I made this team a few years back, wanting to make a rain team and mostly playing PU, and it performed pretty well! I'm still relatively new to team building, so I might be missing some major weakness that more experienced players are aware of.


Swanna @ Charti Berry
Ability: Hydration
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Hurricane
- Scald
- Defog
- Roost
Full investment in Special Attack and Speed for optimal sweeping potential, with the remains in Defense just in case. A Modest nature boosts that Special Attack up to an even 300. Hurricane has perfect accuracy in the rain, and is an extremely powerful STAB move that can clear up Fighting and Grass threats with ease. Scald is always a powerful, reliable move that can take out Fire, Ground, and most importantly Rock types. The Charti Berry is meant to help Swanna survive attacks from said Rock types, securing a kill with Scald. Defog clears hazards, and Roost can help restore health and remove weaknesses from that Flying type. You might be wondering why I focused so much on the Rock weakness, when Electric is much more threatening. That's where the next Pokemon comes in.

Manectric @ Choice Scarf
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder
- Hidden Power [Grass]
- Flamethrower
- Signal Beam
Manectric's Lightning Rod allows for a free switch against those Electric moves that scare Swanna so much. With Swanna's Ground immunity and Manectric's Electric immunity, they play off each other well. A Special Attack boost from Lightning Rod plus a Choice Scarf with full Special Attack and Speed investment makes Manectric an incredibly fast and effective sweeper with Thunder. HP Grass can get rid of any pesky Ground types that can force a switch, Flamethrower can cover Ice types and Signal Beam covers Psychic and Dark types.

Ludicolo @ Leftovers
Ability: Rain Dish
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Giga Drain
- Leech Seed
- Protect
- Toxic
For when the opponent is having too much fun. Ludicolo can constantly heal large numbers every turn, and can drain enemies with ease. Full HP and Special Defense investment allows for plenty of hits to be taken, with a Calm nature increasing those numbers. Leech Seed, Leftovers and Rain Dish give plenty of health each turn, with Toxic helping take out enemies and Giga Drain for even more healing. Protect gives a free turn of Toxic damage and healing.

Relicanth @ Damp Rock
Ability: Sturdy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rain Dance
- Stealth Rock
- Head Smash
- Yawn
Relicanth comes with Sturdy, allowing for the use of a Damp Rock-boosted Rain Dance without the need for a Focus Sash. Stealth Rock is always a good tool for crippling enemies, while Yawn can force a switch if needed. Investment in Attack and Speed over Defense allows for the best possible usage of Head Smash if Relicanth survives whatever the opponent has in stock. Head Smash's recoil can give an opening for Swanna to come in, if- for whatever reason- the enemy doesn't want to beat up Relicanth.

Volbeat (M) @ Damp Rock
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Rain Dance
- Encore
- Thunder Wave
- U-turn
Is anyone surprised? Volbeat is always important for weather teams, with a Prankster-boosted Rain Dance. Investment into HP, Def and SpD is good for keeping the little bug alive. Encore and TWave are good options for crippling the enemy, also boosted by Prankster. A Relaxed nature and 0 IVs in Speed give Volbeat a nice, slow U-Turn for safe switches.

Armaldo @ Life Orb
Ability: Swift Swim
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- X-Scissor
- Earthquake
- Brick Break
- Stone Edge
Finally, Armaldo. I chose this guy because I noticed a massive weakness to Freeze-Dry, and needed coverage for Grass and Ice types. Full investment into Attack and Speed, naturally, with an Adamant nature to increase damage. I chose Adamant over Jolly because Swift Swim should be a sufficient boost. X-Scissor cuts the Grass (pun completely intended), Earthquake is Earthquake, Brick Break takes out screens and is a more accurate option for Ice types, and Stone Edge is a gamble if I can risk the accuracy, but pays off with massive power.

The overall strategy is to open with Relicanth and set up rain, get a free switch to Swanna once Relicanth faints. Swanna deals as much damage as possible until the Electric type comes out, Manectric absorbs the attack and cleans up the rest. Ludicolo can stall out anything that can't kill it quick enough, Volbeat can set rain back up once it runs out, and Armaldo can take care of dangerous Grass and Ice types.







Swanna @ Charti Berry
Ability: Hydration
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Hurricane
- Scald
- Defog
- Roost
Full investment in Special Attack and Speed for optimal sweeping potential, with the remains in Defense just in case. A Modest nature boosts that Special Attack up to an even 300. Hurricane has perfect accuracy in the rain, and is an extremely powerful STAB move that can clear up Fighting and Grass threats with ease. Scald is always a powerful, reliable move that can take out Fire, Ground, and most importantly Rock types. The Charti Berry is meant to help Swanna survive attacks from said Rock types, securing a kill with Scald. Defog clears hazards, and Roost can help restore health and remove weaknesses from that Flying type. You might be wondering why I focused so much on the Rock weakness, when Electric is much more threatening. That's where the next Pokemon comes in.

Manectric @ Choice Scarf
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder
- Hidden Power [Grass]
- Flamethrower
- Signal Beam
Manectric's Lightning Rod allows for a free switch against those Electric moves that scare Swanna so much. With Swanna's Ground immunity and Manectric's Electric immunity, they play off each other well. A Special Attack boost from Lightning Rod plus a Choice Scarf with full Special Attack and Speed investment makes Manectric an incredibly fast and effective sweeper with Thunder. HP Grass can get rid of any pesky Ground types that can force a switch, Flamethrower can cover Ice types and Signal Beam covers Psychic and Dark types.

Ludicolo @ Leftovers
Ability: Rain Dish
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Giga Drain
- Leech Seed
- Protect
- Toxic
For when the opponent is having too much fun. Ludicolo can constantly heal large numbers every turn, and can drain enemies with ease. Full HP and Special Defense investment allows for plenty of hits to be taken, with a Calm nature increasing those numbers. Leech Seed, Leftovers and Rain Dish give plenty of health each turn, with Toxic helping take out enemies and Giga Drain for even more healing. Protect gives a free turn of Toxic damage and healing.

Relicanth @ Damp Rock
Ability: Sturdy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rain Dance
- Stealth Rock
- Head Smash
- Yawn
Relicanth comes with Sturdy, allowing for the use of a Damp Rock-boosted Rain Dance without the need for a Focus Sash. Stealth Rock is always a good tool for crippling enemies, while Yawn can force a switch if needed. Investment in Attack and Speed over Defense allows for the best possible usage of Head Smash if Relicanth survives whatever the opponent has in stock. Head Smash's recoil can give an opening for Swanna to come in, if- for whatever reason- the enemy doesn't want to beat up Relicanth.

Volbeat (M) @ Damp Rock
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Rain Dance
- Encore
- Thunder Wave
- U-turn
Is anyone surprised? Volbeat is always important for weather teams, with a Prankster-boosted Rain Dance. Investment into HP, Def and SpD is good for keeping the little bug alive. Encore and TWave are good options for crippling the enemy, also boosted by Prankster. A Relaxed nature and 0 IVs in Speed give Volbeat a nice, slow U-Turn for safe switches.

Armaldo @ Life Orb
Ability: Swift Swim
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- X-Scissor
- Earthquake
- Brick Break
- Stone Edge
Finally, Armaldo. I chose this guy because I noticed a massive weakness to Freeze-Dry, and needed coverage for Grass and Ice types. Full investment into Attack and Speed, naturally, with an Adamant nature to increase damage. I chose Adamant over Jolly because Swift Swim should be a sufficient boost. X-Scissor cuts the Grass (pun completely intended), Earthquake is Earthquake, Brick Break takes out screens and is a more accurate option for Ice types, and Stone Edge is a gamble if I can risk the accuracy, but pays off with massive power.






The overall strategy is to open with Relicanth and set up rain, get a free switch to Swanna once Relicanth faints. Swanna deals as much damage as possible until the Electric type comes out, Manectric absorbs the attack and cleans up the rest. Ludicolo can stall out anything that can't kill it quick enough, Volbeat can set rain back up once it runs out, and Armaldo can take care of dangerous Grass and Ice types.