Team Help / My OU rain team is illegal in a lot of ways idk what to do about it...

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    • Seen Apr 23, 2015
    Do I just give up on it?
    I think it's cool because it's a rain team that is also monotype electric.
    I'm new to competitive battling and I don't know how to fix all these issues.

    Raikou @ Damp Rock
    Ability: Volt Absorb
    EVs: 244 SpA / 148 SpD / 116 Spe
    Calm Nature
    - Rain Dance
    - Shadow Ball
    - Thunder
    - Weather Ball

    Thundurus (M) @ Magnet
    Ability: Prankster
    EVs: 96 Def / 56 SpA / 236 SpD / 108 Spe
    Calm Nature
    - Toxic
    - Thunderbolt
    - Volt Switch
    - Dark Pulse

    Rotom-Wash @ Leftovers
    Ability: Levitate
    EVs: 236 HP / 216 SpA / 56 Spe
    Bold Nature
    - Volt Switch
    - Thunder
    - Hydro Pump
    - Confuse Ray

    Zapdos @ Electric Gem
    Ability: Static
    EVs: 96 Def / 76 SpA / 96 SpD / 240 Spe
    Timid Nature
    - Thunder
    - Rain Dance
    - Volt Switch
    - Defog

    Manectric @ Choice Specs
    Ability: Static
    EVs: 80 HP / 176 SpA / 252 SpD
    Calm Nature
    - Hidden Power [Fighting]
    - Volt Switch
    - Flamethrower
    - Thunderbolt

    Magnezone @ Lum Berry
    Ability: Magnet Pull
    EVs: 168 Def / 164 SpA / 176 SpD
    Modest Nature
    - Volt Switch
    - Flash Cannon
    - Thunderbolt
    - Rest


    I would explain everyone, but I made them pretty straight forward I think and I'm baked right now so I don't feel like explaining....

    Have a good day and be excellent to each other
     
    What purpose do your EV spreads serve, really?

    Raikou should just stick to an all-out offensive set; a defensive set is a waste of its good Speed. Raikou can only have Weather Ball if it's Rash and shiny, as the Zoroark movie event set it that way around 5 years ago:
    -Thunderbolt/Thunder
    -Volt Switch
    -Hidden Power (Ice/Grass)
    -Extrasensory/Shadow Ball
    Nature: Timid
    EVs: 252 SAtk/4 SDef/252 Spe
    Item: Choice Specs

    What I said about Raikou also applies to Thundurus. Dark Pulse is also a bad coverage move to run on it, as there aren't any noteworthy targets that Thunderbolt can't take care of that Dark Pulse can. Also, if you must run a Dark move, run Knock Off; it's an excellent utility move that strips away the opponent's non-Mega Stone item:
    -Thunderbolt
    -Hidden Power (Ice)
    -Focus Blast/Psychic/Taunt
    -Thunder Wave/Taunt
    Nature: Timid
    EVs: 4 Def/252 SAtk/252 Spe
    Item: Life Orb/Leftovers
    Ability: Prankster

    or
    -Nasty Plot
    -Thunderbolt
    -Hidden Power (Ice/Flying)
    -Focus Blast/Thunder Wave/Substitute
    Nature: Timid
    EVs: 4 Def/252 SAtk/252 Spe
    Item: Life Orb/Leftovers
    Ability: Prankster

    or
    -Thunderbolt
    -Knock Off
    -Hidden Power (Ice)
    -Superpower/Thunder Wave
    Nature: Naive
    EVs: 76 Atk/180 SAtk/252 Spe
    Item: Life Orb

    or
    -Rain Dance
    -Thunder
    -Hidden Power (Ice)
    -Taunt/Focus Blast/Psychic
    Nature: Timid
    EVs: 4 Def/252 SAtk/252 Spe
    Item: Damp Rock
    Ability: Prankster

    Confusion is a bad status move to throw around, as it can easily be cured by switching out. Wash Rotom should just be a pivotal attacker. Will-o-Wisp is a better move than Confuse Ray because burn is more crippling than confusion:
    -Volt Switch
    -Hydro Pump
    -Will-o-Wisp
    -Pain Split/Rest
    Nature: Bold
    EVs: 252 HP/252 Def/4 SDef
    Item: Leftovers/Chesto Berry

    The Electric Gem doesn't exist in Gen VI. They only exist in Gen V, and the only Gem that exists in Gen VI is the Normal one. Max HP should be used on almost any bulky Pokemon (exceptions are those with significantly more HP than defenses) to optimize bulk:
    -Thunderbolt/Volt Switch
    -Roost
    -Defog/Hidden Power (Ice)
    -Heat Wave/Toxic
    Nature: Bold
    EVs: 248 HP/172 Def/68 SAtk/16 Spe (OHKOs Mega Pinsir with Thunderbolt and outspeeds Bisharp)
    Item: Leftovers

    or
    -Thunderbolt/Volt Switch
    -Hidden Power (Ice)
    -Defog/Heat Wave
    -Roost
    Nature: Calm
    EVs: 248 HP/64 Def/180 SDef/16 Spe
    Item: Leftovers

    Manectric is only good in its Mega Evolution; its regular form is terrible otherwise. Its Mega Evolution has the neat Intimidate ability to weaken physical attackers:
    -Thunderbolt/Thunder
    -Volt Switch
    -Overheat
    -Hidden Power (Ice)
    Nature: Timid
    EVs: 4 Def/252 SAtk/252 Spe
    Item: Manectite
    Ability: Lightning Rod

    Magnezone needs Hidden Power (Fire) to deal with Ferrothorn more easily:
    -Thunderbolt/Thunder
    -Volt Switch
    -Flash Cannon
    -Hidden Power (Fire)
    Nature: Modest/Timid
    EVs: 172 HP/252 SAtk/84 Spe (Modest) or 4 HP/252 SAtk/252 Spe (Timid)
    Item: Choice Specs (Modest)/Choice Scarf (Timid)
    Ability: Magnet Pull

    or
    -Magnet Rise
    -Thunderbolt/Thunder
    -Flash Cannon
    -Hidden Power (Fire)
    Nature: Modest
    EVs: 128 HP/252 SAtk/128 Spe
    Item: Air Balloon
    Ability: Magnet Pull
     
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