Hey guys!
I have been playing pokemon for a really long time, but I only got on Showdown in early gen 5. Since then, I often play on it and I really love it. Been participating in the community for a while, a bit in the XY sprite project (Since I'm not a so great spriter, I didn't do much work but it was still fun XD) and also a lot in IV breeding. Discovered RMT a while ago, and I thought I'd make my own!
I'd say my team is a Semi-Stall Rain team, the goal is to put pressure on the opponent and cripple them with status and hazards while having a few attackers that can get some pokemon out. I've been using this team for quite a long time, and it is one of the most successful I have build. So here's the team!
Politoed @ Choice Specs
Ability: Drizzle
EVs: 252 SAtk / 252 HP / 4 SDef
Modest Nature
- Focus Blast
- Hydro Pump
- Ice Beam
- Hidden Power Grass
Classic DrizzleToed set. I think it's the best rain inducer in OU, mostly because it induces it on entry and because it is permanent (well, as for gen 5). I run SpecsToed over Defensive Toed because it can hit pretty damn hard and has some decent coverage. Checks some threats such as Ferrothorn with Focus Blast (if it lacks Power Whip), as Ferrothorn is a threat my tea really has a hard time dealing with. One interesting thing is that, since Ninetails outspeeds Politoed, Politoed can 0HKO. it with a STAB, rain powered Hydro Pump (assuming it doesn't switch out or have sunny day). HP Grass gives some additional coverage for other common threats like Vaporeon, Starmie and Cloyster.
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 124 Atk / 124 Def / 8 Spd
- Wish
- Fire Punch
- Body Slam
- Iron Head
This is (in my opinion) the most important pokemon in my team. Rain pseudo-negates his weakness to fire, leaving only a weakness to ground. It's a classic paraflinch set, which really cripples opponents with paralysis. I once ran protect over fire punch, but I had a lot of trouble with Ferrothorn, which rips my team apart if politoed is dead. It has enough raw power to kill some weaker opponents on its own, namely Terrakion or Tyranitar on the switch-in.
Dragonite @ Leftovers
Ability: Multiscale
EVs: 76 Atk / 252 SAtk / 180 Spd
Hasty Nature
- Earthquake
- Roost
- Hurricane
- Thunder
Nice MixNite set. Hits pretty hard in the rain, with 100% accurate Thunder and STAB Hurricane. Roost is pretty much a necessity to keep him alive as long as possible, and is great for stalling out with Multiscale. Earthquake gives coverage for Steel Types and is a physical option if Blissey switches in. I could always switch Thunder for Fire Blast, to deal with Ferrothorn and Scizor, along with Fire Gem over Leftovers to surprise those mons, but the Leftovers recovery really is a boon, and Fire Blast doesn't hit very hard in the Rain.
Vaporeon @ Leftovers
Ability: Hydration
EVs: 248 HP / 252 Def / 8 Spd
Bold Nature
- Rest
- Scald
- Wish
- Toxic
Let's get to it. Hydration Vaporeon is nearly unkillable under rain. The HydraRest combo makes it really difficult to take it down. Toxic is to cripple both attackers and walls while stalling them out. Scald is for STAB and Wish is to support other team members along with Jirachi. I maybe could change Wish for Roar to Phaze out setup sweepers. Scald alone checks common threats such as Gliscor and Infernape, but I could also run Ice Beam over it to Check Landorus-T or Dragons.
Tentacruel @ Black Sludge
Ability: Rain Dish
EVs: 248 HP / 244 Def / 16 Spd
Timid Nature
- Knock Off
- Scald
- Rapid Spin
- Toxic Spikes
Standard Rain Dish Tentacruel, used as a support. The Black Sludge recovery added with the Rain Dish bonus under rain heals quite a lot each turn, and with Wish support from Jirachi or Vaporeon it can stay in pretty long. I've been thinking to change Timid for either Bold or Calm for an added defense bonus, but it works pretty well with Timid and can give some pretty hard hits with a STAB, rain boosted Scald, plus with an added chance of burn. Knock Off is really wonderful on this set, and cripples the opposing pokemon by removing Choice Items or Leftovers necessary to many pokemon. Rapid Spin is really obvious to act as a spinner, while Toxic Spikes is to spread Poison.
Jolteon @ Life Orb
Ability: Volt Absorb
EVs: 252 SAtk / 252 Spd / 4 Def
Timid Nature
- Thunder
- Volt Switch
- Signal Beam
- Hidden Power [Ice]
The last Pokemon in the team. A really good revenge killer, with good firepower. STAB 100% accurate Thunder in rain alongside the Life Orb boost hits like a truck. Here's some calcs:
252 SpA Life Orb Jolteon Thunder vs. 252 HP / 252+ SpD Jellicent: 289-343 (71.5 - 84.9%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Life Orb Jolteon Thunder vs. 252 HP / 0 SpD Tentacruel: 354-421 (97.2 - 115.6%) -- 81.3% chance to OHKO
252 SpA Life Orb Jolteon Thunder vs. 252 HP / 252+ SpD Tentacruel: 265-315 (72.8 - 86.5%) -- guaranteed 2HKO after Black Sludge recovery
252 SpA Life Orb Jolteon Hidden Power Ice vs. 252 HP / 4 SpD Landorus-T: 364-432 (95.2 - 113%) -- 68.8% chance to OHKO
252 SpA Life Orb Jolteon Hidden Power Ice vs. 4 HP / 0 SpD Garchomp: 354-416 (98.8 - 116.2%) -- 87.5% chance to OHKO
252 SpA Life Orb Jolteon Signal Beam vs. 220 HP / 0 SpD Celebi: 380-452 (95.9 - 114.1%) -- 75% chance to OHKO
Volt Switch is really great because of Jolteon's high speed: it can pull off a Volt Switch before an incoming SE hit and switch to a resistant pokemon. Signal Beam gives some coverage for some threats, like Celebi and Alakazam. Hidden Power Ice is absolutely necessary to hit pokemon that could pose a threat to the team, namely Landorus-T.
Thanks for reading, and please give feedback to tell me what I could improve!
I have been playing pokemon for a really long time, but I only got on Showdown in early gen 5. Since then, I often play on it and I really love it. Been participating in the community for a while, a bit in the XY sprite project (Since I'm not a so great spriter, I didn't do much work but it was still fun XD) and also a lot in IV breeding. Discovered RMT a while ago, and I thought I'd make my own!
I'd say my team is a Semi-Stall Rain team, the goal is to put pressure on the opponent and cripple them with status and hazards while having a few attackers that can get some pokemon out. I've been using this team for quite a long time, and it is one of the most successful I have build. So here's the team!

Politoed @ Choice Specs
Ability: Drizzle
EVs: 252 SAtk / 252 HP / 4 SDef
Modest Nature
- Focus Blast
- Hydro Pump
- Ice Beam
- Hidden Power Grass
Classic DrizzleToed set. I think it's the best rain inducer in OU, mostly because it induces it on entry and because it is permanent (well, as for gen 5). I run SpecsToed over Defensive Toed because it can hit pretty damn hard and has some decent coverage. Checks some threats such as Ferrothorn with Focus Blast (if it lacks Power Whip), as Ferrothorn is a threat my tea really has a hard time dealing with. One interesting thing is that, since Ninetails outspeeds Politoed, Politoed can 0HKO. it with a STAB, rain powered Hydro Pump (assuming it doesn't switch out or have sunny day). HP Grass gives some additional coverage for other common threats like Vaporeon, Starmie and Cloyster.

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 124 Atk / 124 Def / 8 Spd
- Wish
- Fire Punch
- Body Slam
- Iron Head
This is (in my opinion) the most important pokemon in my team. Rain pseudo-negates his weakness to fire, leaving only a weakness to ground. It's a classic paraflinch set, which really cripples opponents with paralysis. I once ran protect over fire punch, but I had a lot of trouble with Ferrothorn, which rips my team apart if politoed is dead. It has enough raw power to kill some weaker opponents on its own, namely Terrakion or Tyranitar on the switch-in.

Dragonite @ Leftovers
Ability: Multiscale
EVs: 76 Atk / 252 SAtk / 180 Spd
Hasty Nature
- Earthquake
- Roost
- Hurricane
- Thunder
Nice MixNite set. Hits pretty hard in the rain, with 100% accurate Thunder and STAB Hurricane. Roost is pretty much a necessity to keep him alive as long as possible, and is great for stalling out with Multiscale. Earthquake gives coverage for Steel Types and is a physical option if Blissey switches in. I could always switch Thunder for Fire Blast, to deal with Ferrothorn and Scizor, along with Fire Gem over Leftovers to surprise those mons, but the Leftovers recovery really is a boon, and Fire Blast doesn't hit very hard in the Rain.

Vaporeon @ Leftovers
Ability: Hydration
EVs: 248 HP / 252 Def / 8 Spd
Bold Nature
- Rest
- Scald
- Wish
- Toxic
Let's get to it. Hydration Vaporeon is nearly unkillable under rain. The HydraRest combo makes it really difficult to take it down. Toxic is to cripple both attackers and walls while stalling them out. Scald is for STAB and Wish is to support other team members along with Jirachi. I maybe could change Wish for Roar to Phaze out setup sweepers. Scald alone checks common threats such as Gliscor and Infernape, but I could also run Ice Beam over it to Check Landorus-T or Dragons.

Tentacruel @ Black Sludge
Ability: Rain Dish
EVs: 248 HP / 244 Def / 16 Spd
Timid Nature
- Knock Off
- Scald
- Rapid Spin
- Toxic Spikes
Standard Rain Dish Tentacruel, used as a support. The Black Sludge recovery added with the Rain Dish bonus under rain heals quite a lot each turn, and with Wish support from Jirachi or Vaporeon it can stay in pretty long. I've been thinking to change Timid for either Bold or Calm for an added defense bonus, but it works pretty well with Timid and can give some pretty hard hits with a STAB, rain boosted Scald, plus with an added chance of burn. Knock Off is really wonderful on this set, and cripples the opposing pokemon by removing Choice Items or Leftovers necessary to many pokemon. Rapid Spin is really obvious to act as a spinner, while Toxic Spikes is to spread Poison.

Jolteon @ Life Orb
Ability: Volt Absorb
EVs: 252 SAtk / 252 Spd / 4 Def
Timid Nature
- Thunder
- Volt Switch
- Signal Beam
- Hidden Power [Ice]
The last Pokemon in the team. A really good revenge killer, with good firepower. STAB 100% accurate Thunder in rain alongside the Life Orb boost hits like a truck. Here's some calcs:
252 SpA Life Orb Jolteon Thunder vs. 252 HP / 252+ SpD Jellicent: 289-343 (71.5 - 84.9%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Life Orb Jolteon Thunder vs. 252 HP / 0 SpD Tentacruel: 354-421 (97.2 - 115.6%) -- 81.3% chance to OHKO
252 SpA Life Orb Jolteon Thunder vs. 252 HP / 252+ SpD Tentacruel: 265-315 (72.8 - 86.5%) -- guaranteed 2HKO after Black Sludge recovery
252 SpA Life Orb Jolteon Hidden Power Ice vs. 252 HP / 4 SpD Landorus-T: 364-432 (95.2 - 113%) -- 68.8% chance to OHKO
252 SpA Life Orb Jolteon Hidden Power Ice vs. 4 HP / 0 SpD Garchomp: 354-416 (98.8 - 116.2%) -- 87.5% chance to OHKO
252 SpA Life Orb Jolteon Signal Beam vs. 220 HP / 0 SpD Celebi: 380-452 (95.9 - 114.1%) -- 75% chance to OHKO
Volt Switch is really great because of Jolteon's high speed: it can pull off a Volt Switch before an incoming SE hit and switch to a resistant pokemon. Signal Beam gives some coverage for some threats, like Celebi and Alakazam. Hidden Power Ice is absolutely necessary to hit pokemon that could pose a threat to the team, namely Landorus-T.
Thanks for reading, and please give feedback to tell me what I could improve!
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