INTRODUCTION
Hello, my name is Micktown and welcome to my first RMT. I've been lurking on Smogon for a couple of years on an on again off again basis. I've only just started playing Pokemon Showdown again a few months ago. I've always enjoyed using weather teams, particularly rain, as I feel like rain can showcase the skills of a bunch of underrated mons (Kingdra, Thundurus etc.). I've also always wanted to do an RMT, but the team had to be something that I had success with and could feel confident sharing with people on the forums. I've done reasonably well with this team, peaking in the late 1500's, which I'm stoked with considering that I don't play that often.
THE TEAM
Pelipper @ Damp Rock
Ability: Drizzle
EVs: 248 HP / 252 Def / 8 SpA
Calm Nature
- Hurricane
- Roost
- Defog
- U-turn
Obviously the first mon picked on a rain team. Standard set, nothing out of the ordinary. U-turn is to help it set rain and go. Rest for recovery. Hurricane if I feel like letting it stay in and attack. Defog for hazard removal although I rarely press it as I prefer to leave hazards on my opponents side of the field. Damp rock obviously for eight turns of rain instead of five.
Kingdra @ Choice Specs
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Draco Meteor
- Surf
- Hurricane
Originally this was a specs Volcanion as specs Steam Eruption hits incredibly hard in rain. But I replaced it with Kingdra as specs Hydro Pump has similar power in rain. It also serves as a fire and water switch in (because Barraskewda is too much of a glass cannon). It does do a couple of things better than Volcanion. It has Swift Swim and access to Draco Meteor to outspeed Garchomp, Dragapult and Dragonite. Hence I use it over Volcanion. Hydro Pump and Draco Meteor are hard hitting STAB. Surf if you want accuracy. Hurricane for the bulky grasses.
Thundurus-Therian (M) @ Heavy-Duty Boots
Ability: Volt Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Thunder
- Weather Ball
- Focus Blast
Thundurus T offers several useful things to the team. A ground immunity, an electric immunity (thanks to Volt Absorb) and the only setup mon of the team. Nasty Plot for boosting. Thunder for 100% accuracy. Focus Blast for mons like Ferrothorn or Tyranitar (although its an all or nothing move as it either results in an OHKO or a miss). Weather Ball as a boosted Water type move in rain. Against opponents, often it is the same set of plays. I pivot Thundy into a Water resist, the opponent switches into Lando T, I click Weather Ball, Lando is OHKO'd. Heavy Duty Boots is for the Stealth Rock weakness as I like to switch this mon into electric attacks to regain health and I can't afford the Stealth Rock damage.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Spikes
- Gyro Ball
- Body Press
Ferrothorn is pretty much a must have on rain. Its main role on this team is to switch in on things that it resists and set as many hazards as possible. Stealth Rock and Spikes are the hazards. I used to have Leech Seed over Spikes for extra recovery, then switched it to Spikes and saw how much the team appreciated having extra hazards on the field. Gyro Ball to pressure Tapu Lele, Clefable and Kyurem. Body Press for Tyranitar, Excadrill, Bisharp, Kartana, Magnezone and opposing Ferrothorn. Leftovers to give it some recovery after taking hits.
Barraskewda @ Choice Band
Ability: Swift Swim
EVs: 252 Atk / 12 Def / 244 Spe
Adamant Nature
- Flip Turn
- Liquidation
- Psychic Fangs
- Close Combat
Barraskewda has just a standard Choice Band set. Between Barraskewda and Kingdra I have two Swift Swim abusers that can both hit hard on the physical and special side. With hazards on the field, the two of them really put pressure on opposing water resists. Liquidation is a must have for huge damage. Flip Turn if I want to switch out (usually on the last turn of rain). Psychic Fangs can 2HKO Pex (and is a way to remove screens without removing hazards). Close Combat is its most powerful non STAB attack and is normally reserved for Ferrothorn.
Scizor @ Choice Band
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Bullet Punch
- U-turn
- Quick Attack
- Knock Off
Originally this was a Corviknight with Eject Button, but what I really needed was a Steel type mon that could hit hard. So I went with Choice Band Scizor. It has strong priority in Technician boosted Bullet Punch. I also gave it Quick Attack for Steel resists (mainly the Rotom forms). U-turn for a hard hitting pivoting move and Knock Off to get rid of so many defensive items from the mons that switch in on it. Mainly Leftovers, Rocky Helmets and Heavy Duty Boots.
THREATS
Specs Kyurem Freeze Dry is a nightmare for rain. I tend to lead Ferrothorn in this match up and place rocks first up knowing it can take a hit. If Kyurem stays in, I Gyro Ball. Play aggressively when you see this. Send Pelipper in on another mon and try to get Kingdra or Scizor in. Both of these mons can outspeed and OHKO.
Dragonite can be problematic with its combination of Multiscale, Heavy Duty Boots, Dragon Dance and Roost. Kingdra can outspeed in the rain and OHKO with Draco Meteor after Dragonite gets to +2, even with Multiscale intact. Barraskewda and Scizor can weaken it. Another mon to play aggressively against as it can set up on you and be extremely difficult to manage if you're too passive.
Speedy Ghost and Dark types. We don't have a resists to these so it often means sacking a mon. In particular, if Bisharp gets to +2 and uses Sucker Punch with Black Glasses or Life Orb it real difficult to manage.
CONCLUSION
Thanks for taking the time to read this RMT. It's my first one so I really appreciate it. Feel free to use the team as well as provide any comments, compliments and constructive criticism. Remember the key to winning with this team is to set up rain and hazards and let your rain abusers do the work. It's real simple and easy to play and eventually all the pressure overwhelms your opponent if you play aggressively. Have fun.