The Idea and an Ambition:
My initial ideas for whenever I teambuild is to pinpoint an
idea or a Pokémon I deem overlooked or secretly the strongest. I usually don’t conform
to the usage statistics but look at the most common archetypes or Pokémon being
used in the format and look for what answers them best. Starting off with that
intent I wanted to really try out Gallade.
Gallade to me is extremely powerful as it is the only Pokémon
that can use a STAB sacred sword boosted with sharpness. This is worthy to look
into as Archaludon with its setup through stamina ability and both Blood moon Ursaluna
are the biggest players of this format. Moreover if we are to consider the
coverage options gallade gets, having access to coverage like night slash
allows it to get rid of Indeedee and gholdengo and leaf blade allowing it to
take out Basculegion, Primarina and Palafin are useful tacts.
Gallade has been a part of the psyspam archetype, however I
didn’t initially plan to use it as a trick room user on my team. Albeit I had
to consider Indeedee as its partner in crime. With the ability to counter the
ever present Mausape combination, setting up the psychic terrain to block all
forms of priority in addition to boosting up Gallade’s psycho cut and providing
helping hand support and redirection, the offer seemed too good to ignore.
For me, on this team the idea of using a Gallade outside of
trick room is already something unique. The usual gallade teams of the format
feature it in a purely hard trick room setting alongside Indeedee, Hatterene,
Torkoal and Ursaluna rounding out with a Lilligant that can support these slow Pokémon
with the After You move as well as extremely fast sleep powders, starting a bit
left field makes me feel like I need to pair it with different partners than
the hard trick room archetype.
Gallade and Indeedee’s dark and ghost coverage are covered
by each other’s defensive and offensive pairing. Imminent threats I am noticing
in the format is the sheer power of rain teams’ Basculegion, a defensive tera
on Kingambit, Hydreigon which can outspeed even the speediest Gallade,
Meowskarada, other than this the type weaknesses of my team include the flying
weakness on Gallade.
In order to build an effective core and ultimately an
effective team, I need to consider the types of teams I will be facing in this
format and put in Pokemon that can help not only synergistically with each
other’s types but also help build effective matchups.
It is important to consider all the available options. I
learned this not only from what piques my own interest, but also something I
have seen top players like Wolfe Glick and someone who I personally adore, a 3
time regional champion, Jamie Boyt that one should not be afraid of using the
unusual Pokémon. Following is a note taking of my thoughts as I wanted to round
out the team:
- Decidueye can help me beat
Gholdengo which the + the rain core sweepers. Also helps me avoid
Amoonguss shenanigans.
- On the more proven side, I
can also go with meowskarada to achieve the same purpose, possibly better
for the decidueye mix.
- Gastrodon can also take
this slot.
- Maybe Scovillian with
Kantonian Ninetales can work as well.
- The standard Blood moon
Ursaluna and Whimsicott deal well with the Gholdengo problem well but rain
still needs to be dealt with.
- Empoleon can help deal
with this as well. Others like kingambit, dragapult can also put in work
here.
Trying to keep it simple, I want to go for the Whimsicott +
blood moon Ursaluna idea first and complete a fire water grass core next by
adding a Gyarados. I want something that can dish more damage than options like
Gastrodon all the while being able to deal with the rain mode’s barrage.
Lastly maybe something like a Magmar can help up the bulk
for the team and provide an excellent answer into Amoonguss as well, but really
why go for magmar and the type synergy, Electabuzz can help cover the electric
weakness of Gyarados better and doesn’t add another glaring water type weakness
to the team.
Now in Theory:
- The Electabuzz + Gyarados
lead can be an excellent way to open against the traditional rain teams!
But alternatively I can also go for the same with Indeedee + Gyarados
lead, terastallize Indeedee to grass (which I was planning to do with Electabuzz
either way) and then go for dragon dance setup on Gyarados) Electabuzz
could be reconsidered here.
- Gallade + Indeedee counter
lead Mausape and Typhlosion + Whimsicott already.
- Whimsicott’s moonblast
greatly covers for Hydreigon’s dark type moves. Alternative ideas can be
to use a Murkrow, a lot more of a direct answer into Dondozo teams and the
dark type helps beat psyspam.
- Ursaluna + Whimsicott
gives me a great goodstuffs lead to rely on in this initial
conceptualization of the team.
The Other Ideas: Struggle Begins!
I now I am biased but I really went through the list of Pokémon
I can use in place of Gyarados to counter the rain teams. Following were my
options:
- Rotom Wash: offensively
and defensive covers both Pelipper and Basculegion but falters against
Archaludon setups.
- Dragapult: now I thought
not only water types can help take the devastating water stab of such rain
teams, instead of completing the fire/water/grass core, I can go for the
fairy/dragon/steel core as well. It can outspeed a Basculegion under
tailwind and resist the major hits, but yet again, the inability to deal
with a stacked Archaludon is something that worries me on paper.
- Basculegion female: a
water type, however it can help me in the very specific matchups. Unlike Dragapult,
this pokemon can be used as a special attacker with ghost stab. Yes Dragapult
has great special coverage but it lacks the offensive output that which a
Basculegion can carry. This is because, while both having the same special
attack stat, Basculegion gets the adaptability ability. With choice scarf
I can insure that I outspeed all opposing Basculegion under tailwind and
still allow myself to go for a clean OHKO.
Albeit Dragapult is the most ‘meta’ call to make, I think
female Basculegion can have the edge over Dragapult. Especially knowing what I
am trying to make this Pokémon do, I think I can make it work! For this team
the flaws were:
- I was bringing both Indeedee
and Whimsicott to the same games. I would often use trick room on my Indeedee
to counter the opposing tailwind but my Pokémon would still end up on the
losing side of the bargain given my Pokémon were middling speed tiers.
- There really wasn’t a
defined type core for the overall team that facilitated defensive
switching.
- I was relying on raw
damage other than hit my opponents with a super effective advantage. One
particular threat was Rillaboom, which I could hit for a lot of damage but
there wasn’t any OHKO options or defensive walls to threaten its stay on
the field, even Kingambit could be threatened by fake out and high
horsepower.
However there are some strengths of the gallade and indeedee
pairing that I considered as well
- With the trick room and
imprison option indeedee could become a sole counter to all opposing trick
room, this paired with wide guard on gallade means I can counter the
expanding forces and ruptions present on said teams as well.
- Indeedee + gallade can
directly counter the Typhlosion + Whimsicott lead via Wide guard and
Follow me support for each other. Also the much more prevalent and ever
green combination of counter into the notorious Mausape lead.
- Indeedee with Tera grass
was able to counter Amoonguss’ spores Lilligant’s sleep powders. I quite
liked having the chunky chips of damage psychic could deal however tera
grass with rocky helmet didn’t feel like the final iteration for the team.
The Hopefuls:
One of the biggest downsides to the first iteration was lack
of a defensive core or super effective coverage over the metagame. I felt like
sticking to what I know and reconstruct from the Gallade and Indeedee pairing.
- Recognizing from testing
that I could not rely on gallade for all my offense I needed another big
damage dealer, the threat of Gholdengo and Rillaboom was over looming with
the first team, and in the attempt to build a core I could go for
Volcarona here.
- Volcarona would
immediately pair well with Indeedee’s follow me allowing the moth to set
up quiver dances and sweep, a fast pokemon that doesn’t need trick room to
function. What’s better was with its tera grass typing and giga drain, it
can serve as a rain counter too!
- Having a fire type on the
squad meant the grass and water types were to follow. I still have 1
offensive counter to Gholdengo and Dondozo needs to be covered more than
just having a sacred sword pokemon on my team. Meowskarada achieves both
these goals with its speedy offense and grass dark type STAB coverage.
- To round out the core I
went over the list of water type Pokémon and initially in theoricrafting
settled on Aqua Breed Tauros. The reason for this was Its intimidate
ability. Intimidate can beef up Volcarona’s defenses on the physical side
as it sets up its special defenses with quiver dance.
- With the last Pokémon
undecided and Dondozo being something I felt like I needed more answers
for, I decided to backtrack a bit and think about using Primarina on the
water type slot carrying the move haze whereas the last slot can be a
supportive intimidate user.
- With the Primarina idea I
felt stuck with Excadrill being a huge threat, with my team essentially
having near nothing for it and with the aqua breed Tauros it was the
threat of tera flying Tyranitar.
- I looked deeper into the Pokedex
and in the theoricrafting session stuck with the Tauros variant of the
team as I felt like I found the final piece to this grand puzzle, tera
steel crit Hydreigon.
- Hydreigon filled in all
the needed gaps. Extra defensive backing with the dragon type, an ability
to deal with Dondozo, becoming essentially immune to the sand core with
the tera steel typing and also becoming a solid wall against both forms of
Ursaluna, this was it!
In testing iteration 2 of the team came up much more
successful than iteration 1.
- I had a good mix of
defensive and offensive synergy between the Volcarona/ Meowkarada/ Tauros
core.
- Indeedee’s follow me
paired well with Volcarona and Hydreigon to assist their setups.
- I intentionally chose the
FWG core with little attention to their ability to counter Archaludon or
Blood moon Ursaluna as I knew that was something Gallade can handle
extremely well.
- I had multiple ways to
approach an opponent’s team other than grind out with 1 mode per matchup.
Testing ofcourse didn’t confirm the team’s item or tera type
choices and the following were my notes after playing around 20 games with this
team:
- Gallade didn’t need the
extra coverage of leaf blade especially as both volcarona and meowskarada
carry grass type coverage. Moreover tera grass was also not necessary or
optimal as the tera blast flying variant of Tyranitar already blasts
through my team, I opted for tera psychic to further beef up my damage and
drop the flying weakness, now opting for protect over coverage options as
a defensive measure.
- Indeedee can run safety
goggles and be much more of a threat to the Lillykoal and Amoonguss on
field. Tera dragon allows it so that it doesn’t get caught by an after you
+ eruption from lillykoal. Tera dragon is also better than tera grass as
it allows Indeedee to resist FWG damage, something extremely prevalent in
the format.
- It would be better for me
to change Volcarona’s tera type to dragon as well. This is because in case
I have to tera it in front of the highly offensive pairing of Basculegion
+ Pelliper, then tera grass doesn’t save me from a Wave crash + Hurricane
double up.
- With tauros I would almost
always go for offense instead of using protect. I tested with the mirror
herb item and it activated some times to good effect but I felt that I
didn’t need to use that item to pick up the victory. I saw tauros as a
defensive option with offensive coverage so I chose to go with assault
vest and a tera stellar type to boost each coverage move. This allows me
to hit the aforementioned behemoth of tera flying tyranitar with a super
effective wild charge once it chooses to put the crystallized feather cap
on.
- Hydreigon’s initial
moveset had flash cannon however as soon as I recognized that how good it
can be for countering Excadrill and noticing a lack of spread moves
on my team I opted for heat wave
for coverage instead.
I usually don’t build EV spreads this early for a team but
since I was building this team for the purpose of being used as a reference for
my teambuilding guide, where before recognizing the struggle I decided to build
something else. Here is where I reluctantly did build some EV spreads thinking
these 6 were the ones.
Gallade: Outspeeds max speed positive nature Pelliper at 130
speed stat
Reference calc for the Archaludon bulk: this is what I am
using because some people might invest defensively into their Archaludon to
survive an opposing beat up boosted body press
+4 4 Def Archaludon Body Press vs. 252 HP / 116 Def
Archaludon: 166-196 (84.2 - 99.4%) -- guaranteed 2HKO
This is the minimum investment my Gallade needs to OHKO such
an Archaludon:
20+ Atk Life Orb Sharpness Gallade Sacred Sword vs. 252 HP /
116 Def Archaludon: 198-234 (100.5 - 118.7%) -- guaranteed OHKO
20+ Atk Life Orb Sharpness Gallade Sacred Sword vs. 244 HP /
0 Def Ursaluna-Bloodmoon: 229-273 (104.5 - 124.6%) -- guaranteed OHKO
-1 20+ Atk Life Orb Sharpness Gallade Sacred Sword vs. 228
HP / 188+ Def Incineroar: 148-174 (74.3 - 87.4%) -- guaranteed 2HKO
Defensively:
252+ SpA Typhlosion Shadow Ball vs. 0 HP / 0 SpD Gallade:
80-96 (55.9 - 67.1%) -- guaranteed 2HKO
Not worried about the following as Indeedee can follow me:
252+ SpA Choice Specs Gholdengo Shadow Ball vs. 0 HP / 0 SpD
Gallade: 204-242 (142.6 - 169.2%) -- guaranteed OHKO
Most likely choice of a specs gholdengo is to go for this:
252+ SpA Choice Specs Tera-Steel Gholdengo Make It Rain vs.
208 HP / 52 SpD Gallade: 146-172 (86.3 - 101.7%) -- 12.5% chance to OHKO
Volcarona: Outspeeds max speed positive nature Glimmora at
152 speed.
EV spreads and running damage calculations can help you to
solidify the matchup theory!
I think I need Tauros for this matchup:
-1 252+ Atk Choice Band Tera-Stellar Basculegion Wave Crash
(1st Use) vs. 252 HP / 4 Def Tera-Dragon Volcarona in Rain: 142-168 (73.9 -
87.5%) -- guaranteed 2HKO after Sitrus Berry recovery
+
252+ SpA Pelipper Hurricane vs. +1 252 HP / 0 SpD
Tera-Dragon Volcarona: 54-64 (28.1 - 33.3%) -- guaranteed 2HKO double up is
survived if i set up a quiver dance
252+ SpA Life Orb Ursaluna-Bloodmoon Blood Moon vs. 252 HP /
44 SpD Volcarona: 161-191 (83.8 - 99.4%) -- guaranteed 2HKO after Sitrus Berry
recovery
252+ SpA Life Orb Tera-Normal Ursaluna-Bloodmoon Blood Moon
vs. +1 252 HP / 44 SpD Volcarona: 146-172 (76 - 89.5%) -- guaranteed 2HKO after
Sitrus Berry recovery
252+ SpA Life Orb Liquid Voice Primarina Hyper Voice vs. +1
252 HP / 44 SpD Volcarona: 101-120 (52.6 - 62.5%) -- 0.4% chance to 2HKO after
Sitrus Berry recovery
Offensively:
+1 60 SpA Volcarona Giga Drain vs. 252 HP / 4 SpD Primarina:
102-120 (54.5 - 64.1%) -- guaranteed 2HKO
Running calculations can help you Compare and contrast the
effectiveness of a move!
Comparing the two options:
+1 60 SpA Volcarona Fiery Dance vs. 236 HP / 28 SpD
Gholdengo: 192-228 (100 - 118.7%) -- guaranteed OHKO
+1 60 SpA Volcarona Flamethrower vs. 236 HP / 28 SpD
Gholdengo: 218-258 (113.5 - 134.3%) -- guaranteed OHKO
60 SpA Volcarona Fiery Dance vs. 236 HP / 28 SpD Gholdengo:
128-152 (66.6 - 79.1%) -- guaranteed 2HKO after Leftovers recovery
60 SpA Volcarona Flamethrower vs. 236 HP / 28 SpD Gholdengo:
146-174 (76 - 90.6%) -- guaranteed 2HKO after Leftovers recovery
+1 60 SpA Volcarona Fiery Dance vs. 252 HP / 124 SpD Assault
Vest Rillaboom: 140-168 (67.6 - 81.1%) -- guaranteed 2HKO after Grassy Terrain
recovery
+1 60 SpA Volcarona Flamethrower vs. 252 HP / 124 SpD
Assault Vest Rillaboom: 156-186 (75.3 - 89.8%) -- guaranteed 2HKO after Grassy
Terrain recovery
I am settling for fiery dance as flamethrower does no
technically score me a big KO.
Tauros: Outspeeds Max speed positive nature Glimmora at 152
speed stat.
Defensively:
252+ SpA Pelipper Hurricane vs. 68 HP / 68 SpD Assault Vest
Tauros-Paldea-Aqua: 134-162 (84.2 - 101.8%) -- 6.3% chance to OHKO
Offensively:
116+ Atk Tera-Stellar Tauros-Paldea-Aqua Close Combat (1st
Use) vs. 252 HP / 4 Def Archaludon: 192-228 (97.4 - 115.7%) -- 81.3% chance to
OHKO
116+ Atk Tera-Stellar Tauros-Paldea-Aqua Wild Charge (1st
Use) vs. 252 HP / 4 Def Tera-Flying Tyranitar: 100-120 (48.3 - 57.9%) --
guaranteed 2HKO after sandstorm damage
116+ Atk Tera-Stellar Tauros-Paldea-Aqua Close Combat (1st
Use) vs. 4 HP / 0 Def Ursaluna-Bloodmoon: 204-244 (107.9 - 129.1%) --
guaranteed OHKO
116+ Atk Tera-Stellar Tauros-Paldea-Aqua Raging Bull (1st
Use) vs. 252 HP / 84 Def Volcarona: 224-268 (116.6 - 139.5%) -- guaranteed OHKO
Failed Tests:
I tested some more
and things went south quick. In bo1 practice I was racking up wins, but I
always seemed to falter in the bo3 side of the spectrum. I felt like I had to
make multiple really good plays predicting my opponents but even then it would
often come down to the final turns or I would lose due to some RNG that did not
go my way.
Tauros’s aqua breed
was the least brought pokemon and was simultaneously not really solving the
problem. It felt a bit frail even with assault vest and intimidate. I tried to
look for multiple other options that could help make my rain matchup better,
however Gyarados was the only one I could reasonably test out; given that I had
previously already built both Volcarona and Indeedee’s EV spread around the
help I need from intimidate.
Gyarados definitely
worked better than Tauros did. With the avalanche ice coverage (avalanche over
ice fang due to 100% accuracy as Garchomp seemed to be a common theme I lost to
and Gyarados was slow and bulky build) and icy wind coverage, Gyarados helped
as intended. The team still felt clunky when I had played around 30-40 serious
battles with this team:
- Indeedee’s concept of helping Gallade and Volcarona defensively
worked well in theory and in practice, but it seemed to get in
Meowskarada’s way. I often found myself protect stalling my own psychic
terrain towards the ladder part of the game to be able to use sucker
punch.
- The self-trick room plays worked really well for me, however the
mons in the back, Volcarona, Meowskarada and Hydreigon were all a bit too
fast once my opponent’s tailwind petered out.
The Third Iteration:
The initial idea of
the team was running a fast gallade and the second iteration was the
introduction of a FWG core in the mix. Looking some more into the dex, I found
a Pokemon I absolutely despise the design of (sorry Delphox fans) a fast fire
type that takes advantage of Indeedee’s psychic terrain both offensively and
defensive, has a strong spread move and does not require initial setup to deal
big damage… I can surely build around this guy. I knew how much I loved the
idea of Hydreigon’s critting potential on the last team and did not want to
change it around; then it was for me to find a new FWG core to test the team:
The answer was
honestly quite easy here. Given the idea of the Gholdengo and Rain threat and I
put Hisuian Decidueye into the teambuilder and for the final slot for the water
type I went with a choice scarf storm drain Tatsugiri with the dragon cheer
move as a gimmicky way to boost both Hydreigon and Decidueye. I brought it to a
few practice games but it felt too lopsided and unreliable so I switched to
Gastrodon as my rain and Archaludon matchup backup. This iteration solved,
albeit more anti-meta solved the previous issues, Indeedee’s trick room can be
taken advantage of by Decidueye as well and the sand core matchups seemed
covered better under this regime. I was still not too confident in giving an
anti meta team a thorough run, therefore going for a more standard version of
the ‘fast Gallade’ idea next
Iteration 4: can’t
beat em, then join em!
The practice I got
from using the lead of Indeedee and Gallade made me realize a few things:
I am able to counter
the most common trick room archetypes rather consistently between my own
imprison and wide guard + keeping up with smart offense. I can use this
knowledge to build my own trick room team, using the metastuffs; I can use a
semi fast Gallade + Indeedee but supplement with the well established partners
of Indeedee and Gallade.
I quickly put the
standard Hatterene, Torkoal, Hisuian-Lilligant and Ursaluna in the back and
went to testing. Good thing about this team is that the games take less time
due to both trick room and hyper offensive nature, I got in some really good
practice games within the span of 2 hours.
I essentially had
walked backwards towards a really standard archetype however now much more
informed for what I could do with it and how each element functioned. This was
all due to my failed tests. And I think teambuilding works increase your skill
in this strange way of its own.
Now I can notice the
premier threats for Gallade and Indeedee were Kingambit, Gholdengo and the Rain
mode. Torkoal works excellently in countering these three. Lilligant
compliments Torkoal really well, whereas Hatterene can take great advantage of
the psychic terrain. Lastly the combination of the fire + ground type offense
which covers types across the board; can be built by the beastly Ursaluna. Now
setting up trick room with my Indeedee definitely won’t backfire mid or late
game. The trick room mode being anti Amoonguss also works in my favor Ursaluna
and Hatterene are immune to spore, Gallade’s grass type counters that as well
and Torkoal outspeeds in trick room and OHKO’s Amoonguss or at least forces it
to defensively tera.
The Last Dance:
At this point I had
skipped on this team’s initial concept and focused on the write-up of my
teambuilding guide for which I had built a Gholdengo team. in regards to
regulation H and my teambuilding in Gen 9 I have been very focused on putting a
solid type core into my team, this is something I did not put in the Gholdengo
Dondozo team and it felt complete because instead of the types covering for
each other, the Pokemon countered each other’s checks.
I was quite non
serious when considering a Delphox variant but felt as if it could patch up the
weaknesses of the previous squad. If a Gholdengo counter was the one thing I needed
on my fast Gallade team, then delphox’s fire type stab covers for it well and
it can take great advantage of the psychic terrain really well unlike Volcarona.
Exploring other options and me still being adamant on my FWG core idea, I went
with Hisuian Decidueye and Gastrodon to mainly improve my weather outcomes and
last was hydreigon. It sort of worked, then I dropped it again, and went with
completely wild tests including the use of Exeggutor and Kantonian Ninetales
for a weather mode of my own for this team.
After the gholdengo
team I came back to the idea and picked up the ideas that worked. I theory
crafted a tons on pen and paper, X covers Y and such, I noticed on paper that
if I have Indeedee, Gallade and Delphox on the team, Kingambit, Rillaboom, Sand
and Rain were the things I needed to cover. I realized how much of a stronghold
Gastrodon has on paper vs rain so why not keep it as is! To counter sand I went
with an iron defense + body press Corviknight as it also covers defensively for
Gholdengo’s steel type STAB. Lastly I chose Sneasler, this was quite a surprise
pick for me, but the coverage it provides lets me have a perfect offensive
answer into the Volcarona balance archetype. Of course Sneasler only takes more
advantage of the fact that Indeedee gets brought to every game. Sneasler with
the set I chose can provide additional answers into sand, rain, Rillaboom and Kingambit,
something too good to give up!
Corviknight did not
prove itself big in testing, and Dondozo was a matchup I lost to therefore
switching back to the tera steel Hydreigon which was initially my answer into
sand and Dondozo. Hydreigon patched up excellently everything that I needed to
round out the team! with Hydreigon I now have a Psychic, Dark and Fighting type
trio core
All the different teams I tested for the idea |
The Final Team:
Slicen'Dice (Gallade) (M) @ Clear Amulet Ability: Sharpness Level: 50 Tera Type: Psychic EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature - Psycho Cut - Sacred Sword - Wide Guard - Protect |
Gallade is best left simple, with clear amulet it gets great
answers into Incineroar, something the other parts of my psyspam core don’t
deal well with. It also takes out the other most used Pokémon of the format:
Archaludon, Ursaluna and Kingambit out clean in 1 hit. Taking advantage of the
psychic terrain and tera psychic, Gallade ups its offense and defense by
dropping the fairy and flying weaknesses and boosting psycho cut damage.
Serving! (Indeedee-F) @ Safety Goggles Ability: Psychic Surge Level: 50 Tera Type: Fairy EVs: 252 HP / 252 Def / 4 SpD Bold Nature IVs: 0 Atk - Dazzling Gleam - Follow Me - Trick Room - Imprison |
Indeedee puts in the most work in this iteration of the team
over many that preceded it! This time I switched to tera fairy to block out
Kingambit, then using dazzling gleam to take advantage of this fairy typing and
then the slots of trick room and imprison help provide me a consistent answer
into opposing trick room. Trick room here is a surprise speed control move for
my own team as well as Hydreigon and Gastrodon take the speed advantage against
faster parts of the metagame and also helps turn the tide back to me in
tailwind matchups.
252+ SpA Choice Specs Tera-Steel Gholdengo Make It Rain vs. 252 HP /
4+ SpD Indeedee-F: 148-176 (83.6 - 99.4%) -- guaranteed 2HKO 44 Atk Incineroar Knock Off (97.5 BP) vs. 252 HP / 252 Def
Indeedee-F: 134-158 (75.7 - 89.2%) -- guaranteed 2HKO 252+ Atk Tyranitar Knock Off (97.5 BP) vs. 252 HP / 252 Def
Indeedee-F: 192-228 (108.4 - 128.8%) -- guaranteed OHKO |
DesperateTimesFox (Delphox) @ Focus Sash Ability: Blaze Level: 50 Tera Type: Psychic EVs: 252 SpA / 4 SpD / 244 Spe
Timid Nature IVs: 0 Atk - Expanding Force - Flamethrower - Nasty Plot - Protect |
Delphox is my most hated started pokemon given the missed opportunity
solely on its looks. I would call it the iron crown on budget because just like
the previous regulations’ most threatening pokemon in Fluttermane with its
secondary steel STAB, Delphox covers for the Gholdengo in this format. Timid
nature helps it outspeed Garchomps where focus sash creates space for
longevity. When people stall or readjust to avoid a clean expanding force
sweep, you can use this time to set up a nasty plot and hit back 2x as hard!
252+ SpA Delphox Expanding Force (120 BP) vs. 0 HP / 4 SpD Garchomp
in Psychic Terrain: 112-133 (61.2 - 72.6%) -- guaranteed 2HKO 252 SpA Delphox Expanding Force (120 BP) vs. 0 HP / 4 SpD Garchomp in
Psychic Terrain: 103-123 (56.2 - 67.2%) -- guaranteed 2HKO 252+ SpA Tera-Psychic Delphox Expanding Force (120 BP) vs. 0 HP / 4 SpD
Garchomp in Psychic Terrain: 150-178 (81.9 - 97.2%) -- guaranteed 2HKO Timid gets the same job done but outspeeds Garchomp, so going for
timid: +2 252 SpA Delphox Expanding Force (120 BP) vs. 0 HP / 4 SpD Garchomp
in Psychic Terrain: 205-243 (112 - 132.7%) -- guaranteed OHKO 252+ Atk Black Glasses Kingambit Kowtow Cleave vs. 0 HP / 0 Def
Delphox: 258-306 (172 - 204%) -- guaranteed OHKO 252 SpA Tera-Psychic Delphox Expanding Force (120 BP) vs. 236 HP /
116 SpD Amoonguss in Psychic Terrain: 256-304 (116.8 - 138.8%) -- guaranteed
OHKO |
The Final Boss (Gastrodon) @ Rocky Helmet Ability: Storm Drain Level: 50 Tera Type: Grass EVs: 252 HP / 28 Def / 220 SpA / 4 SpD / 4 Spe Modest Nature IVs: 0 Atk - Earth Power - Ice Beam - Icy Wind - Clear Smog |
Gastrodon does its job really well. Its mainly here to be a
main answer to both sand and rain cores. It takes out he main sweepers of
Excadrill and Garchomp clean, Basculegion cannot use water stab when its placed
on the field and rocky helmet adds to the chip damage moving the scale in my
favor when it comes to getting things in KO range.
140+ SpA Gastrodon Ice Beam vs. 0 HP / 4 SpD Garchomp: 184-220 (100.5
- 120.2%) -- guaranteed OHKO 140+ SpA Gastrodon Earth Power vs. 252 HP / 68 SpD Assault Vest
Archaludon: 104-126 (52.7 - 63.9%) -- guaranteed 2HKO 220+ SpA Gastrodon Earth Power vs. 0 HP / 0 SpD Excadrill: 186-218
(100.5 - 117.8%) -- guaranteed OHKO Going for the higher spa as this + rocky helmet takes out excadrill 252 Atk Excadrill High Horsepower vs. 252 HP / 0 Def Gastrodon:
114-135 (52.2 - 61.9%) -- 98.4% chance to 2HKO +2 252 Atk Garchomp Earthquake vs. 252 HP / 28 Def Gastrodon: 168-198
(77 - 90.8%) -- guaranteed 2HKO so i survive + OHKO back with ice beam. |
Awkward Wolverine (Sneasler) @ Psychic Seed Ability: Unburden Level: 50 Tera Type: Stellar EVs: 20 HP / 252 Atk / 4 Def / 12 SpD / 220 Spe Adamant Nature - Rock Slide - Close Combat - Dire Claw - Throat Chop |
Sneasler’s moveset might feel weird but with its speed and
added bulk from the psychic seed + priority protection via psychic terrain, I can
go for immediate damage. The rock slide helps me deal with Volcarona balance really
well as it is paired with Clefable in most of its viable compositions. Throat chop
provides me with a super effective option into the ghost and psychic types of
the format and stop any parting shot or other off meta perish song setups. Dire
claw and close combat are agreed upon best stabs for this pokemon. The tera
stellar is a perfect fit on this pokemon allowing me to get a boost per each
slot and also a reasonable damage boost that can be used to pick up OHKOs.
252+ SpA Pelipper Hurricane vs. +1 20 HP / 12 SpD Sneasler: 132-156
(83.5 - 98.7%) -- guaranteed 2HKO 164+ SpA Tera-Fairy Archaludon Draco Meteor vs. 20 HP / 12 SpD
Tera-Stellar Sneasler: 132-156 (83.5 - 98.7%) -- guaranteed 2HKO Offensively: 252+ Atk Sneasler Rock Slide vs. 252 HP / 60 Def Volcarona: 180-216
(93.7 - 112.5%) -- 75% chance to OHKO 252+ Atk Sneasler Close Combat vs. 252 HP / 4 Def Archaludon: 180-212
(91.3 - 107.6%) -- 50% chance to OHKO 252+ Atk Sneasler Dire Claw vs. 252 HP / 252 Def Clefable: 146-174
(72.2 - 86.1%) -- guaranteed 2HKO 252+ Atk Sneasler Dire Claw vs. 252 HP / 4 Def Rillaboom: 164-194
(79.2 - 93.7%) -- guaranteed 2HKO after Grassy Terrain recovery -1 252+ Atk Sneasler Close Combat vs. 236 HP / 20 Def Incineroar:
162-192 (81 - 96%) -- guaranteed 2HKO after Sitrus Berry recovery 252+ Atk Sneasler Close Combat vs. 252 HP / 252+ Def Indeedee-F:
106-126 (59.8 - 71.1%) -- guaranteed 2HKO 252+ Atk Tera-Stellar Sneasler Throat Chop (1st Use) vs. 4 HP / 0 Def
Gholdengo: 128-152 (78.5 - 93.2%) -- guaranteed 2HKO 252+ Atk Tera-Stellar Sneasler Dire Claw (1st Use) vs. 252 HP / 4 Def
Tera-Fairy Archaludon: 160-192 (81.2 - 97.4%) -- guaranteed 2HKO 252+ Atk Tera-Stellar Sneasler Close Combat (1st Use) vs. 252 HP / 4
Def Archaludon: 240-284 (121.8 - 144.1%) -- guaranteed OHKO 252+ Atk Tera-Stellar Sneasler Dire Claw (1st Use) vs. 252 HP / 252
Def Clefable: 196-232 (97 - 114.8%) -- 81.3% chance to OHKO 252+ Atk Tera-Stellar Sneasler Dire Claw (1st Use) vs. 252 HP / 4 Def
Rillaboom: 220-260 (106.2 - 125.6%) -- guaranteed OHKO -1 252+ Atk Tera-Stellar Sneasler Close Combat (1st Use) vs. 236 HP /
20 Def Incineroar: 216-256 (108 - 128%) -- guaranteed OHKO 252+ Atk Tera-Stellar Sneasler Close Combat (1st Use) vs. 252 HP /
252+ Def Indeedee-F: 142-168 (80.2 - 94.9%) -- guaranteed 2HKO 252+ Atk Tera-Stellar Sneasler Close Combat (1st Use) vs. 108 HP / 44
Def Farigiraf: 190-224 (90.9 - 107.1%) -- 43.8% chance to OHKO 252+ Atk Tera-Stellar Sneasler Throat Chop (1st Use) vs. 236 HP / 44
Def Gholdengo: 122-144 (63.5 - 75%) -- guaranteed 2HKO after Leftovers
recovery 252+ Atk Tera-Stellar Sneasler Throat Chop (1st Use) vs. 0 HP / 0 Def
Basculegion: 170-202 (87.1 - 103.5%) -- 18.8% chance to OHKO |
Crit-Machinegon (Hydreigon) @ Scope Lens Ability: Levitate Level: 50 Tera Type: Steel EVs: 252 HP / 60 Def / 180 SpA / 4 SpD / 4 Spe Modest Nature IVs: 0 Atk - Draco Meteor - Heat Wave - Focus Energy - Protect |
Hydreigon is super good and in my opinion quite underrated
for the current metagame. Tera steel with levitate allows it to be essentially immune
to Excadrill and Ursaluna of the metagame. Gholdengo and Dondozo have to choose
moves carefully whether to predict a Tera or not when targeting a Hydreigon
with this tera type.
180+ SpA Hydreigon Draco Meteor vs. 4 HP / 172 SpD Dondozo on a
critical hit: 190-225 (84 - 99.5%) -- guaranteed 2HKO after Leftovers
recovery +2 100+ Atk Dondozo Wave Crash vs. 252 HP / 60 Def Tera-Steel
Hydreigon: 168-198 (84.4 - 99.4%) -- guaranteed 2HKO +1 252+ Atk Dondozo Wave Crash vs. 252 HP / 60 Def Tera-Steel Hydreigon:
144-169 (72.3 - 84.9%) -- guaranteed 2HKO +2 252+ Atk Dondozo Order Up vs. 252 HP / 68 Def Hydreigon: 170-200
(85.4 - 100.5%) -- 6.3% chance to OHKO 180+ SpA Hydreigon Heat Wave vs. 0 HP / 0 SpD Excadrill on a critical
hit: 174-206 (94 - 111.3%) -- 62.5% chance to OHKO 80+ SpA Hydreigon Heat Wave vs. 4 HP / 172 SpD Tera-Grass Dondozo on
a critical hit: 138-164 (61 - 72.5%) -- guaranteed 2HKO after Leftovers
recovery |
The Team’s pokepaste: Fast Gallade Finalized
(pokepast.es)
For me this is the team that I poured the most time and effort into in a while. I did not expect to fall flat on my face this hard every time I thought I got the grip of it. All is well if it ends well, and I am taking the lesson of thinking more in terms of what needs to be countered specific to the metagame instead of sticking to hardy type synergy formulas to make things work. This was it from my end! Bye for now!
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