Elekid @ Damp Rock
Ability: Static
Level: 5
EVs: 240 SpA / 236 Spe
Timid Nature
IVs: 0 Atk / 30 Def / 30 SpA
- Rain Dance
- Thunder
- Hidden Power [Water]
- Signal Beam HP water is boosted by rain, also covers weakness. rain dance is for rain. thunder wont miss plus STAB, maybe even para. signal beam because its special movepool sucks.hope for confusion. also for grass. Wingull @ Leftovers
Ability: Rain Dish
Level: 5
EVs: 236 SpA / 36 SpD / 236 Spe
Timid Nature
IVs: 0 Atk
- Rain Dance
- Hurricane
- Aqua Ring
- Scald a fast tank. more rain with rain D, hurricane wont miss plus STAB, maybe confusion. Aqua ring and leftovers rain dish with rain, it has a great recovery system. scald for STAB,boosted by rain, and for a burn. Shellder @ Eviolite
Ability: Skill Link
Level: 5
EVs: 236 Atk / 36 Def / 236 SpD
Adamant Nature
- Icicle Spear
- Rock Blast
- Razor Shell
- Rain Dance more rain :/ . skill link helps covarge moves, while razor shell may get crit plus STAB plus boosted by rain. Azurill @ Life Orb
Ability: Huge Power
Level: 5
EVs: 196 Atk / 116 Def / 196 SpD
Adamant Nature
- Knock Off
- Body Slam
- Waterfall - Rain Dance knock off with item plus crit with life orb is super strong! body slam is STAB and maybe para. water fall is boosted by rain, and a small chance of flinch. rain dance is needed. Binacle @ Focus Sash
Ability: Sniper
Level: 5
EVs: 180 Atk / 60 Def / 228 SpD / 36 Spe
Jolly Nature
- Rain Dance
- Night Slash
- Razor Shell
- Stone Edge sniper abuser. rain dance is clear why, razor shell is for STAB and crit. stone edge for crit plus STAB, while night slash is for covrage and crit. Carvanha @ Eviolite
Ability: Speed Boost
Level: 5
EVs: 240 SpA / 236 Spe
Modest Nature
IVs: 1 Atk / 30 SpA / 30 SpD
- Rain Dance
- Scald
- Ice Beam
- Hidden Power [Ground] rain D is, no reason here needed. scald for STAB, ice Beam and HP ground are weakness.