Hi everyone! Weather has always been my favorite archetype, so when I saw Archaludon's demonic Electro Shot I thought it would be super fun to slap on a rain squad. Tested it a little and it felt good but I thought I'd post to see if I missed anything.
The Team:
John RockePeller (Pelipper) @ Damp Rock
Ability: Drizzle
Tera Type: Ground
EVs: 248 HP / 64 Def / 196 SpD
Bold Nature
- Hurricane
- U-turn
- Surf
- Roost
Just a standard Pelipper rain setter set, nothing special. Differences are that I wanted it to have SpDef as well as Def, so I moved the EVs until the numbers looked nice lmao (277 Def and 225 SpD). Default speed because outrunning Ting-Lu and Blissey seemed nice to me and slow U-Turn didn't feel super valuable, correct me if I'm wrong though.
Andrew Carchegie (Archaludon) @ Assault Vest
Ability: Stamina
Tera Type: Fairy
EVs: 48 HP / 156 Def / 252 SpA / 52 Spe
Modest Nature
IVs: 0 Atk
- Electro Shot
- Body Press
- Flash Cannon
- Draco Meteor
Neat Ferrothorn replacement that abuses Electro Shot's 1 turn charge in rain, also my main answer to Dragonite and most Dragapult sets. EVs are max SpA, 333 HP, 219 speed to outrun all of the 218 speed threats, such as min speed Lando-T and max speed Kingambit, and the rest into Def. Assault Vest seemed really neat with all the boosting coming from Electro Shot and Stamina to make it even bulkier and power up its Body Press. Fun mon and gets a lot of value.
I.T. Morgan (Iron Treads) @ Leftovers
Ability: Quark Drive
Tera Type: Flying
EVs: 252 HP / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Rapid Spin
- Volt Switch
Token electric immunity in rain teams and also utility. Sets up rocks and is my only hazard removal. Ground STAB is really helpful and Volt Switch is nice on a bulky mon, but other than that it's just my hazard setter and remover. Nothing special
C. Thunderbilt (Zapdos) @ Heavy-Duty Boots
Ability: Static
Tera Type: Steel
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Roost
- Thunder
- Hurricane
- Volt Switch
Again, a token rain mon. Bulky Zapdos checks a lot of threats that would otherwise cause problems to the rest of my team, and Thunders and Hurricanes in Rain are extremely formidable. Tera Steel since steel is just a good defensive typing all around and help Zapdos take hits from common physical types while fishing for the Static proc.
Mark ZucKelderg (Keldeo) @ Leftovers
Ability: Justified
Tera Type: Water
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Secret Sword
- Vacuum Wave
- Calm Mind
Finally, a rain abuser. Keldeo is still a formidable special attacking threat and picks up multiple kills per game for me. Rain-boosted Hydro Pump kills much of the metagame, especially with a Calm Mind boost. Secret Sword is really good fighting-type STAB for the water resists, and Vacuum Wave priority is strong in a pinch. Super underrated mon at the moment I feel like.
Warren Buffish (Basculegion) (M) @ Choice Band
Ability: Swift Swim
Tera Type: Water
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Head Smash
- Psychic Fangs
- Aqua Jet
- Wave Crash
Flipped flopped back and forth a lot between this one and Barraskewda for a Swift Swim abuser. Right now I'm using this one but things may change in the future as the meta settles. Wave Crash and Head Smash are both formidable moves that are hard to switch into, and Aqua Jet is a strong priority move. Opted to have Psychic Fangs as well to have the extra coverage as an option, although I didn't use the move very much in my testing. This one is the mon I'm least sure about and should probably be tweaked. (Also GF give my man poltergeist)
Any help would be appreciated, still learning as a teambuilder.
The Team:


John RockePeller (Pelipper) @ Damp Rock
Ability: Drizzle
Tera Type: Ground
EVs: 248 HP / 64 Def / 196 SpD
Bold Nature
- Hurricane
- U-turn
- Surf
- Roost
Just a standard Pelipper rain setter set, nothing special. Differences are that I wanted it to have SpDef as well as Def, so I moved the EVs until the numbers looked nice lmao (277 Def and 225 SpD). Default speed because outrunning Ting-Lu and Blissey seemed nice to me and slow U-Turn didn't feel super valuable, correct me if I'm wrong though.


Andrew Carchegie (Archaludon) @ Assault Vest
Ability: Stamina
Tera Type: Fairy
EVs: 48 HP / 156 Def / 252 SpA / 52 Spe
Modest Nature
IVs: 0 Atk
- Electro Shot
- Body Press
- Flash Cannon
- Draco Meteor
Neat Ferrothorn replacement that abuses Electro Shot's 1 turn charge in rain, also my main answer to Dragonite and most Dragapult sets. EVs are max SpA, 333 HP, 219 speed to outrun all of the 218 speed threats, such as min speed Lando-T and max speed Kingambit, and the rest into Def. Assault Vest seemed really neat with all the boosting coming from Electro Shot and Stamina to make it even bulkier and power up its Body Press. Fun mon and gets a lot of value.


I.T. Morgan (Iron Treads) @ Leftovers
Ability: Quark Drive
Tera Type: Flying
EVs: 252 HP / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Rapid Spin
- Volt Switch
Token electric immunity in rain teams and also utility. Sets up rocks and is my only hazard removal. Ground STAB is really helpful and Volt Switch is nice on a bulky mon, but other than that it's just my hazard setter and remover. Nothing special


C. Thunderbilt (Zapdos) @ Heavy-Duty Boots
Ability: Static
Tera Type: Steel
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Roost
- Thunder
- Hurricane
- Volt Switch
Again, a token rain mon. Bulky Zapdos checks a lot of threats that would otherwise cause problems to the rest of my team, and Thunders and Hurricanes in Rain are extremely formidable. Tera Steel since steel is just a good defensive typing all around and help Zapdos take hits from common physical types while fishing for the Static proc.


Mark ZucKelderg (Keldeo) @ Leftovers
Ability: Justified
Tera Type: Water
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Secret Sword
- Vacuum Wave
- Calm Mind
Finally, a rain abuser. Keldeo is still a formidable special attacking threat and picks up multiple kills per game for me. Rain-boosted Hydro Pump kills much of the metagame, especially with a Calm Mind boost. Secret Sword is really good fighting-type STAB for the water resists, and Vacuum Wave priority is strong in a pinch. Super underrated mon at the moment I feel like.


Warren Buffish (Basculegion) (M) @ Choice Band
Ability: Swift Swim
Tera Type: Water
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Head Smash
- Psychic Fangs
- Aqua Jet
- Wave Crash
Flipped flopped back and forth a lot between this one and Barraskewda for a Swift Swim abuser. Right now I'm using this one but things may change in the future as the meta settles. Wave Crash and Head Smash are both formidable moves that are hard to switch into, and Aqua Jet is a strong priority move. Opted to have Psychic Fangs as well to have the extra coverage as an option, although I didn't use the move very much in my testing. This one is the mon I'm least sure about and should probably be tweaked. (Also GF give my man poltergeist)
Any help would be appreciated, still learning as a teambuilder.
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