This is a Gen 9 Ubers rain team I've been using recently. I hope you enjoy!
Kyogre @ Leftovers
Ability: Drizzle
Tera Type: Electric / Dragon
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Origin Pulse
- Ice Beam
- Thunder
- Protect
This is your Drizzler. 252+ SpA lands this mon at 438 Special Attack, so with a powerful STAB and the classic BoltBeam combo almost nothing can stop it. Origin Pulse is exactly that - a fantastic choice of Water move that allows Kyogre to really utilize its heavy aforementioned SpA stat and the rain that it sets up. Ice Beam covers a multitude of types including a main weakness in Grass-types. Thunder finishes the combo and covers other Water-types that Kyogre might have trouble dealing with otherwise. Protect allows you to heal using Lefties and scout. Tera Electric allows a more powerful Thunder and just one weakness, while the more defensive Tera Dragon turns all of your weaknesses into resists.
Archaludon @ Assault Vest
Ability: Stamina
Tera Type: Flying
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Flash Cannon
- Draco Meteor / Dragon Pulse
- Electro Shot
- Aura Sphere
Archaludon is an all-around good Special sweeper in rain. Flash Cannon is a good Steel-type STAB. Draco Meteor is preferred for the extra power, but if you really don't like the SpA drop then you can always go with reliable Dragon Pulse. Electro Shot is a powerful signature move that boosts SpA and executes in just one turn in the rain. Aura Sphere covers other Steel types. AV is so Archi is a little more patched up on the Special side, and Stamina allows you to turn into a defensive monster after a few moves against you. I like to use Flying for the Tera so it eliminates Archaludon's two weaknesses.
Necrozma-Dusk-Mane @ Rocky Helmet
Ability: Prism Armor
Tera Type: Fairy
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Sunsteel Strike
- Earthquake
- Stealth Rock
- Morning Sun
Dusk Mane is a very nice physical sponge and defensive Stealth Rock setter. Sunsteel Strike breaks through any Ability and is generally just a powerful Steel STAB. Earthquake helps DM hit other Steels. Stealth Rock is a really good hazard to set as it hits Flying types as well as grounded Pokemon. Morning Sun helps Necrozma recover some HP, as it doesn't have other options on this set to do so. Rocky Helmet really leans into that physical stopper role and can produce a fair amount of damage, with the EVs doing much the same. Tera Fairy is utilized to change DM's weaknesses dramatically.
Basculegion-M @ Choice Band
Ability: Adaptability
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant / Jolly Nature
- Aqua Jet
- Flip Turn
- Wave Crash
- Crunch
Basculegion is really just an excellent physical wallbreaker. Aqua Jet offers some priority so it isn't held back by its middling Speed. Flip Turn allows it to scout and pivot, and it does some really decent damage with Adaptability and rain. Wave Crash just destroys everything (except for Water Absorbers), including some resists. No other words needed. Unfortunately, this ghost fish doesn't get any good Ghost STABs outside of Last Respects, which is banned in Ubers, so it gets Crunch instead. Crunch fulfills the same role of Ghost STAB, just without the Adaptability boost. Choice Band allows it's Attack stat to go up to the unholy number of 532 (with Adamant). Adaptability is used over Swift Swim for the increased STAB, but if you want to go fast you can use Swift Swim instead. Water allows you to hit harder with moves of that type.
Koraidon @ Choice Scarf
Ability: Orichalum Pulse
Tera Type: Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Collision Course
- Dragon Claw
- U-turn
- Flare Blitz
It might seem contrary to have a sun setter on a rain team, but the physical Raidon works as a fantastic pivot, scout, and speed control. Sun can also help out Great Tusk with its Water weakness and Protosynthesis. Collision Course is Koraidon's best Fighting STAB, with no drawbacks and an increase in power when super effective. Dragon Claw is used over Outrage so Koraidon can switch if necessary. U-turn helps Koraidon switch back to Kyogre if necessary. Flare Blitz, coupled with a Fire Tera in the sun, deals a huge amount of damage. Tera Fire helps with Flare Blitz and also turns that 4x Fairy weakness into a resist. Choice Scarf allows Koraidon to go really, really fast. EVs are sweeping EVs.
Great Tusk @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Water / Electric
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Earthquake
- Close Combat / Body Press
- Knock Off
- Rapid Spin
This team really has no way to deal with hazards, and they can dish out quite a large amount of damage, so that's where HDB Great Tusk comes in. Unfortunately, I find this mon really held back by its low SpD, but generally if you stay away from Special attackers you should be fine. Earthquake and Close Combat are two really powerful STABs, and if you don't like the Defense drops from CC you can use Body Press (with the Def-oriented EV spread) instead. Knock Off helps with Ghost types and is just generally a useful utility move. Rapid Spin removes those pesky hazards that I mentioned. HDB helps Tusk with the hazard removal process. Tera Water removes most of your weaknesses, but if you want you can go with Electric for one weakness. EVs help Tusk on the Physical side, but if needed you can switch to 252 HP / 4 Def / 252 SpD with a Careful Nature for a Special spread (don't use Body Press if this is the case).
I hope you enjoy using this team! If you have any comments or suggestions, please post them so I can see them and change the team. If this is the case, please provide an alternative instead of saying, "Don't use Knock Off on Tusk because it's bad." (Example)
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