Pincurchin (F) @ Terrain Extender
Ability: Electric Surge
Tera Type: Ghost
EVs: 248 HP / 88 SpA / 172 SpD
Sassy Nature
IVs: 0 Spe
- Supercell Slam
- Hydro Pump
- Spikes
- Pain Split
So....many people love to rag on this mon for being bad and useless, and...well they're right for the most part, however I was still wondering how to extract the maximum amount of value possible from this mon, to make building the rest of one's e-terrain team ever so slightly less awkward. And, despite the lack of rising voltage or even
volt switch, I've managed to find a meaningful enough combination of moves to have this mon do
something on at least some matchups.
Spikes is obvious, and one of the mon's main redeeming qualities that makes it do something productive with the turns it has to spend on the field. Even with the elephants being around everywhere to bully it, they're still worth running to apply pressure to the opponent.
Pain split is something I didn't even know the mon had until it was pointed out to me, and provides it with some semblance of recovery that, unlike recover, doesn't instantly forfeit even more momentum to the opponent; the damage it can potentially inflict on the opponent, especially when paired with pinc's abysmal base hp stat (so shitty in fact that even with 252 hp evs it reaches
exactly 300 hp aka blissey death range, seriously why does gamefreak hate this mon so much).
Hydro pump here seems really bizarre especially with investment, but it allows the mon to apply some semblance of pressure vs some key threats; most notably, it 2hkos great tusk, glimmora (w/o triggering toxic debris!), iron moth (even if it teras ground, ideally preventing it from just spamming sub for free) and with the spa investment, ohkos iron treads in rain (when pelipper u turns into it: 88 SpA Pincurchin Hydro Pump vs. 0 HP / 4 SpD Iron Treads in Rain: 322-380 (100.3 - 118.3%) -- guaranteed OHKO); yeah you only really have one shot at this, but what can you really do? Taking out a key rain threat like this can you let you/your teammates spam electric moves more freely, giving you a possible chance vs an otherwise near impossible matchup if played well.
Lastly, supercell slam may seem asinine on a mon as weak as pinc, especially with the crash recoil making it seem unacceptable due to risking losing your setter prematurely, but it's the mon's best option for exerting pressure by far, ohkoing enamorus and offensive primarina while 2hkoing the bulky variants of the latter, bypassing any av/cm boosts:
0 Atk Pincurchin Supercell Slam vs. 0 HP / 0 Def Enamorus in Electric Terrain: 378-446 (130.7 - 154.3%) -- guaranteed OHKO
0 Atk Pincurchin Supercell Slam vs. 80 HP / 0 Def Primarina in Electric Terrain: 362-428 (112.7 - 133.3%) -- guaranteed OHKO
0 Atk Pincurchin Supercell Slam vs. 252 HP / 244+ Def Primarina in Electric Terrain: 248-294 (68.1 - 80.7%) -- guaranteed 2HKO after Leftovers recovery
Furthermore, the remainder of evs is geared towards spdef instead of the more commonly seen physdef specifically to take these threats on better; you're still (most likely) not taking more than 2 hits, but at least you can live them with more hp to spare; it also lets you take hits from things like darkrai/moonblast valiant slightly better (the latter 2 are also both 2hkoed by supercell slam, which also ignores any potential cm boosts). You can no longer take an eq from iron treads from full hp, but it's not a favorable matchup in the first place, due to so many variable factors.
If need be, pain split can be dropped for memento, preventing pincurchin from becoming setup fodder for lategame. Especially since the move requires good prediction to get the most value out of.
Hopefully this set inspires/encourages people to give e-terrain teams a more honest chance, as there's some real room for experimentation. This is especially the case when you can enhance some of the strongest mons in the tier and allow them to showcase new dimensions to them. To illustrate the point, while remaining on topic for the thread, here's just some examples:
Iron Moth @
Power Herb
Ability: Quark Drive
Tera Type: Fairy
EVs: 124 Def / 132 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Fiery Dance
- Sludge Wave
-
Meteor Beam
- Dazzling Gleam
Without the constraint of a booster energy, iron moth gets to utilize a vastly underexplored coverage option for it:
meteor beam. Even if it only gets one shot at it, if even that, the sheer power combined with its surprise factor allows moth to eliminate several would-be checks to it: opposing fire types, which can be too bulky to ohko with unboosted sludge wave. The guaranteed spa boost also gives it greater cleaning potential.
+1 132 SpA Iron Moth Meteor Beam vs. 252 HP / 16 SpD Gouging Fire: 398-470 (96.1 - 113.5%) -- 75% chance to OHKO
+1 132 SpA Iron Moth Meteor Beam vs. 0 HP / 0 SpD Multiscale Dragonite: 191-225 (59.1 - 69.6%) -- guaranteed 2HKO
+1 132 SpA Iron Moth Meteor Beam vs. 252 HP / 252+ SpD Ceruledge: 274-324 (77.4 - 91.5%) -- guaranteed 2HKO
(I have no idea how much bulk does the bulk up ceruledge set run, this is just showing off the worst case scenario)
Due to effectively having 2 moves (due to meteor beam being 1 time only) sub is not very ideal on this set, so the last slot ought to be dedicated to a coverage move, ideally pairing with your tera type of choice; be it tera fairy dgleam, tera grass energy ball, or even tera ground/ghost+blast (the latter is also not very ideal, as tera blast too is a situational/mostly dead moveslot most of the time).
Iron Valiant @ Expert Belt
Ability: Quark Drive
Tera Type:
Stellar
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Close Combat
- Moonblast
- Knock Off
-
Ice Punch
So, valiant being able to run a wide variety of sets and mix and match its moves isn't really a new thing. However, I believe this particular set is, while also serving specific purposes. Max attack allows you to maximize close combat damage, letting it really sting against most targets; with tera stellar, it can even ohko unsuspecting ogerpon/cinderace!
252 Atk Tera Stellar Iron Valiant Close Combat vs. 0 HP / 0 Def Ogerpon-Wellspring: 304-358 (100.9 - 118.9%) -- guaranteed OHKO
252 Atk Tera Stellar Iron Valiant Close Combat vs. 224 HP / 0 Def Cinderace: 332-392 (92.9 - 109.8%) -- 56.3% chance to OHKO (offensive sets have less bulk than ogerpon)
Max attack also lets you maximize the damage of knock off/ice punch as coverage moves; notably, knock does so much dmg to standard glowking that even if it lives the (non tera stellar full power) knock, it can't regen back enough hp to withstand another one later on.
252 Atk Expert Belt Iron Valiant Knock Off (97.5 BP) vs. 252 HP / 16 Def Slowking-Galar: 300-355 (76.1 - 90.1%) -- guaranteed 2HKO
252 Atk Expert Belt Iron Valiant Knock Off vs. 252 HP / 16 Def Slowking-Galar: 204-240 (51.7 - 60.9%) -- guaranteed 2HKO
Ice punch is a catch-all unexpected coverage move, covering all of clodsire, enamorus, tera ground iron moth and the ground/flyings in 1 slot (though the latter 2 aren't ohkoed if they're using physdef spreads; also, you need to tera stellar to actually ohko tera ground moth from full (252 Atk Expert Belt Iron Valiant Ice Punch vs. 0 HP / 124 Def Tera Ground Iron Moth: 247-293 (82 - 97.3%) -- guaranteed 2HKO; 252 Atk Expert Belt Iron Valiant Ice Punch vs. 244 HP / 36 Def Gliscor: 317-374 (90 - 106.2%) -- 37.5% chance to OHKO), but considering it's an exchange of teras at that point, it's sensible enough unless you need tera on another mon).
Moonblast might seem bizarre instead of like, swords dance or something, but it allows valiant to retain its ability to check the variety of threats it's often tasked with handling, like great tusk, opposing valiant and walking wake (the latter needs e.belt for a chance to retain the ohko: 4 SpA Expert Belt Iron Valiant Moonblast vs. 12 HP / 0 SpD Walking Wake: 338-398 (98.8 - 116.3%) -- 87.5% chance to OHKO (I don't need to show calcs vs tusk or opposing valiant, right?))
As demonstrated by all the above, the moveset is geared towards the sniping and immediate removal of a wide variety of unsuspecting threats, utilizing its sheer power combined with a nasty element of surprise; for instance, clodsire might think it's fine to take like 33% from knock, only to stay in and suddenly explode:
252 Atk Iron Valiant Knock Off (97.5 BP) vs. 248 HP / 8 Def Clodsire: 158-187 (34.1 - 40.3%) -- guaranteed 3HKO
252 Atk Expert Belt Iron Valiant Ice Punch vs. 248 HP / 8 Def Clodsire: 295-348 (63.7 - 75.1%) -- guaranteed 2HKO
Expert belt helps out various damage calc ranges as demonstrated above, along with many others (example: 252 Atk Expert Belt Iron Valiant Ice Punch vs. 0 HP / 0 Def Enamorus: 264-312 (91.3 - 107.9%) -- 43.8% chance to OHKO), while most importantly keeping the full extent of the set unrevealed; this is particularly important since you're not using booster energy (in e-terrain) and the opponent knows that; thus, being able to keep them guessing is very important to maximize this set's efficiency.
HOWEVER, the ACTUAL purpose of this set is to "lure" and wipe out any and all ground types roaming around in ou, allowing the rest of your (inevitably super ground weak) e-terrain team to thrive with them out of the picture. To illustrate:
close combat =

(

(av) aren't hit super effectively, but are nonetheless covered by this move, though tera stellar might be required to seal the deal)
moonblast =

(

aren't hit super effectively, but are nonetheless covered by this move, though you will need tera stellar to actually do >40% to them, once)
ice punch =

(with e.belt, takes equal dmg from either this or cc)
And lastly/most notably, this set utilizes tera stellar to maximize this set's sniping potential, going hand-in-hand with the set's 1 time luring potential of many unsuspecting targets. You may have noticed above that some targets are just barely out of ohko range, even with e-belt; tera stellar fixes that by providing all of your moves with just the right amount of damage needed to seal the deal against said targets, while also giving you the needed oomph to close games in a pinch. It's ideal to spam knock off with this set at first, especially vs the obvious glowking/ghold switchins, if they're present on the opposing team; their switchins are typically telegraphed quite easily, and smacking them asap will put the opponent on the backfoot in terms of options (WARNING: physdef ghold requires you to tera stellar in advance to 2hko with the combo of a full powered knock off+a regular one following up:
252 Atk Expert Belt Tera Stellar Iron Valiant Knock Off (97.5 BP) vs. 252 HP / 196+ Def Gholdengo: 240-283 (63.4 - 74.8%) -- guaranteed 2HKO
252 Atk Expert Belt Iron Valiant Knock Off vs. 252 HP / 196+ Def Gholdengo: 134-158 (35.4 - 41.7%) -- guaranteed 3HKO)
This set admittedly loses to certain poison types like pex, as well as various surprise tera poisons, but that's what teammates are for. One such teammate would be:
Iron Treads @ Air Balloon
Ability: Quark Drive
Tera Type: Dragon
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Knock Off
- Stealth Rock
- Rapid Spin
This mon I've found to be pretty indispensable on e-terrain teams; it provides so much in 1 slot I don't even want to go over it, this post has already taken long enough as is. However, the ability to hold an air balloon turns treads into a MUCH better pokemon; it hard counters clodsire completely (and also toxic/spikes gliscor, but you also can't break through it, so it doesn't really matter), it's a much better hazard remover when it only has to worry about stealth rock doing....3% upon switching in, and also just lets it pivot on what would seem like a very safe eq from the opponent.
Sadly you can't use ice spinner here since it'd remove the terrain/your own quark drive speed boost, but knock off is just as fine; in tandem with the above knock off from valiant, you can really punish boots spam teams and put pressure on them with hazard spam, if you can't break through on your own; it also lets you 1-2 punch even the bulkiest ghold with the combo of knock popping balloon+followup eq. Iron head is a possible option over knock to demolish enamorus while pressuring hatterene/clefable better, but the ability to remove boots/helmets/rillaboom's band is generally preferred.
If you're insane, steel roller can be used to ohko the aforementioned fairies+kyurem outright, while also trolling rillaboom extremely hard and almost ohkoing darkrai after some chip; however, the momentum loss upon using the move is often too severe to make it a serious option....unless....?
Oh right, tera dragon (or water) lets you act as a desperate check to stuff like barraskewda and gouging fire (and with tera dragon, also rillaboom); tera ghost could also be used to spinblock, but it's generally better to just have valiant punish the spinning elephants instead, even though treads's own eq alone pressures offensive tusk rather nicely on the switch: 252 Atk Iron Treads Earthquake vs. 0 HP / 4 Def Great Tusk: 117-138 (31.5 - 37.1%) -- 79.9% chance to 3HKO
So that's it for real then! I'm so sorry for the RMT-tier description, but I really wanted to make sure the point of these sets was gotten across properly, especially since so many people are so quick to dismiss the playstyle and thus might not give its available options enough serious consideration. Thanks for reading!
Also, the real reason this isn't a rmt just yet is because idk if low 1700s is a good enough ladder range to make a proper showcase/debut of what's normally a vastly looked down upon playstyle, and also I'm not the greatest player out there, so even the few accounts I HAVE taken to 1700s could risk dropping severely due to tilting/bad matchups.