Ok so its really a volt/turn team with Mega-Pert and Pelipper thrown on there. Mega-Pert and Pelipper are the backbones of most rain teams for good reason. Already a powerful mon, Mega-Pert becomes possibly the best breaker in the tier under rain. I never calc'd the numbers I just know waterfall OHKOs. The rest of the team is built like a standard volt-turn team; meant to gradually get chip while keeping your sweeper relatively safe. That being said, you may want to throw toxic on rotom-W or Pert.
This team took me into the 1400s which is the highest Ive gotten so far. I think this team is capable of climbing higher but I get bored and forget what buttons i'm clicking.
Would love for some of y'all to check it out and lemme know if its just another Rain Team, a trash Rain Team, or as scary I tried to make it.
Magearna @ Fairium Z
Ability: Soul-Heart
EVs: 252 SpA / 108 SpD / 148 Spe
Modest Nature
IVs: 0 Atk
- Flash Cannon
- Fleur Cannon
- Focus Blast
- Shift Gear
Mag is always a scary mon in the OU tier, and at full HP this shift gear mag should be able to deal with any of the Tapu's. With one KO and shift gear, it can 2-shot most mons in the tier. With 2KOs it'll OHKO just about anything with either stab attack. Z-Fleur Cannon gives you Mag's strongest z move at 195 BP, with a little chip even some resistant mons will go down to this Z. Shift Gear mag works well to check fairy types which can be an issue on this build and act as an end game sweeper.
I've also thrown the bulky Volc with Hurricane instead of roost on this team (yes i'm cherry picking the baddest mons lol) and it works well too. I think mag is just a little better for this team, but quiver dance-hurricane w/100% accuracy Volc is pretty neat.
Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 112 Def / 144 Spe
Impish Nature
- U-turn
- Hidden Power [Ice]
- Knock Off
- Stealth Rock
Hear we just got defensive Lando, meant to play between breaks in the rain. Defensive Lando works well as a lead if you wanna keep Pert stashed, but it also works really well mid game if you want to get pelipper out right away. This Lando is really, only meant to be a difficult mon for your opponent to deal with, letting you knock off a key items and work U-turn for momentum. HP-ice also lets it cripple other Lando's that might be of the offensive variety.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 200 Def / 4 SpD / 52 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Thunder
- Protect
This, like Lando, is your standard EVed Rotom with Leftys, except it might get to hit a Thunder. Hydro Pump, Volt switch and protect let you hide thunder that could become a potential factor if you're losing mons. It also gives a 110 BP stab attack that has 100% accuracy in the rain in case you don't want to miss a boosted hydro-pump. As I said above, you might want to throw toxic somewhere on this rotom as it'd provide more reliable chip for your sweepers. You also might wanna consider defog for Volc, in case Pelipper doesn't get too.
(if any of ya'll do anything crazy to this rotom set in rain, I wanna see lol)
Volcarona @ Shuca Berry
Ability: Swarm
EVs: 248 HP / 112 Def / 148 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Bug Buzz
- Quiver Dance
- Hurricane
Here we got the bulky Volc with Hurricane instead of roost. This Volc remains the most versatile in my opinion as you can use it mid game or for the end game. Quiver Dancing in the rain you can use Hurricane and Bug Buzz while flamethrower lends you the coverage out of the rain.
Using a quiver dance, hurricane-w/100% accuracy Volc is pretty neat.
Honestly though, I think volc should be switched out for a physical attacker. I think I swapped it out for a dragonite and it worked alright.
Pelipper @ Damp Rock
Ability: Drizzle
EVs: 248 HP / 36 Def / 224 SpD
Bold Nature
- Scald
- U-turn
- Roost
- Defog
Thing just makes it rain.
Swampert-Mega @ Swampertite
Ability: Swift Swim
EVs: 252 Atk / 252 Spe
Adamant Nature
- Waterfall
- Focus Punch
- Earthquake
- Substitute
Said a lot about Mega-Pert above already, but the idea for this set is to keep a sub when rain is ending and hit that focus bunch to get one more KO before big pert comes out. If I was trying to keep Pert for the end game, I'd switch focus punch with refresh, or possibly ice-punch. But everyone always wants to deal with this thing as soon as possible, and it's so powerful that going up against resistant typings isn't that scary.
Ok so in summation, this is basically a 3 sweeper-Volt/Turn team-with rain synergy. 1 sweeper relies on the rain, 1 sweeper benefits from rain, and 1 sweeper is indiscriminate of rain. The goal with this build was to synergize 3 of the nastiest setup sweepers/breakers in the OU tier while relying heavy on Lando and Rotom to be effectively disruptive.
Welp, here's this team. Like I said above, lemme know if this team is just too standard to be fun, if it's just straight garb, or if it gets the juices flowin'.
This team took me into the 1400s which is the highest Ive gotten so far. I think this team is capable of climbing higher but I get bored and forget what buttons i'm clicking.
Would love for some of y'all to check it out and lemme know if its just another Rain Team, a trash Rain Team, or as scary I tried to make it.
Magearna @ Fairium Z
Ability: Soul-Heart
EVs: 252 SpA / 108 SpD / 148 Spe
Modest Nature
IVs: 0 Atk
- Flash Cannon
- Fleur Cannon
- Focus Blast
- Shift Gear
Mag is always a scary mon in the OU tier, and at full HP this shift gear mag should be able to deal with any of the Tapu's. With one KO and shift gear, it can 2-shot most mons in the tier. With 2KOs it'll OHKO just about anything with either stab attack. Z-Fleur Cannon gives you Mag's strongest z move at 195 BP, with a little chip even some resistant mons will go down to this Z. Shift Gear mag works well to check fairy types which can be an issue on this build and act as an end game sweeper.
I've also thrown the bulky Volc with Hurricane instead of roost on this team (yes i'm cherry picking the baddest mons lol) and it works well too. I think mag is just a little better for this team, but quiver dance-hurricane w/100% accuracy Volc is pretty neat.
Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 112 Def / 144 Spe
Impish Nature
- U-turn
- Hidden Power [Ice]
- Knock Off
- Stealth Rock
Hear we just got defensive Lando, meant to play between breaks in the rain. Defensive Lando works well as a lead if you wanna keep Pert stashed, but it also works really well mid game if you want to get pelipper out right away. This Lando is really, only meant to be a difficult mon for your opponent to deal with, letting you knock off a key items and work U-turn for momentum. HP-ice also lets it cripple other Lando's that might be of the offensive variety.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 200 Def / 4 SpD / 52 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Thunder
- Protect
This, like Lando, is your standard EVed Rotom with Leftys, except it might get to hit a Thunder. Hydro Pump, Volt switch and protect let you hide thunder that could become a potential factor if you're losing mons. It also gives a 110 BP stab attack that has 100% accuracy in the rain in case you don't want to miss a boosted hydro-pump. As I said above, you might want to throw toxic somewhere on this rotom as it'd provide more reliable chip for your sweepers. You also might wanna consider defog for Volc, in case Pelipper doesn't get too.
(if any of ya'll do anything crazy to this rotom set in rain, I wanna see lol)
Volcarona @ Shuca Berry
Ability: Swarm
EVs: 248 HP / 112 Def / 148 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Bug Buzz
- Quiver Dance
- Hurricane
Here we got the bulky Volc with Hurricane instead of roost. This Volc remains the most versatile in my opinion as you can use it mid game or for the end game. Quiver Dancing in the rain you can use Hurricane and Bug Buzz while flamethrower lends you the coverage out of the rain.
Using a quiver dance, hurricane-w/100% accuracy Volc is pretty neat.
Honestly though, I think volc should be switched out for a physical attacker. I think I swapped it out for a dragonite and it worked alright.
Pelipper @ Damp Rock
Ability: Drizzle
EVs: 248 HP / 36 Def / 224 SpD
Bold Nature
- Scald
- U-turn
- Roost
- Defog
Thing just makes it rain.
Swampert-Mega @ Swampertite
Ability: Swift Swim
EVs: 252 Atk / 252 Spe
Adamant Nature
- Waterfall
- Focus Punch
- Earthquake
- Substitute
Said a lot about Mega-Pert above already, but the idea for this set is to keep a sub when rain is ending and hit that focus bunch to get one more KO before big pert comes out. If I was trying to keep Pert for the end game, I'd switch focus punch with refresh, or possibly ice-punch. But everyone always wants to deal with this thing as soon as possible, and it's so powerful that going up against resistant typings isn't that scary.
Ok so in summation, this is basically a 3 sweeper-Volt/Turn team-with rain synergy. 1 sweeper relies on the rain, 1 sweeper benefits from rain, and 1 sweeper is indiscriminate of rain. The goal with this build was to synergize 3 of the nastiest setup sweepers/breakers in the OU tier while relying heavy on Lando and Rotom to be effectively disruptive.
Welp, here's this team. Like I said above, lemme know if this team is just too standard to be fun, if it's just straight garb, or if it gets the juices flowin'.