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

Assuming turn 0 Swords Dance into Earthquake, Grassy Surge Rillaboom might be worth looking at just to help things get started. Drum Beating to check Garchomp's speed probably won't hurt.

Sinistcha has decent physical defense and some fun stuff to play with like Motcha Gotcha (fish for burns), Life Dew, Strength Sap, Reflect, Grassy Terrain.
 
Sinistcha has decent physical defense and some fun stuff to play with like Motcha Gotcha (fish for burns), Life Dew, Strength Sap, Reflect, Grassy Terrain.
Sinistcha also has some good stuff in Nasty Plot and Iron Defense. So here's something that should line up well:

:sinistcha:
Sinistcha @ Zoom Lens
Ability: Heatproof
Tera Type: Grass
EVs: 144 HP / 252 Def / 112 SpA
Modest Nature
- Matcha Gotcha
- Nasty Plot
- Iron Defense
- Strength Sap

The EVs guarantee you survive even a +2 Outrage on turn 1, and then you Strength Sap and get all your HP back while making the next one hit for less. The rest is general setup stuff, but since Matcha Gotcha heals, we can drop Shell Bell for an accuracy item in case Garchomp tries to use Sand Veil. This is definitely a bit more of a solo set, since multiple Strength Saps will barely heal player 4, but there's not much Garchomp can do besides surprise Draco Meteor (which might not even hit you anyway lol)
 
This will be the second raid in a row where NPC :arboliva: is actually good. Bless.

Sinistcha also has some good stuff in Nasty Plot and Iron Defense. So here's something that should line up well:

:sinistcha:
Sinistcha @ Zoom Lens
Ability: Heatproof
Tera Type: Grass
EVs: 144 HP / 252 Def / 112 SpA
Modest Nature
- Matcha Gotcha
- Nasty Plot
- Iron Defense
- Strength Sap

The EVs guarantee you survive even a +2 Outrage on turn 1, and then you Strength Sap and get all your HP back while making the next one hit for less. The rest is general setup stuff, but since Matcha Gotcha heals, we can drop Shell Bell for an accuracy item in case Garchomp tries to use Sand Veil. This is definitely a bit more of a solo set, since multiple Strength Saps will barely heal player 4, but there's not much Garchomp can do besides surprise Draco Meteor (which might not even hit you anyway lol)
Even if it doesn't end up using Sand Veil, Zoom Lens might be the best item for consistency since Matcha Gotcha has a 10% miss chance.

bellossom.gif

Bellossom @ Occa Berry / Miracle Seed
Ability: Chlorophyll
Tera Type: Grass
EVs: 88 HP / 252 Def / 168 SpA (vs Adamant)
or
EVs: 4 HP / 252 Def / 252 SpA (vs Jolly)
Bold Nature
IVs: 0 Atk
- Strength Sap
- Acid Spray
- Giga Drain
- Sunny Day

Bellossom might even be a decent solo. Has Strength Sap (pray for no t0 shield...), followed by Acid Spray to setup for solid damage. Sunny Day overrides Sand and activates Chlorophyll, letting you outspeed even Jolly Garchomp. Both EV variants survive +2 Outrage, letting you Strength Sap and get your health back. Occa Berry prevents Fire Fang usage. Even if Sun is up, Outrage and Dragon Claw both do more damage. If no Fire Fang, Miracle Seed should work.
 
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Moves
Earthquake
Poison Jab
Liquidation
Fire Fang
Additional Moves
Breaking Swipe (Turn 0)
Swords Dance (once at 75% Time after a cleanse, again at 55%)

So it's Ground Type, has Sand Veil, but not even a turn 0 sandstorm? Bit surprising....
 
Moves
Earthquake
Poison Jab
Liquidation
Fire Fang
Additional Moves
Breaking Swipe (Turn 0)
Swords Dance (once at 75% Time after a cleanse, again at 55%)

So it's Ground Type, has Sand Veil, but not even a turn 0 sandstorm? Bit surprising....
It has Rough Skin, not Sand Veil.

Very simple solo with Sinistcha. Not even Poison Jab does much to you after an Iron Defense, Matcha Gatcha burn, and an Intimidate ally. Caught in a Premier Ball.

Also, given no Dragon or Rock-type moves, I can see Covert Cloak Gyarados being a very good Chilling Water bot. Gonna try that later.
 
It has Rough Skin, not Sand Veil.

Very simple solo with Sinistcha. Not even Poison Jab does much to you after an Iron Defense, Matcha Gatcha burn, and an Intimidate ally. Caught in a Premier Ball.
Ah, when I checked serebii before it said Sand Veil but now it does indeed say Rough Skin

The theme for this would be "i hate physical attackers so much" then
 
Moves
Earthquake
Poison Jab
Liquidation
Fire Fang
Additional Moves
Breaking Swipe (Turn 0)
Swords Dance (once at 75% Time after a cleanse, again at 55%)

So it's Ground Type, has Sand Veil, but not even a turn 0 sandstorm? Bit surprising....

It has Rough Skin and is Jolly.

I did it first try with Dondozo (had Venusaur, Serperior and Corviknight as partners), I just debuffed.

Dondozo @ Leftovers
Ability: Unaware
Tera Type: Water
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Tickle
- Chilling Water
- Liquidation
- Curse/Rain Dance

With your immense physical bulk and Unaware Garchomp does nothing to you.
It starts without shield so use Tickle to lower both Attack and Defense, when shields up use Chilling Water instead. Please note this is to help your allies only as with Unaware you won't benefit from those stat drops.
With Curse and Liquidation (and in that case maybe use another attack like Waterfall because of PP) I think you can solo it too. Solo it's probably better to use full Attack and Defense IVs and Adamant to do more damage.
 
:sinistcha:
Sinistcha @ Kebia Berry
Ability: Heatproof
Tera Type: Grass
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Matcha Gotcha
- Nasty Plot
- Iron Defense
- Strength Sap

Beat it first try with Sinistcha and npc Toxapex, Arcanine, and Bellibolt. Kebia Berry ensured Garchomp spammed Earthquake the whole raid, allowing me to avoid Poison Jab poison after tera. I never went below half health so probably could have invested more into SpA to make the raid go faster.
 
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I had expected that Garchomp would be an easier time than Metagross for solo Azumarill, and it kind of was as evident by the fact that I'm here posting on the same day. But Fire Fang burns and flinches, Poison Jab poison procs, and Earthquake crit kills + Rough Skin (which damages you before Shell Bell heals) all add up to be potential problems, and I still did kind of rely on opportune NPC luck for this particular run (Intimidate Tauros and Scary Face Corviknight ended up being crucial supports, Umbreon not so much). At least they dropped an Earthquake TM for once. Notably uninvested EVs Azumarill barely outspeeds -2 Jolly Garchomp.

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I swapped my Azumarill back to Tera Water but still kept the 252+ Defense investment, just moving the rest back to 252 Attack. I decided to try out Defense Curl/Chilling Water to help mitigate the Swords Dances as best I can. Garchomp has a weird habit of going for Fire Fang against Azumarill with about similar odds to an Earthquake, which does admittedly have a decent chance of burning/flinching over time. On earlier attempts I noticed it was doing this even after I was already statused and sometimes even when I was outspeeding thanks to NPCs.

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After a few tries, my gameplan was to simply just spam Defense Curls in the earlygame. In this run I managed to fit in 4 Defense Curls, then got a Belly Drum in, then another Defense Curl, then got burnt and heal cheered. After the buff reset I started setting Chilling Waters to debuff attack and charge tera. I ended up needing another heal cheer and cut it close on HP, but managed to start the onslaught of Tera Water Liquidations just in time before Garchomp got its second Swords Dance up (to put it at -1).

+6 252 Atk Huge Power Tera Water Azumarill Liquidation vs. 0 HP / 0 Def Tera Ground Garchomp: 1712-2016 (15.9 - 18.8% of 30x hp boss) -- possible 6HKO

(EDIT: This is actually a 25x HP boss for some reason again, which I'm not complaining about)

+6 252 Atk Huge Power Tera Water Azumarill Liquidation vs. 0 HP / 0 Def Tera Ground Garchomp: 1712-2016 (19.1 - 22.5% of 25x hp boss) -- possible 5HKO

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From there I just had to use another Liquidation which both broke the shield and put me into buff reset range. Fortunately Garchomp went for Fire Fang and I was able to come out of the turn with near-full health to be able to Belly Drum on the free turn while Corviknight's Scary Face meant I could outspeed and hit safely on the next turn for a big heal despite having no defense curls up.

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I did end up hitting Garchomp into its second debuff reset and taking a neutral Earthquake, and it got one last chance to hit with a Fire Fang + Earthquake double attack for 28 + 160. At worst two max damage roll or crit Earthquakes in a row could have ended me there.

0 Atk Tera Ground Garchomp Fire Fang vs. 0 HP / 252+ Def Tera Water Azumarill: 24-29 (7 - 8.5%) -- possibly the worst move ever
0 Atk Tera Ground Garchomp Earthquake vs. 0 HP / 252+ Def Tera Water Azumarill: 150-178 (43.9 - 52.1%) -- 14.1% chance to 2HKO
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But I survived, so I was able to outspeed and hit Liquidation again to end it thus.
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Overall a bit of a narrower victory than I'd like for different reasons than Metagross, though at least not needing to resort to cheer preservation or specific NPC locking. Dealing with that endgame would admittedly be a lot dicier without speed control to keep the Shell Bell momentum going though, so shoutouts to Haxorus/Corviknight. Arboliva is still king of triple duty support with Safeguard and Grassy Terrain though.
 
In the other version I did the raid with my Appletun:

Appletun @ Kebia Berry
Ability: Thick Fat
Tera Type: Grass
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Apple Acid
- Reflect
- Leech Seed
- Recover / Iron Defense / Giga Drain

Self explanatory, Kebia Berry ensures it will use Earthquake on you. Even when you Tera it will not use Fire Fang because of Thick Fat.
Leech Seed is my "Leftovers", I like passive recovery. You can ignore it and instead go for the other moves in the last slot.
These last moves really depend on the team, not having Iron Defense is riskier if no one is debuffing.
It's recommended to use PP Ups on Apple Acid because it only has 10 PP.
 
I thought about doing the sinitcha build, but the Dondozo took even less effort thanks to the previous 7* we had

Attempt 0 - uhhh half hte assets didnt load so the host backed out
Attempt 1 - Archaludon, Sinistcha, Meowscarada. I mean the archaludon aint great but with attack support and stamina....I thought it was worth a try. Sinistcha here really made me want to give it a try and I appreciated the Meow before remembering poison jab. So it died immediately after tera because the wipe + swords dance. The sinitcha lastd a whiel but also died after tera. Then the OTHER swords dance happened. Then we got so low that I just didnt bother healing just so we'd wipe faster
Attempt 2: Quagsire, Gallade, Meganium. Hm. Well there's some good support here. The meganium locked in right away but the host abandoned it. Guessing either thought the Meganium was the weak link or that we didn't have enough fire power.
Attempt 2.1: Saw a Rayquaza and dipped but...thinking on it that may not have been a bad idea. Immune to Earthquake, only SE damage is the turn 0 breaking swipe, resists fire fang & liquidation...still, kind of frail yeah?
Attempt 2.2: Communication error.
Attempt 2.3: Malamar host, Cresselia and then the host cut it. Guess they didnt like all the support?
Attempt 2.4: Orthworm, Articuno, Metagr--host abanonded the raid
Attempt 2.5: Corviknight, Metagross...Mewtwo. I dipped I suspect the Metagross was just the one from last time.
Attempt 2.6: Manaphy, Kyogre, Kyogre. You know what? Sure. The Manaphy was the one from Home, since it was shiny. One of the Kyogres had the right idea with Chilling Water and wow okay I was the first one to die. The earthquakes didnt even do crits. Everyone fell pretty shortly after that thanks to the swords dances.

So at that point I realized that I never gave this thing EVs. Oops Fixed that right up then back in

Attempt 3: Sinistcha, Suicune, Wo-Chien. I actually thought this would work maybe, even with Poison Jab, but the Sinistcha host thought otherwise. Fair enough.
Attempt 3.1 Bronzong, Orthworm, Alolan Ninetales? Everyone else locked in so sure whatever, give it a shot. The orthwrom was pretty good, garchomp kept feeding it iwth earthquakes and once the iron defense went up it started using mud slaps. The ninetales just did calm minds & ice beams then died once the snow wore off and the stats got reset. Did freeze it at one point though. Honestly the real issue with this battle was the orthworm was the onle one able to do anything and it took too long to set anything up. I think the Ninetales just stopped doing things after a while.

Attempt 4: Vaporeon, Arboliva, Archaludon. Why did I lock into this that Arboliva is going to get nuked by Poison Jab, badly.
is what i thought but no this team was a TANK that refused to die. Even after the resets! We were a finely honed team operating on all cylinders that could not deal damage. We nearly timed out! Literally I've never mashed A through menus so fast and was so happy to see the Vaporeon hit the chilling water.
Weirdly, around the back half of the fight, the Garchomp was only using Fire Fang on me. Not sure why...

Caught it in a Lure ball.
 
:sv/orthworm:
Orthworm @ Shell Bell
Ability: Earth Eater
Tera Type: Fighting
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Body Press
- Iron Defense
- Mud-Slap
- Protect

Do I really need to explain this one?
 
:sv/gogoat:
Gogoat @ Covert Cloak
Ability: Grass Pelt
Tera Type: Grass
EVs: 236 Atk / 252 Def / 20 Spe
Adamant Nature
- Horn Leech
- Trailblaze / Mud-Slap
- Bulk Up
- Protect

Okay I do need to explain this one actually

Grass Pelt gives you a 50% boost to your Defense as long as Grassy Terrain is active. We can access this boost without using Grassy Terrain by resetting until we get Arboliva as a partner. Garchomp will activate Seed Sower automatically with the opening Breaking Swipe, which we tank easily (and dodge the Attack drop, along with statuses, with Covert Cloak). Bulk Up 2x for the stats, then start with Horn Leech; Gogoat should break even without Intimidate support on HP at this point between Horn Leech and terrain healing. Tera Horn Leech and heal for a lot more. Protect whenever Grassy Terrain goes down so Arboliva can get hit again. The Speed EVs here allow you to outrun Garchomp after Trailblaze.

There's one big issue with this clear and it's that Gogoat cannot survive a +4 Poison Jab after Garchomp clears your boosts. This means the only options are to lock Intimidate support alongside Arboliva, or to start using Mud-Slap after Chomp's first Swords Dance and pray. The good news is if you can get over this roadblock, you should be good from there. Protect lets you buy extra turns of terrain healing and Intimidates if you need it as well.
 
It has Rough Skin, not Sand Veil.

Very simple solo with Sinistcha. Not even Poison Jab does much to you after an Iron Defense, Matcha Gatcha burn, and an Intimidate ally. Caught in a Premier Ball.

Also, given no Dragon or Rock-type moves, I can see Covert Cloak Gyarados being a very good Chilling Water bot. Gonna try that later.
Would Dragonite be worthy of consideration? Multiscale mitigates the Turn 1 Breaking Swipe's damage (albeit for yourself vs Gyarados doing it for allies), and then in addition to Breaking Swipe, you have your choice of Roost to heal (is the boss sophisticated enough to try and anticipate Roost-Grounding for EQ?), Dragon Cheer for Crit Support, ~~Thunder Wave if no burns to buy some extra turns/slow the boss~~ (Derp, forgot it was Ground Tera still), or maybe in Solo could go DD + AT/Waterfall/Tera Blast with Intimidate Allies or a Grassy Terrain Arboliva (to mitigate EQ's on a Tera type swap)?

Water Bubble Araquanid was mentioned and also should do well good (Resist everything but PJab plus no burns from stray Fire Fangs when factoring ability), carries the usual staple of Chilling Water, plus can run Aqua Ring for fake Leftovers (if you want Cloak for Swipe and Poison Procs) and Iron Defense to make it unbreakable bar Crits (and even then nothing should be TOO dangerous unless Chomp gets to +4) on pure support. Other options from there include Reflect for the obvious utility, and maybe for damage thanks to Water Bubble absurdity Liquidation (may want Protective Pads because of Rough Skin chip in this case) to fish for DEF drops and do some chip damage, or Tera Blast Water (no DEF drops but also no Contact) make decent filler slots (or have Solo potential).

The mons themselves seem like obvious enough choices, I'm just waiting to see about the specific timings to figure out how spicy the strats can get
 
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haunter.gif

Haunter @ Covert Cloak
Ability: Levitate
Tera Type: Grass
EVs: 196 HP / 252 Def / 60 Spe
Timid Nature
IVs: 0 Atk
- Acid Spray
- Nasty Plot
- Giga Drain
- Clear Smog

Tera Grass Haunter from the Torterra raid makes a return, but there's a very important item difference; Covert Cloak over Eviolite. That sounds insane, but because of Liquidation, Defense drops will override Eviolite's defense boost. With an Intimidate NPC + Covert Cloak, you're way better off; you dodge Liquidation's Defense drops and Poison Jab's Poison once you tera.

Acid Spray 1x, then Nasty Plot 3x, Giga Draining in between when HP is low. If you get crit early, Defense cheer and let yourself faint, then set up the Nasty Plots again. Clear Smog when Garchomp clears its stats and SD's. If your Intimidate ally(s) gets Garchomp to -2 Attack after this, you won't need to Clear Smog a second time. Tera Grass sometime after you Clear Smog. The best part is even if you die to unfortunate crits from Poison Jab, Acid Spray + Nasty Plot lets you do a lot of damage when the shield is down. This might work online, too, just for that Clear Smog insurance, but idk if people would want to lock in with you lol.
 
Would Dragonite be worthy of consideration?
I've had decent success using support Dragonite in online raids.

:dragonite:
Dragonite @ Covert Cloak
Ability: Multiscale
EVs: 76 HP / 252 Def / 180 Spe
Timid Nature
- Chilling Water
- Helping Hand
- Dragon Cheer
- Roost
Speed investment w/ Timid nature lets it outspeed Garchomp. Using Breaking Swipe would mean that Dragonite incurs chip damage from Rough Skin, so Chilling Water is used instead. Roost can probably be replaced w/ Rain Dance to help out Sinistcha and Kebia Berry Grass-types; I chose it so that Dragonite is more self-sufficient.


(is the boss sophisticated enough to try and anticipate Roost-Grounding for EQ?)
There was a case in an unsuccessful raid where I was caught off guard with Garchomp using EQ on a grounded Dragonite, but I can't remember if that was due to its double attack phase. I think there was another case where Garchomp tried to use EQ as its primary attack on an airborne Dragonite, and it might have been after the turn it used Roost.
 
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Detailed script stats from https://stevecooktu.github.io/sv_raid_lookup/. Garchomp is a longer raid than the last few pseudos at 570 seconds/9.5 minutes. The shield takes up 30% of its HP, and for how early it is it'll likely break and spill over into the 60% HP buff reset. The trend of the double attack phase starting at 40% HP continues, denoted by the debuff reset. Overall this probably didn't need to be only 25x HP like Metagross but it feels pretty closely tuned nonetheless with some tough timings to deal with raw.

Nrom7 from discord soloed with Marill, taking more time and relying on Arcanine/Arboliva/Gardevoir NPCs along with Mud-Slap and Liquidation defense drops.
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Thunder Wave if no burns to buy some extra turns/slow the boss
I just wanted to point out you can't Thunder Wave it because Ground, but your post seems pretty sound to me otherwise. Tera Blast is a legit non-contact option I hadn't considered.
 
mew.png

Mew @ Covert Cloak
Ability: Synchronize
Tera Type: Flying / Grass
EVs: 236 HP / 252 Def / 20 Spe
Timid Nature
IVs: 0 Atk
- Life Dew
- Acid Spray
- Chilling Water
- Reflect / Charm / Grassy Terrain / Taunt

I've been trying to search for the most consistent randoms supporter because holy hell, some of these players are stupid. :mad:

I think this Mew set is my favorite; a good combination of damage mitigation, team-healing, and progress-making. The best supports outspeed Garchomp with either minimal investment, or just naturally, because getting moves off before +2 Garchomp attacks is very important, and you want a lot of bulk, too. Covert Cloak Tera Flying Mew is particularly nice for this because you'll never be hit by Tera Ground Earthquake, and the cloak protects you from Defense drops, burn, and poison. Tera Grass can also be used if you run into a lot of Rain Dance strategies. If someone brings Malamar, just spam Life Dew and Reflect if you run it lol
 
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I've had a go at it with Cresselia (I just happened to have mine ready for physical hitters and levitate is kinda comfy for Garchomp anyway).

I ended up matching with 2 appletuns and... an Alolan Ninetales.
I was like "ok hold up let's see this one"

I think the man cooked with that one.
From what I saw he had Aurora Veil, Charm, Ice Beam, and a 4th non shown move. Possible that the 4th move was Snowscape, he didn't need to use it since he died at some point and then next time snow expired I skill swapped him to reset it.
No idea what item it was running other than it was not leftovers or covert cloak (since it got poisoned at some point)
A-Tales outspeeds Garchomp naturally, and even with 0 investment can take the jabs like a boss (and fire fang does even less once it tera ice)

0 Atk Tera Ground Garchomp Poison Jab vs. 0 HP / 0 Def Ninetales-Alola in Snow with an ally's Aurora Veil: 62-73 (21.6 - 25.4%) -- 0.3% chance to 4HKO

Was a very rough clear actually since both the a-tales and one of the appletuns died at some point (I assume to a crit each, since they were not having any issue between the debuffs, screens and my heals.

Idk I just wanted to mention the A-ninetales guy who was cooking. Maybe someone else can find success with it.
 
So this raid was a bit of a shitshow in all fairness. Early barrier gave a bit of leeway, but the Swords Dances later on nearly always made the raid go sideways very quickly. Most of my early attempts failed before even breaking the barrier, even with reasonable? comps.

This one probably took me over 10 attempts, I don't think I even wrote them all down this time like normal. I left a fair number with ridiculous starting mons which had no hope as well.

Started off with the normal Bronzong set (Swapped to Rain Dance for this one) - Bronzong being immune to two of the moves and not that afraid of the others. I swapped from Light Clay to Occa Berry - But interestingly it still used Fire Fang consistently into me (even when Liquidation should have done more due to rain). Camara did mention the Kebia Berry Appletun (to block PJab) had been working, so not entirely sure what the difference was here.

1st attempt: Dondozo/Samurott/Sinistcha - I'd heard good things about Sinistcha, but this one did nothing useful. The Samurott got obliterated repeatedly and just burned the timer out. Not even close.

Swapped over to the support Gyarados I used previously (Intim+Chilling Water) - Poison Jab ended this run fairly quickly.

2nd Attempt: Kyogre/Manaphy/Meowstic - Again, I didn't see anything particularly wrong with this (minus Meows paper defences). Surely CM Kyogre + Tail Glow Manaphy + Chilling Water in Rain should solve this? Neither of those happened. I got poisoned almost immediately (and ruing my item) - and it kinda went sideways from there.

3rd Attempt: Quagsire/Slowbro/Arboliva - I swapped back to Bronzong here. Even in Rain Dance it was Fire Fanging me (which I didn't think should be possible with the berry so I went back to Light Clay after this). Arboliva didn't appear to have Seed Sower, and it was using Mirror Coat. I didn't really know what to say about that one...

I gave up on Friday evening after that one. Sometimes you just get tilted by silly people.

At this point I was getting frustrated as I'd cleared most of the other raids within a few attempts. The above doesn't mention the couple of raids I left with no hope. I swapped over to Appletun (Apple Acid/Giga Drain/ID + Kebia Berry) here as I had heard this was working well for others too. Kebia Berry "blocks" Poison Jab, so it should Earthquake you regularly. Which it did...

4th Attempt: Sinistcha/Corviknight/AI Haxorus - Why this person started the raid I have no idea. Fire Fang took down the Corv and Sinistcha in pretty short order, and I never saw Matcha Gotcha get a burn here either. Apple Acid ramps up, but it wasn't enough.

5th Attempt: Malamar/Kyogre/Garchomp - Swapped to Orthworm here as I didn't want to be Apple Aciding and causing issues... Instead the Kyogre Chilling Watered the skill swapped (now Contrary) Garchomp and our own Garchomp was nuked... This was by far the stupidest set up with the worst players, but I actually got through the barrier for the first time. At +4/+6 Orthworm actually puts out decent damage with Body Press and we did actually make headway. I had a feeling the Chomp wasn't level 100 as it didn't make a huge amount of difference to the clock (but I never actually checked).

6th Attempt: Serperior/Amoongus/Sinistcha - Was this it?? I went back to Appletun here to try and boost the Serperior as much as I could. Which then.... Never used Leaf Storm until we were nearly out of time. Amoongus got some clutch Effect Spore procs, but it wasn't happening here either. Another raid without even breaking the barrier.

7th Attempt: Lugia/Smeargle/Ludicolo - The Smeargle Player was waiting on Bug Arceus until the last second so I just assumed they were throwing... That Smeargle cooked. It Reflect Typing'd to start, then set up Burning Bulwarks consistently + Jungle Healings to try and keep the team alive. Ludicolo was the weak link here. Appletun tanks a lot of hits after 1 ID, and the Lugia and I were managing to do fairly good damage, but we couldn't outspeed the clock.

A few more early abandons happened here, including one with a locked in Rayquaza... Yeah no.

I tried hosting my own raid at this point to see if it made any difference as I was struggling to get one to appear in the listings for some reason.

8th Attempt: Arboliva/Vaporeon (which was hacked)/Orthworm - I went Appletun again here and thought this might be a good set of mons. Vaporeon to lower attack, Arboliva with the Seed Sower Healing/Giga Drain and Orthworm to deal good damage. This was the first match where Arboliva and Appletun had appeared together - After Seed Sower went up, Garchomp started using Poison Jab even through the Berry Resist. Presumably because the Grassy Terrain weakened Earthquake by another 50%, it meant PJab was better even into the berry. First time for everything I guess.

A few more leaves here (another one with a Greninja host locked in) - No way that was happening.

9th Attempt: Azumarill/Arboliva/Sinistcha - I did wonder if I was going to get the Poison Jab problem here too, but for some reason Seed Sower didn't activate until a good 2 minutes into the raid (again, no idea how that happened - #justraidthings) which meant I got decently set up/aiding the team with Appletun before the Poison Jabs came out. Azumarill came out swinging, as Sinistcha got to work with healing/burning fairly regularly. Arboliva actually did damage in this raid too! This was finally the run that got me there after trying out FOUR different mons.

This raid was by far the worst one for a long time with randoms in my opinion (or maybe I just play at bad times). Let's hope some of the future ones aren't quite this awful.
 
I'd heard good things about Sinistcha, but this one did nothing useful.
This raid was by far the worst one for a long time with randoms in my opinion (or maybe I just play at bad times).

I used this Sinistcha build and got it first try with NPCs (without an Intimidate teammate, I missed a Matcha Gatcha at the start, and when I finally got a Burn it healed it immediately). The trick is that they had Sinistcha Tera into Stellar-Type so that Garchomp would lock itself into Earthquake figuring it to be the "strongest" move:
(My NPC partners used Sylveon, Weavile, and Heracross. While when the shield was up they couldn't do anything but attack, when it went down Sylveon could have done some Charms to counter Garchomp's Attack increases)
 
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7th Attempt: Lugia/Smeargle/Ludicolo - The Smeargle Player was waiting on Bug Arceus until the last second so I just assumed they were throwing... That Smeargle cooked. It Reflect Typing'd to start, then set up Burning Bulwarks consistently + Jungle Healings to try and keep the team alive. Ludicolo was the weak link here. Appletun tanks a lot of hits after 1 ID, and the Lugia and I were managing to do fairly good damage, but we couldn't outspeed the clock.
This Smeargle intrigued me, so I built my own set for it, which I'm assuming the EVs are what that player used:

smeargle.gif

Smeargle @ Covert Cloak
Ability: Technician
Tera Type: Flying
EVs: 36 HP / 252 Def / 220 Spe
Timid Nature
IVs: 0 Atk
- Reflect Type
- Burning Bulwark
- Lunar Blessing / Jungle Healing / Life Dew
- Chilling Water

I don't have a Zarude, but I do have Cresselia, hence why I have Lunar Blessing listed. If you do have Zarude, use Jungle Healing since it has more PP than Lunar Blessing.

You'll need a Flying-type partner for this set to work so you can get Flying-type via Reflect Type. Grass-type might work, too, but Smeargle will appreciate taking 0 damage on the turn you use Reflect Type compared to a resisted hit. (Just kidding, Breaking Swipe into resisted Tera Ground Earthquake is very likely to kill you, just stick to getting Flying-type) If you get killed, though, you can build tera with Chilling Water and then Tera Flying.

I'll see how this works when the online raids come back, but I have high hopes:

-1 0 Atk burned Garchomp Liquidation vs. 36 HP / 252 Def Smeargle: 36-42 (13.8 - 16.1%) -- possible 7HKO

+1 0 Atk burned Garchomp Liquidation vs. 36 HP / 252 Def Smeargle: 80-94 (30.7 - 36.1%) -- 55.4% chance to 3HKO
 
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