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The side effects from Glaive Rush carry over between players, so if one player draws Glaive Rush and the next player outspeeds, they can take advantage of the double damage and perfect accuracy
Bax seems to reliably use Glaive Rush against neutral matchups, even when other moves are nearly as...
Love Smeargle with Burning Bulwark—one of my favorite raid supports!
Wide Guard is potentially a useful option for support for this event depending on what everyone else brings. With double STAB, Garchomp should use it almost all of the time against anything that isn't resistant or immune to...
Oinkologne @ Sitrus Berry
Level: 100
Bold Nature
Ability: Lingering Aroma
EVs: 252 HP / 252 Def
- Chilling Water
- Mud-Slap
- Helping Hand
- Sunny Day
This is a fun support option for Skeledirge or similar attackers. Since Metagross always picks Meteor Mash against this pig, Lingering Aroma...
Kyogre can OHKO on the first turn with some support: https://theastrogoth.github.io/tera-raid-builder/#torterra
It's even doable on the second turn with only 3 players: https://theastrogoth.github.io/tera-raid-builder/#torterra/cryogre_3
Since there were no curveballs this time around, group OHKO strategies are pretty straightforward. There are quite a few options:
Anger Point approach, with minimally trained supports
Gholdengo + 3x Perrserker, where the Perrserkers can be untrained and sashed
Water Spout Kyogre, also with 3...
I'm pretty sure that burn damage is only applied at the end of each group of 4 moves performed by raiders, so if a OHKO on the first turn is possible, Infernape should go down before any supports take their burn damage.
Paralysis/Freeze/Flinch would still throw things off, but low-level...
Confusion from Hurricane and worst-case Scale Shot damage make it tough to come up with a short-ish coordinated strategy that is guaranteed to succeed, but here's one that is rather safe (with a <1e-16% chance for Maushold to faint and potentially trigger the stat clear):
On cartridge, it seems that Wonder Room has an interesting interaction with Unaware. With Wonder Room active, an attacker with Unaware ignores the effect of Wonder Room (so damage for a physical attack is calculated using the target's *defense*). I believe this is different than Showdown's...
I think Serebii might be incorrect. There is a site with datamined raid info that has different shield values for Pikachu compared to last time, and it's not too hard to see with a Contrary + Leaf Storm attacker that you're doing way more than 1% through the shield before Terastalizing.
Thanks for doing some testing! I think that might be right -- it's a frustrating condition, and probably a bug (?) :psygrump:
In case anyone hasn't already seen, 7-star Pikachu is a little different this time around. It has the typical 20/30/70% shield modifiers this time instead of 1/70/120%...
I don't know this for sure, but one hypothesis is that Knock Off works against a raid boss with an item as long as it actually deals damage. If Pikachu's shield's 1% modifier rounds the damage down to zero, then it won't remove the Light Ball.
I've done a few tests to figure out how Wide Guard works in raids, and your guess is spot on. The raid treats a "turn" for this as raiders collectively moving 4 times. So if Wide Guard is used on the 4th overall "move", it won't apply to anyone but the user. If it's used on the 5th, then it will...
I haven't done it myself, but IIRC people used Knock Off on the Mighty Pikachu, and it worked normally. Either way, it's not likely to matter much until we get another event raid boss holding an item.