Probably not a good idea to post my best team here since now some of you will be prepared for it if we fight on the ladder, but I already gave it to a random opponent, and I don't want someone else down the line taking credit for making it.
Presenting: Bloodmoon Trick Room.
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Ursaluna art by VIKworks
I know I begun talking about this as if I got to the top of the ladder, which ofc I haven't but I'm now around 1750 and even beat someone with 1900+ elo, which is a huge deal for a noob like me. In any case, I'll briefly describe the sets and each member's role.
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Good Night (Ursaluna-Bloodmoon) @ Silk Scarf
Ability: Mind's Eye
Tera Type: Normal
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Hyper Voice
- Blood Moon
- Earth Power
- Calm Mind
Edgy Ursaluna is x1000 times better than regular Ursaluna for TR imo. You don't hit absurdly as hard as you do with a tera normal guts boosted Facade, but that amount of damage is overkill imo and with Silk Scarf Blood Moon is still incredibly strong. More importantly, one of regular Luna's biggest flaws is that is super prediction reliant, so in some battles it'll just waste all of your TR turns without having contributed anything. Bloodmoon on the other hand can just click Blood Moon and do 999,999 damage to everything thanks to Mind's Eye. Even steel types take a good chunk of damage, so it will always at least make some progress everytime it hits the field. Hyper Voice is a good secondary STAB for when you can't use Blood Moon and also bypasses Substitute, which TR struggles a lot against. EP is not clicked much but it's obviously good to hit steels not named Corviknight (who I actually haven't seen in a while). You probably can run Vacuum Wave instead of CM, but CM is very good to punish switches or protect, at +1 with tera the only thing that can comfortably switch against it is AV T-tar.
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King Gaga (Kingambit) (F) @ Black Glasses
Ability: Supreme Overlord
Tera Type: Flying
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Kowtow Cleave
- Iron Head
- Swords Dance
- Sucker Punch
Gambit does Gambit things. The team is very kamikaze so most of the time it will have some Supreme Overlord boosts. Under TR after everyone else is dead it's extremely scary. There are some situations where I wish I had Low Kick, but I feel like all the other moves are more important.
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Venous Issues (Conkeldurr) @ Flame Orb
Ability: Guts
Tera Type: Fighting
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Close Combat
- Mach Punch
- Knock Off
- Facade
Guts Conk hits like a nuke and beats the steel types Moon struggles with. Knock Off + Facade gives you pretty decent neutral coverage, though I some times run Stone Edge instead of Facade since it deals more damage to Zapdos and also doesn't make contact, which let's you avoid the Static proc before Flame Orb activates.
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Glittery Turd (Carbink) @ Mental Herb
Ability: Sturdy
Tera Type: Fighting
EVs: 4 Atk / 252 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Stealth Rock
- Misty Explosion
- Body Press
Carbink is 100% the best TR setter now. Sturdy + Mental Herb means 99% of the time TR will go up if you lead with it (only counters that come to mind are Loaded Dice Breloom and Iron Head flinches). It's better than Hatterene imo because it gets Stealth Rock, and in a style as hyper offensive as TR it's more important to set hazards up than to prevent them. Misty Explosion lets you cleanly bring your TR breakers in while doing a bit of chip damage on the way out. You'll almost never click Body Press but it's literally the best tool it has to do damage and has actually come in to play for me in some games with Tera Fighting. The EV spread looks whack as fuck but it maximizes both Misty Explosion and Body Press damage and HP EVs are not necessary since you have Sturdy.
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Absent Mother (Cresselia) @ Mental Herb
Ability: Levitate
Tera Type: Water
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Lunar Dance
- Grass Knot
- Moonblast
Cresselia sets TR up in the mid game against special attackers. Tera Water is for Walking Wake. Lunar Dance gives you momentum to bring your breakers in and also heals them. tbh the rest is all filler, I gave it Grass Knot for Garg, Dozo and Tusk but I literally have never clicked it so there are probably other moves that would be better.
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Coming Back (Mew) @ Colbur Berry
Ability: Synchronize
Tera Type: Fairy
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Trick Room
- Spikes
- Misty Explosion
- Psychic Fangs
Finally Mew has a niche
. Spikes are obviously great and can fuck your opponent up if you manage to stack them along side rocks. Psychic Fangs is only there to break Veil/Screens which are extremely annoying for TR, and lastly Misty Explotion to bring breakers in. I'm not running regular Explosion which would be stronger because it doesn't get it anymore (Carbink doesn't get it either).
Overview:
The team is incredibly easy to use: Lead Carbink -> Set up TR -> Set up rocks if possible -> Explode -> Bring breaker in -> Click the damage move -> Switch to either Mew or Cresselia when TR ends -> Repeat.
ofc the team has a lot more flexibility than that, but that you'll figure that out after you use it for a bit.
Conclusion:
So that's my team, there's still room for improvement so I'd appreciate any feedback. Thanks for reading