Got a few other teams I wanted to submit; i've had them for a long time but only decided to post now.
I noticed NU had a rain team in their Samples, so I decided to add one of mine. I also wanted to add a fun VoltTurn team to the mix, since there is a lack of that currently. I found these two teams very very easy to use; that is why I'm submitting them today. I'll admit my previous team above probably isn't the best team for a beginner to use, but these two teams should make up for it somewhat.
Good Ol' Standard PU Rain
And the second one is Specs BEM VoltTurn
I noticed NU had a rain team in their Samples, so I decided to add one of mine. I also wanted to add a fun VoltTurn team to the mix, since there is a lack of that currently. I found these two teams very very easy to use; that is why I'm submitting them today. I'll admit my previous team above probably isn't the best team for a beginner to use, but these two teams should make up for it somewhat.
Good Ol' Standard PU Rain
Relicanth @ Damp Rock
Ability: Sturdy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rain Dance
- Stealth Rock
- Waterfall
- Head Smash
Floatzel @ Life Orb
Ability: Swift Swim
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Waterfall
- Ice Punch
- Return
- Aqua Jet
Gorebyss @ Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 1 Atk / 30 SpA
- Shell Smash
- Surf
- Ice Beam
- Hidden Power [Electric]
Volbeat @ Damp Rock
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Rain Dance
- Thunder Wave
- Encore
- U-turn
Zebstrika @ Life Orb
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Volt Switch
- Thunderbolt
- Overheat
- Hidden Power [Ice]
Armaldo @ Life Orb
Ability: Swift Swim
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Stone Edge
- X-Scissor
- Knock Off
- Earthquake
Ability: Sturdy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rain Dance
- Stealth Rock
- Waterfall
- Head Smash
Floatzel @ Life Orb
Ability: Swift Swim
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Waterfall
- Ice Punch
- Return
- Aqua Jet
Gorebyss @ Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 1 Atk / 30 SpA
- Shell Smash
- Surf
- Ice Beam
- Hidden Power [Electric]
Volbeat @ Damp Rock
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Rain Dance
- Thunder Wave
- Encore
- U-turn
Zebstrika @ Life Orb
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Volt Switch
- Thunderbolt
- Overheat
- Hidden Power [Ice]
Armaldo @ Life Orb
Ability: Swift Swim
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Stone Edge
- X-Scissor
- Knock Off
- Earthquake
So this Rain team is as standard as you're gonna get, and it's one of the more effective ones too, utilizing special sweeper Gorebyss and Physical Sweepers in Floatzel and Armaldo. Regardless, Reli is the team's lead most of the time, setting up Rocks as well as setting up the rain. It's bulky, decently fast, and is any rain team's best normal resist. Don't sack off Reli if you don't have to. Float is a staple on any good rain team, as it is one of the fastest Swift Swim users and Life Orb Waterfalls in the rain dent almost anything that doesn't resist it. Shell Smash Gorebyss was chosen over Golduck as a more powerful special attacker and has the ability to sweep or break opposing teams for other team members to sweep. Most of the time, many teams have no switch in for Life Orb Surfs in the Rain and Shell Smash allows Byss to break bulkier teams. Volbeat is also a staple on rain teams, with its ability to set up priority Rain, priority encore, ability to paralyze a troubling mon at will, or pivot with U-turn for momentum. It's also the "grass resist" of rain teams. Next we have Zebstrika, the "electric immunity" for rain teams. Zebstrika provides a way to switch in to electric moves that may threaten a water mon, and it also provides nice VoltTurn combination with Volbeat. Lastly Armaldo is added for even more physical power; it excels in the rain and without Machoke in the meta.
And the second one is Specs BEM VoltTurn
Beheeyem @ Choice Specs
Ability: Analytic
EVs: 168 HP / 252 SpA / 88 Spe
Modest Nature
IVs: 1 Atk / 30 SpA / 30 SpD
- Psychic
- Signal Beam
- Hidden Power [Ground]
- Psyshock
Monferno @ Eviolite
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Close Combat
- Mach Punch
- U-turn
Golem @ Leftovers
Ability: Sturdy
EVs: 248 HP / 32 Atk / 224 SpD / 4 Spe
Careful Nature
- Stealth Rock
- Earthquake
- Rock Blast
- Toxic
Ursaring @ Toxic Orb
Ability: Quick Feet
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Facade
- Close Combat
- Crunch
Rotom-Frost @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Blizzard
- Trick
Lumineon @ Leftovers
Ability: Storm Drain
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Defog
- Toxic
- U-turn
- Scald
Ability: Analytic
EVs: 168 HP / 252 SpA / 88 Spe
Modest Nature
IVs: 1 Atk / 30 SpA / 30 SpD
- Psychic
- Signal Beam
- Hidden Power [Ground]
- Psyshock
Monferno @ Eviolite
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Close Combat
- Mach Punch
- U-turn
Golem @ Leftovers
Ability: Sturdy
EVs: 248 HP / 32 Atk / 224 SpD / 4 Spe
Careful Nature
- Stealth Rock
- Earthquake
- Rock Blast
- Toxic
Ursaring @ Toxic Orb
Ability: Quick Feet
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Facade
- Close Combat
- Crunch
Rotom-Frost @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Blizzard
- Trick
Lumineon @ Leftovers
Ability: Storm Drain
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Defog
- Toxic
- U-turn
- Scald
This is a nice offensive team that is centered around Specs Beheeyem either nuking things or softening up the opposing team. Many VoltTurn teams struggle to deal with tanky mons such as Stunfisk, Gabite, Tangela, etc, so Beheeyem is a great way of seriously pressuring these types of mons. Added U-Turn Monferno to begin the VoltTurn core and to check dark types that outspeed BEM and KO it such as Pawn, Cacturne and Mightyena. Jolly was the preferred nature as Monferno likes to outspeed Grumpig and deal massive damage with U-Turn. At this point the team needed a bird check and normal check, so tank Golem was added, serving as a reliable rocker as well. Needing some more speed, and a powerful sweeping presence, SD Quick Feet Ursaring was added since it thrives on momentum, allowing it to safely activate its Toxic Orb and spam Facade. Adding to the VoltTurn core was standard Scarf Rotom with Volt Switch, and it is very good at maintaining momentum and pressuring opponents with its BoltBeam combo. Lastly, i added on a defensive Lumineon to check Monferno, Floatzel, and to defog hazard stackers that annoy VoltTurn cores, and to also pick up momentum with U-Turn. Speed can be added for Cacturne if desired.
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