ORAS UU RMT (Goodra Rain)

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This team is inspired by a PU Rain Team where you slap an eviolite on Sliggoo, so I evolved it and gave it some new friends. This team (besides its star) is speed-oriented.

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"Escargoo"
Goodra @ Damp Rock
Ability: Hydration
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Dragon Pulse
- Ice Beam/Thunder/Sludge Bomb
- Rain Dance
- Rest

Goodra's main purpose is to set up rain and live forever. The Bold nature and defense EV's keep almost anything from OHKOing it, and can get all of its health back with Rest, then at the end of the same turn Hydration will rid it of sleep. Dragon Pulse is for STAB, and Ice Beam/Thunder/Sludge Bomb is coverage for whatever you're most worried about (Salamence, Mega Pidgeot, Florges, in that order).

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"Leg Day?"
Swampert @ Swampertite
Ability: Damp
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Waterfall
- Ice Punch
- Stealth Rock

Mega Swampert is the only Swift Swimmer in its tier, and a powerful one at that. The Speed EV's give it 134 Speed, bringing it to and uncontested (barring Choice Scarf) 268 in the rain. Dump the rest in attack and then HP for bulk. With the lack of need for Rain Dance on itself, Stealth Rock chips away at the opponent's team, making the sweep easier. The rest is pretty standard.
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"Thirsty"
Heliolisk @ Life Orb
Ability: Dry Skin
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Thunder
- Hyper Voice
- Grass Knot
- Volt Switch

Heliolisk gives this rain team the powerful STAB Thunder it deserves. Hyper Voice for more Grass types, Grass Knot for those pesky Ground types, and Volt Switch to gain some initiative and momentum. Dry Skin offsets the Life Orb Damage, and all EV's in Special Attack and Speed (extra 4 in HP).

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"RobinWiliams"
Tornadus (M) @ Damp Rock
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hurricane
- Focus Blast/Psychic
- Rain Dance
- Taunt

Tornadus truly shines in a solid rain team. Hurricane hits every time under weather and covers Grass types that threaten Mega Swampert, and Focus Blast provides coverage against Steel/Rock/Electric types (Psychic if you hate that 30% chance to miss). Prankster Rain Dance comes through for late-game set-ups. Tornadus is the better Rain Dancer if the opponent leads with a hazard-setter, with Taunt.

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"Croaka~Cola"
Toxicroak @ Life Orb
Ability: Dry Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Gunk Shot/Poison Jab
- Drain Punch
- Swords Dance
- Sucker Punch

Toxicroak's unique typing allows it to hit Grass and Rock/Ice types super-effectively, working in tandem with Mega Swampert and Tornadus. Gunk Shot is a powerful STAB that OHKOs every non-steel-type fairy in the metagame (Poison Jab for the 20% chance, you know the deal). Drain Punch allows for more recovery, Swords Dance makes his Attack skyrocket. Sucker Punch gets priority, which is much needed with Toxicroak's average speed.

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"Urchin"
Forretress @ Leftovers
Ability: Sturdy
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Spikes
- Rapid Spin
- Volt Switch
- Gyro Ball

Are your sweepers having a tough time taking out those pesky Pokes with Focus Sashes or too much bulk? Well, make sweeping easy, with Forretress™. The spikes chip away at switch-happy teams and make Mega Swampert's job a piece of cake. Volt Switch gives initiative and Gyro Ball for STAB damage. Pretty simple.



This team has so much fun now that Hippowdon is in OU, and I personally have a soft spot for every Poke on this list. Suggestions I would most appreciate are options for movesets that improve my advantage in the rain. Otherwise, all suggestions will be considered, but keep in mind I'd like to keep at least four of the original Pokemon. Thank you all! Battle on!
 
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Sorry for not explaining, the Swords Dance on Toxicroak is an option if you switch his AV with Heliolisk's Life Orb. I have Thunder, Hurricane, a Swift Swimmer, two Dry Skin users, and a Hydration/Rest set, so Darmanitan is the only non-abuser. If you're worried about having STAB on the physical scarfer, then Azelf could be a viable option.
 
I think this team has an interesting concept but I'm not sure how well the execution is going with some of these sets.

I guess I'll start with that mess of a Toxicroak set. What does that spread even do? And why does it need AV when the main thing it's switching into heals it? I strongly recommend just going with the Jolly SD standard, it's much more effective and consistent than the gimmick you have now and actually benefits from Rain more since Dry Skin heals off Life Orb recoil.

Recommended Toxicroak set:
Toxicroak @ Life Orb
Ability: Dry Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Drain Punch / Cross Chop
- Gunk Shot
- Swords Dance
- Sucker Punch

Remove the 4 HP EVs on Tornadus and move them to either Def or SDef, this way you can switch in to Stealth Rock one more time.

The way I see it with this team the main goal is to have Swampert sweep the opposing team, and as any offense player knows the two ways of getting that done are having Pokemon to eliminate or threaten your wincon's checks and getting up the hazards. You have the first one down okay, you've got Tornadus, Toxicroak and Goodra for bulky Grass types like Tangrowth and then you've got Heliolisk and Toxicroak to annoy bulky Water types.
However, this team has zero in the form of hazards or hazard control, and considering how much your sweepers want their hazards and the fact that two of your mons are weak to Stealth Rock and 5/6 get nailed by Spikes, this is a problem.

Luckily, this is a pretty easy fix for your team, since you already have a premier Stealth Rock setter on your team, Swampert. I suggest using it over Power Up Punch since it's a bit of a situational move and you'll likely want to be in a position where you don't need a boost to sweep anyway, and you need Ice Punch for Salamence and stuff like Shaymin. I'd also consider a Jolly nature so you can outspeed Scarf Mienshao, a significant threat to you, under the rain.
And then we have the last slot which just makes zero sense and can be scrapped for the rest of your hazard plan, aka Forretress. Having a spinner is pretty convinient to get rid of opposing hazards that will whittle your team while not discarding your own hazards. Forry also gives you access to Spikes which will really make the difference when it comes time to send in Swampert for the final push. Additionally, Forretress benefits from the rain due to it hampering Forretress's only weakness, Fire. Forretress will also give you a buffer against some of the massively threatening physical attackers in the tier such as Mamoswine, Mienshao, Heracross, Salamence, Abomasnow, and Aerodactyl.

Recommended Forretress set:
Forretress @ Leftovers
Ability: Sturdy
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Spikes
- Rapid Spin
- Volt Switch
- Gyro Ball

I won't comment much on the Goodra set except that I'd use Dragon Pulse > Draco if the set is more defensive for a consistent STAB option.

tl:dr
Move the HP EVs on Tornadus
Jolly SD Croak > your Croak
Stealth Rock > Power Up Punch on Swampert
Try Jolly Pert
Forretress > Darmanitan
DPulse > Draco on Goodra

Hope I helped!
 
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