Looking through the OU pokemon, there was a distinct lack of water resists- and all of the water resists could be hit by coverage. So i tried to build a rain team ¯\_(ツ)_/¯
Pretty standard pelipper as a rain setter. Unfortunately no defog or scald anymore so :( Hydro hits surprisingly hard under rain, and Hurricane is pretty much a filler move. Tera ground to remove electric/rock weakness, and max def + roost so it (hopefully) survives longer. You should definitely keep this alive for as long as you can.
Pelipper @ Damp Rock
Ability: Drizzle
Tera Type: Ground
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
- Hydro Pump
- U-turn
- Roost
- Hurricane
This is one of my favorite pokemon in the new generation, the evolved form ofdonald duck quaxly. The team was pretty weak to chien-pao, so I made this max def to help deal with that. 148 speed ensures you outspeed iron valiant at +1. SD + moxie ensure you get the power you need. Ice spinner hits dragonite and dragapult quite hard.
Quaquaval @ Leftovers
Ability: Moxie
Tera Type: Fighting
EVs: 84 HP / 252 Def / 4 SpD / 148 Spe
Impish Nature
- Aqua Step
- Close Combat
- Swords Dance
- Ice Spinner
The speed control of the team. Barraskewda lost flipturn, so it's four attacks now. Crunch hits the slowtwins, poison jab hits grass and fairy, and liquidation does massive damage to any neutral targets. Grass tera blast is meant to hit dondozo, but even then it doesn't do much damage. Close combat or aqua jet is probably better here.
Barraskewda @ Choice Band
Ability: Swift Swim
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Liquidation
- Crunch
- Poison Jab
- Tera Blast
This thing is an offensive zapdos on steriods o.0 Pretty much nothing in the tier can take two hits from it, and it's quite fast too. Volt absorb helps cover the electric weaknesses of the team. Competitive can be used, but the team becomes VERY electric weak. Roost can be used on predicted switches, and keeps Kilowattrel out of priority range. Unfortunately, it's also really frail, so you really shouldn't be taking any stray attacks. Note that if your opponent has dondozo, you MUST keep this alive.
Kilowattrel @ Heavy-Duty Boots
Ability: Volt Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Weather Ball
- Hurricane
- Thunder
- Roost
The team has no way of dealing with special threats, so I slapped this in here. Max spdef lets it tank special hits fairly well. Max spatk lets it hit quite hard, and lets it beat espathra more easily. Thunder wave offers speed control, and lets it outspeed opposing mons.
Gholdengo @ Leftovers
Ability: Good as Gold
Tera Type: Normal
EVs: 252 SpA / 252 SpD
Modest Nature
IVs: 0 Atk
- Shadow Ball
- Make It Rain
- Recover
- Thunder Wave
I don't know why this thing is actually good sometimes... It is incredibly strong in rain, and often doesn't even need a shell smash boost to wreck a team. Head smash + liquidation is pretty much unresisted, and does massive damage under rain. I used to run EQ as the fourth move, but its not quite strong enough to OHKO any important targets. The team lacked a hazards so I just slapped rocks on.
Drednaw @ White Herb
Ability: Swift Swim
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Shell Smash / Swords Dance
- Liquidation
- Head Smash
- Stealth Rock
The team as a whole has some problems- Drednaw's role isn't really to get up rocks, so often it doesn't do that. There is also no hazard removal with the lack of mons that learn defog
. Hazard stack is a difficult matchup. The team also struggles a little breaking the slowtwins, has a nightmare breaking dondozo. Rotom wash can also be troublesome. Special attackers that beat gholdengo are also troublesome, every time something like Chi-Yu comes in, you have to either outspeed or sacrifice something.
If anyone has advice for improvements to the team, I'd be grateful :]
Pretty standard pelipper as a rain setter. Unfortunately no defog or scald anymore so :( Hydro hits surprisingly hard under rain, and Hurricane is pretty much a filler move. Tera ground to remove electric/rock weakness, and max def + roost so it (hopefully) survives longer. You should definitely keep this alive for as long as you can.
Pelipper @ Damp Rock
Ability: Drizzle
Tera Type: Ground
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
- Hydro Pump
- U-turn
- Roost
- Hurricane
This is one of my favorite pokemon in the new generation, the evolved form of
Quaquaval @ Leftovers
Ability: Moxie
Tera Type: Fighting
EVs: 84 HP / 252 Def / 4 SpD / 148 Spe
Impish Nature
- Aqua Step
- Close Combat
- Swords Dance
- Ice Spinner
The speed control of the team. Barraskewda lost flipturn, so it's four attacks now. Crunch hits the slowtwins, poison jab hits grass and fairy, and liquidation does massive damage to any neutral targets. Grass tera blast is meant to hit dondozo, but even then it doesn't do much damage. Close combat or aqua jet is probably better here.
Barraskewda @ Choice Band
Ability: Swift Swim
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Liquidation
- Crunch
- Poison Jab
- Tera Blast
This thing is an offensive zapdos on steriods o.0 Pretty much nothing in the tier can take two hits from it, and it's quite fast too. Volt absorb helps cover the electric weaknesses of the team. Competitive can be used, but the team becomes VERY electric weak. Roost can be used on predicted switches, and keeps Kilowattrel out of priority range. Unfortunately, it's also really frail, so you really shouldn't be taking any stray attacks. Note that if your opponent has dondozo, you MUST keep this alive.
Kilowattrel @ Heavy-Duty Boots
Ability: Volt Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Weather Ball
- Hurricane
- Thunder
- Roost
The team has no way of dealing with special threats, so I slapped this in here. Max spdef lets it tank special hits fairly well. Max spatk lets it hit quite hard, and lets it beat espathra more easily. Thunder wave offers speed control, and lets it outspeed opposing mons.
Gholdengo @ Leftovers
Ability: Good as Gold
Tera Type: Normal
EVs: 252 SpA / 252 SpD
Modest Nature
IVs: 0 Atk
- Shadow Ball
- Make It Rain
- Recover
- Thunder Wave
I don't know why this thing is actually good sometimes... It is incredibly strong in rain, and often doesn't even need a shell smash boost to wreck a team. Head smash + liquidation is pretty much unresisted, and does massive damage under rain. I used to run EQ as the fourth move, but its not quite strong enough to OHKO any important targets. The team lacked a hazards so I just slapped rocks on.
Drednaw @ White Herb
Ability: Swift Swim
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Shell Smash / Swords Dance
- Liquidation
- Head Smash
- Stealth Rock
The team as a whole has some problems- Drednaw's role isn't really to get up rocks, so often it doesn't do that. There is also no hazard removal with the lack of mons that learn defog

If anyone has advice for improvements to the team, I'd be grateful :]