Intro:
This is a team that I've found to be lots of fun playing with (Sadly didn't remember to keep a couple replays, will edit them in when I have them). I've found that this team has brought me the most success out of the teams I've made. I want to see what I can do to improve on it however.
Team:
As a rain team, I obviously needed Politoed to set the rain. To take advantage of the rain, I wanted 2 swift swimming mons, for which I chose Kingdra and Mega Swampert. I needed someone that would take out ChariYard easily, and I chose Thundurus Incarnate. It can also provide lots of support for my team. Landorus for the Intimidate and an insurance against ChariYard. Shaymin-Sky was chosen to help against opposing water types and grass types.
The Team:
Politoed @ Damp Rock
Ability: Drizzle
EVs: 248 HP / 252 SpD / 8 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Rain Dance
- Helping Hand
- Protect
This is my rain setter. Damp rock will often allow me to not have to set rain again in the entire game. Scald is the main stab, and can also get that nifty burn. Rain Dance is there to counter opposing Mega Ttar and Mega ChariYard. It will prevent Sand Rush and Chlorophyll from activating, and ensure the swift swimmers are still fast, even if they lose the Rain Boost in the middle of the turn. Helping Hand is mainly there to help with Kingdra's Muddy Water. Protect is a good move that stalls out TW, TR, Fakeout, and keeps Politoed alive. Maximum Special bulk because I've found most grass and electric type attacks are special, and because Landorus-Therian will help with the physical bulk.
Kingdra @ Choice Specs
Ability: Swift Swim
EVs: 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Muddy Water
- Draco Meteor
- Ice Beam
- Hydro Pump
Muddy Water is the main drawing point of Kingdra. Specs+Rain+Helping Hand will allow Muddy Water to OHKO main things, such as Mega Kangaskhan. Draco Meteor is a secondary STAB and used when the target resists water and needs the extra damage. Ice Beam hits Landorus-Therian hard and is used as coverage. Hydro Pump for when Muddy Water won't KO. Max Speed and SpAtk to hit as hard and fast as possible. Modest because I don't need that much speed and extra damage is more relevent.
Swampert-Mega @ Swampertite
Ability: Swift Swim
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Waterfall
- Earthquake
- Ice Punch
- Protect
Swampertite is for Mega Evolution to get Swift Swim. Waterfall hits hard in rain and is the only physical water STAB Swampert gets. Earthquake as a secondary STAB. I have 3 ground immunes to not get hit by friendly fire. Ice Punch to hit Landorus-Therian, who really likes to come in on Swampert to get the -1. Protect is needed to safely Mega Evolve the first turn and get the Swift Swim boost. EVs and Nature are for maximum Atk, and the rest is put into Speed to outspeed in Rain.
Thundurus @ Life Orb
Ability: Prankster
EVs: 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Thunder Wave
- Taunt
- Rain Dance
Thundurus started out as the main Mega ChariYard counter since it OHKOs ChariYard with Thunderbolt. It has now become more of a TR counter. Thunder Wave is great for yellow magic. It also serves as speed control if my swift swimmers are unavailable. Taunt to counter Trickroom. If that fails, I've paralyzed my own Mons to be slower in TR. Rain Dance is also counterplay against opposing weather, but unlike Politoed, the +1 priority rain dance means that Water moves still get boosted.
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 44 HP / 252 Atk / 212 Spe
Adamant Nature
- Rock Slide
- Earthquake
- U-turn
- Superpower
Landorus-T brings intimidate drops to annoy those physical attackes and lengthen Politoed's lifespan. Scarf is nessecary to help prevent Landorus-T from getting hit by SE moves and getting KO'd. U-turn to switch out before getting hit by an ice move while dealing damage at the same time. Superpower OHKOs Mega Kangaskhan and provides coverage. Earthquake is powerful on Landorus-T, but the scarf lock Lando into it, preventing Landorus-T from rock sliding the resulting flying types that come in. The spread maxes out Atk while still outspeeding threats up to Mega Manectric, with the rest of the EVs put into HP for some bulk.
Shaymin-Sky @ Focus Sash
Ability: Serene Grace
Shiny: Yes
Happiness: 0
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Seed Flare
- Air Slash
- Earth Power
- Protect
Sash is mandatory on Skymin, allowing it to stay in on OHKO moves. Skymin OHKOs most water types with Seed Flare, and heavily damages Venusaur with Air Slash. Both of these moves also have nice secondary effects that get boosted by Serene Grace. Earth Power is there to deal with Heatran, who 4x resists Skymin's other moves. However, due to the amount of water and ground moves already on this team, a suggestion for a replacement for Earth Power will be nice. Protect allows Skymin to stall TR and TW, field conditions with heavily limit Skymin's usefulness and allow Skymin's partner to take out threats.
Conclusion:
I feel this team has some problem against Ice, due to having 3 Ice weaknesses and only 1 resist. Fortunately, as a Offense team, a weakness doesn't mean anything if opposing mons get KO'd fast. ChariYard has been a problem in certain games. Kyurum-B can be a problem to the team.
Replays:
I'll post 'em here when I get them.
http://replay.pokemonshowdown.com/doublesoususpecttest-257911300
This is a team that I've found to be lots of fun playing with (Sadly didn't remember to keep a couple replays, will edit them in when I have them). I've found that this team has brought me the most success out of the teams I've made. I want to see what I can do to improve on it however.
Team:
As a rain team, I obviously needed Politoed to set the rain. To take advantage of the rain, I wanted 2 swift swimming mons, for which I chose Kingdra and Mega Swampert. I needed someone that would take out ChariYard easily, and I chose Thundurus Incarnate. It can also provide lots of support for my team. Landorus for the Intimidate and an insurance against ChariYard. Shaymin-Sky was chosen to help against opposing water types and grass types.
The Team:
Politoed @ Damp Rock
Ability: Drizzle
EVs: 248 HP / 252 SpD / 8 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Rain Dance
- Helping Hand
- Protect
This is my rain setter. Damp rock will often allow me to not have to set rain again in the entire game. Scald is the main stab, and can also get that nifty burn. Rain Dance is there to counter opposing Mega Ttar and Mega ChariYard. It will prevent Sand Rush and Chlorophyll from activating, and ensure the swift swimmers are still fast, even if they lose the Rain Boost in the middle of the turn. Helping Hand is mainly there to help with Kingdra's Muddy Water. Protect is a good move that stalls out TW, TR, Fakeout, and keeps Politoed alive. Maximum Special bulk because I've found most grass and electric type attacks are special, and because Landorus-Therian will help with the physical bulk.
Kingdra @ Choice Specs
Ability: Swift Swim
EVs: 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Muddy Water
- Draco Meteor
- Ice Beam
- Hydro Pump
Muddy Water is the main drawing point of Kingdra. Specs+Rain+Helping Hand will allow Muddy Water to OHKO main things, such as Mega Kangaskhan. Draco Meteor is a secondary STAB and used when the target resists water and needs the extra damage. Ice Beam hits Landorus-Therian hard and is used as coverage. Hydro Pump for when Muddy Water won't KO. Max Speed and SpAtk to hit as hard and fast as possible. Modest because I don't need that much speed and extra damage is more relevent.
Swampert-Mega @ Swampertite
Ability: Swift Swim
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Waterfall
- Earthquake
- Ice Punch
- Protect
Swampertite is for Mega Evolution to get Swift Swim. Waterfall hits hard in rain and is the only physical water STAB Swampert gets. Earthquake as a secondary STAB. I have 3 ground immunes to not get hit by friendly fire. Ice Punch to hit Landorus-Therian, who really likes to come in on Swampert to get the -1. Protect is needed to safely Mega Evolve the first turn and get the Swift Swim boost. EVs and Nature are for maximum Atk, and the rest is put into Speed to outspeed in Rain.
Thundurus @ Life Orb
Ability: Prankster
EVs: 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Thunder Wave
- Taunt
- Rain Dance
Thundurus started out as the main Mega ChariYard counter since it OHKOs ChariYard with Thunderbolt. It has now become more of a TR counter. Thunder Wave is great for yellow magic. It also serves as speed control if my swift swimmers are unavailable. Taunt to counter Trickroom. If that fails, I've paralyzed my own Mons to be slower in TR. Rain Dance is also counterplay against opposing weather, but unlike Politoed, the +1 priority rain dance means that Water moves still get boosted.
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 44 HP / 252 Atk / 212 Spe
Adamant Nature
- Rock Slide
- Earthquake
- U-turn
- Superpower
Landorus-T brings intimidate drops to annoy those physical attackes and lengthen Politoed's lifespan. Scarf is nessecary to help prevent Landorus-T from getting hit by SE moves and getting KO'd. U-turn to switch out before getting hit by an ice move while dealing damage at the same time. Superpower OHKOs Mega Kangaskhan and provides coverage. Earthquake is powerful on Landorus-T, but the scarf lock Lando into it, preventing Landorus-T from rock sliding the resulting flying types that come in. The spread maxes out Atk while still outspeeding threats up to Mega Manectric, with the rest of the EVs put into HP for some bulk.
Shaymin-Sky @ Focus Sash
Ability: Serene Grace
Shiny: Yes
Happiness: 0
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Seed Flare
- Air Slash
- Earth Power
- Protect
Sash is mandatory on Skymin, allowing it to stay in on OHKO moves. Skymin OHKOs most water types with Seed Flare, and heavily damages Venusaur with Air Slash. Both of these moves also have nice secondary effects that get boosted by Serene Grace. Earth Power is there to deal with Heatran, who 4x resists Skymin's other moves. However, due to the amount of water and ground moves already on this team, a suggestion for a replacement for Earth Power will be nice. Protect allows Skymin to stall TR and TW, field conditions with heavily limit Skymin's usefulness and allow Skymin's partner to take out threats.
Conclusion:
I feel this team has some problem against Ice, due to having 3 Ice weaknesses and only 1 resist. Fortunately, as a Offense team, a weakness doesn't mean anything if opposing mons get KO'd fast. ChariYard has been a problem in certain games. Kyurum-B can be a problem to the team.
Replays:
I'll post 'em here when I get them.
http://replay.pokemonshowdown.com/doublesoususpecttest-257911300
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