I've been trying to build a decent team around Pelipper + Kindra, and this is what I've got. I peaked 52nd with 1625 points on the Showdown! ladder, which I think is pretty good considering my much lower standards.
So, this is not an all-out rain team, it only uses Kingdra as a late game sweeper, while Pelipper serves as a general utilty tool. And this is why I think it's reasonably solid, it doesn't entirely rely on the rain in order to work.
With that being said, it's not really an outstanding Pokemon on its own. It mainly serves as a set up for Kingdra.
The set is pretty simple. Max HP and Special Attack to increase its bulk while also dealing as much damage as it can pull off. Hurricane and Scald are obvious STAB moves; U-turn is useful to bait switches, and it can help bring Kingdra in safely. Protect is obvious in Doubles.
Kingdra @ Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Muddy Water
- Draco Meteor
- Hydro Pump
- Protect
The late game sweeper. Swift Swim doubles its speed so it basically outspeeds everything on the meta. It also serves as a good revenge killer, and can KO dangerous Pokemon like Mega Salamence.
Maximize Sp. Atk and Speed, with Modest nature since you don't need all that speed, while you need to do as much damage as possible. Muddy Water is the Water-type move you'll use the most, since it's the most accurate and it hits adjacent pokemon, with the added bonus of sometimes lowering the accuracy. Draco Meteor is a desperate but strong move, it can take out fast Dragons but you then need to switch out. Hydro Pump is there if you need a single target, max damage move.
Gengar @ Gengarite
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Sludge Bomb
- Protect
- DisableI love Gengar. It's fast and hits hard; and its Poison STAB move is so valuable in this meta. I use this as a counter to the Tapu brothers, Metagross and Jirachi, and generally as a good revenge killer.
Maximizing Speed is important because it can outspeed many key Pokemon (mainly when in non-mega form), and it can tie with Tapu Koko. Shadow Ball and Sludge Bomb are for STAB. I've seen myself use Disable more than I ever expected; it's actually very useful when coupled with such a high speed, since it can almost act as a Fake Out on later turns.
Aegislash @ Leftovers
Ability: Stance Change
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk
- Shadow Ball
- King's Shield
- Flash Cannon
- Wide Guard Good old reliable Aegislash. So reliable in fact that I think it's a bit broken, but maybe it's just me. This seems redundant with Gengar in the same team, but I think you never have enough counters to fairies; it also walls Psychic types, which is something that Gengar can't do. Also, it generally serves a different purpose than Gengar, since this can actually be used to switch into something.
This is the typical special attack set for Aegislash; it hits hard with its double STAB, while King's Shield takes you back to the defensive stance. Wide Guard is amazing on Aegislash: it protects your team from Earthquakes and Heat Waves, which are very typical ways to KO Aegislash, and are generally very common moves in doubles.
Scrafty @ Assault Vest
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Fake Out
- Knock Off
- Drain Punch
- Super Fang This guy might seem a bit weird, but it's actually good in this meta. I've seen SO many Trick Room teams, that I decided I wanted a direct counter to them. With Assault Vest and Intimidate, it becomes incredibly good at taking hits, so it's easy for Scrafty to stick around, and it's generally a great utility Pokemon along with Fake Out.
Simply maximize HP and Atk. Fake out is naturally a great move in double. Knock Off severely damages annoying Pokemon like Oranguru, and Psychic types in general that can set up Trick Room. Drain Punch is a good STAB move that helps Scrafty stick around even longer; I also realized that fighting-type moves are also quite precious in this meta, since they're quite a rare sight nowadays. Super Fang... I haven't used it many times, it is very situational, so much in fact that I might replace it with something like Ice Punch.
Tapu Bulu @ Life Orb
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Wood Hammer
- Rock Slide
- Superpower
- Protect I'm not sure if this set is really optimal, but I'm rolling with it and I'm quite happy with the results. This mostly serves as a wall breaker, that can also switch into Electric and Ground-type moves. Its ability is also really valuable for this team: first, because it reduces the strength of Earthquake, saving a lot of damage to Gengar and Aegislash; also, because it will negate the effect of other common terrain effects.
I personally like to maximize its speed, although I'm not 100% sure this is correct. Wood Hammer is a great STAB move, and coupled with Life Orb and Grassy Sourge it can score some nasty OHKOs on neutral hits. Rock Slide has good coverage and hits both opponents; Superpower hits many Steel-type Pokemon that would otherwise wall Tapu Bulu.
So, in conclusion, I don't think this team needs a whole lot of replacements in terms of what Pokemon to use, since it's been fairly successful on the ladder, but it could use some minor tweaks. Let me know what you think, I'll update if I make some changes.
So, this is not an all-out rain team, it only uses Kingdra as a late game sweeper, while Pelipper serves as a general utilty tool. And this is why I think it's reasonably solid, it doesn't entirely rely on the rain in order to work.
Pelipper @ Damp Rock
Ability: Drizzle
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Hurricane
- Scald
- U-turn
- Protect
Drizzle on Pelipper is great. It gives it an awesome double STAB, countering many pesky pokemon like Volcarona, Venusaur, Landorus-T, and allows it to switch into threats like Mega Charizard Y.Ability: Drizzle
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Hurricane
- Scald
- U-turn
- Protect
With that being said, it's not really an outstanding Pokemon on its own. It mainly serves as a set up for Kingdra.
The set is pretty simple. Max HP and Special Attack to increase its bulk while also dealing as much damage as it can pull off. Hurricane and Scald are obvious STAB moves; U-turn is useful to bait switches, and it can help bring Kingdra in safely. Protect is obvious in Doubles.
Kingdra @ Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Muddy Water
- Draco Meteor
- Hydro Pump
- Protect
Maximize Sp. Atk and Speed, with Modest nature since you don't need all that speed, while you need to do as much damage as possible. Muddy Water is the Water-type move you'll use the most, since it's the most accurate and it hits adjacent pokemon, with the added bonus of sometimes lowering the accuracy. Draco Meteor is a desperate but strong move, it can take out fast Dragons but you then need to switch out. Hydro Pump is there if you need a single target, max damage move.
Gengar @ Gengarite
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Sludge Bomb
- Protect
- Disable
Maximizing Speed is important because it can outspeed many key Pokemon (mainly when in non-mega form), and it can tie with Tapu Koko. Shadow Ball and Sludge Bomb are for STAB. I've seen myself use Disable more than I ever expected; it's actually very useful when coupled with such a high speed, since it can almost act as a Fake Out on later turns.
Aegislash @ Leftovers
Ability: Stance Change
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk
- Shadow Ball
- King's Shield
- Flash Cannon
- Wide Guard
This is the typical special attack set for Aegislash; it hits hard with its double STAB, while King's Shield takes you back to the defensive stance. Wide Guard is amazing on Aegislash: it protects your team from Earthquakes and Heat Waves, which are very typical ways to KO Aegislash, and are generally very common moves in doubles.
Scrafty @ Assault Vest
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Fake Out
- Knock Off
- Drain Punch
- Super Fang
Simply maximize HP and Atk. Fake out is naturally a great move in double. Knock Off severely damages annoying Pokemon like Oranguru, and Psychic types in general that can set up Trick Room. Drain Punch is a good STAB move that helps Scrafty stick around even longer; I also realized that fighting-type moves are also quite precious in this meta, since they're quite a rare sight nowadays. Super Fang... I haven't used it many times, it is very situational, so much in fact that I might replace it with something like Ice Punch.
Tapu Bulu @ Life Orb
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Wood Hammer
- Rock Slide
- Superpower
- Protect
I personally like to maximize its speed, although I'm not 100% sure this is correct. Wood Hammer is a great STAB move, and coupled with Life Orb and Grassy Sourge it can score some nasty OHKOs on neutral hits. Rock Slide has good coverage and hits both opponents; Superpower hits many Steel-type Pokemon that would otherwise wall Tapu Bulu.
So, in conclusion, I don't think this team needs a whole lot of replacements in terms of what Pokemon to use, since it's been fairly successful on the ladder, but it could use some minor tweaks. Let me know what you think, I'll update if I make some changes.
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