I tried with Delphox and it worked for me, Sunny Day plus Magical Fire to keep lower its sp atk.
Several fire types work with this method. Including Iron Moth.I tried with Delphox and it worked for me, Sunny Day plus Magical Fire to keep lower its sp atk.
I used this set but with 252 HP / 252 SpD and Tera Blast with Tera Steel, worked like a charm.Hydro Pump + Freeze-Dry, as expected, is pretty comprehensive coverage. The only Pokemon that resist both moves are Smoochum, Jynx, and Shedinja, but none of those Pokemon are in the game. Water/Ice with Thick Fat (Dewgong, Walrein) can pretend to resist both, so Dewgong is at least an option, for whatever that can do in return. Beyond resisting it, DLC2 also gave us access to a bunch of legends, including Regice--Ice-types are infamously bad with their defensive reputation, but they actually work pretty well here, having the key resist on the double-STAB Ice moves, and a Special Defense that can get over 500 is about as good as the typical resistance to Water. But why not...612?
Frosmoth @ Light Clay
Ability: Ice Scales
Calm Nature
- Aurora Veil
- Struggle Bug
- Quiver Dance
- filler attack (Giga Drain/Bug Buzz/etc.)
Frosmoth offers soloing and online support options. If Iron Bundle is going to open with immediate Aurora Veil, you can take advantage of the snow for your team too. You're not going to outspeed out of the gate, but with all this special bulk, Hydro Pump should deal less than 25%, and even has a convenient chance to miss, then starting with screens gives you even more of a runway. If you want, you can put the speed at 206 so you start outspeeding with the first QD, and can then start on the Struggle Bugs to get to +1 vs. -1 for tanking the next hit. Otherwise, dumping the rest in HP and SpA is fine, knowing you won't be faster until the second QD in that case. When you have more QDs down and are ready to attack, Bug Buzz is the most powerful option, or Giga Drain lets you heal off whatever pittance of damage the boss is dealing by this point. This is a case where you might actually want Tera Stellar if you can afford the shards for it: you don't really want to give up the ice typing, but going tera-ice for ice moves as your damage source isn't all that helpful.
Terrain is kinda not relevant if you're running Flutter Mane since it'd boost its speed and you don't really care but yes.So what's the simplest solo build would people say? Frosmoth, Hariyama? Assuming I'm willing to shuffle around for a Support like Arboliva to Grassy Terrain or Bellibolt for its own Light Screen?
This set solves the solo:
Flutter Mane@Aguav Berry
Fairy Tera
124 HP, 248 SpA, 124 SpD, 12 Spe
Careful Nature (+SpD, -Atk)
Mystical Fire
Sunny Day
Calm Mind
Draining Kiss
Spread is:
12 Speed to outspeed in the early game, where it's harder to survive
124+ SpD so Proto-Synthesis boosts my Special Defense instead of Special Attack
124 HP to maximize Aguav Berry
248 SpA to maximize the damages
Mystical Fire is the early debuff, late damages
Sunny Day prevents the freeze, boosts the special defense, increase Mystical Fire's damages and basically removes water moves (forcing to use the weaker Freeze-Dry or the less accurate Blizzard)
Calm Mind is the boost to go after the reset (75 % boss HP)
Draining Kiss is for sustain. Fairy Tera bumps its power to 60 and raise the stab to *2.
Turn 1 Calm Mind, Turn 2 Sunny Day, Turns 3 to 5 Mystical Fire, end of the Aurora Veil
Tera either way to remove the shield with Draining Kiss/Mystical Fire until the reset
Then once I got the reset, I went to +4 and spammed Mystical Fire until the end.
I didn't need any PP Up. I didn't need the berry either but I had Arboliva teammate, which was amazing (recovery and removing the electric terrain).
Correct me if I'm wrong, but I thought the ability negate pulse (and ability negation in general) did not work on Paradox abilities?Because Moth has an Ability Shield,
Neutralizing Gas works on them now, at least. Dunno if that applies to the pulseCorrect me if I'm wrong, but I thought the ability negate pulse (and ability negation in general) did not work on Paradox abilities?
I feel there are better options (Magneton is another Steel-type than can set sun screen, but is significantly bulkier with Eviolite and gets Metal Sound and Eerie Impulse), but if you really want to use Metagross, I'd opt for Flash Cannon instead of its physical moves. Iron Bundle's SpDef is way lower than its Def, and everyone's gunning to lower it further with Acid Spray, Metal Sound, and Fake Tears. Flash Cannon can even fish for SpDef drops of its own, and while it's just a 10% chance, it's something.Anyone tried Metagross?
Can set screens and sun, access to mud slap and can hit back with Iron Head/Meteor Mash. Also Metagross looks cool, which has to help, right?
See this from my original post about Iron Moth:Correct me if I'm wrong, but I thought the ability negate pulse (and ability negation in general) did not work on Paradox abilities?
Originally when I built this Iron Moth, I was expecting to get my own Quark Drive boost when Bundle lays down Electric Terrain. I thought maybe I was missing something when I never saw my ability proc with terrain on the field. I knew Bundle laid down E-Terrain on the same turn that it wipes stats and negates abilities, so I wasn't expecting my Quark Drive to proc immediately. But I DID expect that it would kick in after that one turn. Well, much to my surprise -- no dice. Apparently, if Quark Drive is "disabled" on the turn that Electric Terrain is laid down, it does not activate at all after the ability comes back. It does, of course, proc if you get fainted and then return to the field. But, from what I can tell, it won't activate after the wipe turn, like all the other abilities effects return. The mechanics quirk with Quark Drive doesn't ruin Iron Moth for this raid, but I was really hoping to abuse this aspect of the raid, and was disappointed when it wasn't so.
I plan to play around with Ability Shield, different SpDef and Speed EVs, and Morning Sun to see if those work better or worse than this build.
At this point I am wondering if making the ability negate go off just as it uses electric terrain was actually intentional design from GF.After running Ability Shield and not running ability shield, I can say beyond a shadow of a doubt that in this current Iron Bundle raid, if you have a pokemon with Quark Drive, the ability negation will absolutely prevent your Quark Drive boost when Bundle lays down Electric Terrain. And that boost will NOT kick in later, unless you faint, change the terrain, or something else to force the ability to “reinitialize” or whatever. And with Ability Shield, I can say beyond a shadow of a doubt that your Quark Drive boost WILL activate when Bundle sets Electric Terrain.
Why 132 Speed? I went to the Showdown calculator and 100 is enough for a timid Moth to outspeed Bundle.So I tweaked my Iron Moth and I’m REALLY liking this now. It is much more reliable this way:
Iron Moth @ Ability Shield
Tera Type: Fire
Timid Nature
EVs: 136 HP / 240 SpDef / 132 Speed
- Fiery Dance
- Struggle Bug
- Sunny Day
- Morning Sun
This build gives Iron Moth the following key stats: 316 SpAtk, 316 SpDef, 317 Speed. Like the previous build, it is faster than Iron Bundle, so it can set Sunny Day and do Struggle Bugs BEFORE getting hit with hard Hydro Pumps. But unlike the previous build, this Iron Moth STAYS faster than Iron Bundle even after Bundle wipes abilities and lays down Electric Terrain. Because Moth has an Ability Shield, and because its highest stat is Speed, when Electric Terrain hits the field, Moth’s Quark Drive is in full effect and it boosts Moth’s speed. And because of the Struggle Bugs lowering Bundle’s SpAtk, Bundle’s speed will be boosted instead of its SpAtk, which is great for everyone from a damage standpoint.
Because this Iron Moth is guaranteed to always be faster than Bundle, and because Bundle won’t ever boost its damage output, Moth can comfortably control its health level by never taking a raw Hydro Pump to the face. It can always dampen it with Sunny Day and Struggle Bug in advance. And if Moth’s health has gotten low enough to be a concern, it can Morning Sun in the sun and get a massive 67% recharge to get back to high green health.
I really wish I could’ve kept Acid Spray, but 4MSS is a thing, so it had to go. It works out fine anyway, because it means Moth does more Fiery Dances and gets SpAtk boosts along the way. So when Moth goes offensive post-tera, it does big chunks of damage to Bundle and can easily carry the wincon for an entire team, if needed.
Iron Moth is getting more popular in these raids, and I even had one battle with a team of 3 Iron Moths (including mine) and a great support Blissey. We cleared that raid in 5-6 turns total! Sweeeet!