So I decided to put together a rain team in UU to try to climb the ladder with, but I'm not quite seeing the results I wanted. Does this team need major change, or minor tweaks? All feedback is appreciated.
Swampert (Swampert-Mega) (M) @ Swampertite
Ability: Torrent
Shiny: Yes
EVs: 248 HP / 252 Atk / 4 Def / 4 SpD
Adamant Nature
- Waterfall
- Ice Punch
- Iron Tail
- Earthquake
I wanted to use Mega Swampert as a basis for this team because I know that it does phenomenal in the rain. It's the main offensive force on the team. I put lots of EVs into HP, trying to make it more on the bulky side, but I think that some of those should be put into Speed instead to make Swift Swim more effective. I like Waterfall for good STAB with the added bonus for the flinch RNG, Ice Punch for coverage, EQ because it's EQ and why not, and Iron Tail for those pesky Fairies. Iron Tail probably could stand to be replaced for Rain Dance so it can give itself the Swift Swim boost instead of relying on other members of the team to do so, but that doesn't seem like too big of an issue.
Goodra (Goodra) (M) @ Damp Rock
Ability: Hydration
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Draco Meteor
- Thunder
- Sludge Bomb
- Rain Dance
Goodra is the main rain setter for the team, and depending on the opposing team, can lead for early game rain. It's really bulky on the special side and is a nice Pokemon for mind-games with the opponent. Many expect a physically offensive set, so most opponent's first instinct is to burn it, but that gets cancelled out when it uses Rain Dance because of Hydration. With Damp Rock, Hydration lasts longer, allowing Goodra to be a Pokemon that can soak up status while the rain is up protecting some of the other members on the team. Having Draco Meteor is good STAB and Sludge Bomb for mixups for some sort of defense against Fairies. Thunder is a great mixup while in the rain, because people don't expect it, and can pick up some kills.
Whimsicott (Whimsicott) (F) @ Sitrus Berry
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Stun Spore
- Taunt
- Moonblast
- Hurricane
Whimsicott is really just support for other members on the team, and can sometimes lead in the right situations. Prankster comes in handy with Taunt to stop early game rocks and status, and Stun Spore to slow fast offensive threats. Using Moonblast for STAB and Hurricane for mixups while in the rain, which can do some supereffective damage to threatening Fighting types like Conkelldurr.
Suicune (Suicune) @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Rain Dance
- Calm Mind
- Scald
- Substitute
This is the secondary rain setter on the team and can sometimes lead. Being bulky enough to safely set up the rain early on, then having enough HP to set up a Sub and get Leftovers recovery, Suicune is a very good defensive threat. Also Rain and Calm Mind boosted Scalds are pretty powerful.
Lucario (Lucario) (M) @ Choice Band
Ability: Inner Focus
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Bullet Punch
- Close Combat
- Earthquake
- Thunder Punch
Lucario is mainly on the team to be a relatively fast physical attacker that hits extremely hard with Choice Band and can come in safely on Rocks and Toxic. Using Bullet Punch for priority and STAB, CC for hitting as hard as possible to break walls like Umbreon, EQ because why not, and Thunder Punch for Flying type coverage.
Forretress (Forretress) (M) @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Rapid Spin
- Stealth Rock
- Gyro Ball
- Toxic
Forretress is kind of like the standard Spinner/Rocks setter for the team. Rocky Helmet is there to cripple physical attackers and can also force some predicable switches that it can capitalize on with Rapid Spinning rocks away, setting up rocks on the opponents side of the field, or poisoning things that may switch in with Toxic. And Gyro Ball is good for Fairies and doing damage to fast switch-ins.
Swampert (Swampert-Mega) (M) @ Swampertite
Ability: Torrent
Shiny: Yes
EVs: 248 HP / 252 Atk / 4 Def / 4 SpD
Adamant Nature
- Waterfall
- Ice Punch
- Iron Tail
- Earthquake
I wanted to use Mega Swampert as a basis for this team because I know that it does phenomenal in the rain. It's the main offensive force on the team. I put lots of EVs into HP, trying to make it more on the bulky side, but I think that some of those should be put into Speed instead to make Swift Swim more effective. I like Waterfall for good STAB with the added bonus for the flinch RNG, Ice Punch for coverage, EQ because it's EQ and why not, and Iron Tail for those pesky Fairies. Iron Tail probably could stand to be replaced for Rain Dance so it can give itself the Swift Swim boost instead of relying on other members of the team to do so, but that doesn't seem like too big of an issue.
Goodra (Goodra) (M) @ Damp Rock
Ability: Hydration
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Draco Meteor
- Thunder
- Sludge Bomb
- Rain Dance
Goodra is the main rain setter for the team, and depending on the opposing team, can lead for early game rain. It's really bulky on the special side and is a nice Pokemon for mind-games with the opponent. Many expect a physically offensive set, so most opponent's first instinct is to burn it, but that gets cancelled out when it uses Rain Dance because of Hydration. With Damp Rock, Hydration lasts longer, allowing Goodra to be a Pokemon that can soak up status while the rain is up protecting some of the other members on the team. Having Draco Meteor is good STAB and Sludge Bomb for mixups for some sort of defense against Fairies. Thunder is a great mixup while in the rain, because people don't expect it, and can pick up some kills.
Whimsicott (Whimsicott) (F) @ Sitrus Berry
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Stun Spore
- Taunt
- Moonblast
- Hurricane
Whimsicott is really just support for other members on the team, and can sometimes lead in the right situations. Prankster comes in handy with Taunt to stop early game rocks and status, and Stun Spore to slow fast offensive threats. Using Moonblast for STAB and Hurricane for mixups while in the rain, which can do some supereffective damage to threatening Fighting types like Conkelldurr.
Suicune (Suicune) @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Rain Dance
- Calm Mind
- Scald
- Substitute
This is the secondary rain setter on the team and can sometimes lead. Being bulky enough to safely set up the rain early on, then having enough HP to set up a Sub and get Leftovers recovery, Suicune is a very good defensive threat. Also Rain and Calm Mind boosted Scalds are pretty powerful.
Lucario (Lucario) (M) @ Choice Band
Ability: Inner Focus
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Bullet Punch
- Close Combat
- Earthquake
- Thunder Punch
Lucario is mainly on the team to be a relatively fast physical attacker that hits extremely hard with Choice Band and can come in safely on Rocks and Toxic. Using Bullet Punch for priority and STAB, CC for hitting as hard as possible to break walls like Umbreon, EQ because why not, and Thunder Punch for Flying type coverage.
Forretress (Forretress) (M) @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Rapid Spin
- Stealth Rock
- Gyro Ball
- Toxic
Forretress is kind of like the standard Spinner/Rocks setter for the team. Rocky Helmet is there to cripple physical attackers and can also force some predicable switches that it can capitalize on with Rapid Spinning rocks away, setting up rocks on the opponents side of the field, or poisoning things that may switch in with Toxic. And Gyro Ball is good for Fairies and doing damage to fast switch-ins.