Resource OU Underdogs - The Niche Heat Brigade

Technically a double post, but idc cause its cool.
Marcargo
:sv/magcargo:
Magcargo @ Heavy-Duty Boots
Ability: Flame Body
Tera Type: Grass
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Recover
- Will-O-Wisp
- Power Gem
- Stealth Rock/Lava Plume
I've been using magcargo specifically on a stall team, and its been decent. Now, how did I come across magcargo? Well, it is one of the highest defense mons with access to recover that is not on the Stall VR. I'll discuss what magcargo can do.
Firstly, and this is the main reason why I used it, magcargo is a flame body user that no fire type wants to switch into. It can also do well against ghold as it always lives a make it rain and recover off the damage, with lava plume always 2hit ko'ing offensive ghold. This means that magcargo can spread burns quite reliably as no mon really wants to switch into both power gem and will-o-wisp. For reference, cinder takes 67% min from power gem, and bulky gouging takes 40% min (which is a mon it can wall) while more offensive gouging takes 47% min. This is huge, with reliable status being something that stall teams do struggle a bit with as only really clod can do something similar.
Secondly, it is one of the best walls to adamant choice band gouging in sun. It is now mostly a gimmick set, but it can still break through an stall opposing team. Dondozo is 2hit ko'd by it, but magcargo? Well, I'll show the calc.
252+ Atk Choice Band Protosynthesis Tera Fire Gouging Fire Raging Fury vs. 252 HP / 252+ Def Magcargo in Sun: 122-144 (37.6 - 44.4%) -- guaranteed 3HKO
Yes, magcargo can comfortably take two gouging fire tera fire raging furies, something that dondozo cannot do.
252+ Atk Choice Band Protosynthesis Tera Fire Gouging Fire Raging Fury vs. 252 HP / 252+ Def Dondozo in Sun: 252-297 (50 - 58.9%) -- guaranteed 2HKO
This is big for stall teams, as magcargo can recover off the damage until sun runs out, forcing them potentially into using e-quake, which is a lot more wallable by dondozo. If its not adamant, well magcargo can 3 comfortably (and like a 0.1% chance to take four) and power gem it, doing considerable damage to it.
Now, originally I had stealth rocks on magcargo, but I also had them on blissey and it worked a lot better there. Lava plume is a lot better as it can not only do decent damage to opponents, but has a nasty 30% burn rate too, making magcargo excellent at spreading burns.
Overall, while I wouldn't necessarily recommend using magcargo at all, it is a mon that can put in work. It's slightly more bulky than moltres, and can reliably spread burns to everything that isn't garg, clefable and gliscor, which I specifically have teammates that help with these mons. I have had fun with this mon and it hasn't been absolute doo doo, so I'll consider that a win.
Also, tagging Magcargo in this to see the glory.
 
:SV/Lucario:
Lucario (F) @ Life Orb
Ability: Inner Focus
Tera Type: Normal
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant / Jolly Nature
- Crunch / Earthquake
- Close Combat
- Extreme Speed
- Meteor Mash

This mon is terrible, but it can do some cool things I suppose. In particular, its decent at luring in some of Kingambit and Roaring Moon's checks, like Lando-T and Great Tusk, and denting them for OK damage with LO Meteor Mash / CC + ESpeed. Thanks to Inner Focus, its immune to Intimidate, so its Meteor Mash winds up chunking Lando-T for a decent amount, roughly 35-50% depending on whether its physdef or speed invested, which is a pretty solid trade & makes it much easier for Kingambit / Roaring Moon mons to sweep later. LO Espeed in general is also a great revenge killing tool vs many key foes such as Iron Valiant, Iron Moth, Ogerpon-Wellspring, and the like. I initially had SD over Crunch and EQ, but in practice, this Pokemon will not get oppurtunities to setup due to its terrible bulk + LO recoil, so there isn't much merit in SD. Crunch chunks Gholdengo reliably for a good chunk of damage, roughly 40 - 66% depending on if its invested in bulk or not. EQ is likely better overall to pressure it and Skeledirge more effectively.

I put Tera Normal here, but frankly, this Pokemon doesn't have the longevity to ever use Tera well compared to either Roaring Moon or Kingambit, so its fairly flexible for other options. I think Tera Flying for Great Tusk or Tera Fire for Skeledirge could be worthwhile options.

I initiallly tried SD Air Balloon, but this set simply did not work. It didn't hit hard enough, didn't setup well on Gliscor, and even after setup it winds up doing nothing in most cases. I hate Life Orb as an Item, but for a Pokemon that's meant to be setting up kills, I think its the appropriate item.

Shoutouts to 1LDK and smg for the ideas when building.

Shitty HO team that I've been using it on.
 
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A couple fun ones I’ve been trying lately:


Gouging Fire @ Leftovers
Ability: Protosynthesis
Tera Type: Fairy
EVs: 252 HP / 236 Def / 16 SpD / 4 Spe
Impish Nature
- Fire Spin
- Burning Bulwark
- Morning Sun
- Breaking Swipe

Trapper :gouging fire: set. EVs outspeed jolly :kingambit:, also catches :ursaluna:, :iron hands:, and :azumarill:, although none of those are particularly common, and avoid 2HKO from :darkrai: unboosted dark pulse after rocks and leftovers recovery, with the rest given to physical bulk. Traps many physically defensive/attacking staples like :great tusk:, :dondozo:, :clefable:, :torkoal:, even :skarmory: if you switch into it as it iron defenses and thus they think they can get away with staying in. Tera fairy gives it a much easier time against :zamazenta:, :roaring moon:, and :great tusk:. Altogether its claim to fame is the fact that it is genuinely capable of beating and removing all 3 of :great tusk:, :dondozo:, and :corviknight:/:skarmory:, with the first 2 of those not immediately having reason to believe they not only cannot beat it but also won’t be able to switch to something that can, which is the primary thing this set does better than standard bulky dd.


Sinistcha @ Assault Vest
Ability: Heatproof
Tera Type: Fairy
EVs: 64 HP / 212 SpA / 232 Spe
Modest Nature
IVs: 0 Atk
- Shadow Ball
- Scald
- Tera Blast
- Matcha Gotcha

AV :sinistcha: has become a favorite breaker of mine on webs. Rarely do people expect the immediate firepower it has, and after webs it can be EV’d to outspeed everything below base 130 speed (this set outspeeds base 110s like :ogerpon-wellspring:). I honestly don’t remember what the 64 HP EVs did, but this thing has carried many games for me.
 
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:SV/Inteleon:
Inteleon (M) @ Scope Lens
Ability: Sniper
Tera Type: Water / Ghost / Electric
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Snipe Shot
- Air Cutter
- U-turn
- Ice Beam

Aight, so out of most of the shitty meme Pokemon I've been using, Inteleon is probably one of the better ones by a good margin. I haven't gotten extremely far with it yet, but I've seen most of what I needed to see to know it has potential and hopefully inspire better builders than myself to give this mon a try. Its currently ranked in PU and struggles in several lower tiers due to its frailty and tendency to get walled by Regen Pokemon and bulky water-types. However, in OU, these roadblocks aren't as big of a factor. Offensive Water-types can be quite scary in OU due to most bulky Water-types being not quite as good here, and Inteleon's statline is quite competitive with many of our tiers biggest threats such as Darkrai, Weavile, and Iron Valiant. I initially attempted to use it with Choice Specs, which worked fine enough, but after discussing with a few other users like 1LDK, I just went with the Scope Lens set, which has surpassed my expectations..... 50% of the time anyways.

Sniper Crit fishing is a role entirely unique to Inteleon. 50% of the time, Snipe Shot and Air Cutter will be hitting like a nuke, letting it break past many annoying special walls if positioned well. Thankfully, OU has some of the strongest positioning tools with Pokemon like Gking and Lando-T making it easier for Inteleon to get on the field and start breaking shit with Snipe Shot. Even against the dreaded Ogerpon-W, Inteleon has good enough tech to pressure it compared to other offensive Waters, being faster, potentially OHKOing it with a critical hit Air Cutter, and even being able to reposition itself into another Pokemon with U-turn (which is also handy for dealing decent chip to a few special walls). Some calcs for reference.

252 SpA Sniper Inteleon Snipe Shot vs. 248 HP / 252+ SpD Tera Steel Clodsire on a critical hit: 207-244 (44.7 - 52.6%) -- 23.8% chance to 2HKO
252 SpA Sniper Inteleon Snipe Shot vs. 252 HP / 252+ SpD Clefable on a critical hit: 222-262 (56.3 - 66.4%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Sniper Inteleon Snipe Shot vs. 252 HP / 240+ SpD Slowking-Galar on a critical hit: 195-231 (49.4 - 58.6%) -- 98.8% chance to 2HKO
252 SpA Sniper Tera Water Inteleon Snipe Shot vs. 252 HP / 240+ SpD Slowking-Galar on a critical hit: 261-309 (66.2 - 78.4%) -- guaranteed 2HKO
252 SpA Sniper Inteleon Air Cutter vs. 248 HP / 252+ SpD Tera Water Skeledirge on a critical hit: 126-148 (30.6 - 36%) -- 51.2% chance to 3HKO
252 SpA Sniper Inteleon Snipe Shot vs. 252 HP / 252+ SpD Vessel of Ruin Ting-Lu on a critical hit: 354-423 (68.8 - 82.2%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Sniper Inteleon Snipe Shot vs. 0 HP / 0 SpD Tera Grass Ogerpon-Teal-Tera on a critical hit: 148-175 (49.1 - 58.1%) -- 97.7% chance to 2HKO
252 SpA Sniper Inteleon Air Cutter vs. 0 HP / 4 SpD Ogerpon-Wellspring on a critical hit: 297-351 (98.6 - 116.6%) -- 87.5% chance to OHKO
252 SpA Sniper Inteleon Snipe Shot vs. 244 HP / 252+ SpD Tera Normal Gliscor on a critical hit: 247-292 (70.1 - 82.9%) -- guaranteed 2HKO after Poison Heal

What's nice about sniper crits is that they require no setup and can break past certain booste sweepers such as Amnesia Clodsire. Unfortunately, relying on luck also makes Inteleon more inconsistent, but its stats are still good enough to let it revenge kill the odd threat here and there and force certain Pokemon out (such as Lando-T, Great Tusk, and Gliscor) letting it still get a servicable amount of value even if the crits don't land against some teams.

Shitty Bulky Offense team I'm using it on. I think there is a lot of room for improvement on this team, as it currently gets ravanged by Dragonite, SD Gliscor, and certain HOes.
 
Ok I've written up a nice post and deleted it on accident so this'll be a bit less effort don't mind it.

I wanna talk about AV Luna again. She's...thicc, and hits like a bus without compromising on powwr. So many stats are naturally high, and you don't need speed if you have bulk and power, that's how the game works, it's how it always works. It's perfect for AV.

Ursaluna @ Assault Vest
Ability: Guts
Tera Type: Water
EVs: 252 Atk / 252 SpD
Adamant Nature
- Headlong Rush
- Drain Punch
- Ice Punch / Body Slam / Fire Punch / Gunk Shot
- Body Slam / Ice Punch / Fire Punch / Gunk Shot

Credit to Rekka's Backend for the OG set.

You don't need HP, and with Guts, it's your official status absorber. Clowns on Ghold, Moth, even eats Wake on occasion, and with Headlong Rush and Drain Punch you have power and longevity.

Last two options are yo hit what you want. I hate birbs, so Ice Punch cucks them, but Fire Lunch may be better for Corv, with Body Slam for the rest. Gunk Shot is a 120 bp fuck you to fairies.

Bulletproof is an option, while it's immune to Shadow Ball and devours Sludge Bomb as junk food, Focus Blast, Energy Ball and Pyro Ball are annoying, even if the offenders may not live for a second shot. But not caring one wink about Moltres is a thing of beauty.

EDIT: Yo I forgot, did you know it could survive a Drago Meteor from a Hexlpult? Without an Assault Vest? At less than half HP?! I thought the max Sp.def was gratuitous, but not at all.
 
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You don't need HP, and with Guts, it's your official status absorber. Clowns on Ghold, Moth, even eats Wake on occasion, and with Headlong Rush and Drain Punch you have power and longevity.
YEAHHHH LETS GO!!!! AV Ursaluna is so fucking good, it lives so many hits and can punch back to either outright OHK or absorb a toxic off a cocky Gilscor and get immediately OHK with Ice Punch. Even Wake has to be VERY careful if its been chipped or damaged prior, as a full HP or even 70% HP luna can walk over so many SPAttackers that its not even funny.


EDIT: Yo I forgot, did you know it could survive a Drago Meteor from a Hexlpult? Without an Assault Vest? At less than half HP?! I thought the max Sp.def was gratuitous, but not at all.
This was the biggest reason for the max SPD investment, you love so many hits you shouldn't and no one calcs this shit at all unless you're a psycho. And wanna know what we are baby? Fucking ursalunatics!!!!!!!!!!!!!!!
 
Keeping the AV trend up, this one isn’t that out there but it’s worth highlighting anyway:

Darkrai @ Assault Vest
Ability: Bad Dreams
Tera Type: Poison
EVs: 252 SpA / 4 SpD / 252 Spe
Hasty Nature / Timid Nature
- Dark Pulse
- Knock Off / Focus Blast
- Sludge Bomb
- Ice Beam / Focus Blast

Darkrai can really run anything it wants, can’t it? AV Rai puts a little more meat on its frail bones allowing it to actually switch in on special attackers with much greater ease, taking pitiful damage from resisted and weak neutral hits while unexpectedly living stronger hits like modest Gholdengo’s tera fairy dazzling gleam or even modest specs make it rain (93.8% of the time), Walking Wake’s specs draco meteor, Enamorus’s unboosted moonblast, unboosted Hoopa-U’s max spatk focus blast, Iron Moth’s +1 dazzling gleam, and Thund-T’s specs flying tera blast. With AV, Darkrai becomes an absurd 1v1 threat against virtually every special attacker in the tier.

Knock off earns this set the distinction of being one of the few special attackers to viably run knock off, allowing it to land knock off on special walls that normally don’t have to worry about losing their item, such as Glowking, Clodsire, or Blissey, while also hitting their weaker defense. Of course, running knock off on Darkrai is nothing new, but it DOES also provide Darkrai an answer to balloon Tinkaton outside of tricking it a choice item: by clicking knock off on Tinkaton, you pass it your AV and rob it of its support movepool, often consisting of Encore, Thunder Wave, and/or Stealth Rock. Of course, your special bulk takes a nose dive upon doing so, but this is often a favorable trade for it when faced with as hard a counter to it as Tinkaton.
 
Yet an underdog;
:Zamazenta:
Zamazenta @ Heavy-Duty Boots / Expert Belt
Ability: Dauntless Shield
Tera Type: Fighting / Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Crunch
- Heavy Slam
- Roar

:Slowking_galar:
Slowking-Galar @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Water / Grass
EVs: 252 HP / 16 Def / 240 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Future Sight
- Sludge Bomb
- Chilly Reception
- Psyshock / Ice Beam

:Iron_Crown:
Iron Crown @ Assault Vest
Ability: Quark Drive
Tera Type: Fairy / Psychic / Fighting
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 20 Atk
- Volt Switch
- Future Sight
- Tachyon Cutter
- Psychic Noise / Focus Blast

Although it has reached the top of VR, Zamazenta is still an underdog with potential for more use.
I want to share this concept.
The coverage is basic and mandatory, STAB, followed by Crunch for Gholdengo and Heavy Slam for Hatterene, both problematic for a basic Future Sight combo with Fighting move. So use your offensive or defensive FS pivot and let the rng magic work in your favor with Roar. Well, I've suffered with this on the ladder some time and it's something that isn't being taken advantage of. In addition to the possibility of weakening a physical wall by surprise, you can force the use of Booster Energy from your opponent, preventing a revenge kill in late game.
 
I think they’re only submitting the zama set (roar and 3 attacks are individually common but the combination is not) and indicating the other sets support it well (as in, this set works best with FS support). Although that wasn’t made particularly clear in the post lol
This, sorry if it wasn't clear that the focus is on exploring Future Sight + Pivot support with Roar. I thought the bold would be enough.
 
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This, sorry if it wasn't clear that the focus is on exploring Future Sight + Pivot support with Roar. I thought the bold would be enough.
I thought I fought that Zama a thousand times, but it's as Whaloob said, I don't believe I've faced that exact combination before. Or even that team setup, come to think of it.

I wanna bring up a mon I blab about often, and resubmit a set I've bought up before, with minor alterations.

:VILEPLUME:
P.Haze (Vileplume) @ Rocky Helmet
Ability: Effect Spore
Tera Type: Fairy
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Moonblast
- Sludge Bomb / Toxic
- Leech Seed
- Strength Sap

When I bring up my usage of Vileplume, it's usually to emphasize a point. Either

1) I'm using an RU mon, so take what I say with a grain of salt or
2)We can "get away" with RU mons due to how things are in the meta, at least to climb ladder.

Know what though? It's actually been putting in work. It's not often even the weakest link! A combination of factors makes it not a burden. The main mons now being Grass/Water, Fighting, Dark and Dragon, along with being physical means that Plume has plenty to prey on between it's Grass/Poison typing and it's Fairy/Poison offensive coverage.
Strength Sap is fucking busted, and more often than not, at full health, chances are good you're surviving a Pyro Ball from Ciderace. If you don't, it might just be Banded.

And can we talk about Effect Spore? Like having Poison Point and Static all wrapped up in an iPhone, just a shitty thing to deal with over all, and that's ignoring the chance to put mons to sleep. Thanks to Sleep Clause no longer being a thing, it can happen to multiple mons, or the same mon! Really fuck over all the U/Flip Turns.

Leech Seed forces progress, and between that, Effect Spore, and Rocky Helmet, things will usually chip themselves to death.

I actually prefer Toxic, as it can force a timer on most anything, but Sludge Bomb murks Fairies and does heavy damage for an uninvested stat. Poison means putting the hurt even more on opposing Moltres. Leech Seed forcing swaps means that you can combo that and Toxic together on different targets, and Leech Seed in general is a safe move to throw around. Gholdengo weak, but honestly not that much, Ghold doesn't really want to switch into a Moonblast, as even paltry damage will pop a balloon and/or lower sp.atk, making it easier for your dedicated Gholdengo counter to come in. Don't blame Vileplume because your team's Gholdengo weak is what I'm saying.

I don't see Amoongus much anymore (I don't remember the last time I've fought one, even if it is still ranked), and even if ot has Effect Spore, it csnt pull this off. Strength Sap, Moonblast and a decent offensive stat makes this work. My goal is to get Plume ranked, at least in D tier. I don't think it'll happen, but I'm adamant I'm trying.
 
:sv/pincurchin:

Pincurchin (F) @ Terrain Extender
Ability: Electric Surge
Tera Type: Ghost
EVs: 248 HP / 88 SpA / 172 SpD
Sassy Nature
IVs: 0 Spe
- Supercell Slam
- Hydro Pump
- Spikes
- Pain Split

So....many people love to rag on this mon for being bad and useless, and...well they're right for the most part, however I was still wondering how to extract the maximum amount of value possible from this mon, to make building the rest of one's e-terrain team ever so slightly less awkward. And, despite the lack of rising voltage or even volt switch, I've managed to find a meaningful enough combination of moves to have this mon do something on at least some matchups.

Spikes is obvious, and one of the mon's main redeeming qualities that makes it do something productive with the turns it has to spend on the field. Even with the elephants being around everywhere to bully it, they're still worth running to apply pressure to the opponent.

Pain split is something I didn't even know the mon had until it was pointed out to me, and provides it with some semblance of recovery that, unlike recover, doesn't instantly forfeit even more momentum to the opponent; the damage it can potentially inflict on the opponent, especially when paired with pinc's abysmal base hp stat (so shitty in fact that even with 252 hp evs it reaches exactly 300 hp aka blissey death range, seriously why does gamefreak hate this mon so much).

Hydro pump here seems really bizarre especially with investment, but it allows the mon to apply some semblance of pressure vs some key threats; most notably, it 2hkos great tusk, glimmora (w/o triggering toxic debris!), iron moth (even if it teras ground, ideally preventing it from just spamming sub for free) and with the spa investment, ohkos iron treads in rain (when pelipper u turns into it: 88 SpA Pincurchin Hydro Pump vs. 0 HP / 4 SpD Iron Treads in Rain: 322-380 (100.3 - 118.3%) -- guaranteed OHKO); yeah you only really have one shot at this, but what can you really do? Taking out a key rain threat like this can you let you/your teammates spam electric moves more freely, giving you a possible chance vs an otherwise near impossible matchup if played well.

Lastly, supercell slam may seem asinine on a mon as weak as pinc, especially with the crash recoil making it seem unacceptable due to risking losing your setter prematurely, but it's the mon's best option for exerting pressure by far, ohkoing enamorus and offensive primarina while 2hkoing the bulky variants of the latter, bypassing any av/cm boosts:

0 Atk Pincurchin Supercell Slam vs. 0 HP / 0 Def Enamorus in Electric Terrain: 378-446 (130.7 - 154.3%) -- guaranteed OHKO
0 Atk Pincurchin Supercell Slam vs. 80 HP / 0 Def Primarina in Electric Terrain: 362-428 (112.7 - 133.3%) -- guaranteed OHKO
0 Atk Pincurchin Supercell Slam vs. 252 HP / 244+ Def Primarina in Electric Terrain: 248-294 (68.1 - 80.7%) -- guaranteed 2HKO after Leftovers recovery

Furthermore, the remainder of evs is geared towards spdef instead of the more commonly seen physdef specifically to take these threats on better; you're still (most likely) not taking more than 2 hits, but at least you can live them with more hp to spare; it also lets you take hits from things like darkrai/moonblast valiant slightly better (the latter 2 are also both 2hkoed by supercell slam, which also ignores any potential cm boosts). You can no longer take an eq from iron treads from full hp, but it's not a favorable matchup in the first place, due to so many variable factors.

If need be, pain split can be dropped for memento, preventing pincurchin from becoming setup fodder for lategame. Especially since the move requires good prediction to get the most value out of.

Hopefully this set inspires/encourages people to give e-terrain teams a more honest chance, as there's some real room for experimentation. This is especially the case when you can enhance some of the strongest mons in the tier and allow them to showcase new dimensions to them. To illustrate the point, while remaining on topic for the thread, here's just some examples:

:sv/iron moth:

Iron Moth @ Power Herb
Ability: Quark Drive
Tera Type: Fairy
EVs: 124 Def / 132 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Fiery Dance
- Sludge Wave
- Meteor Beam
- Dazzling Gleam

Without the constraint of a booster energy, iron moth gets to utilize a vastly underexplored coverage option for it: meteor beam. Even if it only gets one shot at it, if even that, the sheer power combined with its surprise factor allows moth to eliminate several would-be checks to it: opposing fire types, which can be too bulky to ohko with unboosted sludge wave. The guaranteed spa boost also gives it greater cleaning potential.

+1 132 SpA Iron Moth Meteor Beam vs. 252 HP / 16 SpD Gouging Fire: 398-470 (96.1 - 113.5%) -- 75% chance to OHKO
+1 132 SpA Iron Moth Meteor Beam vs. 0 HP / 0 SpD Multiscale Dragonite: 191-225 (59.1 - 69.6%) -- guaranteed 2HKO
+1 132 SpA Iron Moth Meteor Beam vs. 252 HP / 252+ SpD Ceruledge: 274-324 (77.4 - 91.5%) -- guaranteed 2HKO
(I have no idea how much bulk does the bulk up ceruledge set run, this is just showing off the worst case scenario)

Due to effectively having 2 moves (due to meteor beam being 1 time only) sub is not very ideal on this set, so the last slot ought to be dedicated to a coverage move, ideally pairing with your tera type of choice; be it tera fairy dgleam, tera grass energy ball, or even tera ground/ghost+blast (the latter is also not very ideal, as tera blast too is a situational/mostly dead moveslot most of the time).

:sv/iron valiant:

Iron Valiant @ Expert Belt
Ability: Quark Drive
Tera Type: Stellar
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Close Combat
- Moonblast
- Knock Off
- Ice Punch

So, valiant being able to run a wide variety of sets and mix and match its moves isn't really a new thing. However, I believe this particular set is, while also serving specific purposes. Max attack allows you to maximize close combat damage, letting it really sting against most targets; with tera stellar, it can even ohko unsuspecting ogerpon/cinderace!

252 Atk Tera Stellar Iron Valiant Close Combat vs. 0 HP / 0 Def Ogerpon-Wellspring: 304-358 (100.9 - 118.9%) -- guaranteed OHKO
252 Atk Tera Stellar Iron Valiant Close Combat vs. 224 HP / 0 Def Cinderace: 332-392 (92.9 - 109.8%) -- 56.3% chance to OHKO (offensive sets have less bulk than ogerpon)

Max attack also lets you maximize the damage of knock off/ice punch as coverage moves; notably, knock does so much dmg to standard glowking that even if it lives the (non tera stellar full power) knock, it can't regen back enough hp to withstand another one later on.

252 Atk Expert Belt Iron Valiant Knock Off (97.5 BP) vs. 252 HP / 16 Def Slowking-Galar: 300-355 (76.1 - 90.1%) -- guaranteed 2HKO
252 Atk Expert Belt Iron Valiant Knock Off vs. 252 HP / 16 Def Slowking-Galar: 204-240 (51.7 - 60.9%) -- guaranteed 2HKO

Ice punch is a catch-all unexpected coverage move, covering all of clodsire, enamorus, tera ground iron moth and the ground/flyings in 1 slot (though the latter 2 aren't ohkoed if they're using physdef spreads; also, you need to tera stellar to actually ohko tera ground moth from full (252 Atk Expert Belt Iron Valiant Ice Punch vs. 0 HP / 124 Def Tera Ground Iron Moth: 247-293 (82 - 97.3%) -- guaranteed 2HKO; 252 Atk Expert Belt Iron Valiant Ice Punch vs. 244 HP / 36 Def Gliscor: 317-374 (90 - 106.2%) -- 37.5% chance to OHKO), but considering it's an exchange of teras at that point, it's sensible enough unless you need tera on another mon).

Moonblast might seem bizarre instead of like, swords dance or something, but it allows valiant to retain its ability to check the variety of threats it's often tasked with handling, like great tusk, opposing valiant and walking wake (the latter needs e.belt for a chance to retain the ohko: 4 SpA Expert Belt Iron Valiant Moonblast vs. 12 HP / 0 SpD Walking Wake: 338-398 (98.8 - 116.3%) -- 87.5% chance to OHKO (I don't need to show calcs vs tusk or opposing valiant, right?))

As demonstrated by all the above, the moveset is geared towards the sniping and immediate removal of a wide variety of unsuspecting threats, utilizing its sheer power combined with a nasty element of surprise; for instance, clodsire might think it's fine to take like 33% from knock, only to stay in and suddenly explode:

252 Atk Iron Valiant Knock Off (97.5 BP) vs. 248 HP / 8 Def Clodsire: 158-187 (34.1 - 40.3%) -- guaranteed 3HKO
252 Atk Expert Belt Iron Valiant Ice Punch vs. 248 HP / 8 Def Clodsire: 295-348 (63.7 - 75.1%) -- guaranteed 2HKO

Expert belt helps out various damage calc ranges as demonstrated above, along with many others (example: 252 Atk Expert Belt Iron Valiant Ice Punch vs. 0 HP / 0 Def Enamorus: 264-312 (91.3 - 107.9%) -- 43.8% chance to OHKO), while most importantly keeping the full extent of the set unrevealed; this is particularly important since you're not using booster energy (in e-terrain) and the opponent knows that; thus, being able to keep them guessing is very important to maximize this set's efficiency.

HOWEVER, the ACTUAL purpose of this set is to "lure" and wipe out any and all ground types roaming around in ou, allowing the rest of your (inevitably super ground weak) e-terrain team to thrive with them out of the picture. To illustrate:

close combat = :iron treads: :ting lu: :ursaluna: (:gastrodon: :swampert: (av) aren't hit super effectively, but are nonetheless covered by this move, though tera stellar might be required to seal the deal)
moonblast = :great tusk: :garchomp: (:quagsire: :hippowdon: aren't hit super effectively, but are nonetheless covered by this move, though you will need tera stellar to actually do >40% to them, once)
ice punch = :landorus-therian: :gliscor: :clodsire: :sandy shocks: (with e.belt, takes equal dmg from either this or cc)

And lastly/most notably, this set utilizes tera stellar to maximize this set's sniping potential, going hand-in-hand with the set's 1 time luring potential of many unsuspecting targets. You may have noticed above that some targets are just barely out of ohko range, even with e-belt; tera stellar fixes that by providing all of your moves with just the right amount of damage needed to seal the deal against said targets, while also giving you the needed oomph to close games in a pinch. It's ideal to spam knock off with this set at first, especially vs the obvious glowking/ghold switchins, if they're present on the opposing team; their switchins are typically telegraphed quite easily, and smacking them asap will put the opponent on the backfoot in terms of options (WARNING: physdef ghold requires you to tera stellar in advance to 2hko with the combo of a full powered knock off+a regular one following up:
252 Atk Expert Belt Tera Stellar Iron Valiant Knock Off (97.5 BP) vs. 252 HP / 196+ Def Gholdengo: 240-283 (63.4 - 74.8%) -- guaranteed 2HKO
252 Atk Expert Belt Iron Valiant Knock Off vs. 252 HP / 196+ Def Gholdengo: 134-158 (35.4 - 41.7%) -- guaranteed 3HKO)

This set admittedly loses to certain poison types like pex, as well as various surprise tera poisons, but that's what teammates are for. One such teammate would be:

:sv/iron treads:

Iron Treads @ Air Balloon
Ability: Quark Drive
Tera Type: Dragon
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Knock Off
- Stealth Rock
- Rapid Spin

This mon I've found to be pretty indispensable on e-terrain teams; it provides so much in 1 slot I don't even want to go over it, this post has already taken long enough as is. However, the ability to hold an air balloon turns treads into a MUCH better pokemon; it hard counters clodsire completely (and also toxic/spikes gliscor, but you also can't break through it, so it doesn't really matter), it's a much better hazard remover when it only has to worry about stealth rock doing....3% upon switching in, and also just lets it pivot on what would seem like a very safe eq from the opponent.
Sadly you can't use ice spinner here since it'd remove the terrain/your own quark drive speed boost, but knock off is just as fine; in tandem with the above knock off from valiant, you can really punish boots spam teams and put pressure on them with hazard spam, if you can't break through on your own; it also lets you 1-2 punch even the bulkiest ghold with the combo of knock popping balloon+followup eq. Iron head is a possible option over knock to demolish enamorus while pressuring hatterene/clefable better, but the ability to remove boots/helmets/rillaboom's band is generally preferred. If you're insane, steel roller can be used to ohko the aforementioned fairies+kyurem outright, while also trolling rillaboom extremely hard and almost ohkoing darkrai after some chip; however, the momentum loss upon using the move is often too severe to make it a serious option....unless....?

Oh right, tera dragon (or water) lets you act as a desperate check to stuff like barraskewda and gouging fire (and with tera dragon, also rillaboom); tera ghost could also be used to spinblock, but it's generally better to just have valiant punish the spinning elephants instead, even though treads's own eq alone pressures offensive tusk rather nicely on the switch: 252 Atk Iron Treads Earthquake vs. 0 HP / 4 Def Great Tusk: 117-138 (31.5 - 37.1%) -- 79.9% chance to 3HKO

So that's it for real then! I'm so sorry for the RMT-tier description, but I really wanted to make sure the point of these sets was gotten across properly, especially since so many people are so quick to dismiss the playstyle and thus might not give its available options enough serious consideration. Thanks for reading!
Also, the real reason this isn't a rmt just yet is because idk if low 1700s is a good enough ladder range to make a proper showcase/debut of what's normally a vastly looked down upon playstyle, and also I'm not the greatest player out there, so even the few accounts I HAVE taken to 1700s could risk dropping severely due to tilting/bad matchups.
 
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I thought I fought that Zama a thousand times, but it's as Whaloob said, I don't believe I've faced that exact combination before. Or even that team setup, come to think of it.

I wanna bring up a mon I blab about often, and resubmit a set I've bought up before, with minor alterations.

:VILEPLUME:
P.Haze (Vileplume) @ Rocky Helmet
Ability: Effect Spore
Tera Type: Fairy
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Moonblast
- Sludge Bomb / Toxic
- Leech Seed
- Strength Sap

When I bring up my usage of Vileplume, it's usually to emphasize a point. Either

1) I'm using an RU mon, so take what I say with a grain of salt or
2)We can "get away" with RU mons due to how things are in the meta, at least to climb ladder.

Know what though? It's actually been putting in work. It's not often even the weakest link! A combination of factors makes it not a burden. The main mons now being Grass/Water, Fighting, Dark and Dragon, along with being physical means that Plume has plenty to prey on between it's Grass/Poison typing and it's Fairy/Poison offensive coverage.
Strength Sap is fucking busted, and more often than not, at full health, chances are good you're surviving a Pyro Ball from Ciderace. If you don't, it might just be Banded.

And can we talk about Effect Spore? Like having Poison Point and Static all wrapped up in an iPhone, just a shitty thing to deal with over all, and that's ignoring the chance to put mons to sleep. Thanks to Sleep Clause no longer being a thing, it can happen to multiple mons, or the same mon! Really fuck over all the U/Flip Turns.

Leech Seed forces progress, and between that, Effect Spore, and Rocky Helmet, things will usually chip themselves to death.

I actually prefer Toxic, as it can force a timer on most anything, but Sludge Bomb murks Fairies and does heavy damage for an uninvested stat. Poison means putting the hurt even more on opposing Moltres. Leech Seed forcing swaps means that you can combo that and Toxic together on different targets, and Leech Seed in general is a safe move to throw around. Gholdengo weak, but honestly not that much, Ghold doesn't really want to switch into a Moonblast, as even paltry damage will pop a balloon and/or lower sp.atk, making it easier for your dedicated Gholdengo counter to come in. Don't blame Vileplume because your team's Gholdengo weak is what I'm saying.

I don't see Amoongus much anymore (I don't remember the last time I've fought one, even if it is still ranked), and even if ot has Effect Spore, it csnt pull this off. Strength Sap, Moonblast and a decent offensive stat makes this work. My goal is to get Plume ranked, at least in D tier. I don't think it'll happen, but I'm adamant I'm trying.
About an hour or so after you posted this I ran into this set (with this nickname) and I was pleasantly surprised by what it was able to accomplish tbh, can vouch for this one
 
I knew I recognized this name! Thank you, you were amazing, I'm sorry I didn't stick, but the match was decidedly in your favor and I really didn't wanna miss the ice cream truck.

I missed it.

It did teach me a lot. If I'm gonna play passive, play passive. If I'm gonna be bulky offensive, be offensive. Plume did great, but half measures isn't a good idea this gen.

Not that Vileplume is a half measure lol, but the team she was on.
 
I knew I recognized this name! Thank you, you were amazing, I'm sorry I didn't stick, but the match was decidedly in your favor and I really didn't wanna miss the ice cream truck.

I missed it.

It did teach me a lot. If I'm gonna play passive, play passive. If I'm gonna be bulky offensive, be offensive. Plume did great, but half measures isn't a good idea this gen.

Not that Vileplume is a half measure lol, but the team she was on.
Hey I appreciate it and you! Keep cooking up good shit
(sorry about your ice cream mishap)
 
IMG_7674.png

Pawmot (F) @ Life Orb
Ability: Volt Absorb
Tera Type: Electric
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Revival Blessing
- Knock Off
- Close Combat
- Double Shock


I don’t intend on going too far in to detail (sorry if that’s a problem) but here’s what I have.
-Two incredibly strong 120BP STABS that do really well against stall (the top stall mons being Water and Normal types, last time I checked)
-INCREDIBLE Utility in Revival Blessing
-More utility as well as good coverage in Knock Off
-Pretty good speed stat of 105 (the raw stat in this case being 339), outspeeding mons like Neutral Cinderace, Neutral Roaring Moon, Great Tusk, Zapdos, and plenty more

Pawmot has some particularly good matchups in this metagame, notably:
-Resists both of Kinggambit’s stabs and OHKO’s it with CC (or with Double Shock if it goes Tera Flying)
-Can surprise an incoming Gliscor (who would “safely” switch in to its STABS) with Knock Off, potentially getting rid of Poison Heal
-Is an effective Raging Bolt counter; is immune to Thunderclap (and even gets healed from it) and does 64.7 - 76.2% with CC
-OHKO’s an uninvested Pult with Knock Off
-Has a chance of 2HKOing Max Def Max HP Dondozo, Toxapex and Alomomola with the combination of CC and DS
-OHKO’s Max Def Max HP Blissey

-Probably OHKO’s a lot more stuff, I just don’t wanna do the calcs anymore
To put it simply, Pawmot is a stall Killer that can also support its team in multiple ways.
 
∆Pawmot will never be a Stall killer without Ice Punch though. 99% of smart Stallers will lead with Gliscor and just use Protect to scout and safely activate Toxic Orb. Therefore, unless you use the Restalk + Revival Blessing set, Pawmot in OU needs to use Ice Punch 100% of the time, it's more important move than Knock Off, CC and Revival Blessing combined, since Gliscor makes Pawmot useless otherwise.
 
yo! this is a pretty cool thread so i thought it contribute with one of my favourite sets to use:

:sv/hoopa-unbound:

Poopa Unwiped (Hoopa-Unbound) @ Weakness Policy
Ability: Magician
Tera Type: Dark / Fighting
EVs: 252 HP / 252 Atk / 4 SpA
Brave Nature
IVs: 0 Spe
- Trick Room
- Hyperspace Fury
- Psychic
- Drain Punch

the idea is that, combined with veil support, hoopa lives most super effective things thrown against it, giving it the weakness pol boost and being able to set up TR. combined with hoopa being an especially potent mixed attacker, under the right situations, hoopa is an absolute monster and ohkos or does 80% to most mons. also, hoopa being able to support its partners by using TR is absolutely vital in some situations and can even win the game.

some calcs for thought:

+2 252+ Atk Hoopa-Unbound Hyperspace Fury vs. 244 HP / 36 Def Gliscor: 334-394 (94.8 - 111.9%) -- 68.8% chance to OHKO
+2 252+ Atk Hoopa-Unbound Drain Punch vs. 252 HP / 52 Def Garganacl: 320-378 (79.2 - 93.5%) -- guaranteed 2HKO after Leftovers recovery
+2 252+ Atk Hoopa-Unbound Hyperspace Fury vs. 252 HP / 52 Def Garganacl: 321-378 (79.4 - 93.5%) -- guaranteed 2HKO after Leftovers recovery
+2 252+ Atk Tera Dark Hoopa-Unbound Hyperspace Fury vs. 252 HP / 52 Def Garganacl: 428-504 (105.9 - 124.7%) -- guaranteed OHKO
+2 4 SpA Hoopa-Unbound Psychic vs. 252 HP / 0 SpD Zamazenta: 548-648 (141.2 - 167%) -- guaranteed OHKO
+2 4 SpA Hoopa-Unbound Psychic vs. 252 HP / 0 SpD Great Tusk: 1026-1208 (236.4 - 278.3%) -- guaranteed OHKO
+2 252+ Atk Hoopa-Unbound Drain Punch vs. 252 HP / 4 Def Ting-Lu: 344-406 (66.9 - 78.9%) -- guaranteed 2HKO after Leftovers recovery
+2 252+ Atk Hoopa-Unbound Hyperspace Fury vs. 252 HP / 16 Def Slowking-Galar: 986-1164 (250.2 - 295.4%) -- guaranteed OHKO
+2 4 SpA Hoopa-Unbound Psychic vs. 248 HP / 0 SpD Moltres: 354-417 (92.4 - 108.8%) -- 50% chance to OHKO
+2 252+ Atk Hoopa-Unbound Hyperspace Fury vs. 252 HP / 252+ Def Corviknight: 291-343 (72.7 - 85.7%) -- guaranteed 2HKO after Leftovers recovery
+2 252+ Atk Tera Dark Hoopa-Unbound Hyperspace Fury vs. 252 HP / 252+ Def Corviknight: 388-458 (97 - 114.5%) -- 81.3% chance to OHKO
+2 252+ Atk Hoopa-Unbound Hyperspace Fury vs. 80 HP / 0 Def Primarina: 268-316 (83.4 - 98.4%) -- guaranteed 2HKO
+2 252+ Atk Tera Dark Hoopa-Unbound Hyperspace Fury vs. 80 HP / 0 Def Primarina: 358-422 (111.5 - 131.4%) -- guaranteed OHKO
+2 4 SpA Hoopa-Unbound Psychic vs. 252 HP / 0 SpD Landorus-Therian: 372-438 (97.3 - 114.6%) -- 81.3% chance to OHKO
+2 4 SpA Hoopa-Unbound Psychic vs. 252 HP / 4 SpD Clefable: 336-396 (85.2 - 100.5%) -- 6.3% chance to OHKO
+2 4 SpA Hoopa-Unbound Psychic vs. 252 HP / 4 SpD Unaware Dondozo: 219-258 (43.4 - 51.1%) -- 5.9% chance to 2HKO


thats all folks. thanks for reading!
 
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:bisharp: Bisharp @ Eviolite
Ability: Defiant
Tera Type: Fairy / Flying
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Throat Chop / Low Kick
- Iron Head
- Sucker Punch
- Swords Dance

Recently found out this thread and thought to add a healthier version of kingambit that I frequently use. Many people hate kingambit for being easy to use/no skill but also face problem when team building because they don't want to put the mon they hate; this is where this tanky bisharp comes in. This set might be very similar to its sample one, but with different EV spread. This set focuses to make Bisharp a tanky sweeper which can come in late games or in defogs and intimidates. 1 or 2 swords dances makes this mon an absolute sweeper but in process it might use up the tera if all of its checks aren't eliminated, so it may be considered a tera hog in some situation. The HP EV spread utilizes the boost from its eviolite, making it able to tank neutral hits and super effective hits without tera while setting up, allowing it to strike back using sucker punch. It might not be the best mon to use, of course since its own evo is in this tier, but hey it does the necessary job without being forced to do so.
 
I lost to some guy on the ladder yesterday who was using this. At the time I thought it was stupid but honestly it's kind of interesting.

:sv/cryogonal:

Cryogonal @ Heavy-Duty Boots
Timid Nature
Tera Type: Fire
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 Spe
- Rapid Spin
- Freeze-Dry
- Tera Blast
- Recover​

The EV spread is an estimate but it had at least enough speed to outrun max speed Timid Ghold. Any Ghold set gets 2HKOd by Tera Blast Fire, same goes for Corv and Kingambit. Its natural special bulk makes it annoying for a lot of the tier, especially Kyurem since it always lives Specs Draco and Recovers before the next one hits. It pairs well with Ting-Lu, which deals with Glowking and Ghold pre-tera.
 
Time to breathe new life into this thread! Rain has been hard to build since Archaludon's ban. That said, y'all know I'm part of the rain gang. I'll drop some of my flagship non-standardish sets to help fill in some holes on your rain squads:
1730606264108.png

Iron Treads @ Leftovers
Ability: Quark Drive
Tera Type: Fairy
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Earthquake
- Rapid Spin
- Stealth Rock
- Volt Switch

IMO, best iteration of treads. Max bulk for being the GOAT wall of Raging Neck and Zapdos. Slow to pivot out of Zapdos. Only Tera for an emergency check to Kingambit. Otherwise, never Tera this.

252+ SpA Protosynthesis Raging Bolt Dragon Pulse vs. 252 HP / 252+ SpD Iron Treads: 93-110 (24.2 - 28.6%) -- possible 5HKO
0 SpA Zapdos Hurricane vs. 252 HP / 252+ SpD Iron Treads: 64-76 (16.6 - 19.7%) -- possible 7HKO
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Samurott-Hisui @ Choice Band
Ability: Sharpness
Tera Type: Water
EVs: 252 Atk / 80 Def / 176 Spe
Adamant Nature
- Aqua Cutter
- Ceaseless Edge
- Aqua Jet
- Knock Off

GOAT breaker. Click Aqua Cutter = Big Damage. It's non-contact so it's lit. Single handedly dismantles fat squads and TR. Don't Tera if they have Kingambit.

252+ Atk Choice Band Sharpness Samurott-Hisui Aqua Cutter vs. 0 HP / 4 Def Kingambit in Rain: 318-375 (93.2 - 109.9%) -- 56.3% chance to OHKO
252+ Atk Choice Band Sharpness Tera Water Samurott-Hisui Aqua Cutter vs. 248 HP / 252+ Def Corviknight in Rain: 348-410 (87.2 - 102.7%) -- 93.8% chance to OHKO after Stealth Rock
252+ Atk Choice Band Sharpness Tera Water Samurott-Hisui Aqua Cutter vs. 80 HP / 0 Def Primarina in Rain: 318-375 (99 - 116.8%) -- guaranteed OHKO after Stealth Rock
252+ Atk Choice Band Sharpness Tera Water Samurott-Hisui Aqua Cutter vs. 252 HP / 252+ Def Dondozo in Rain: 163-192 (32.3 - 38%) -- 96.6% chance to 3HKO

1730606957822.png

Zapdos @ Heavy-Duty Boots
Ability: Static
Tera Type: Dragon
EVs: 248 HP / 244 Def / 16 SpA
Relaxed Nature
- Thunder
- Hurricane
- U-turn
- Roost

GOAT bird. Thundercane is so, so good. Beats/cripples Roaring Moon and Dragonite more often than not. It's here for Rillaboom and Fenris Wolf, though. Only Tera if Ogerpon-W has gotten out of hand. The low speed is for U-turn on Gliscor / Lando.

16 SpA Zapdos Hurricane vs. 0 HP / 4 SpD Ogerpon-Wellspring: 302-356 (100.3 - 118.2%) -- guaranteed OHKO

1730607635226.png

Thundurus-Therian @ Heavy-Duty Boots
Ability: Volt Absorb
Tera Type: Fairy
EVs: 248 HP / 28 SpD / 232 Spe
Timid Nature
IVs: 0 Atk
- Thunder
- Psychic
- Volt Switch / Weather Ball / Tera Blast
- Nasty Plot

T-T has really good base stats yet a fucked up distribution (who needs all that SpA?). Bulk helps that somewhat. This mon is a good anti-lead into Glimm / Sam-H / Torkoal and foil to bulky Tera-Water users. Tera when your opponent has Raging Bolt and watch them forfeit.

0 SpA Thundurus-Therian Psychic vs. 0 HP / 0 SpD Glimmora: 214-252 (69.7 - 82%) -- guaranteed 2HKO
252 SpA Glimmora Power Gem vs. 248 HP / 28 SpD Thundurus-Therian: 306-360 (84.7 - 99.7%) -- guaranteed 2HKO

1730608057099.png

Raikou @ Heavy-Duty Boots
Ability: Pressure
Tera Type: Fairy
EVs: 16 HP / 252 SpA / 240 Spe
Timid Nature
IVs: 0 Atk
- Thunder
- Scald / Weather Ball
- Volt Switch
- Calm Mind

Same as above. However, better vs. Slowking-Galar builds and worse vs. Raging Bolt. Outspeeds Ogerpon-W so that's a plus.

1730608217617.png

Dragonite @ Heavy-Duty Boots
Ability: Multiscale
Tera Type: Steel
EVs: 40 Atk / 252 SpA / 216 Spe
Rash Nature
- Hurricane
- Thunder
- Earthquake
- Roost

The typing is helpful vs. Ogerpon-W and Rillaboom. This set hits everything hard. Dragonite really can do it all.

252+ SpA Dragonite Hurricane vs. 0 HP / 4 SpD Ogerpon-Wellspring: 338-402 (112.2 - 133.5%) -- guaranteed OHKO
252+ SpA Dragonite Hurricane vs. 204 HP / 0 SpD Rillaboom: 440-522 (112.2 - 133.1%) -- guaranteed OHKO
252+ SpA Dragonite Thunder vs. 252 HP / 4 SpD Alomomola: 408-480 (76.4 - 89.8%) -- guaranteed 2HKO
252+ SpA Dragonite Thunder vs. 248 HP / 8 SpD Corviknight: 248-294 (62.1 - 73.6%) -- guaranteed 2HKO after Leftovers recovery
40 Atk Dragonite Earthquake vs. 252 HP / 16 Def Slowking-Galar: 226-266 (57.3 - 67.5%) -- guaranteed 2HKO
40 Atk Dragonite Earthquake vs. 0 HP / 4 Def Raging Bolt: 206-244 (52.6 - 62.4%) -- guaranteed 2HKO
40 Atk Dragonite Earthquake vs. 248 HP / 8 Def Clodsire: 284-336 (61.3 - 72.5%) -- guaranteed 2HKO

1730608711204.png

Manaphy @ Mystic Water
Ability: Hydration
Tera Type: Fairy
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Surf
- Alluring Voice
- Tail Glow
- Rest

The Gen 7 special. Solos balance lacking a faster Encore. Don't bother using TG vs. offense. Mystic Water helps a lot here.

+3 252 SpA Mystic Water Manaphy Surf vs. 252 HP / 240+ SpD Slowking-Galar in Rain: 375-442 (95.1 - 112.1%) -- 68.8% chance to OHKO
+3 252 SpA Mystic Water Manaphy Surf vs. 0 HP / 4 SpD Assault Vest Iron Crown in Rain: 343-405 (106.8 - 126.1%) -- guaranteed OHKO

1730608956797.png

Basculegion-F (F) @ Choice Specs
Ability: Swift Swim
Tera Type: Water
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Surf
- Shadow Ball
- Hydro Pump
- Ice Beam

Idk why this girl is not on the VR. Good sweeper that is immune to contact effects (special swift swim is great). Use her if weak to Zama. Tera Dragon deserves a mention to troll Thunderclap and Grassy Glide. IMO the power boost of Water is still better.

252 SpA Choice Specs Tera Water Basculegion-F Hydro Pump vs. 252 HP / 0 SpD Zamazenta in Rain: 398-470 (102.5 - 121.1%) -- guaranteed OHKO
252 SpA Choice Specs Basculegion-F Surf vs. 252 HP / 0 SpD Zamazenta in Rain: 246-289 (63.4 - 74.4%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
0 Atk Zamazenta Crunch vs. 0 HP / 0 Def Basculegion-F: 192-226 (50.3 - 59.3%) -- guaranteed 2HKO
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Keldeo @ Life Orb
Ability: Justified
Tera Type: Water
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Surf
- Secret Sword
- Vacuum Wave
- Calm Mind

This mon is good this gen due to lack of Slowbro/king and Pex. This always beats Kingambit and revenge kills Kyurem from full. Also a good lead matchup vs. Glimm / Sam-H. Vacuum Wave is lowkey nifty.

252 SpA Life Orb Keldeo Secret Sword vs. 0 HP / 0 Def Kyurem: 398-468 (101.7 - 119.6%) -- guaranteed OHKO
252 SpA Life Orb Keldeo Secret Sword vs. 0 HP / 0 Def Samurott-Hisui: 437-515 (136.1 - 160.4%) -- guaranteed OHKO
252 SpA Life Orb Keldeo Vacuum Wave vs. 212 HP / 0 SpD Kingambit: 395-468 (100.2 - 118.7%) -- guaranteed OHKO
+1 252 SpA Life Orb Tera Water Keldeo Surf vs. 252 HP / 240+ SpD Slowking-Galar in Rain: 390-460 (98.9 - 116.7%) -- 93.8% chance to OHKO
252 SpA Life Orb Keldeo Vacuum Wave vs. 0 HP / 4 SpD Roaring Moon: 172-203 (49 - 57.8%) -- 93.8% chance to 2HKO

1730609571626.png

Salamence @ Heavy-Duty Boots
Ability: Intimidate
Tera Type: Flying
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dual Wingbeat
- Earthquake
- Dragon Dance
- Roost

Budget Roaring Moon but it is much better into Ogerpon-W and Rillaboom. Tera Flying can help you pull off sweeps at +1.

-1 252+ Atk Choice Band Rillaboom Wood Hammer vs. 0 HP / 0 Def Salamence in Grassy Terrain: 81-96 (24.4 - 29%) -- 99.7% chance to 4HKO
-1 252+ Atk Choice Band Rillaboom Knock Off (97.5 BP) vs. 0 HP / 0 Def Tera Flying Salamence: 136-160 (41 - 48.3%) -- guaranteed 3HKO
252 Atk Salamence Dual Wingbeat (2 hits) vs. 0 HP / 4 Def Rillaboom: 300-352 (87.9 - 103.2%) -- approx. 12.5% chance to OHKO
-1 252 Atk Wellspring Mask Ogerpon-Wellspring Ivy Cudgel vs. 0 HP / 0 Def Salamence in Rain: 112-132 (33.8 - 39.8%) -- guaranteed 3HKO
252 Atk Salamence Dual Wingbeat (2 hits) vs. 0 HP / 0 Def Ogerpon-Wellspring: 312-372 (103.6 - 123.5%) -- guaranteed OHKO
+1 252 Atk Tera Flying Salamence Dual Wingbeat (2 hits) vs. +1 252 HP / 88 Def Zamazenta: 304-360 (78.3 - 92.7%) -- approx. 2HKO after Leftovers recovery
+1 252 Atk Tera Flying Salamence Dual Wingbeat (2 hits) vs. 252 HP / 0 Def Great Tusk: 432-512 (99.5 - 117.9%) -- approx. 93.8% chance to OHKO
+1 252 Atk Tera Flying Salamence Dual Wingbeat (2 hits) vs. 0 HP / 0 Def Darkrai: 296-352 (105.3 - 125.2%) -- guaranteed OHKO
+1 252 Atk Tera Flying Salamence Dual Wingbeat (2 hits) vs. 0 HP / 0 Def Dragapult: 340-404 (107.2 - 127.4%) -- guaranteed OHKO
+1 252 Atk Tera Flying Salamence Dual Wingbeat (2 hits) vs. 0 HP / 4 Def Cinderace: 340-404 (112.9 - 134.2%) -- guaranteed OHKO

1730610375740.png

Golduck @ Life Orb
Ability: Swift Swim
Tera Type: Water
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Surf
- Ice Beam
- Vacuum Wave
- Nasty Plot

Fun to watch opponents underestimate this thing. Tera Ghost is usable for trolling Dragonite. Again, I favor the power boost.

+2 252 SpA Life Orb Tera Water Golduck Surf vs. 252 HP / 240+ SpD Slowking-Galar in Rain: 419-494 (106.3 - 125.3%) -- guaranteed OHKO
+2 252 SpA Life Orb Tera Water Golduck Surf vs. 252 HP / 4 SpD Alomomola in Rain: 573-675 (107.3 - 126.4%) -- guaranteed OHKO
+2 252 SpA Life Orb Tera Water Golduck Surf vs. 0 HP / 4 SpD Kyurem in Rain: 335-395 (85.6 - 101%) -- guaranteed OHKO after Stealth Rock
+2 252 SpA Life Orb Golduck Ice Beam vs. 0 HP / 0 SpD Multiscale Dragonite: 411-486 (127.2 - 150.4%) -- guaranteed OHKO
+2 252 SpA Life Orb Golduck Vacuum Wave vs. 212 HP / 0 SpD Kingambit: 421-499 (106.8 - 126.6%) -- guaranteed OHKO

1730610805862.png

Kingdra @ Loaded Dice
Ability: Swift Swim
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Liquidation
- Scale Shot
- Dragon Dance
- Flip Turn

Meme set that turned out to be fine. If you can sneak in a Dragon Dance, things can get out of hand quick. Flip Turn back to your pokeball if you can't kill what is in front of you. Tera Dragon is an option for Glide / Thunderclap and to buff Scale Shot but you kind of don't need it.

252+ Atk Kingdra Scale Shot (4 hits) vs. 0 HP / 0 Def Kyurem: 320-384 (81.8 - 98.2%) -- approx. 2HKO
+1 252+ Atk Kingdra Scale Shot (4 hits) vs. 0 HP / 0 Def Ogerpon-Wellspring: 252-300 (83.7 - 99.6%) -- approx. 81.3% chance to OHKO after Stealth Rock
252+ Atk Kingdra Scale Shot (4 hits) vs. 0 HP / 0 Def Dragapult: 368-440 (116 - 138.8%) -- guaranteed OHKO
252+ Atk Kingdra Scale Shot (4 hits) vs. 0 HP / 0 Def Roaring Moon: 392-464 (111.6 - 132.1%) -- guaranteed OHKO
+1 252+ Atk Kingdra Scale Shot (4 hits) vs. 0 HP / 4 Def Multiscale Dragonite: 399-469 (123.5 - 145.2%) -- guaranteed OHKO
+1 252+ Atk Kingdra Liquidation vs. 252 HP / 0 Def Great Tusk in Rain: 438-516 (100.9 - 118.8%) -- guaranteed OHKO
+1 252+ Atk Kingdra Liquidation vs. 4 HP / 0 Def Iron Valiant in Rain: 303-357 (104.4 - 123.1%) -- guaranteed OHKO
+1 252+ Atk Kingdra Liquidation vs. 0 HP / 0 Def Darkrai in Rain: 303-357 (107.8 - 127%) -- guaranteed OHKO
+1 252+ Atk Kingdra Scale Shot (4 hits) vs. 0 HP / 0 Def Meowscarada: 292-348 (99.6 - 118.7%) -- approx. 87.5% chance to OHKO
+1 252+ Atk Tera Water Kingdra Liquidation vs. 252 HP / 16 Def Slowking-Galar in Rain: 434-512 (110.1 - 129.9%) -- guaranteed OHKO

EDIT: adding this Dragapult. I am not a fan of Tera Blast in general so I don't use it much. But it did give some teams problems.
1730654545735.png

Dragapult @ Heavy-Duty Boots
Ability: Clear Body
Tera Type: Water
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely Nature
- Dragon Darts
- Tera Blast
- Dragon Dance
- Thunder

Scares Kyurem away and can rip through offense if you get one DD off. It's nice as a DDer because it naturally resists Glide & Thunderclap. You have to commit to the Tera, though. Worth a shot if you don't mind that part.

252+ Atk Dragapult Dragon Darts (2 hits) vs. 0 HP / 0 Def Kyurem: 372-444 (95.1 - 113.5%) -- approx. 68.8% chance to OHKO
+1 252+ Atk Dragapult Dragon Darts (2 hits) vs. 0 HP / 0 Def Ogerpon-Wellspring: 294-348 (97.6 - 115.6%) -- approx. 81.3% chance to OHKO
+1 252+ Atk Dragapult Dragon Darts (2 hits) vs. 0 HP / 0 Def Darkrai: 278-330 (98.9 - 117.4%) -- approx. 93.8% chance to OHKO
+1 252+ Atk Dragapult Dragon Darts (2 hits) vs. 0 HP / 0 Def Meowscarada: 342-404 (116.7 - 137.8%) -- guaranteed OHKO
+1 252+ Atk Dragapult Dragon Darts (2 hits) vs. 0 HP / 4 Def Multiscale Dragonite: 399-471 (123.5 - 145.8%) -- guaranteed OHKO
+1 252+ Atk Tera Water Dragapult Tera Blast (80 BP) vs. 252 HP / 0 Def Great Tusk in Rain: 482-570 (111 - 131.3%) -- guaranteed OHKO
+1 252+ Atk Tera Water Dragapult Tera Blast (80 BP) vs. 244 HP / 36 Def Gliscor in Rain: 492-578 (139.7 - 164.2%) -- guaranteed OHKO
+1 252+ Atk Tera Water Dragapult Tera Blast (80 BP) vs. 252 HP / 220+ Def Landorus-Therian in Rain: 482-570 (126.1 - 149.2%) -- guaranteed OHKO
+1 252+ Atk Tera Water Dragapult Tera Blast (80 BP) vs. 248 HP / 252+ Def Corviknight in Rain: 213-252 (53.3 - 63.1%) -- guaranteed 2HKO after Leftovers recovery
4 SpA Dragapult Thunder vs. 248 HP / 8 SpD Corviknight: 180-214 (45.1 - 53.6%) -- 36.3% chance to 2HKO
4 SpA Dragapult Thunder vs. 252 HP / 4 SpD Alomomola: 294-348 (55 - 65.1%) -- guaranteed 2HKO
4 SpA Dragapult Thunder vs. 252 HP / 4 SpD Dondozo: 226-266 (44.8 - 52.7%) -- 25.8% chance to 2HKO

I'm testing more mons and sets but these are the most consistent and useful for now. Happy Rainin'

Thanks!
 
Last edited:
Time to breathe new life into this thread! Rain has been hard to build since Archaludon's ban. That said, y'all know I'm part of the rain gang. I'll drop some of my flagship non-standardish sets to help fill in some holes on your rain squads:
View attachment 684297
Iron Treads @ Leftovers
Ability: Quark Drive
Tera Type: Fairy
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Earthquake
- Rapid Spin
- Stealth Rock
- Volt Switch

IMO, best iteration of treads. Max bulk for being the GOAT wall of Raging Neck and Zapdos. Slow to pivot out of Zapdos. Only Tera for an emergency check to Kingambit. Otherwise, never Tera this.

252+ SpA Protosynthesis Raging Bolt Dragon Pulse vs. 252 HP / 252+ SpD Iron Treads: 93-110 (24.2 - 28.6%) -- possible 5HKO
0 SpA Zapdos Hurricane vs. 252 HP / 252+ SpD Iron Treads: 64-76 (16.6 - 19.7%) -- possible 7HKO
View attachment 684298
Samurott-Hisui @ Choice Band
Ability: Sharpness
Tera Type: Water
EVs: 252 Atk / 80 Def / 176 Spe
Adamant Nature
- Aqua Cutter
- Ceaseless Edge
- Aqua Jet
- Knock Off

GOAT breaker. Click Aqua Cutter = Big Damage. It's non-contact so it's lit. Single handedly dismantles fat squads and TR. Don't Tera if they have Kingambit.

252+ Atk Choice Band Sharpness Samurott-Hisui Aqua Cutter vs. 0 HP / 4 Def Kingambit in Rain: 318-375 (93.2 - 109.9%) -- 56.3% chance to OHKO
252+ Atk Choice Band Sharpness Tera Water Samurott-Hisui Aqua Cutter vs. 248 HP / 252+ Def Corviknight in Rain: 348-410 (87.2 - 102.7%) -- 93.8% chance to OHKO after Stealth Rock
252+ Atk Choice Band Sharpness Tera Water Samurott-Hisui Aqua Cutter vs. 80 HP / 0 Def Primarina in Rain: 318-375 (99 - 116.8%) -- guaranteed OHKO after Stealth Rock
252+ Atk Choice Band Sharpness Tera Water Samurott-Hisui Aqua Cutter vs. 252 HP / 252+ Def Dondozo in Rain: 163-192 (32.3 - 38%) -- 96.6% chance to 3HKO

View attachment 684303
Zapdos @ Heavy-Duty Boots
Ability: Static
Tera Type: Dragon
EVs: 248 HP / 244 Def / 16 SpA
Relaxed Nature
- Thunder
- Hurricane
- U-turn
- Roost

GOAT bird. Thundercane is so, so good. Beats/cripples Roaring Moon and Dragonite more often than not. It's here for Rillaboom and Fenris Wolf, though. Only Tera if Ogerpon-W has gotten out of hand. The low speed is for U-turn on Gliscor / Lando.

16 SpA Zapdos Hurricane vs. 0 HP / 4 SpD Ogerpon-Wellspring: 302-356 (100.3 - 118.2%) -- guaranteed OHKO

View attachment 684305
Thundurus-Therian @ Heavy-Duty Boots
Ability: Volt Absorb
Tera Type: Fairy
EVs: 248 HP / 28 SpD / 232 Spe
Timid Nature
IVs: 0 Atk
- Thunder
- Psychic
- Volt Switch / Weather Ball / Tera Blast
- Nasty Plot

T-T has really good base stats yet a fucked up distribution (who needs all that SpA?). Bulk helps that somewhat. This mon is a good anti-lead into Glimm / Sam-H / Torkoal and foil to bulky Tera-Water users. Tera when your opponent has Raging Bolt and watch them forfeit.

0 SpA Thundurus-Therian Psychic vs. 0 HP / 0 SpD Glimmora: 214-252 (69.7 - 82%) -- guaranteed 2HKO
252 SpA Glimmora Power Gem vs. 248 HP / 28 SpD Thundurus-Therian: 306-360 (84.7 - 99.7%) -- guaranteed 2HKO

View attachment 684306
Raikou @ Heavy-Duty Boots
Ability: Pressure
Tera Type: Fairy
EVs: 16 HP / 252 SpA / 240 Spe
Timid Nature
IVs: 0 Atk
- Thunder
- Scald / Weather Ball
- Volt Switch
- Calm Mind

Same as above. However, better vs. Slowking-Galar builds and worse vs. Raging Bolt. Outspeeds Ogerpon-W so that's a plus.

View attachment 684307
Dragonite @ Heavy-Duty Boots
Ability: Multiscale
Tera Type: Steel
EVs: 40 Atk / 252 SpA / 216 Spe
Rash Nature
- Hurricane
- Thunder
- Earthquake
- Roost

The typing is helpful vs. Ogerpon-W and Rillaboom. This set hits everything hard. Dragonite really can do it all.

252+ SpA Dragonite Hurricane vs. 0 HP / 4 SpD Ogerpon-Wellspring: 338-402 (112.2 - 133.5%) -- guaranteed OHKO
252+ SpA Dragonite Hurricane vs. 204 HP / 0 SpD Rillaboom: 440-522 (112.2 - 133.1%) -- guaranteed OHKO
252+ SpA Dragonite Thunder vs. 252 HP / 4 SpD Alomomola: 408-480 (76.4 - 89.8%) -- guaranteed 2HKO
252+ SpA Dragonite Thunder vs. 248 HP / 8 SpD Corviknight: 248-294 (62.1 - 73.6%) -- guaranteed 2HKO after Leftovers recovery
40 Atk Dragonite Earthquake vs. 252 HP / 16 Def Slowking-Galar: 226-266 (57.3 - 67.5%) -- guaranteed 2HKO
40 Atk Dragonite Earthquake vs. 0 HP / 4 Def Raging Bolt: 206-244 (52.6 - 62.4%) -- guaranteed 2HKO
40 Atk Dragonite Earthquake vs. 248 HP / 8 Def Clodsire: 284-336 (61.3 - 72.5%) -- guaranteed 2HKO

View attachment 684308
Manaphy @ Mystic Water
Ability: Hydration
Tera Type: Fairy
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Surf
- Alluring Voice
- Tail Glow
- Rest

The Gen 7 special. Solos balance lacking a faster Encore. Don't bother using TG vs. offense. Mystic Water helps a lot here.

+3 252 SpA Mystic Water Manaphy Surf vs. 252 HP / 240+ SpD Slowking-Galar in Rain: 375-442 (95.1 - 112.1%) -- 68.8% chance to OHKO
+3 252 SpA Mystic Water Manaphy Surf vs. 0 HP / 4 SpD Assault Vest Iron Crown in Rain: 343-405 (106.8 - 126.1%) -- guaranteed OHKO

View attachment 684309
Basculegion-F (F) @ Choice Specs
Ability: Swift Swim
Tera Type: Water
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Surf
- Shadow Ball
- Hydro Pump
- Ice Beam

Idk why this girl is not on the VR. Good sweeper that is immune to contact effects (special swift swim is great). Use her if weak to Zama. Tera Dragon deserves a mention to troll Thunderclap and Grassy Glide. IMO the power boost of Water is still better.

252 SpA Choice Specs Tera Water Basculegion-F Hydro Pump vs. 252 HP / 0 SpD Zamazenta in Rain: 398-470 (102.5 - 121.1%) -- guaranteed OHKO
252 SpA Choice Specs Basculegion-F Surf vs. 252 HP / 0 SpD Zamazenta in Rain: 246-289 (63.4 - 74.4%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
0 Atk Zamazenta Crunch vs. 0 HP / 0 Def Basculegion-F: 192-226 (50.3 - 59.3%) -- guaranteed 2HKO
View attachment 684310
Keldeo @ Life Orb
Ability: Justified
Tera Type: Water
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Surf
- Secret Sword
- Vacuum Wave
- Calm Mind

This mon is good this gen due to lack of Slowbro/king and Pex. This always beats Kingambit and revenge kills Kyurem from full. Also a good lead matchup vs. Glimm / Sam-H. Vacuum Wave is lowkey nifty.

252 SpA Life Orb Keldeo Secret Sword vs. 0 HP / 0 Def Kyurem: 398-468 (101.7 - 119.6%) -- guaranteed OHKO
252 SpA Life Orb Keldeo Secret Sword vs. 0 HP / 0 Def Samurott-Hisui: 437-515 (136.1 - 160.4%) -- guaranteed OHKO
252 SpA Life Orb Keldeo Vacuum Wave vs. 212 HP / 0 SpD Kingambit: 395-468 (100.2 - 118.7%) -- guaranteed OHKO
+1 252 SpA Life Orb Tera Water Keldeo Surf vs. 252 HP / 240+ SpD Slowking-Galar in Rain: 390-460 (98.9 - 116.7%) -- 93.8% chance to OHKO
252 SpA Life Orb Keldeo Vacuum Wave vs. 0 HP / 4 SpD Roaring Moon: 172-203 (49 - 57.8%) -- 93.8% chance to 2HKO

View attachment 684312
Salamence @ Heavy-Duty Boots
Ability: Intimidate
Tera Type: Flying
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dual Wingbeat
- Earthquake
- Dragon Dance
- Roost

Budget Roaring Moon but it is much better into Ogerpon-W and Rillaboom. Tera Flying can help you pull off sweeps at +1.

-1 252+ Atk Choice Band Rillaboom Wood Hammer vs. 0 HP / 0 Def Salamence in Grassy Terrain: 81-96 (24.4 - 29%) -- 99.7% chance to 4HKO
-1 252+ Atk Choice Band Rillaboom Knock Off (97.5 BP) vs. 0 HP / 0 Def Tera Flying Salamence: 136-160 (41 - 48.3%) -- guaranteed 3HKO
252 Atk Salamence Dual Wingbeat (2 hits) vs. 0 HP / 4 Def Rillaboom: 300-352 (87.9 - 103.2%) -- approx. 12.5% chance to OHKO
-1 252 Atk Wellspring Mask Ogerpon-Wellspring Ivy Cudgel vs. 0 HP / 0 Def Salamence in Rain: 112-132 (33.8 - 39.8%) -- guaranteed 3HKO
252 Atk Salamence Dual Wingbeat (2 hits) vs. 0 HP / 0 Def Ogerpon-Wellspring: 312-372 (103.6 - 123.5%) -- guaranteed OHKO
+1 252 Atk Tera Flying Salamence Dual Wingbeat (2 hits) vs. +1 252 HP / 88 Def Zamazenta: 304-360 (78.3 - 92.7%) -- approx. 2HKO after Leftovers recovery
+1 252 Atk Tera Flying Salamence Dual Wingbeat (2 hits) vs. 252 HP / 0 Def Great Tusk: 432-512 (99.5 - 117.9%) -- approx. 93.8% chance to OHKO
+1 252 Atk Tera Flying Salamence Dual Wingbeat (2 hits) vs. 0 HP / 0 Def Darkrai: 296-352 (105.3 - 125.2%) -- guaranteed OHKO
+1 252 Atk Tera Flying Salamence Dual Wingbeat (2 hits) vs. 0 HP / 0 Def Dragapult: 340-404 (107.2 - 127.4%) -- guaranteed OHKO
+1 252 Atk Tera Flying Salamence Dual Wingbeat (2 hits) vs. 0 HP / 4 Def Cinderace: 340-404 (112.9 - 134.2%) -- guaranteed OHKO

View attachment 684314
Golduck @ Life Orb
Ability: Swift Swim
Tera Type: Water
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Surf
- Ice Beam
- Vacuum Wave
- Nasty Plot

Fun to watch opponents underestimate this thing. Tera Ghost is usable for trolling Dragonite. Again, I favor the power boost.

+2 252 SpA Life Orb Tera Water Golduck Surf vs. 252 HP / 240+ SpD Slowking-Galar in Rain: 419-494 (106.3 - 125.3%) -- guaranteed OHKO
+2 252 SpA Life Orb Tera Water Golduck Surf vs. 252 HP / 4 SpD Alomomola in Rain: 573-675 (107.3 - 126.4%) -- guaranteed OHKO
+2 252 SpA Life Orb Tera Water Golduck Surf vs. 0 HP / 4 SpD Kyurem in Rain: 335-395 (85.6 - 101%) -- guaranteed OHKO after Stealth Rock
+2 252 SpA Life Orb Golduck Ice Beam vs. 0 HP / 0 SpD Multiscale Dragonite: 411-486 (127.2 - 150.4%) -- guaranteed OHKO
+2 252 SpA Life Orb Golduck Vacuum Wave vs. 212 HP / 0 SpD Kingambit: 421-499 (106.8 - 126.6%) -- guaranteed OHKO

View attachment 684315
Kingdra @ Loaded Dice
Ability: Swift Swim
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Liquidation
- Scale Shot
- Dragon Dance
- Flip Turn

Meme set that turned out to be fine. If you can sneak in a Dragon Dance, things can get out of hand quick. Flip Turn back to your pokeball if you can't kill what is in front of you. Tera Dragon is an option for Glide / Thunderclap and to buff Scale Shot but you kind of don't need it.

252+ Atk Kingdra Scale Shot (4 hits) vs. 0 HP / 0 Def Kyurem: 320-384 (81.8 - 98.2%) -- approx. 2HKO
+1 252+ Atk Kingdra Scale Shot (4 hits) vs. 0 HP / 0 Def Ogerpon-Wellspring: 252-300 (83.7 - 99.6%) -- approx. 81.3% chance to OHKO after Stealth Rock
252+ Atk Kingdra Scale Shot (4 hits) vs. 0 HP / 0 Def Dragapult: 368-440 (116 - 138.8%) -- guaranteed OHKO
252+ Atk Kingdra Scale Shot (4 hits) vs. 0 HP / 0 Def Roaring Moon: 392-464 (111.6 - 132.1%) -- guaranteed OHKO
+1 252+ Atk Kingdra Scale Shot (4 hits) vs. 0 HP / 4 Def Multiscale Dragonite: 399-469 (123.5 - 145.2%) -- guaranteed OHKO
+1 252+ Atk Kingdra Liquidation vs. 252 HP / 0 Def Great Tusk in Rain: 438-516 (100.9 - 118.8%) -- guaranteed OHKO
+1 252+ Atk Kingdra Liquidation vs. 4 HP / 0 Def Iron Valiant in Rain: 303-357 (104.4 - 123.1%) -- guaranteed OHKO
+1 252+ Atk Kingdra Liquidation vs. 0 HP / 0 Def Darkrai in Rain: 303-357 (107.8 - 127%) -- guaranteed OHKO
+1 252+ Atk Kingdra Scale Shot (4 hits) vs. 0 HP / 0 Def Meowscarada: 292-348 (99.6 - 118.7%) -- approx. 87.5% chance to OHKO
+1 252+ Atk Tera Water Kingdra Liquidation vs. 252 HP / 16 Def Slowking-Galar in Rain: 434-512 (110.1 - 129.9%) -- guaranteed OHKO

EDIT: adding this Dragapult. I am not a fan of Tera Blast in general so I don't use it much. But it did give some teams problems.
View attachment 684413
Dragapult @ Heavy-Duty Boots
Ability: Clear Body
Tera Type: Water
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely Nature
- Dragon Darts
- Tera Blast
- Dragon Dance
- Thunder

Scares Kyurem away and can rip through offense if you get one DD off. It's nice as a DDer because it naturally resists Glide & Thunderclap. You have to commit to the Tera, though. Worth a shot if you don't mind that part.

252+ Atk Dragapult Dragon Darts (2 hits) vs. 0 HP / 0 Def Kyurem: 372-444 (95.1 - 113.5%) -- approx. 68.8% chance to OHKO
+1 252+ Atk Dragapult Dragon Darts (2 hits) vs. 0 HP / 0 Def Ogerpon-Wellspring: 294-348 (97.6 - 115.6%) -- approx. 81.3% chance to OHKO
+1 252+ Atk Dragapult Dragon Darts (2 hits) vs. 0 HP / 0 Def Darkrai: 278-330 (98.9 - 117.4%) -- approx. 93.8% chance to OHKO
+1 252+ Atk Dragapult Dragon Darts (2 hits) vs. 0 HP / 0 Def Meowscarada: 342-404 (116.7 - 137.8%) -- guaranteed OHKO
+1 252+ Atk Dragapult Dragon Darts (2 hits) vs. 0 HP / 4 Def Multiscale Dragonite: 399-471 (123.5 - 145.8%) -- guaranteed OHKO
+1 252+ Atk Tera Water Dragapult Tera Blast (80 BP) vs. 252 HP / 0 Def Great Tusk in Rain: 482-570 (111 - 131.3%) -- guaranteed OHKO
+1 252+ Atk Tera Water Dragapult Tera Blast (80 BP) vs. 244 HP / 36 Def Gliscor in Rain: 492-578 (139.7 - 164.2%) -- guaranteed OHKO
+1 252+ Atk Tera Water Dragapult Tera Blast (80 BP) vs. 252 HP / 220+ Def Landorus-Therian in Rain: 482-570 (126.1 - 149.2%) -- guaranteed OHKO
+1 252+ Atk Tera Water Dragapult Tera Blast (80 BP) vs. 248 HP / 252+ Def Corviknight in Rain: 213-252 (53.3 - 63.1%) -- guaranteed 2HKO after Leftovers recovery
4 SpA Dragapult Thunder vs. 248 HP / 8 SpD Corviknight: 180-214 (45.1 - 53.6%) -- 36.3% chance to 2HKO
4 SpA Dragapult Thunder vs. 252 HP / 4 SpD Alomomola: 294-348 (55 - 65.1%) -- guaranteed 2HKO
4 SpA Dragapult Thunder vs. 252 HP / 4 SpD Dondozo: 226-266 (44.8 - 52.7%) -- 25.8% chance to 2HKO

I'm testing more mons and sets but these are the most consistent and useful for now. Happy Rainin'

Thanks!
Thanks so much for this, honestly the kyurem unban borderline killed my motivation to have another go at rain again, as if figuring out the remaining few slots for it wasn't already hard enough. How do you even deal with it coming in and mindlessly spamming freeze dry on the majority of mons? Especially if it's substitute protect it just seems horrible without like, av iron crown or something. Which is a shame, since I'd just figured out a real gem for the playstyle which was frankly incredible (even if the rest of the team/my plays could be better overall, I was still just messing around with things). For the time being I suppose I can put this here while figuring out such matters at a later time.

To prevent the above from just being a one liner and to keep things not only on topic for the thread, but also still relevant to rain, I present:
:sv/volcanion:
Volcanion @ Leftovers
Ability: Water Absorb
Tera Type: Ground
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Steam Eruption
- Fire Spin
- Earth Power
- Taunt

While this set is -technically- nothing new, it's actually astounding how much it helps out your average rain team, trapping and forcefully removing several problematic mons, including but not limited to :raging bolt: :slowking-galar: :toxapex: :alomomola: :clodsire: :rotom wash: :volcanion: :goodra-hisui: :empoleon: :iron hands: :blissey: :torkoal: and much more. In return, rain boosts steam eruption's power to impressive levels even without a boosting item, letting it serve as a strong general wallbreaking weapon while even letting you power through fatter mons like blissey faster, removing the need for tera ghost. Which is a very good thing because even if it were not for the aforementioned matchup, tera ground is the real crux of this set; giving a stab boost to earth power so it can kill its intended targets faster, buying you a turn against the electric types looking to take you out first (watch out as :zapdos: hurricane still 2hkos even uninvested, and you can't even pray for a miss while in rain; steam eruption handily 2hkos it though) (it's also worth noting that your otherwise newfound water weakness is made irrelevant due to water absorb, and you now even resist rocks so you don't need boots as much after all!), and even stopping random twaves/nuzzles from crippling you. Which leads me to the next point:

Avoid letting this get statused at all costs if possible especially when it needs to perform its fat dismantling duties; getting poisoned (either type) is obviously pretty detrimental especially vs protect mons, but even paralysis can really suck as you not only become slower than the targets you're meant to take on, but losing out on turns can be devastating for a slow mon with no reliable recovery, especially on a playstyle with a timer like rain. As for the fat matchup in general, this set turns stall from a near autoloss for rain to a near autoWIN instead; the ability to "lure" and remove :blissey: from the game is just that valuable. On the matchup vs said mon, the sequence of plays is: fire spin as they bring the blob in->steam eruption FIRST->taunt (at about half hp is when players will try to softboiled, thus getting the most value out of the move)->steam eruption->either steam eruption again or earth power if you believe its hp is low enough to get picked off; you do have to be mindful of the move's pp after all. For reference: 252+ SpA Volcanion Steam Eruption vs. 4 HP / 252+ SpD Blissey in Rain: 172-204 (26.3 - 31.2%) -- guaranteed 3HKO after poison damage (poison dmg=fire spin).

Other notable calcs:
252+ SpA Tera Ground Volcanion Earth Power vs. 0 HP / 0 SpD Raging Bolt: 356-422 (91 - 107.9%) -- 50% chance to OHKO
252+ SpA Volcanion Earth Power vs. 248 HP / 252+ SpD Toxapex: 122-144 (40.2 - 47.5%) -- guaranteed 3HKO (you don't need to tera vs this)
252+ SpA Volcanion Earth Power vs. 248 HP / 196+ SpD Assault Vest Goodra-Hisui: 80-96 (22 - 26.4%) -- 12.5% chance to 4HKO (ok you might need to tera vs this, but with this much investment it can't hit back that hard, right? Watch out for dragon tail tho)
252+ SpA Volcanion Steam Eruption vs. 20 HP / 252+ SpD Assault Vest Alomomola in Rain: 113-133 (23.7 - 27.9%) -- guaranteed 3HKO after poison damage (WATCH OUT FOR MIRROR COAT)
252+ SpA Volcanion Earth Power vs. 248 HP / 252+ SpD Clodsire: 156-184 (33.6 - 39.7%) -- guaranteed 3HKO
252+ SpA Tera Ground Volcanion Earth Power vs. 248 HP / 252+ SpD Clodsire: 234-276 (50.5 - 59.6%) -- guaranteed 2HKO (ideally you might not need to tera if you get every single turn right. However: 0 Atk Clodsire Earthquake vs. 4 HP / 4 Def Volcanion: 146-174 (48.3 - 57.6%) -- 48.8% chance to 2HKO after Leftovers recovery this is very concerning and makes the matchup really shaky especially if you don't fire spin the clodsire switchin to start chipping it down already; depending on how much remaining hp you need for the mon after the exchange/whether the mon is needed to contribute later in the match, committing to tera might be worth it regardless)

This set isn't perfect however; there's quite a few mons the set fails to cover/effectively remove. Which is where the following set comes in as an alternative:

Volcanion @ Leftovers
Ability: Water Absorb
Tera Type: Poison
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Steam Eruption
- Fire Spin
- Sludge Bomb/Sludge Wave
- Taunt

What this set loses the ability to take out the aforementioned targets with earth power, it makes up for it with the inclusion of tera poison+poison moves instead; this allows the mon to instead eliminate :ogerpon-wellspring: :ogerpon: :hydrapple: :primarina: :rillaboom: :chesnaught: :wo-chien: basically all the fat grasses that wall the above set ( :primarina: can be beaten by the above set as well, but moonblast spam really hurts especially with too many spatk drops). Your poison stab of choice is up in the air: sludge bomb is better if you're feeling lucky with fishing for poison, while sludge wave eliminates the :chesnaught: you might encounter once every 100 games without needing to exhaust too much steam eruption pp/taunt mindgames. Tera poison also lets it counter :ogerpon-wellspring: by resisting both of its stabs and not being weak to play rough, or any coverage for that matter aside from zen headbutt/stomping tantrum but LOL while absorbing tspikes as a neat bonus (if you commit to tera early enough). I've not personally used this set as I believe the above to be much more effective in general/against a wider, more important range of targets, but I felt it'd be a waste not to acknowledge the potential of this set as well. It ultimately depends on the rest of your team I suppose, but fat grasses can already be covered by a rain team's hurricane users. As well as the following mon/set....
:sv/goodra-hisui:

Goodra-Hisui (F) @ Assault Vest
Ability: Sap Sipper
Tera Type: Fairy
EVs: 176 HP / 252 SpA / 80 Spe
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Flash Cannon
- Thunder
- Acid Spray/Weather Ball/Hydro Pump

Rain teams really hate switching into various specs draco mons, as outright immunities are hard to fit (aside from :primarina: which while good on its own, has a tough time justifying itself over the bevy of other choices opened up by the rain) and most resists can get blown up by coverage or simply worn down over time. Opposing :ogerpon-wellspring: :zapdos: and other threats can also be a pain to switch into especially over longer periods of time. :goodra-hisui: is no :archaludon: but it can still take on the mantle of taking on a variety of water, grass and electric type threats for the playstyle, while being able to switch into specs dracos at least twice (and one more time if you commit to tera fairy).

Of course, the mon is also able to threaten back respectable damage with its own draco, particularly since most fairies fear stab flash cannon on the switch (while :primarina: fears thunder instead). While on the last slot, hydro pump (or weather ball depending on your fear of missing) lets the mon threaten ground types on the switch much more effectively, acid spray is an option to let the mon exert additional pressure/threaten to wallbreak by getting a "nasty plot" boost despite the av, threatening switches much more effectively and letting it actually power through something like :zapdos: that would just roost off the draco damage. Other options could include body press as a desperate attempt to threaten :kingambit: to at least some extent, but the bulkier variants are barely even 2hkoed and most other potential targets of the move take way too little from it as is.

The speed evs let it outrun most uninvested bulky mons to take them out first in a pinch, maximum spatk lets it threaten as much damage as possible for general purposes, and the rest is put into hp. Tera fairy flips its fighting weakness upside down while also giving it an immunity to dragon, letting it punish choiced dragon moves even if its hp gets too low. Sap sipper is actually really important, not only for taking 0 damage from any incoming grass type attack (especially after tera) but most importantly to completely and utterly shut down :sinistcha: by preventing it from healing back ANY hp, including from strength sap due to the latter being a grass type move. The mon can't even be hit by stun spore in a pinch, and with acid spray you can further punish any cm attempts from it (as well as mons like :latias: :cresselia: :manaphy: ). So yeah, the possibility of electro shot-less :archaludon: coming back down remains but a pipe dream even now, but at least we have something that can somewhat replicate it to some extent.

(Disclaimer: I've not actually used the mon in recent rain teams at all, however not acknowledging its strengths would be a mistake, considering how much it has to offer at least on paper. This is mostly due to being difficult to fit it alongside enough other options to cover the rest of the meta, while also being somewhat challenging to cover the many weaknesses of the mon; that said, physdef :zapdos: makes for a solid backbone alongside it, switching into ground/fighting moves while hoodra comes in on rock/special ice moves, and they both add extra anti grass insurance which is always nice. You may struggle to fit in enough additional speed control afterwards though (1 swift swimmer isn't always enough vs most offenses/HOs these days), but well, that's up to each builder's individual skill level to figure out!)

As a last bonus, I'll go over the following mon really quickly because, while it was actually pretty solid during DLC1 I feel that this meta's a bit too high powered for the mon to shine, but it'd be a disservice not to include it regardless:
:sv/toxicroak:
Toxicroak (F) @ Leftovers
Ability: Dry Skin
Tera Type: Dark
EVs: 244 HP / 212 Def / 52 Spe
Impish Nature
- Drain Punch
- Knock Off
- Bulk Up
- Taunt

Acts as a check to :kingambit: :ogerpon-wellspring: :zamazenta:, a general all-purpose tank/utility mon with knock/strong passive recovery/tspikes absorption, and even a potential wincon. The lack of a poison move can suck, but most fairies are unlikely to come in right away on you anyway, and you really need the rest of your moves to maximize the set effectiveness vs the rest of the meta. While this is outdone by :okidogi: 99% of the time, this is the ONE 1% where this mon is superior at the role, primarily due to the strong passive healing granted by the rain as well as the immunity to the rain boosted water type moves. Tera dark flips the script vs stored power :manaphy: while absorbing future sight and retaining your dark resistance. The speed evs outrun max speed jolly :kingambit: while the hp evs make your hp divisible by 16 for maximum passive recovery, and the rest of put into defense to take resisted hits better since the mon needs every ounce of help possible in that regard.

But yeah, if there's more ways for rain to take on :kyurem: :kingambit: :ogerpon-wellspring: and :raging bolt: (aside from the ones mentioned above) that'd be great. Thanks for reading!
 
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