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So, I decided to freshen things up a bit for spring so I decided to create a Rain Team. I've had some interest and experience in stall teams so I decided to make one. Waring: This is going to be one detailed RMT.

(Let it Rain) Politoed @ Leftovers
Ability: Drizzle
Evs: 248 HP / 156 Def / 64 SAtk / 40 Spd
Bold Nature (+ Defense, - Attack)

  • Scald - Scald is a standard move on Politoed and for a good reason. A reliable base 80 power with a 30% chance of burn is nice, especially for burning offensive threats and defensive steel types, namely Ferrothorn.
  • Toxic - Toxic is very important, because I want to toxic (on the switch), some common switch-ins to Politoed, such as Rotom-W and Latios. Toxicing Jellicent is vital to the team because it proves a great threat to the team and is probably the only to take him down with Politoed.
  • Protect - Protect is awesome on Politoed, just because it makes Toxic stalling easier and leftovers healing worth it. It also helps scout out movesets and protect me from being tricked.
  • Perish Song - This destroys pokemon who try to set up on me so that they don't get a sweep going.

The MVP in this team, Politoed for easily setting up the invaluable rain. It can usually win Weather War with Tyranitar, Hippowdon, and Ninetails because I have wish support on this team. Speed Evs mainly allow me to toxic opposing Jellicent before they taunt me.

(Jellyfish) Tentacruel @ Black Sludge
Ability: Rain Dish
Evs: 252 HP / 212 Def / 44 Spd
Bold Nature (+ Defense, - Attack)

  • Toxic Spikes - The first thing when I see the team preview, is see if they have any important pokemon that I want to poison. This helps out the team a lot and makes winning the important Weather War easier.
  • Scald - As said above, 30% burn chance with decent base power. Helps out against Ferrothorn and any physical sweeper that would be hindered by burn like Scrafty.
  • Protect - Read above on Politoed. This time, I heal 12.5% back from Rain Dish + Black Sludge
  • Rapid Spin - Bye Bye hazards.

Tentacruel has so much survivability, it's crazy. With 12.5% healing every turn with Protect and Wish Support, it just never dies.Toxic Spikes is crucial to the team for Toxicing opponents on the switch. Rapid Spin equally as important as Toxic Spikes because hazards destroys my team. 44 Speed allows me to outspeed most versions of Standard Gliscor and then Scald/Toxic it. Some Calcs: With 252 hp and 212 def with Bold nature, it has a 54% chance of surviving an Excadrill EQ, and a 90% chance of surviving a Landorus EQ (w/out sand)!

(Derp) Quagsire @ Leftovers
Evs: 248 HP / 252 Def / 10 SpDef
Relaxed Nature (+Defense, -Speed)

  • Toxic - The easiest way of beating set-up users is usually using Toxic on them, followed by Recover in order to stall them. It also catches some Rotom-W and Latios on the switch-in.
  • Scald - Burning things like Skarmory and Forry (they like switching into Quagsire) is always very nice, but the best thing is when they switch into Ferrothorn and I burn it (yes, I am a bit paranoid about burning Ferrothorn).
  • Earthquake - Only one reason: Toxicroak.
  • Recover - Instant 50% Hp recovery move. Great move for stalling, especially on Stall Wars

After the new 5th gen tiers had been released, Quagsire had seen almost no light, especially in OU. Quaggy is actually really underused and should be used more often. This team has had lots of problems with things like Thundurus, Landorus (especially the Swords Dance variant), Excadrill, and some set-up users such as DDnite, Lucario or Ice Punch Toxicroak. Quagsire easily beats all of them with its awesome ability, and it can get some nice burns with Scald. Evs are full on Defense to take hits from Landorus and such as best as possible.

(Legend) Dragonite @ Leftovers
Ability: Multiscale
Evs: 252 HP / 108 SpAtk / 148 SpDef
Calm Nature (+Special Defense, -Attack)

  • Hurricane - Its main attack. 120 BP STAB attack that may confuse, and that never misses. Should I say more? This will destroy some big threats like Celebi, Virizion (I can take a +1 HP Ice and a +2 Stone Edge even with no Multiscale) or Conkeldurr.
  • Thunder - There is only one reason for this: Jellicent. Thunder also has a good chance of paralyzing the opponent, something very useful vs most sweepers. I could use Aqua Tail as another option, even with a Attack lowering nature but it allows me to OHKO Excadrill and deal a nice 40% on Tyranitar
  • Roost - 50% Hp recovery move, excellent to increase survivability.
  • Dragon Tail - This thing can easily destroys Baton Pass pokemon like CM Espeon or CM Reuniclus. With Multiscale, it can take a +6 Psychic from Reuniclus and it will only deal about 50% and with leftovers, it will miss the 2HKO range.

Dragonite! The star of the team, and one of the best Pokémon I have ever used. This thing can take nearly any hit at 100% thanks to its ability, and it can completely destroy lots of Pokemon that give rain stall a lot of trouble, such as Celebi or Virizion. With its bulk, it will talk any hit like nothing and hit like a truck with STAB Hurricane. My S.Def allows me to take heavy hits like +6 Psychic from Reuniclus and even Draco Meteor from Latios (With Multiscale).

(Not Blissey) Chansey @ Eviolite
Ability:Natural Cure
Evs: 240 HP / 252 Def / 16 SpDef
Bold Nature (+Defense, -Attack)

  • Toxic - As said above, helps stalling by tenfold and is the main damage source from Blissey.
  • Seismic Toss - Consistent 100 HP damage in case Toxic fails.
  • Softboiled - 50% recovery move.
  • Wish - With Chansey's huge HP, a Wish will nearly completely heal every Pokémon of this team. Usually, I would use Wish first to scout and stall or pass the wish to another pokemon.

So why not Blissey? Blissey's main advantage over Chansey is Leftovers. Sandstorm (and the rare hail) makes Chansey suffer 6% hp per turn. This team will most likely win Weather Wars so Snadstorm and Hail will be no problem. So with Eviolite, it helps me take physical and special hits even better. Chasney is made to take Spcial hits like a boss and with Dragonite, they will take most special attacks thrown at them like nothing. Evs should be self explanatory.

(Trolled) Ferrothorn @ Rocky Helmet
Ability:Iron Barbs
Evs:252 HP / 88 Def / 168 SpDef
Relaxed Nature (+Defense, -Speed)

  • Stealth Rock - Stealth is overpowered for such reasons I use it on Ferrothorn. It limits the number of times Dragonite, Thundurus, Tornadus, and such switch in.
  • Spikes - More Hazards to damage opponents with.
  • Gyro Ball - Helps with Dragon types or fast threats like Gengar to deal nice damage to them.
  • Power Whip - Beats bulky waters, and has STAB.

This team was missing some things. Damaging hazards.I wanted to use Ferrothorn because of its ability + Rocky Helmet combo which does a nice 25% damage when it takes any physical attack, which includes Rapid Spin (so I could become a pseudo-Spin Blocker ), Outrage or U-Turn. U-turners can face a number of problems with my Ferrothorn. They will take about 40% damage from my ability, item and hazards on the field(assuming I have SR and 1 layer of spikes on the ground).

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edited by
Excellent OU Team HF, Upvoted.
Wow that would piss off a lot of people.You might want to switch the pic on tentacruel from jellicent to tentacruel.
Oh whoops. Should change the jellicent picture.
HF, please get on chat now, SF needs to Battle you.

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