I resumed playing Pokemon a few months ago... back then I just did Random Battles on Pokemonshowdown but now I thought, "why don't I make a team?" Politoed was one of the Pokemon that I always liked, and once I saw that he was OU I didn't think twice and made a team with him in it. Which ended up being a rain team.
(this is my first post and thread! YAY)
Politoed (F) @ Leftovers
Ability: Drizzle
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature
- Scald
- Encore
- Perish Song
- Ice Beam
Politoed is the crux of every rain team; without it, there would be no Drizzle to take advantage here. Apart from that, Politoed is my answer to Baton Pass teams, with Perish Song to make them switch out/risk it then fall apart when I switch in to something that can resist the attack of a threat to Politoed (Gastrodon for Electrics/Forretress for Grass). It also carries Encore for utility against Skarmory leads and against other stallers.
Forretress @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SDef
Relaxed Nature
IVs: 0 Spd
- Stealth Rock
- Toxic Spikes
- Gyro Ball
- Rapid Spin
I often either lead with Forretress when an Espeon is in a team. People often switch into Espeon, thinking that I'll set up Stealth Rock only to cut their HP down with a Gyro Ball. Aside from that, Forretress is the typical spinner, setting up Toxic Spikes and Stealth Rock.
Tornadus (M) @ Life Orb
Ability: Prankster
EVs: 4 HP / 252 SAtk / 252 Spd
Serious Nature
- Superpower
- Hurricane
- Grass Knot
- Rain Dance
Ah, the sweeper of the team. I often find myself winning numerous battles because of this guy. Superpower is for Steel types, Grass Knot for Gastrodon and other Ground/Rock types, and Hurricane for STAB + confusion chance. Rain Dance also exists so that the pressure isn't just on Politoed to set up rain, plus Prankster gives it higher priority!
Gastrodon (F) @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 252 Def / 4 SDef
Relaxed Nature
- Earth Power
- Scald
- Toxic
- Recover
With two immunities, Gastrodon is my annoying wall. Gastrodon absorbs all Water-type attacks to up its SpAtk, then proceeds to ruin them with Earth Power. Toxic is for utility/outwalling other walls, while Recover is there as a means of recovering HP and to keep up its annoying streak.
Jirachi (M) @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 108 Def / 148 Spd
Timid Nature
- Thunder
- Substitute
- Calm Mind
- Psyshock
The other moneymaker of the team. Jirachi often switches in to an attack that it resists (there are 8 of them, so it's not really hard), then proceeds to get a Substitute in. And then it inflicts Paralysis with Thunder (60% is amazing), then CMs all the way to a point where it can kill off absolutely anything.
Azumarill (M) @ Choice Band
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Aqua Jet
- Waterfall
- Superpower
- Ice Punch
The late-game sweeper. I never bring out Azumarill for anything, because he a fragile ho. Although he has decent HP and okay defenses, it's never really worth it to bring Azumarill in during mid-game because he is choice-locked. But in the late-game, where everyone has taken quite a few hits, bringing Azumarill in would bring murder. His Choiced Aqua Jet + Rain + STAB equals death to most things, and Ice Punch and Superpower exist to destroy everything else.
There we go! I know I have quite a problem with Dragons and some others that I haven't really taken note of (I'm more of a casual player really), but it would help if you critique it and give me suggestions! Thanks guys! :)
(this is my first post and thread! YAY)
Politoed (F) @ Leftovers
Ability: Drizzle
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature
- Scald
- Encore
- Perish Song
- Ice Beam
Politoed is the crux of every rain team; without it, there would be no Drizzle to take advantage here. Apart from that, Politoed is my answer to Baton Pass teams, with Perish Song to make them switch out/risk it then fall apart when I switch in to something that can resist the attack of a threat to Politoed (Gastrodon for Electrics/Forretress for Grass). It also carries Encore for utility against Skarmory leads and against other stallers.
Forretress @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SDef
Relaxed Nature
IVs: 0 Spd
- Stealth Rock
- Toxic Spikes
- Gyro Ball
- Rapid Spin
I often either lead with Forretress when an Espeon is in a team. People often switch into Espeon, thinking that I'll set up Stealth Rock only to cut their HP down with a Gyro Ball. Aside from that, Forretress is the typical spinner, setting up Toxic Spikes and Stealth Rock.
Tornadus (M) @ Life Orb
Ability: Prankster
EVs: 4 HP / 252 SAtk / 252 Spd
Serious Nature
- Superpower
- Hurricane
- Grass Knot
- Rain Dance
Ah, the sweeper of the team. I often find myself winning numerous battles because of this guy. Superpower is for Steel types, Grass Knot for Gastrodon and other Ground/Rock types, and Hurricane for STAB + confusion chance. Rain Dance also exists so that the pressure isn't just on Politoed to set up rain, plus Prankster gives it higher priority!
Gastrodon (F) @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 252 Def / 4 SDef
Relaxed Nature
- Earth Power
- Scald
- Toxic
- Recover
With two immunities, Gastrodon is my annoying wall. Gastrodon absorbs all Water-type attacks to up its SpAtk, then proceeds to ruin them with Earth Power. Toxic is for utility/outwalling other walls, while Recover is there as a means of recovering HP and to keep up its annoying streak.
Jirachi (M) @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 108 Def / 148 Spd
Timid Nature
- Thunder
- Substitute
- Calm Mind
- Psyshock
The other moneymaker of the team. Jirachi often switches in to an attack that it resists (there are 8 of them, so it's not really hard), then proceeds to get a Substitute in. And then it inflicts Paralysis with Thunder (60% is amazing), then CMs all the way to a point where it can kill off absolutely anything.
Azumarill (M) @ Choice Band
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Aqua Jet
- Waterfall
- Superpower
- Ice Punch
The late-game sweeper. I never bring out Azumarill for anything, because he a fragile ho. Although he has decent HP and okay defenses, it's never really worth it to bring Azumarill in during mid-game because he is choice-locked. But in the late-game, where everyone has taken quite a few hits, bringing Azumarill in would bring murder. His Choiced Aqua Jet + Rain + STAB equals death to most things, and Ice Punch and Superpower exist to destroy everything else.
There we go! I know I have quite a problem with Dragons and some others that I haven't really taken note of (I'm more of a casual player really), but it would help if you critique it and give me suggestions! Thanks guys! :)
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