Water-type is the most common type in the game and it shows in its variety of options. Even its counters, Grass and Electric have a bad time with it since Water pokémon frequently have acess to Ice moves and some have the Ground typing negating Electric attacks.
Perhaps the most popular option for Water teams is the Rain team, in which a pokémon with Drizzle takes the lead to set up rain by merely existing, and provides an instantaneous speed boost for its Swift Swim buddies and a certain shot for Thunder users, while reducing the power of Synthesis in Grass teams.
Here I expose my Rain team and wait for constructive criticisms.
Pelipper @ Leftovers
Ability: Drizzle
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Roost
- Defog
- U-turn
- Scald
Pelipper is a guerilla fighter. He enters the field, performs an action nad runs away. Frequently that action is only to set up rain with Drizzle. The preferable way to get away is U-turn. To add utility to Pelipper, I select Defog to remove entry hazards (despite Pelipper being somewhat frail to the Secret Silicates) and Scald so it can present some threat. Leftovers and Roost increase its longevity somewhat.
Kingdra @ Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Focus Energy
- Clear Smog
- Hydro Pump
- Draco Meteor
Why have Rain when you can't abuse it? Kingdra is the First abuser of rain in this team. With Swift Swim its ensures a great speed and Life Orb increases its attack. I use a move set I saw once. If Kingdra can, it uses Focus Energy to increase its critical hit ratio and then use Draco Meteor criticals all the way. Hydro Pump is its other stab and Clear Smog is a buff remover that catches the opponent by surprise.
Swampert @ Swampertite
Ability: Torrent
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Ice Punch
- Stone Edge
- Earthquake
- Waterfall
One of the weaknesses of Water-type is Electric-type moves and Swampert, being a Ground-type, is a solution. Using Mega-Evolution, it also gains Swift Swim which allows it to abuse Pelipper's Drizzles. Waterfall and Earthquake are its physical stabs. Stone Edge is a counter against Flying-types and Ice Punch is a coverage option.
Greninja @ Life Orb
Ability: Protean
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hidden Power [Fire]
- Ice Beam
- Extrasensory
- Hydro Pump
Greninja has acess to Protean and unlike a certain chameleon it has the Special Attack and speed to use use it. Its attacks are chosen for coverage. Hidden Power [Fire] deals with Grass-types, Ice Beam with Dragons and Flying-types, Extrasensory finishes Fighting-types and Poison-types and Hydro Pump takes advantage of the rain. Life Orb is an attack booster.
Azumarill @ Normalium Z
Ability: Huge Power
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Aqua Jet
- Belly Drum
- Waterfall
- Play Rough
Azumarill has three thing to give to this team. The first is its Fairy-typing that prevent Outrage sweeps. THe second is its Aqua Jet move that is a nice priority move. And the third is its acess to Huge Power that boosts its attack and powers up its STABS, Waterfall and Play Rough. Belly Drum and Normalium Z serve to boosts its attack even further when there is opportunity for that.
Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Baneful Bunker
- Recover
- Haze
- Scald
Toxapex is the physical wall of the team. Baneful Bunker is a great defense and the combination of Black Sludge, Recover and Regenerator allow it to stall very well. Its Poison typing also allows it to stand in front of Grass types without much fear. Haze allows it to remove buffs and Scald is a nice attacking option.
Perhaps the most popular option for Water teams is the Rain team, in which a pokémon with Drizzle takes the lead to set up rain by merely existing, and provides an instantaneous speed boost for its Swift Swim buddies and a certain shot for Thunder users, while reducing the power of Synthesis in Grass teams.
Here I expose my Rain team and wait for constructive criticisms.
Pelipper @ Leftovers
Ability: Drizzle
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Roost
- Defog
- U-turn
- Scald
Pelipper is a guerilla fighter. He enters the field, performs an action nad runs away. Frequently that action is only to set up rain with Drizzle. The preferable way to get away is U-turn. To add utility to Pelipper, I select Defog to remove entry hazards (despite Pelipper being somewhat frail to the Secret Silicates) and Scald so it can present some threat. Leftovers and Roost increase its longevity somewhat.
Kingdra @ Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Focus Energy
- Clear Smog
- Hydro Pump
- Draco Meteor
Why have Rain when you can't abuse it? Kingdra is the First abuser of rain in this team. With Swift Swim its ensures a great speed and Life Orb increases its attack. I use a move set I saw once. If Kingdra can, it uses Focus Energy to increase its critical hit ratio and then use Draco Meteor criticals all the way. Hydro Pump is its other stab and Clear Smog is a buff remover that catches the opponent by surprise.
Swampert @ Swampertite
Ability: Torrent
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Ice Punch
- Stone Edge
- Earthquake
- Waterfall
One of the weaknesses of Water-type is Electric-type moves and Swampert, being a Ground-type, is a solution. Using Mega-Evolution, it also gains Swift Swim which allows it to abuse Pelipper's Drizzles. Waterfall and Earthquake are its physical stabs. Stone Edge is a counter against Flying-types and Ice Punch is a coverage option.
Greninja @ Life Orb
Ability: Protean
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hidden Power [Fire]
- Ice Beam
- Extrasensory
- Hydro Pump
Greninja has acess to Protean and unlike a certain chameleon it has the Special Attack and speed to use use it. Its attacks are chosen for coverage. Hidden Power [Fire] deals with Grass-types, Ice Beam with Dragons and Flying-types, Extrasensory finishes Fighting-types and Poison-types and Hydro Pump takes advantage of the rain. Life Orb is an attack booster.
Azumarill @ Normalium Z
Ability: Huge Power
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Aqua Jet
- Belly Drum
- Waterfall
- Play Rough
Azumarill has three thing to give to this team. The first is its Fairy-typing that prevent Outrage sweeps. THe second is its Aqua Jet move that is a nice priority move. And the third is its acess to Huge Power that boosts its attack and powers up its STABS, Waterfall and Play Rough. Belly Drum and Normalium Z serve to boosts its attack even further when there is opportunity for that.
Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Baneful Bunker
- Recover
- Haze
- Scald
Toxapex is the physical wall of the team. Baneful Bunker is a great defense and the combination of Black Sludge, Recover and Regenerator allow it to stall very well. Its Poison typing also allows it to stand in front of Grass types without much fear. Haze allows it to remove buffs and Scald is a nice attacking option.