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ADV 50 Rain Team Samples for ADV 50

Discussion in 'Public Teams' started by Disaster Area, Oct 21, 2018.

  1. Disaster Area

    Disaster Area Little Ball of Furr and Power Member

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    Manual Rain teams are a strong offensive archetype in ADV 50. Primarily based on busting through special tanks such as Mantine, Lanturn, Muk, and Meganium with offensive pressure, these teams often use tools such as Spikes, Explosion, and status spread to break through opposing teams. I give 2 different flavours of teams here: the first is a water spam team, utilising 5 Water-types, designed to overwhelm special walls. The second uses a myriad selection of tools: Spikes (with a spinblocker), 3 Explosion users, and an Endeavor user, all to set up a Huntail sweep.

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    Lamp (Venomoth) @ Leftovers
    Ability: Shield Dust
    Shiny: Yes
    EVs: 44 HP / 212 SpA / 252 Spe
    Timid Nature
    IVs: 0 Atk
    - Sleep Powder
    - Giga Drain
    - Psychic
    - Baton Pass

    Lanturn @ Leftovers
    Ability: Volt Absorb
    EVs: 36 Def / 208 SpA / 68 SpD / 196 Spe
    Modest Nature
    IVs: 0 Atk
    - Toxic
    - Thunderbolt
    - Hydro Pump
    - Ice Beam

    Huntail @ Leftovers
    Ability: Swift Swim
    EVs: 4 HP / 252 SpA / 252 Spe
    Timid Nature
    IVs: 3 Atk / 30 SpA
    - Rain Dance
    - Hydro Pump
    - Ice Beam
    - Hidden Power [Electric]

    Mantine @ Leftovers
    Ability: Swift Swim
    Shiny: Yes
    EVs: 64 HP / 252 SpA / 192 Spe
    Modest Nature
    IVs: 3 Atk / 30 SpA
    - Rain Dance
    - Hydro Pump
    - Ice Beam
    - Hidden Power [Electric]

    Kabutops @ Leftovers
    Ability: Swift Swim
    EVs: 4 HP / 252 Atk / 252 Spe
    Adamant Nature
    - Swords Dance
    - Rock Slide
    - Rapid Spin
    - Surf

    Sharpedo @ Lum Berry
    Ability: Rough Skin
    EVs: 4 Atk / 252 SpA / 252 Spe
    Hasty Nature
    - Earthquake
    - Hydro Pump
    - Crunch
    - Hidden Power [Electric]
    A team with 5 Water-types obviously has to be concerned with Electric- and Grass-types. Grass-types are typically not all that offensive, and Venomoth and Mantine are both passable checks, especially in the rain. Lanturn is good at baiting Meganium with Toxic, giving the team some space to break through it. Lanturn is the team's Electric immunity: be careful about it getting worn down, as the team is easily cleaned by fast electrics such as Manectric otherwise. Baiting these Pokemon into using Electric-type moves to trigger Lanturn's Volt Absorb, and trying to keep Rain up as much as possible to utilise Swift Swim are tools you can use to keep these threats at bay and then go on the offensive. Sharpedo is a mixed attacker, with a couple of neat little tricks. Rough Skin might seem utterly useless on it, for example, but its ability to end the sweep of EndSalac and SubSalac Pokemon using Flail or Reversal, such as SubPunch Reversal Hitmonlee can come in handy. Lum Berry and Crunch together turn it into an excellent response to Slowking, as it resists all of its common moves, gives it a mulligan if it takes a Thunder Wave, and Crunch lets it 2HKO Slowking, a solid check to rain teams. Kabutops provides Rapid Spin support and bones Glalie, while Cacturne and Forretress are already quite heavily pressured by the rest of the team. It also provides a Normal resistance, providing minimal cover against the likes of Granbull and Stantler, which have to largely be dealt with by offensive pressure. Venomoth and Lanturn usually act as a core to break open teams in the early game, spreading status and being comfortable against most threats, for the triple core of Huntail, Mantine, and Sharpedo to overwhelm offensively later.

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    Glalie @ Mental Herb
    Ability: Inner Focus
    EVs: 100 HP / 156 SpA / 252 Spe
    Hasty Nature
    - Spikes
    - Taunt
    - Ice Beam
    - Explosion

    Electrode @ Leftovers
    Ability: Static
    EVs: 76 Atk / 252 SpA / 180 Spe
    Hasty Nature
    IVs: 30 SpA / 30 Spe
    - Rain Dance
    - Explosion
    - Thunderbolt
    - Hidden Power [Water]

    Huntail @ Leftovers
    Ability: Swift Swim
    EVs: 4 HP / 252 SpA / 252 Spe
    Timid Nature
    IVs: 3 Atk / 30 SpA
    - Rain Dance
    - Hydro Pump
    - Ice Beam
    - Hidden Power [Electric]

    Crawdaunt @ Salac Berry
    Ability: Shell Armor
    Shiny: Yes
    EVs: 252 SpA / 4 SpD / 252 Spe
    Timid Nature
    IVs: 0 Atk
    - Substitute
    - Endeavor
    - Surf
    - Ice Beam

    Misdreavus @ Leftovers
    Ability: Levitate
    EVs: 36 HP / 252 SpA / 220 Spe
    Timid Nature
    IVs: 3 Atk / 30 SpA / 30 Spe
    - Rain Dance
    - Thunder
    - Taunt
    - Hidden Power [Water]

    Muk @ Leftovers
    Ability: Sticky Hold
    EVs: 252 HP / 104 Atk / 152 SpD
    Brave Nature
    - Sludge Bomb
    - Fire Blast
    - Explosion
    - Focus Punch
    This team utilises Glalie to set Spikes, as it's the fastest Spikes setter, punishes Grass-types such as Meganium well, and can explode on special tanks like Lanturn and Muk. Glalie has Mental Herb to ensure it gets up at least one layer of Spikes against Taunt users, such as Misdreavus or other Glalie. Electrode can set rain and then explode, to set up Huntail to do attempt a sweep. Grass-, Ground-, and Electric-types are typical explosion targets for it, the most significant of which are Lanturn and Meganium. Although Whiscash is a common Pokemon to take Electrode's Explosion, Muk can often take it out first. Misdreavus is there primarily to spinblock, but also provides an excellent answer to Golem and Normal- and Ground-type immunity, giving the team plenty of room against Granbull, a Pokemon which can cause Rain teams problems as they often rely on just Kabutops as a Normal resist. Endeavor Crawdaunt is designed to quickly wear down special tanks such as Muk, Meganium, Lanturn, and so on. It also provides a ghost resist which is handy in the rare instance you come across a Banette.
     
    Last edited: Oct 25, 2018
    Neon, kjdaas, Eseque and 2 others like this.

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