Really wanted to test how rain would fair in champions, but since the mobile version is unrealesed still, I did my testing in showdown! instead. It did decently well, but I feel like there's still room for improvement. I have frankly no idea how the meta looks like for singles, so I wanted to ask y'alls opinions on how I could improve this team
Poképaste
Pelipper @ Choice Scarf
Ability: Drizzle
EVs: 32 SpA / 2 SpD / 32 Spe
Timid Nature
- U-turn
- Hurricane
- Hydro Pump
- Ice Beam
With no damp rock (not that big of a deal on a 3v3 format anyways), scarf peli was the best I could come up with. It did suprisingly well tho: the ability to outspeed stuff like chomp managed to catch my opponents off guard.
The two stabs are hydro and hurricane (the latter being the main reason to use this over politoed). U-turn allows safe switches to the rest of the team and ice beam is coverage for dragon types.
Meganium @ Meganiumite
Ability: Leaf Guard
EVs: 32 HP / 32 SpA / 2 SpD
Modest Nature
- Synthesis
- Weather Ball
- Solar Beam
- Dazzling Gleam
Mega-mega actually compliments rain super well: its typing and triple stabs (weather ball counts as stab bc of mega sol) allows it to deal with the main rain counters and the fire types that wall its moves are dealt with by the water types. 2/3 healing Synthesis rounds up the set well, increasing its defensive utility by quite a lot.
Blastoise @ Blastoisinite
Ability: Rain Dish
EVs: 32 SpA / 2 SpD / 32 Spe
Timid Nature
- Shell Smash
- Dark Pulse
- Ice Beam
- Water Pulse
Couldn't leave the big man behind, especially now that its mega gets shell smash and now has crazy sweeping potential (mega-swamp would likely be better but its not in the game for some reason). The idea is to bring Blasty on matchups where the opponent isn't packing good counters for rain and therefore mega-mega isn't needed. Chose water pulse over hydro for this set since its strong enough under rain where the extra power of hydro isn't really needed, especially with the acc drop. Dark pulse acts as second stab thanks to mega launcher and ice beam is coverage for grass and dragon types.
Basculegion (M) @ Mystic Water
Ability: Swift Swim
EVs: 32 Atk / 2 SpD / 32 Spe
Jolly Nature
- Last Respects
- Wave Crash
- Aqua Jet
- Flip Turn
Swift swim basc under rain has the speed and power to clean weakened teams in the late game. Went for a triple water stab set with mystic water (not like there's many good items in this game) to make the most of the limited rain turns. Wave crash is the strongest one, aqua jet finishes weakened targets and flip turns brings pivot ultility. Last respects can help with the late game cleaining quite a bit, as with the max bp of 150, most water resists are dropping with ease.
Archaludon @ Leftovers
Ability: Stamina
EVs: 2 Def / 32 SpA / 32 Spe
Timid Nature
- Electro Shot
- Draco Meteor
- Flash Cannon
- Thunder Wave
Rain-boosted electro shot, as well as its typing and stamina fueled bulk makes Archaludon a great fit here. T-wave helps with setup sweepers and other annoying mons in general (happens to have good sinergy with scarf peli too since its still quite slow even after the boost) and the two stabs happena to be great at dealing with oppoing dragon and fairy-types that can be really annoying otherwise.
Sneasler @ White Herb
Ability: Unburden
EVs: 32 Atk / 2 SpD / 32 Spe
Jolly Nature
- Close Combat
- Dire Claw
- Swords Dance
- Throat Chop
Needed something that's fast even outside of rain or a shell smash boost, as well as a check to opposing mega-megas and archaludons. Sneasler happens to fit this role perfectly. Went with a swords dance set with white herb cc to make use of unburden. Dire claw is the second stab and its still solid even after the nerf and throat chop is here for aegislash, which otherwise would hard-wall it