So this is a rain team that is rather hit and miss, need help finding blindspots so to speak
REAPER (Darkrai) @ Psychium Z
Ability: Bad Dreams
EVs: 8 HP / 252 SpA / 248 Spe
Modest Nature
IVs: 0 Atk
- Ice Beam
- Thunder
- Hypnosis
- Dark Pulse
Acts as a rain independent special attacker, to cover for my physical orientated rain sweepers. Also if I get lucky with z-hypnosis really helps get things going in the right direction.
Don’t Assume (Mr. Mime) @ Sitrus Berry
Ability: Filter
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Follow Me
- Wide Guard
- Seismic Toss
- Helping Hand
Acts as your typical support, deflecting damage from teammates while also giving a small helping hand boost to help net a vital KO. Seismic toss so it’s not useless in case of taunt.
Captain (Pelipper) @ Damp Rock
Ability: Drizzle
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- U-turn
- Tailwind
- Hydro Pump
- Hurricane
Sets up rain and occasionally tailwind, punishes a fair amount of foes which it’s duo stab who dare ignore it.
Norm (Beartic) @ Choice Band
Ability: Swift Swim
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Crash
- Superpower
- Stone Edge
- Rock Slide
My usual lead with pelipper. Rock Slide is the go to, although other moves can e used to punish more specific targets.
Titan (Swampert) @ Swampertite
Ability: Damp
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Waterfall
- Earthquake
- Ice Punch
- Protect
A lovely beast that also pairs well with pelipper.
Behemoth (Snorlax) @ Iapapa Berry
Ability: Gluttony
EVs: 132 HP / 144 Atk / 124 Def / 108 SpD
Brave Nature
IVs: 0 Spe
- Curse
- Recycle
- Return
- High Horsepower
My answer to trick room, nice switch in case of incoming special or ghost move.
Any advice greatly appreciated!
REAPER (Darkrai) @ Psychium Z
Ability: Bad Dreams
EVs: 8 HP / 252 SpA / 248 Spe
Modest Nature
IVs: 0 Atk
- Ice Beam
- Thunder
- Hypnosis
- Dark Pulse
Acts as a rain independent special attacker, to cover for my physical orientated rain sweepers. Also if I get lucky with z-hypnosis really helps get things going in the right direction.
Don’t Assume (Mr. Mime) @ Sitrus Berry
Ability: Filter
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Follow Me
- Wide Guard
- Seismic Toss
- Helping Hand
Acts as your typical support, deflecting damage from teammates while also giving a small helping hand boost to help net a vital KO. Seismic toss so it’s not useless in case of taunt.
Captain (Pelipper) @ Damp Rock
Ability: Drizzle
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- U-turn
- Tailwind
- Hydro Pump
- Hurricane
Sets up rain and occasionally tailwind, punishes a fair amount of foes which it’s duo stab who dare ignore it.
Norm (Beartic) @ Choice Band
Ability: Swift Swim
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Crash
- Superpower
- Stone Edge
- Rock Slide
My usual lead with pelipper. Rock Slide is the go to, although other moves can e used to punish more specific targets.
Titan (Swampert) @ Swampertite
Ability: Damp
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Waterfall
- Earthquake
- Ice Punch
- Protect
A lovely beast that also pairs well with pelipper.
Behemoth (Snorlax) @ Iapapa Berry
Ability: Gluttony
EVs: 132 HP / 144 Atk / 124 Def / 108 SpD
Brave Nature
IVs: 0 Spe
- Curse
- Recycle
- Return
- High Horsepower
My answer to trick room, nice switch in case of incoming special or ghost move.
Any advice greatly appreciated!