature
- Roost
- U-turn
- Defog
- Brave Bird
Our main defensive pivot and hazard remover with U-Turn to pivot, Roost to stay healthy, and Brave Bird over Body Press for our damage. Tanks Fire type moves in the rain impressively with this specially defensive EV set.
These 4 mons is the shell I've been using, but I didn't know what else the team needed when I built it, so these are probably the most questionable picks.
Megatron Prime (Iron Treads) @ Heavy-Duty Boots
Ability: Quark Drive
Tera Type: Flying
EVs: 252 HP / 252 Spe / 4 Def
Jolly Nature
- Stealth Rock
- Iron Head
- Volt Switch
- Earthquake
An Electric immunity is really good for this team, and the shell's great ability to remove Ground types means it can pivot around a little easier. Entry hazard support means breaking down the pesky walls get that much easier. I don't think I need a second hazard removal in Rapid Spin and it gets spinblocked by Ghost types that aren't Gholdengo anyway so I replaced it with Steel coverage for Ice types, Tera Fairy Kingambit, etc.
Shermie (Azumarill) @ Sitrus Berry
Ability: Huge Power
Tera Type: Water
EVs: 252 HP / 252 Atk / 4 Spd
Adamant Nature
- Belly Drum
- Liquidation
- Play Rough
- Aqua Jet
Our secondary sweeper, Dragon immunity, and our main late-game setup threat. Tera Water on this thing is even deadlier than on Floatzel, and the Fairy coverage melts Toxapex.
This team has its flaws but I'm not good enough at teambuilding or at the game in general to pinpoint specific things to change. Any help would be appreciated.
gl hf :) (Pelipper) @ Damp Rock
Ability: Drizzle
Tera Type: Ground
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Hurricane
- U-turn
- Chilling Water
- Roost
Our rain setter needs little introduction, with Hurricane and Chilling Water for STAB damage, Roost for recovery to potentially get a second rain up, and U-Turn to pivot into our main breakers. Chilling Water I've found more useful than Surf with keeping H-Samurott leads honest and getting a switch out of physical wallbreakers in the mirror or bulky offensive teams. My most common lead.
Barbenheimer (Floatzel) @ Choice Band
Ability: Swift Swim
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Liquidation
- Ice Spinner
- Wave Crash
- Aqua Jet
Main sweeper. 252+ rain-boosted Tera Water Wave Crash shreds teams in an instant and it outspeeds everything pretty much everything. Nuff said I think, aside from personal preference for the little guy over Basculegion or Barraskewda.
Draco Meteor City (Dragonite) @ Heavy-Duty Boots
Ability: Multiscale
Tera Type: Electric
EVs: 248 SpA / 252 Spe / 8 Atk
Mild Nature
- Earthquake
- Extreme Speed
- Thunder
- Hurricane
Lots of rain teams I've seen choose Zapdos as the main rain abuser, but Dragonite's coverage effectively deals with annoying physical walls like Water Absorb Clodsire, Dondozo, and Tera Water Corviknight or Great Tusk and revenge kills if needed with priority. I wasn't sure how to distribute the EVs effectively to deal with as many of these matchups as possible, which is one thing I'd personally like help with balancing.
Green Knight (Corviknight) @ Leftovers
Ability: Pressure
Tera Type: Water
EVs: 248 HP / 252 SpD / 8 Def
Careful Nature
- Roost
- U-turn
- Defog
- Brave Bird
Our main defensive pivot and hazard remover with U-Turn to pivot, Roost to stay healthy, and Brave Bird over Body Press for our damage. Tanks Fire type moves in the rain impressively with this specially defensive EV set.
These 4 mons is the shell I've been using, but I didn't know what else the team needed when I built it, so these are probably the most questionable picks.
Megatron Prime (Iron Treads) @ Heavy-Duty Boots
Ability: Quark Drive
Tera Type: Flying
EVs: 252 HP / 252 Spe / 4 Def
Jolly Nature
- Stealth Rock
- Iron Head
- Volt Switch
- Earthquake
An Electric immunity is really good for this team, and the shell's great ability to remove Ground types means it can pivot around a little easier. Entry hazard support means breaking down the pesky walls get that much easier. I don't think I need a second hazard removal in Rapid Spin and it gets spinblocked by Ghost types that aren't Gholdengo anyway so I replaced it with Steel coverage for Ice types, Tera Fairy Kingambit, etc.
Shermie (Azumarill) @ Sitrus Berry
Ability: Huge Power
Tera Type: Water
EVs: 252 HP / 252 Atk / 4 Spd
Adamant Nature
- Belly Drum
- Liquidation
- Play Rough
- Aqua Jet
Our secondary sweeper, Dragon immunity, and our main late-game setup threat. Tera Water on this thing is even deadlier than on Floatzel, and the Fairy coverage melts Toxapex.
This team has its flaws but I'm not good enough at teambuilding or at the game in general to pinpoint specific things to change. Any help would be appreciated.
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