Pokémon Day 7* Tera Raids (Paldea Starters and Pseudos)

primeape.gif

Primeape @ Shell Bell
Ability: Anger Point
Tera Type: Ghost
EVs: 8 HP / 248 Atk / 252 Def
Adamant Nature
- Taunt
- Rage Fist
- Focus Energy
- Screech / Bulk Up

Annihilape could probably work with good support, but Primeape is initially safer thanks to not being a Ghost-type. If Tyranitar is indeed going the crit route, Primeape has Anger Point, which Annihilape lacks (has Inner Focus instead). 8 HP and 252 Defense ensure Adamant Tyranitar's Shadow Claw doesn't kill Tera Ghost Primeape with a crit, so long as Defense Cheer is up. You might not even have to Tera until you can confirm the kill, since +6 350 BP Rage Fist will hit really hard even on shield, especially with a crit from Focus Energy.

0+ Atk Tera Ghost Tyranitar Shadow Claw vs. 8 HP / 252 Def Tera Ghost Primeape through Def Cheer on a critical hit: 230-272 (84.2 - 99.6%) -- guaranteed 2HKO

+6 248+ Atk Primeape Rage Fist vs. 0 HP / 0 Def Tera Ghost Tyranitar: 2640-3108 (22.1 - 26% of 35x hp boss) -- 5.9% chance to 4HKO
+6 248+ Atk Primeape Rage Fist vs. 0 HP / 0 Def Tera Ghost Tyranitar on a critical hit: 3962-4662 (33.1 - 39% of 35x hp boss) -- 99.9% chance to 3HKO

+6 248+ Atk Tera Ghost Primeape Rage Fist vs. 0 HP / 0 Def Tera Ghost Tyranitar: 3960-4662 (33.1 - 39% of 35x hp boss) -- 99.9% chance to 3HKO
+6 248+ Atk Tera Ghost Primeape Rage Fist vs. 0 HP / 0 Def Tera Ghost Tyranitar on a critical hit: 5942-6992 (49.7 - 58.5% of 35x hp boss) -- 99.6% chance to 2HKO
 
These raids have a strong tendency to give the boss all the stab moves available in the regular moveset, so I’d expect Tyranitar to have Rock, Dark, and Ghost moves as a baseline. Mighty Dragonite didn’t have a regular Flying move (although it had Hurricane scripted), but Flying type on Nite has always been kinda different, kinda like Flying type on Gyarados, or whatever. But I can’t remember many other raids that didn’t give all the Stabs as regular moves. And for the Tera type move, they might just go with Tera Blast, kinda like they did with Tera Rock Mighty Infernape. So for Tyranitar I think there is a high probability we’ll see Stone Edge, Crunch, Shadow Claw/Tera Blast as regular moves. It also seems pretty likely we’ll see Fighting coverage to ward off a deluge of Dark types, and Brick Break wouldn’t be too surprising, as it kills the common screens players use for survival. A scripted Dragon Dance or two is all but guaranteed for Ttar, and I could see a scripted Earthquake too, since they love those scripted spread moves. Speaking of which — a scripted Snarl to nerf special attackers seems to fit too, imo.

I just know they’re gonna do something “weird”, but I don’t know if it’s gonna be “OP weird” (like Dragon Dance as a regular move or something) or “normal weird” (like give it Dark Pulse instead of Crunch, or Smack Down over Stone Edge, etc).
 
These raids have a strong tendency to give the boss all the stab moves available in the regular moveset, so I’d expect Tyranitar to have Rock, Dark, and Ghost moves as a baseline. Mighty Dragonite didn’t have a regular Flying move (although it had Hurricane scripted), but Flying type on Nite has always been kinda different, kinda like Flying type on Gyarados, or whatever. But I can’t remember many other raids that didn’t give all the Stabs as regular moves. And for the Tera type move, they might just go with Tera Blast, kinda like they did with Tera Rock Mighty Infernape. So for Tyranitar I think there is a high probability we’ll see Stone Edge, Crunch, Shadow Claw/Tera Blast as regular moves. It also seems pretty likely we’ll see Fighting coverage to ward off a deluge of Dark types, and Brick Break wouldn’t be too surprising, as it kills the common screens players use for survival. A scripted Dragon Dance or two is all but guaranteed for Ttar, and I could see a scripted Earthquake too, since they love those scripted spread moves. Speaking of which — a scripted Snarl to nerf special attackers seems to fit too, imo.

I just know they’re gonna do something “weird”, but I don’t know if it’s gonna be “OP weird” (like Dragon Dance as a regular move or something) or “normal weird” (like give it Dark Pulse instead of Crunch, or Smack Down over Stone Edge, etc).
Could also pull scripted Rock Slide.
 
Could also pull scripted Rock Slide.
Scripted Rock Slide is honestly less worrysome than a Earthquake, as a rock stab is something you expect/prepare for anyway, and being a scripted off-turn move you don't really have the issue of the flinch either, whereas the non-stab potentially supereffective move is something you do have to worry for.
I'd honestly take the rock slide over eq or ddance.
 
Does Tyranitar do anything that would threaten Kommo-O, aside from possible auto-crit? I'm wondering if Tera Stellar Throat Chop would get the job done. Depending on stat reset timing Tera Dark might be safe.

You could run something like

Breaking Swipe
Throat Chop
Bulk Up / Iron Defense
Coaching (for online friends) / Swords Dance (make things go faster)
 
Does Tyranitar do anything that would threaten Kommo-O, aside from possible auto-crit? I'm wondering if Tera Stellar Throat Chop would get the job done. Depending on stat reset timing Tera Dark might be safe.

You could run something like

Breaking Swipe
Throat Chop
Bulk Up / Iron Defense
Coaching (for online friends) / Swords Dance (make things go faster)
The worst it can do is either Ice Punch / Ice Beam (a potential coverage option).
Doesn't get any Fairy or Psychic move, and at best it can run Dragon Claw.

(Could tecnically have Outrage but honestly at that point it'd be actually useful to have a Dragon type so it'd lock in Outrage on other people's turns too lol)
 
The worst it can do is either Ice Punch / Ice Beam (a potential coverage option).
Doesn't get any Fairy or Psychic move, and at best it can run Dragon Claw.

(Could tecnically have Outrage but honestly at that point it'd be actually useful to have a Dragon type so it'd lock in Outrage on other people's turns too lol)
Avalanche is also an option for Ice coverage.
 
Turn 0 focus energy with a set of Shadow Claw, Stone Edge, Earthquake and Crunch
Really? Both of them?
I hate it here.

However, the lack of both Fighting and Ice coverage as well as no Smack Down honestly makes this a lot less threatening than I expected.
 
Normally my go-to for critical-happy raids is Body Press Falinks, but Ghost is the one type where that doesn't work. Torkoal can at least weather the storm and hit with fire moves in most cases, but it hates this particular raid. Well then, what else do we have?

:sv/crawdaunt:
Crawdaunt @ Shell Bell
Ability: Shell Armor
Tera Type: Dark
Adamant Nature
EVs: 16 HP / 252 Atk / 190 Def / 52 Spe
- Chilling Water
- Rock Tomb / Taunt
- Swords Dance
- Crunch

Who knew Crawdaunt of all things could get Shell Armor? Get the jump on Tyranitar to start out and use a few stat-drop moves to weaken the blows, because any early SDs are just going to get wiped.

The neat thing about having Intimidate partners in this particular raid is that if you get, say, Arcanine or Staraptor, Tyranitar can obviously OHKO those with Stone Edge. But because it's 100% criticals, it will continue to be able to OHKO them every single turn (except when Stone Edge misses), even as the attack drops pile on, and they'll respawn and stick another Intimidate that only you get to take advantage of.

If you didn't get any Intimidate partners, then the hits are strong enough that between those and the sand damage early on, you'll probably be at low health once the wipe comes down, and then the play is to put up a sacrificial defense cheer on the one turn Stone Edge gets to be critical against you. Then it'll last forever after you respawn, allowing you to better cushion the blow after negwipe-Dragon Dance, and throw down another Chilling Water before the second Dragon Dance comes to prevent them from spiraling way out of control. You can then use a couple Rock Tombs to get the speed advantage back, assuming you didn't get a lucky Bellibolt partner paralyzing with Discharge.

With all the stat-dropping, tera-building moves, you can put up one Swords Dance, then you immediately have enough charge to Tera and keep Crunching to try to fish for a Stone Edge miss, buying you enough time to get the second Swords Dance at which point Shell Bell recovery should win the race against Tyranitar's damage.
You can also try Taunt instead of Rock Tomb; the timing in that case is 3 Chilling Waters, Taunt, and then the sacrificial cheer and hope critical Stone Edge hits you to make it permanent and drain enough time to get down to the shield/negwipe/Dragon Dance combo, where the last move is then prevented and they never get the speed advantage over you.
 
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Tyranitar was actually a pretty close solo for Azumarill. The 600 BST pseudo stat gap was very tight to make up for and I needed to squeeze out every advantage I could get, aside from taking advantage of the Ghost-type matchup which isn't very relevant for either side otherwise, but I still stand by using all-natural grass fed tera types.


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I actually had to adjust my EVs for this one, which I don't do often because this is my non-optimized playthrough Azumarill. It would be more optimal to fully invest in Defense or something and not be Jolly but Azumarill is a jolly fellow. I was actually missing 1 EV from having max Attack and shifted some over to Defense, which slightly lessens the risk of getting 2HKO'd by crit Stone Edge but is still very real. Azumarill needs 159 speed to outspeed Tyranitar at neutral. I was relying on Mud Shot Bellibolt to help me outspeed, but hitting it under 40% HP to debuff reset ended up with me getting hit twice in a row and ending a run, so I decided to avoid that risk entirely, though in the end having rain up allowed me to hit to under 40% HP from the shield break turn anyway so I don't know if it's totally necessary. But it does help out setup in the midgame as well.

The moves are typical Azumarill solo things at this point with Mud-Slap to build tera/dodge everything, Belly Drum to set up, and STAB Liquidation to do damage, though with most other stat boosting/debuffing moves being fairly useless, Rain Dance fills in the last slot and serves a dual purpose of cancelling out Sand Stream and pumping up STAB Liquidation's damage output which is actually pretty relevant.

Speaking of good AI, I locked in Bellibolt/Toxapex/Staraptor, hoping for Gardevoir for healing but settling for at least attack and speed control. Despite the guaranteed crits, Attack debuffs from Intimidate and potentially Chilling Water do help to mitigate Tyranitar from getting any stronger than neutral from Dragon Dance. Bellibolt seems to go for Mud Shot which can at least help cancel out Dragon Dance to let Azumarill outspeed, but otherwise does useless Light Screens and doesn't seem to Discharge.

One thing you do have to watch for is waiting until Staraptor actively respawns and activates Intimidate to cancel out Dragon Dances before actually inputting a move, because if it's still fainted and not present on the field then it hasn't activated yet. The chance of Staraptor fainting to proc Intimidate is also not perfect due to Stone Edge's accuracy, but there's nothing to be done about that.

Azumarill's general strategy to start off is to set Rain Dance T1 (mainly to get rid of the rude sandstorm), then set an attack cheer and hopefully faint on T2 or T3 by getting hit twice to have both cheers permanently active for the rest of the fight, as well as burn time for the resets and shield to go through before starting the fight. (I used 1 PP on Belly Drum on the turn I died.)

Tyranitar is basically guaranteed to 2HKO if it hits since the AI defense cheer isn't active on T1, and if Azumarill is low enough from turn 1 then it seems to go for a better accuracy move like Shadow Claw. After the defense cheer is active, Tyranitar has about a coinflip chance to 2HKO/3HKO Azumarill with critical Stone Edges, though with my EVs it's more:

0+ Atk Tera Ghost Tyranitar Stone Edge vs. 84 HP / 88 Def Tera Water Azumarill through Def Cheer on a critical hit: 165-195 (45.5 - 53.8%) -- 41% chance to 2HKO

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1743125593536.png

From there, Azumarill just has to Mud-Slap 3 times and set up to tera as usual, though I actually went for 4 Mud-Slaps for safety while setting up Belly Drum and then rain right after to get greedy and keep it up for as long as possible. I could and did take an extra death in this phase as well and still barely make it on time, but rain and Liquidation defense debuffs definitely help the time pressure in that case. It is fortunate that Tyranitar seems to prefer the inaccurate Stone Edge overall from full HP.

1743125646116.png


With a permanent attack cheer Tera Water Liquidation under rain, Azumarill 3HKOs the shield and heals up from Shell Bell about evenly against critical Stone Edge hits, even after the debuff reset, which is good because there is very little time to press anything other than Liquidation at that point. A defense debuff on the second-last turn/5th Liquidation made up for damage with the rain ending at the same time, and it was pretty much down to the wire even with that bit of luck.

+6 252 Atk Huge Power Tera Water Azumarill Atk Cheer Liquidation vs. 0 HP / 0 Def Tera Ghost Tyranitar in Rain: 1702-2004 (16.6 - 19.5% of 30x hp boss) -- possible 6HKO

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Overall a pretty raw fight that still just comes down to the basics, but did make me spec to outspeed it and pull out cheer preservation plus Rain to finish in time, which is more than I can say of a lot of bosses from memory. Now I'm kind of scared for Clear Body Metagross, but we'll burn that bridge when it comes to it.
 
If Tyranitar is running a crit build, here’s a possible set:

Krookodile @ Shell Bell
Tera type: Dark
Ability: Anger Point
EVs: 252 HP / 252 Atk / 4 Def
- Taunt
- Power Trip
- Breaking Swipe
- Bulk Up / Crunch / Bulldoze

Get crit, smack Ttar with + 6 140 BP STAB Super Effective Power Trip. Taunt stops it setting up more Dragon Dance / Hone Claws or whatever. Last slot is filler. Krook’s typing lets it resist Rock, Dark and Ghost.

It took me a couple of resets, but I managed to beat Tyranitar with Krookodile. I also tried Primeape and Urshifu, but both were too frail and Tyranitar does a critical hit almost every turn.

My Krookodile had 252 Def instead of 252 Atk EVs, plus Impish nature. Also there was no time to use Bulk Up, but I found that Bulldoze was helpful to counter the Dragon Dances. Also you need an Intimidate partner, preferably Staraptor which faints more often than Tauros.

Here's what I did:
  1. Breaking Swipe
  2. Power Trip
  3. Power Trip
  4. Boss resets your stats
  5. Protect or heal up (Anger Point won't be triggered this turn)
  6. Boss resets own stats and uses Dragon Dance twice
  7. Bulldoze (hopefully Anger Point triggers and you don't faint)
  8. Power Trip + Tera
  9. Power Trip til KO
 
I didn't realize until it was mentioned here that Tyranitar didn't have its hidden ability. Come to think of it Dragonite (& Dondozo) didn't either; maybe all the 7* Pseudos will retain their normal abilities?
On one hand, no Moxie Salamence is nice. On the other hand Sand Veil Garchomp will definitely set up Sand Storm at some point
 
I didn't realize until it was mentioned here that Tyranitar didn't have its hidden ability. Come to think of it Dragonite (& Dondozo) didn't either; maybe all the 7* Pseudos will retain their normal abilities?
On one hand, no Moxie Salamence is nice. On the other hand Sand Veil Garchomp will definitely set up Sand Storm at some point
I don't think it's strictly pseudo specific, but rather I think they opted to actually give Ttar its signature ability. People pretty much know it by the Sand Stream shenenigans, and having it not have Sand Stream is fun.
(And Dragonite not having Multiscale is probably cause it's a completely useless ability in raids since it'd activate once on the very first attack and that's it)
 
I don't think it's strictly pseudo specific, but rather I think they opted to actually give Ttar its signature ability.
I think it was just starter specific. The starters are not available through normal Tera raids, so it's impossible to obtain hidden ability starters normally without an Ability Patch. That's why they wanted to have these raids to serve as distributions for these hidden abilities.

For pseudos and other 7* raids that have the HA available already, they'll probably pick the ability that makes the most sense. So, Clear Body for Metagross but maybe Moxie for Salamence.
 
Did it today with my Krookodile build, didn’t have any Intimidators which made it harder but still caught it in a Beast Ball. I changed the EVs to be 252 Atk / 252 Def with an Impish nature. Don’t think I’ll farm this raid, but Mud Slap is another move you could use (I ran Power Trip, Foul Play, Bulldoze and Breaking Swipe).
 
I think it was just starter specific. The starters are not available through normal Tera raids, so it's impossible to obtain hidden ability starters normally without an Ability Patch. That's why they wanted to have these raids to serve as distributions for these hidden abilities.

For pseudos and other 7* raids that have the HA available already, they'll probably pick the ability that makes the most sense. So, Clear Body for Metagross but maybe Moxie for Salamence.
Mewtwo also had its Hidden Ability.
 
I don't think it's strictly pseudo specific, but rather I think they opted to actually give Ttar its signature ability. People pretty much know it by the Sand Stream shenenigans, and having it not have Sand Stream is fun.

(And Dragonite not having Multiscale is probably cause it's a completely useless ability in raids since it'd activate once on the very first attack and that's it)
Useless hidden abilities they nonetheless committed to:
-Libero Cinderace, Protean greninja, Protean Meowscarada (does nothing when tera)
-Magician Delphox (does not work in raids)
-Leaf Guard Meganium (did not bring Sunny Day)
-Liquid Voice Primarina (only worked on Sing which...basically made it a self-debuff if you brought water absorb)
-Anticipation Eevee (irrelevant to the AI)
-Damp Swampert (I mean I...I guess you could bring self KO moves, but, like....why tho....)
-Unburden Sceptile (no held item to activate)
-Iron Fist Infernape (by far & away the most inexplicable of these, not even Thunder Punch?)



I won't say it's impossible for some of them to have their HA, we literally only have 3 Pokemon without HA to go off of and one of those is itself a big outlier, but it still seems a little worth noting. Granted Salamence is like...the only relevant one here anyway (maybe Cursed Body Dragapult?). So we'll at least see virtually right away
 
primeape.gif

Krookodile @ Shell Bell
Ability: Anger Point
Tera Type: Dark
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Breaking Swipe
- Power Trip
- Bulldoze (unused)
- Taunt
Beat it on the first try with Krookodile, granted had some decent luck for a raid. Had npc Arcanine, Mudsdale, and Bellibolt. Bellibolt paralyzed Tyranitar twice, before and after the shield went up, which bought some free turns. The trick with my run was using Taunt right after the player reset, and then intentionally dying. Enough time was lost that Tyranitar attempted to use both its Dragon Dances, but both were cheekily denied due to being Taunted. :psysly: Then got crit'ed by Earthquake before Tera-ing and Power Tripping to victory. Be careful after you tera, Stone Edge crit does just over half your HP, though the +6 Tera Dark Power Trip and Shell Bell should be enough for a full heal.
 
Useless hidden abilities they nonetheless committed to:
-Libero Cinderace, Protean greninja, Protean Meowscarada (does nothing when tera)
-Magician Delphox (does not work in raids)
-Leaf Guard Meganium (did not bring Sunny Day)
-Liquid Voice Primarina (only worked on Sing which...basically made it a self-debuff if you brought water absorb)
-Anticipation Eevee (irrelevant to the AI)
-Damp Swampert (I mean I...I guess you could bring self KO moves, but, like....why tho....)
-Unburden Sceptile (no held item to activate)
-Iron Fist Infernape (by far & away the most inexplicable of these, not even Thunder Punch?)



I won't say it's impossible for some of them to have their HA, we literally only have 3 Pokemon without HA to go off of and one of those is itself a big outlier, but it still seems a little worth noting. Granted Salamence is like...the only relevant one here anyway (maybe Cursed Body Dragapult?). So we'll at least see virtually right away
I think it was just starter specific. The starters are not available through normal Tera raids, so it's impossible to obtain hidden ability starters normally without an Ability Patch. That's why they wanted to have these raids to serve as distributions for these hidden abilities.

For pseudos and other 7* raids that have the HA available already, they'll probably pick the ability that makes the most sense. So, Clear Body for Metagross but maybe Moxie for Salamence.
My guess is they just didn't want the Starters having their Pinch Abilities since depending on the Lobby and Shield, they could spend significant time in said phase nuking hard with their Elemental moves and ruining a run halfway through if they also did things like a 50% HP Stat buff or non-blockable (coveniently) buffs like Terrain or Focus Energy.
 
My guess is they just didn't want the Starters having their Pinch Abilities since depending on the Lobby and Shield, they could spend significant time in said phase nuking hard with their Elemental moves and ruining a run halfway through if they also did things like a 50% HP Stat buff or non-blockable (coveniently) buffs like Terrain or Focus Energy.
As opposed to the standard modus operandi of "if they have a buff move they're probably going to use it to give them as much a nuking ability as possible for the majority of the battle" and "when they get to half health they get to attack 2-3 times a turn as a way to pressure you into finishing things faster"
 
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Tyranitar's script from https://stevecooktu.github.io/sv_raid_lookup/. 450 seconds/7.5 minutes is on the shorter side of the raids lately, and a 40% HP shield is pretty large to deal with backed behind fair bulk. Tyranitar continues the running trend since Pokemon Day of its 50% double attacks being triggered at 40% HP, along with a scripted action to indicate it, so at least gamefreak has been consistent with what to expect lately. Shadow Claw is at least a TM that matches the raid's type for once in a while.

Compared to the basegame Tyranitar raids, it drops Screech from both and the redundant STABs of Rock Blast/Dark Pulse for more coverage, keeping Stone Edge/Crunch from the 6-star as the natural STABs that become a lot more dangerous with Focus Energy. Scripted Dragon Dance + setting sandstorm takes more from the 5-star raid than the 6-star's Iron Defense. Iron Defense + Unnerve could have been more of a problem for Azumarill, maybe.

Also with Tyranitar the raids are back to a weekend schedule with reruns & Blissey, and there's a section on Nintendo Today for SV and its raid events.

Jumping the gun way later but it would be interesting to see if they give Baxcalibur Glaive Rush, since they skipped over it for the ingame raid sets, though it would probably be unintuitive to figure out when the double damage actually applies per turn.
 
Normally my go-to for critical-happy raids is Body Press Falinks, but Ghost is the one type where that doesn't work. Torkoal can at least weather the storm and hit with fire moves in most cases, but it hates this particular raid. Well then, what else do we have?

:sv/crawdaunt:
Crawdaunt @ Shell Bell
Ability: Shell Armor
Tera Type: Dark
Adamant Nature
EVs: 16 HP / 252 Atk / 190 Def / 52 Spe
- Chilling Water
- Rock Tomb / Taunt
- Swords Dance
- Crunch

Who knew Crawdaunt of all things could get Shell Armor? Get the jump on Tyranitar to start out and use a few stat-drop moves to weaken the blows, because any early SDs are just going to get wiped.

The neat thing about having Intimidate partners in this particular raid is that if you get, say, Arcanine or Staraptor, Tyranitar can obviously OHKO those with Stone Edge. But because it's 100% criticals, it will continue to be able to OHKO them every single turn (except when Stone Edge misses), even as the attack drops pile on, and they'll respawn and stick another Intimidate that only you get to take advantage of.

If you didn't get any Intimidate partners, then the hits are strong enough that between those and the sand damage early on, you'll probably be at low health once the wipe comes down, and then the play is to put up a sacrificial defense cheer on the one turn Stone Edge gets to be critical against you. Then it'll last forever after you respawn, allowing you to better cushion the blow after negwipe-Dragon Dance, and throw down another Chilling Water before the second Dragon Dance comes to prevent them from spiraling way out of control. You can then use a couple Rock Tombs to get the speed advantage back, assuming you didn't get a lucky Bellibolt partner paralyzing with Discharge.

With all the stat-dropping, tera-building moves, you can put up one Swords Dance, then you immediately have enough charge to Tera and keep Crunching to try to fish for a Stone Edge miss, buying you enough time to get the second Swords Dance at which point Shell Bell recovery should win the race against Tyranitar's damage.
You can also try Taunt instead of Rock Tomb; the timing in that case is 3 Chilling Waters, Taunt, and then the sacrificial cheer and hope critical Stone Edge hits you to make it permanent and drain enough time to get down to the shield/negwipe/Dragon Dance combo, where the last move is then prevented and they never get the speed advantage over you.

Yesterday, on my own, before reading this thread, I came up with almost exactly this same Crawdaunt. Adamant, 52 Speed EV's, etc. Great minds think alike SadisticMystic lol! The only key differences were that I used Iron Defense instead of an additional debuff move on top of Chilling Water, and I went with Ability Shield over a recovery item. I was trying to get what I consider to be a "clean solo solution", which is my self-imposed requirement to relatively consistently solo the raid without fainting and without relying on specific NPC help.

I couldn't do it.

Basically, without Ability Shield, I couldn't avoid getting fainted on the player reset turn when you are forced to eat a crit. But without a healing item, I would faint no matter how efficiently I tried to use my boss attack debuffs, self defense buffs, and heal cheers. In the end, to clear the raid solo consistently without fainting, I had to have very specific NPC support. I needed Intimidate support from Staraptor or Arcanine (Tauros doesn't die easy enough) and I also needed healing support from Gardevoir or Arboliva. Lots of other NPC's can do nice things to help (like speed control, etc) but at least one of the two specific intimidators and one of the two specific healers turned out to be a requirement for me to get the solo win consistently.

Honestly I can't see a way to get a clean solo without fainting or getting specific NPC help, because the auto-crit thing with this Tyranitar is just too brutal to handle. I haven't done any online raids with randoms yet, as I am still theorymonning support options that might help teams win. And it's looking pretty bleak to be honest. I'll keep thinking about it and reading here for good ideas.

But yeah, as SadisticMystic nicely outlines above, Crawdaunt is a pleasantly surprising solo option for this Tyranitar raid!
 
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