My team includes rain, not only to make Thunder a sure hit for the pokemon who know it, but also to power up the water type moves. I am new to monotype, so please tell me if I am breaking any rules!
Galvantula @ Life Orb
Ability: Compound Eyes
EVs: 252 SAtk / 252 Spd / 4 HP
Modest Nature (+SAtk, -Atk)
• Sticky Web
• Thunder
• Hidden Power [Ground]
• Energy Ball
This goes out first, to set up Sticky Web for the whole team, and unless it is absolutely necessary that it must use another move next, it is switched out and bought back in later. Thunder is STAB plus it has raised accuracy with Compound Eyes, high chance to hit even without rain. Hidden Power will cover its weaknesses. Energy Ball will cover my teams weaknesses.
Jolteon @ Flame Orb
Ability: Quick Feet
EVs: 252 HP / 252 Spd / 4 SAtk
Lax Nature (+Def, -SDef)
• Substitute
• Rain Dance
• Thunder
• Last Resort
The rain-dancer of my team, Jolteon comes out second and does big damage with Thunder, while doing more set upping for my team. Lax evens out its defences, another nature wasn't really necessary. If I can set up Substitute I can easily get the next move off. Rain Dance is to make sure Thunder hits. See Rain Dance in reference to Thunder. I'll use all of its moves anyway so Wynaut Last Resort.
Pikachu (F) @ Light Ball
Ability: Static
EVs: 252 Atk / 252 Spd / 4 SAtk
Naive Nature (+Spd, -SDef)
• Volt Tackle
• Attract
• Grass Knot
• Brick Break
All out aggressive set, except Attract, which I only use when I'm certain the foe won't attack. Even though Pikachu can't survive one hit, its super powerful with Light Ball. Volt Tackle is my STAB, plus it has high power which means it's awesome! Attract great paired up with Static paralysis. Grass Knot and Brick Break are coverage moves.
Ampharos @ Ampharosite
Ability: ??? ---> Mold Breaker
EVs: 252 HP / 128 Def / 128 SDef
Modest Nature (+SAtk, -Atk)
• Thunder
• Dragon Pulse
• Focus Blast
• Magnet Rise
The mega of my team, and another user of Thunder. I use him as bulky coverage, to get those types the others can't cover. Thunder is my STAB that will surely hit due to rain. Dragon Pulse is my other STAB. Focus Blast is my coverage move. Magnet Rise helps me avoid Ground type attacks mainly Earthquake.
Eelektross @ Leftovers
Ability: Levitate
EVs: 252 Atk / 252 HP / 4 Def
Adamant Nature (+Atk, -SAtk)
• Wild Charge
• Aqua Tail
• Crunch
• Coil
One of the rare electric types with high attack. He is very useful when it comes to facing ground teams. Wild Charge is for STAB. Aqua Tail is the only physical water move he learns, and I want something to be powered up by rain. Crunch isn't coverage move and Coil boosts my attack plus accuracy of Aqua Tail.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 SAtk / 128 Spd / 128 Def
Timid Nature (+Spd, -Atk)
• Hydro Pump
• Volt Switch
• Pain Split
• Will-O-Wisp
This guy is used to cripple physical sweepers with Will-O-Wisp then Pain Split or Hydro Pump depending on his HP to wear the opponent down. Pain Split will restore health and damage the opponent. Volt Switch is STAB and a easy get-away. Hydro Pump is my powerful STAB.
So there's my team. Please suggest any improvements you can think of, and say if I'm missing out on any rules in monotype I haven't heard before.
Thanks!