Introduction
Ever since Pelipper has received Drizzle, it's been a wonderful addition to rain teams. However, today I present to you a team where Pelipper does more than simply bring the rain - today Pelipper will bring the pain as well.
This team typically works in three phases: weaken opposing team with Pelipper and Thundurus; limit switches with Stealth Rock and Spikes; sweep with your wincon. The wincon is most commonly Ash-Greninja, though Garchomp is able to clean up depending on the team you are battling.
I am new here, and I have read as many RMT resources a possible, but I do apologise if I make any mistakes.
Teambuilding Process
Specs Pelipper was the main focus of my team, as I really wished to include it. Having played around with it I concluded that it is able to weaken many teams very quickly with its STAB Hurricane and Hydro Pump, as this coverage does not have many switch ins. The rain, while only lasting 5 turns in total, is able to support other team members without being tied down completely by the Rain Archetype. Pelipper is able to act as an offensive pivot to bring in the other members safely. Furthermore, when paired with Ash Greninja, this dual Water type core is potent when most teams' Water resists are Toxapex, Tangrowth, opposing Greninja and Keldeo, which can be threatened with Hurricane from Pelipper.
Ash-Greninja was my next pick, as I wanted an offensive Pokemon that could take advantage of the rain but not require the rain to function (by function, I mean hit hard and pressure balance teams). Ash-Greninja is able to set up Spikes, supporting other members such as Pelipper and Thundurus in their endeavours to KO Pokemon that first require some chip damage. Ash-Greninja, once Battle Bond has activated, is able to become a wincon for a weakened team, as rain-boosted Water Shuriken can pick off offensive threats such as Mega Lopunny and Scarf Garchomp.
Ferrothorn is an important member on this team, as it is able to resist a slew of Water-type attacks that are unavoidably boosted by Pelipper's Drizzle. Able to set up Stealth Rock to facilitate a sweep from Ash Greninja or Thundurus or a clean from Garchomp. Leech Seed can support Pelipper and other team members who lack recovery in some balance or bulkier match ups where Pelipper is most valuable. Ferrothorn is able to act as a soft check to some Magearna variants, such as Assault Vest lacking HP Fire/Focus Blast, Bolt Beam + Shift Gear + Calm Mind, as well as being able to absorb most damage spit out by Tapu Koko. Both of which threaten the previous two Pokemon.
The present team is weak to Volcarona, so Garchomp was my pick for the 101+ speed Scarfer with a Rock type move, chosen over Keldeo and Nihilego for it's immunity to Electric type moves and ability to hit Volcarona on it's weaker side, respectively. Garchomp also acts as a cleaner for the late game.
Given the importance of hazards and the questionable stall match-up, mixed Defiant Thundurus seemed like a perfect fit. Thundurus is able to either deter Defog or become more threatening when it goes off, pressuring the opponent offensively. The Thundurus set used is able to cripple Chansey with Knock Off, as well as check slower, bulkier threats such as Tyranitar and Ferrothorn. Often Thundurus is able to get off a mini sweep against bulky offense archetypes.
My last member was Mega Scizor, as I required a physically defensive hazard remover that was able to check Mega Lopunny defensively, as well as Uturn to safely bring in one of its teammates. Bullet Punch also helps against weakened set up sweepers such as Dual Dance Landorus-T.
The Team
Pelipper @ Choice Specs
Ability: Drizzle
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- U-turn
- Hurricane
- Hydro Pump
- Knock Off
Choice Specs Pelipper is the team's main wall breaker, able to dent many Pokemon with its STABs. Celesteela, Toxapex, Tangrowth, Magearna and MSableye are usually able to bother Ash-Greninja, but are able to be 2HKOd at least upon switch in. Timid nature is preferred, as outspeeding the prehistoric Adamant Bulu and speed tying with Shift Gear Magearna are important benchmarks. Pelipper is also able to outspeed the bulkier Defensive Landorus-T variants, which catches many off guard. Knock Off will help remove eviolite on Chansey, helping the stall match up once again. U-turn will also grant you momentum, allowing you to gain switch initiative and preserve Pelipper and or rain turns for a later time.
Greninja-Ash @ Splash Plate
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Water Shuriken
- Hydro Pump
- Dark Pulse
- Spikes
This Ash-Greninja set is a little on the unconventional side, as typically Choice Specs would be the go-to item. However, this time I have decided on Splash Plate. The Splash Plate allows Ash Greninja to successfully bluff a Choice Specs set if you have only revealed U-Turn on Pelipper, as you opponent may suspect a non-choiced set if you have revealed Pelipper to have Choice Specs. The lack in power is noticeable for Dark Pulse, however I believe that the rain boost + bluff is enough to warrant Splash plate over Life Orb (your Water type attacks do more than a regular Specs set that does not have rain support). Another benefit of the Splash Plate is that you can set up Spikes more reliably without fear of being locked in as well as being able to surprise opponents with a Water Shuriken if they try to revenge KO Ash Greninja with a weakened Pokemon.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 48 Def / 208 SpD
Sassy Nature
IVs: 1 Spe
- Stealth Rock
- Power Whip
- Gyro Ball
- Leech Seed
Ferrothorn is here to resist Water type attacks and set up Stealth Rock. And he's almost done with his Stealth Rock... The support that Ferrothorn's moveset provides is invaluable for the other members of the team who may miss out on KOs without hazard support. Power Whip and Gyro Ball are both included, as Power Whip is able to deal more damage to Tapu Fini, as well has having more PP in a stall match up. Gyro Ball is still needed for Clefable, Tapu Bulu and Shift Gear Magearna. Leech Seed can provide support for Pelipper and other teammates who lack recovery against set up sweepers or bulkier Pokemon who would rather stay seeded and set up than switch out. That said, the switches Leech Seed forces will assist in racking up hazard damage from Rocks and or Spikes. This set's EVs are more specially Defensive to assist with Magearna, Tapu Koko and Keldeo locked into Hydro Pump or Scald.
Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Outrage
- Dragon Claw
- Earthquake
- Rock Tomb
Garchomp protects the team as best he can from Volcarona, while also being a viable wincon or cleaner option in the late game. Garchomp's immunity to Electric type moves protects Greninja and Pelipper while taking some of the defensive pressure off of Ferrothorn. Garchomp also allows the team to maintain some speed control alongside the priority moves from Greninja and Mega Scizor.
Thundurus @ Flyinium Z
Ability: Defiant
EVs: 224 Atk / 32 SpA / 252 Spe
Naive Nature
- Superpower
- Fly
- Thunderbolt
- Knock Off
Thundurus helps this team versus its stall match up. It won't 6-0 stall, but its a threat that isn't trapped by Dugtrio. Knock Off into Superpower/ZFly severely hurt Chansey, one of stall's biggest threats to this team. ZFly will also lure in an dispose of most Tangrowth, while also being able to beat Landorus after an Intimidate. Defiant also ensures that Defog from the opponent's side is less desirable, and can allow Thundurus to get a decent mini sweep off if Defiant activates. 32 SpA allows Thundurus to 2HKO Toxapex, Tapu Fini and Celesteela with Thunderbolt, while the remaining EVs in attack will threaten Kyurem-Black, Chansey and other specially defensive Pokemon that think they are safe from a special attacking Thundurus. HP Ice is not needed, as most of the team can deal with Garchomp, Landorus and Zygarde if need be.
Scizor-Mega @ Scizorite
Ability: Light Metal
EVs: 248 HP / 184 Def / 76 Spe
Impish Nature
- Bullet Punch
- U-turn
- Roost
- Defog
Mega Scizor provides the team with a check to Mega Lopunny and other physically offensive threats while also providing hazard removal, should it be needed. Roost will keep Mega Scizor healthy throughout the match. The EV spread is physically oriented in order to make up for Ferrothorn being specially defensive. Mega Scizor also provides U-turn support for the team's breakers and sweepers while also threatening set up sweepers with Bullet Punch. Finally, the rain can help Mega Scizor check Pokemon who only run Hidden Power Fire as their means of denting it.
Conclusion
This is my first RMT. I hope I have been able to highlight the strengths of this team that utilises Specs Pelipper, an unusual pick. I have found this team to be successful versus bulkier teams and balance, though the stall match up is still dependent on luck (i.e. Hydro Pump hitting). The match up versus offense is usually okay, however Psychic Terrain + MZam can occasionally trouble the usual checks. I find that Ash Greninja is most commonly my wincon, however should it go down prematurely the team is often able to recover and allow a sweep with Thundurus + Garchomp, as most of Greninja's checks are shared with Garchomp, but eliminated by Thundurus. Any improvements for this team, as a RMT thread, would be great!
Pelipper @ Choice Specs
Ability: Drizzle
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- U-turn
- Hurricane
- Hydro Pump
- Knock Off
Greninja-Ash @ Splash Plate
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Water Shuriken
- Hydro Pump
- Dark Pulse
- Spikes
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 48 Def / 208 SpD
Sassy Nature
IVs: 1 Spe
- Stealth Rock
- Power Whip
- Gyro Ball
- Leech Seed
Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Outrage
- Dragon Claw
- Earthquake
- Rock Tomb
Thundurus @ Flyinium Z
Ability: Defiant
EVs: 224 Atk / 32 SpA / 252 Spe
Naive Nature
- Superpower
- Fly
- Thunderbolt
- Knock Off
Scizor-Mega @ Scizorite
Ability: Light Metal
EVs: 248 HP / 184 Def / 76 Spe
Impish Nature
- Bullet Punch
- U-turn
- Roost
- Defog
Ability: Drizzle
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- U-turn
- Hurricane
- Hydro Pump
- Knock Off
Greninja-Ash @ Splash Plate
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Water Shuriken
- Hydro Pump
- Dark Pulse
- Spikes
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 48 Def / 208 SpD
Sassy Nature
IVs: 1 Spe
- Stealth Rock
- Power Whip
- Gyro Ball
- Leech Seed
Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Outrage
- Dragon Claw
- Earthquake
- Rock Tomb
Thundurus @ Flyinium Z
Ability: Defiant
EVs: 224 Atk / 32 SpA / 252 Spe
Naive Nature
- Superpower
- Fly
- Thunderbolt
- Knock Off
Scizor-Mega @ Scizorite
Ability: Light Metal
EVs: 248 HP / 184 Def / 76 Spe
Impish Nature
- Bullet Punch
- U-turn
- Roost
- Defog
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