Hi!
I love Maushold as a hazard removal option and especially as a late game sweeper, so I wanted to build around it. I’ve seen couple HO’s that run it but I wanted a more balanced approach
https://pokepast.es/1cfed97cd1b9d585
Maushold-Four @ Wide Lens
Ability: Technician
Tera Type: Ghost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Tidy Up
- Population Bomb
- Bite
- Encore
Star of the show, helps with hazards, stops body press sets after tera (often Zama), revenges well up to 350 speed like Ogerpons, and after one Tidy Up it is very difficult to stop without Rocky Helmet. Bite quite often helps clean up ghosts and tera ghosts have been often telegraphed making it easy to pick up some KOs.
Dragapult (F) @ Choice Specs
Ability: Infiltrator
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Shadow Ball
- U-turn
- Tera Blast
Special Breaker of the team, a surprise factor in many matches and rarely goes without a kill. Tera Fairy is for other dragons and coverage, U-turn for keeping momentum, nothing too special. Speed also helps a lot with getting it in and it often ends up leading in matches especially into offense.
Slowking-Galar (F) @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Water
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
IVs: 0 Atk
- Chilly Reception
- Thunder Wave
- Sludge Bomb
- Ice Beam
Most solid SpDef mon in the tier, incredible pivot and status spreader. Sludge Bomb for fairies and Ice beam for Gliscor and other mons. Tera Water helps with both Sun and Rain matchups and is generally great defensively.
Rillaboom (F) @ Assault Vest
Ability: Grassy Surge
Tera Type: Grass
EVs: 204 HP / 252 Atk / 52 Spe
Adamant Nature
- Grassy Glide
- Knock Off
- U-turn
- Low Kick
Has probably surprised me the most. Seems to pack enough power and a ton of utility. Knock Off is needed on the team and priority is always nice to have, Low Kick is mostly for steels like Kingambit, U-turn for momentum. Grassy Surge keeps bootsless mons healthier and helps with sweeps.
Garganacl (F) @ Leftovers
Ability: Purifying Salt
Tera Type: Water
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Salt Cure
- Earthquake
- Stealth Rock
- Recover
Physical wall and Salt Cure is incredible at stopping sweeps. I’m not ecstatic with packing Stealth Rocks on the set as that means no Protect which could have been helpful at times. Possibly worth dropping EQ for Protect. Tera Water for general defensive utility, lefties help with longevity, I haven’t found the need for boots that often.
Gliscor (F) @ Toxic Orb
Ability: Poison Heal
Tera Type: Normal
EVs: 252 HP / 184 Def / 72 Spe
Impish Nature
- Protect
- Toxic
- Facade
- Swords Dance
Incredibly versatile mon, Toxic singlehandedly wins matches with Glisc/Garg/Glowking core stalling tons of turns when needed, SD+Facade can sweep especially in bulkier matchups. Missing EQ of course hurts sometimes but generally I have found ways to progress. I feel like Spikes would be nice but only having Pult as a spinblocker makes it more effort than it is worth especially considering it would mean dropping SD sweeping potential or Toxic which I find invaluable.
I do not have any specific problems except maybe switching sets around with Garg or Glisc to fit SR or Spikes. I also don’t think I am good enough to know if I have been outplayed or if the team is lacking in answers, so any feedback would be appreciated!
I love Maushold as a hazard removal option and especially as a late game sweeper, so I wanted to build around it. I’ve seen couple HO’s that run it but I wanted a more balanced approach
https://pokepast.es/1cfed97cd1b9d585
Maushold-Four @ Wide Lens
Ability: Technician
Tera Type: Ghost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Tidy Up
- Population Bomb
- Bite
- Encore
Star of the show, helps with hazards, stops body press sets after tera (often Zama), revenges well up to 350 speed like Ogerpons, and after one Tidy Up it is very difficult to stop without Rocky Helmet. Bite quite often helps clean up ghosts and tera ghosts have been often telegraphed making it easy to pick up some KOs.
Dragapult (F) @ Choice Specs
Ability: Infiltrator
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Shadow Ball
- U-turn
- Tera Blast
Special Breaker of the team, a surprise factor in many matches and rarely goes without a kill. Tera Fairy is for other dragons and coverage, U-turn for keeping momentum, nothing too special. Speed also helps a lot with getting it in and it often ends up leading in matches especially into offense.
Slowking-Galar (F) @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Water
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
IVs: 0 Atk
- Chilly Reception
- Thunder Wave
- Sludge Bomb
- Ice Beam
Most solid SpDef mon in the tier, incredible pivot and status spreader. Sludge Bomb for fairies and Ice beam for Gliscor and other mons. Tera Water helps with both Sun and Rain matchups and is generally great defensively.
Rillaboom (F) @ Assault Vest
Ability: Grassy Surge
Tera Type: Grass
EVs: 204 HP / 252 Atk / 52 Spe
Adamant Nature
- Grassy Glide
- Knock Off
- U-turn
- Low Kick
Has probably surprised me the most. Seems to pack enough power and a ton of utility. Knock Off is needed on the team and priority is always nice to have, Low Kick is mostly for steels like Kingambit, U-turn for momentum. Grassy Surge keeps bootsless mons healthier and helps with sweeps.
Garganacl (F) @ Leftovers
Ability: Purifying Salt
Tera Type: Water
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Salt Cure
- Earthquake
- Stealth Rock
- Recover
Physical wall and Salt Cure is incredible at stopping sweeps. I’m not ecstatic with packing Stealth Rocks on the set as that means no Protect which could have been helpful at times. Possibly worth dropping EQ for Protect. Tera Water for general defensive utility, lefties help with longevity, I haven’t found the need for boots that often.
Gliscor (F) @ Toxic Orb
Ability: Poison Heal
Tera Type: Normal
EVs: 252 HP / 184 Def / 72 Spe
Impish Nature
- Protect
- Toxic
- Facade
- Swords Dance
Incredibly versatile mon, Toxic singlehandedly wins matches with Glisc/Garg/Glowking core stalling tons of turns when needed, SD+Facade can sweep especially in bulkier matchups. Missing EQ of course hurts sometimes but generally I have found ways to progress. I feel like Spikes would be nice but only having Pult as a spinblocker makes it more effort than it is worth especially considering it would mean dropping SD sweeping potential or Toxic which I find invaluable.
I do not have any specific problems except maybe switching sets around with Garg or Glisc to fit SR or Spikes. I also don’t think I am good enough to know if I have been outplayed or if the team is lacking in answers, so any feedback would be appreciated!