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Metagame Tera Override [LCotM October]

approved by KaenSoul and dhelmise

Tera Override.png

amazing banner by Rex The Eater Of Worlds

Ever wanted variations of existing moves, abilities, and items? What about a Charge ability that doubles the power of Fire-type moves? Or Flash Fire activating when hit by Earthquake, granting you a Ground-type boost on top of that? How about bringing back type gems, other than just the Normal Gem? If you answered yes to any of these, then this meta is for you!

Premise

In Tera Override, any move, item or ability that has a mechanic relating to a specific type or types in its description will have those types replaced by user's tera type (excluding stellar) instead.
Here’s an example:
:pmd/araquanid:Water Bubble:
Original Text: This Pokémon's Water power is doubled; it can't be burned; Fire-type moves against it deal half damage.
Tera Override (Tera Type: Dark): This Pokémon's Dark power is doubled; it can't be burned; Dark-type moves against it deal half damage.

Frequently Asked Questions

Q: Can you provide a more in-depth explanation of how the mechanics of the meta work?
A: For items, the effect depends on the holder’s Tera Type. For moves, abilities, and field effects, the effect depends on the user’s or setter’s Tera Type, which replaces all types in the descriptions.

Q: How do moves, items, and abilities with multiple types in their mechanics work?
A: If multiple types are affected (as indicated in the main description), the Tera Type will replace all of them. For example, Rattled will raise Speed only when hit by your Tera Type, rather than Bug, Dark, or Ghost. Thick Fat will halve damage only for attacks that match your Tera Type. In the case of Dry Skin, which grants both an immunity and a weakness, the immunity will take precedence over the weakness.

Q: How do Sun & Rain weathers work?
A:
Both Sun and Rain will apply x1.5 and x0.5 multipliers based on the setter’s Tera Type, resulting in an overall x0.75 multiplier.

Q: How does Stellar Tera work?
A:
If you have Stellar Tera, the mechanics will revert to the original mechanics of the moves, items, and abilities, unaffected by the Tera Type.

Q: How do Levitate, Air Balloon, Magnet Rise, Iron Ball, and Spikes work?
A: These mechanics are based on the user’s grounded status, rather than the Ground type itself. Therefore, they are unaffected by the Tera Type.

Q: Do boosts provided by Soul Dew or Sand Force stack when one type replaces all other types?
A:
This is currently unknown.

Q: Do I need to Terastallize for these mechanics to work?
A:
No, you simply need to adjust your Pokemon’s Tera Type in the teambuilder. For example, Heatran does not need to Terastallize into a Ground type to gain immunity to Ground type moves.

Q: What other mechanics remain unaffected in this metagame?
A:
The meta does not alter the type coverage, weaknesses, or type-specific immunities. Specifically, Dark remains immune to Prankster, Grass remains immune to Powder moves and Leech Seed, Poison remains immune to Toxic, Fire remains immune to Will-O-Wisp, and so on. STAB is also unaffected by this meta.

Q: How is Toxic affected in this meta?
A:
If your Pokemon's Tera Type matches its original type, the accuracy check for Toxic is bypassed.

Q: Why don't Pixilate and Galvanize turn Normal-type attacks into my Tera Type?
A:
Pixilate's description says, "This Pokemon's Normal-type moves become Fairy-type moves and have their power multiplied by 1.2." Here it becomes, "This Pokemon's Tera-type moves become Tera-type moves and have their power multiplied by 1.2," which just ends up giving a 1.2× boost to your Tera-type attacks.

Q: How does Curse work in this meta?
A:
If your Tera Type matches one of your original types, Curse will follow the Ghost-type effect (halving HP and placing DoT on the target). Otherwise, it will use the non-Ghost effect, boosting your Attack and Defense while lowering Speed.

Q: Do field effects retain the changes Tera applies after the setter switches out?
A:
Yes. For example, if Pincurchin has a Tera Type of Fire, Electric Terrain will function as usual and boost Fire-type moves. This effect remains even after Pincurchin switches out.

Q: How would a Ground-type Grassy Terrain interact with Earthquake?
A:
Earthquake would suffer a 20% power reduction.

Q: What happens when a Pokemon with one Tera Type (e.g., Fire) sets Toxic Spikes, and then another Pokemon with a different Tera Type (e.g., Grass) sets a second layer of Toxic Spikes?
A:
The second layer of Toxic Spikes will default to the first Tera Type (Fire). In other words, the initial Tera Type applied by the first setter remains in effect, overriding the second setter’s Tera Type. Since the meta hasn’t been fully coded yet, this behavior may be subject to change.

Clauses & Banlist

  • Species Clause: Limit one of each Pokemon
  • OHKO Clause: OHKO moves are banned.
  • Sleep Moves Clause: Sleep-inducing moves are banned.
  • Endless Battle Clause: Forcing endless battles is banned.
  • Evasion Clause: Evasion abilities, items, and moves are banned.
  • HP Percentage Mod: HP is shown in percentages.
  • Additional clause (1): Tera Preview Clause: Tera type is revealed in Team Preview.
  • :annihilape: Annihilape
  • :arceus: Arceus (all formes)
  • :archaludon: Archaludon
  • :baxcalibur: Baxcalibur
  • :calyrex-ice: Calyrex-Ice
  • :calyrex-shadow: Calyrex-Shadow
  • :chien pao: Chien-Pao
  • :chi yu: Chi-Yu
  • :deoxys: Deoxys
  • :deoxys-attack: Deoxys-Attack
  • :dialga: Dialga (all formes)
  • :espathra: Espathra
  • :eternatus: Eternatus
  • :flutter mane: Flutter Mane
  • :giratina: Giratina (all formes)
  • :gouging fire: Gouging Fire
  • :groudon: Groudon
  • :ho oh: Ho-Oh
  • :iron bundle: Iron Bundle
  • :koraidon: Koraidon
  • :kyogre: Kyogre
  • :kyurem-black: Kyurem-Black
  • :kyurem-white: Kyurem-White
  • :landorus: Landorus
  • :lugia: Lugia
  • :lunala: Lunala
  • :magearna: Magearna
  • :mewtwo: Mewtwo
  • :miraidon: Miraidon
  • :necrozma-dawn-wings: Necrozma-Dawn Wings
  • :necrozma-dusk-mane: Necrozma-Dusk Mane
  • :ogerpon-hearthflame: Ogerpon-Hearthflame
  • :palafin: Palafin
  • :palkia: Palkia (all formes)
  • :rayquaza: Rayquaza
  • :regieleki: Regieleki
  • :reshiram: Reshiram
  • :roaring moon: Roaring Moon
  • :shaymin-sky: Shaymin-Sky
  • :sneasler: Sneasler
  • :solgaleo: Solgaleo
  • :spectrier: Spectrier
  • :terapagos: Terapagos
  • :ursaluna-bloodmoon: Ursaluna-Bloodmoon
  • :urshifu: Urshifu (all formes)
  • :volcarona: Volcarona
  • :zacian: Zacian (all formes)
  • :zamazenta-crowned: Zamazenta-Crowned
  • :zekrom: Zekrom
  • :Bright Powder: Bright Powder
  • :Focus Band: Focus Band
  • :king's rock: King's Rock
  • :razor fang: Razor Fang
  • :Quick Claw: Quick Claw
  • :vaporeon: Baton Pass
  • :basculegion: Last Respects
  • :cyclizar: Shed Tail
  • :dugtrio: Arena Trap
  • :magnezone: Magnet Pull
  • :scovillain: Moody
  • :Garchomp: Sand Veil
  • :gothitelle: Shadow Tag
  • :Glaceon: Snow Cloak

  • :Slowking-Galar: Chilly Reception
  • :Hawlucha: Hawlucha
  • :Kyurem: Kyurem
  • :Ninetales-Alola: Ninetales-Alola
Details in this post.
Strategy

  • Normal Gems can be transformed into any type of Gem you desire. This is especially effective with Unburden + Acrobatics-based strategies on Pokemon such as Hawlucha.
  • Pokemon with immunity abilities can choose to gain immunity to any one type they desire. For example, Heatran can use Tera Ground to gain immunity to that type. Pokemon may also use Tera Dark and Bug to gain immunities to common moves such as Knock Off (especially useful on defensive Pokemon vulnerable to hazards) and U-Turn.
  • Stealth Rock can create dynamic gameplay because it is not limited to the Rock type. Some potentially good types include Fairy, Ice, and Water.
  • Pokemon such as Bombirdier and Regidrago can utilize their abilities (Rocky Payload and Dragon’s Maw, respectively) to convert one of their coverage options (or Flying STAB moves, in the case of Bombirdier) into a powerful nuke.
  • One may manipulate their Tera Types to use Ghost-type Curse on non-Ghost Pokemon, and vice versa.
  • Rain and Sun are expected to play more defensive roles in the metagame by reducing the power of types of their choice by x0.75.
  • Similarly, Snow and Sand can turn their win conditions into really bulky sweepers, which can be very difficult to take down. They can also buff the defenses of other defensive partners.
  • Moves such as Freeze-Dry and Flying Press provide extra coverage against a variety of types.
And many more…

Full list of what is affected

  • Babiri Berry
  • Charti Berry
  • Chilan Berry
  • Chople Berry
  • Coba Berry
  • Colbur Berry
  • Haban Berry
  • Kasib Berry
  • Kebia Berry
  • Occa Berry
  • Passho Berry
  • Payapa Berry
  • Rindo Berry
  • Roseli Berry
  • Shuca Berry
  • Tanga Berry
  • Wacan Berry
  • Yache Berry
  • Black Belt
  • Black Glasses
  • Charcoal
  • Dragon Fang
  • Fairy Feather
  • Hard Stone
  • Magnet
  • Metal Coat
  • Miracle Seed
  • Mystic Water
  • Never-melt Ice
  • Poison Barb
  • Sharp Beak
  • Silk Scarf
  • Silver Powder
  • Soft Sand
  • Spell Tag
  • Twisted Spoon
  • Fist Plate
  • Sky Plate
  • Toxic Plate
  • Earth Plate
  • Stone Plate
  • Insect Plate
  • Spooky Plate
  • Iron Plate
  • Flame Plate
  • Splash Plate
  • Meadow Plate
  • Zap Plate
  • Mind Plate
  • Icicle Plate
  • Draco Plate
  • Dread Plate
  • Pixie Plate
  • Normal Gem
  • Iron Ball (currently unknown)
  • Black Sludge
  • Cell Battery
  • Absorb Bulb
  • Luminous Moss
  • Adamant Orb
  • Adamant Crystal
  • Lustrous Globe
  • Lustrous Orb
  • Griseous Orb
  • Griseous Core
  • Soul Dew
  • Snowball
  • Blaze, Torrent, Overgrow, Swarm
  • Flash Fire, Earth Eater, Lightningrod, Sap Sipper, Volt Absorb, Water Absorb, Motor Drive, Storm Drain, Well-Baked Body
  • Pixilate, Refrigerate, Aerilate, Galvanize, Normalize
  • Dry Skin
  • Liquid Voice
  • Fairy Aura, Dark Aura
  • Transistor, Dragon's Maw, Steely Spirit, Steelworker, Rocky Payload
  • Water Bubble
  • Electromorphosis, Wind Power (indirectly through Charge effect)
  • Desolate Land, Primordial Sea, Delta Stream
  • Drought, Drizzle, Sand Stream, Snow Warning, Sand Spit
  • Misty Surge, Electric Surge, Psychic Surge, Grassy Surge, Seed Sower
  • Steam Engine, Water Compaction, Justified, Thermal Exchange
  • Toxic Debris
  • Rattled
  • Scrappy, Mind's Eye
  • Sand Force
  • Flower Veil
  • Fluffy, Heatproof, Purifying Salt
  • Thick Fat
  • Gale Wings
  • Magnet Pull (hell no!)
  • Charge
  • Weather Ball
  • Terrain Pulse
  • Sandstorm, Snowscape, Sunny Day, Rain Dance, Chilly Reception
  • Misty Terrain, Electric Terrain, Psychic Terrain, Grassy Terrain
  • Soak, Forest's Curse, Magic Powder
  • Roost, Double Shock, Burn-Up
  • Freeze-Dry
  • Tar Shot
  • Aura Wheel
  • Salt Cure
  • Sheer Cold
  • Dragon Cheer (doubles only)
  • Toxic
  • Toxic Spikes
  • Curse
  • Flying Press
  • Stealth Rock (and Stone Axe)
These moves are not affected under Tera Override, as their descriptions do not allude to specific types.
  • Judgment
  • Tera Blast
  • Tera Starstorm
  • Revelation Dance
  • Conversion
  • Conversion-2
  • Reflect Type
It is unclear whether the effects of multiple Tera Type mentions will stack.
  • Rattled, Thick Fat, Dry Skin, Desolate Land, Primordial Sea, Refrigerate, Pixilate, Aerilate, Galvanize, Scrappy, Mind's Eye, Sand Force, Steam Engine, Water Bubble, Drought, Drizzle
  • Weather Ball, Terrain Pulse, Aura Wheel, Toxic Spikes, Salt Cure, Sunny Day, Rain Dance
  • Adamant Orb, Adamant Crystal, Lustrous Globe, Lustrous Orb, Griseous Orb, Griseous Core, Soul Dew

Council:
:pmd/piplup: Dawn's Piplup
:pmd/pincurchin: gulch
:pmd/infernape: InfernapeBud
:pmd/solosis: Solosis

Resources:
You can check out a past gen version of the meta Gen 6 Variations. This version is abilities only with Hidden Power type replacing the tera-type, and requires you to give pokemon the appropriate Hidden Power or adjust the IV distribution accordingly.
This version is also playable on ROM under Past Gen Metagames.

Playability:
Playable on Pokemon Showdown main server under OM of the Month.

Tiering History


Announcements: Stay tuned!!!
 
Last edited:
I have some clarifying questions about Toxic Spikes.

- If a Fire (or whatever) Tera Pokemon uses Toxic Spikes, and an opposing Fire-type switches in, does that pokemon become poisoned as well as clearing the spikes? Or does it just clear them?
- If a Flying Tera Pokemon uses Toxic Spikes and a Flying-type switches in, would it clear the spikes? They are not grounded and therefore unaffected by the spikes. What if they hold an Iron Ball?
- What if it’s Steel Tera? Same thing, or…?
 
How exactly is Toxic affected by the mechanic?
By having your tera-type match the type that you have, you lose the accuracy check on your Toxic.

Theorymoning time (they might be bad):

:sv/sylveon:
Sylveon @ Any good item idk
Ability: Pixilate
EVs: 252 SpA / 4 SpD / 252 Spe (maybe invest in bulk for WishTect)
Tera Type: Ground
Timid / Modest Nature
- Moonblast
- Hyper Voice

Fairy Ground coverage lets goooo, really looking forward to try this! Can use something like WishTect, or maybe more coverage if it really needs to.
(This doesn't work :sadge:)


:sv/bombirdier:
Bombirdier @ Choice Band / Choice Scarf / Normal Gem / Sharp Beak / Black Glasses
Ability: Rocky Payload
EVs: 252 Atk / 4 SpD / 252 Spe
Tera Type: Flying / Dark
Adamant / Jolly Nature
- Brave Bird
- Knock Off
- Sucker Punch
- U-Turn

Rocky Payload is crazy imo. Pair it with stat-boosting items (or even a Normal Gem, which is pretty funny ig) and you've got a new Kingambit (one that's faster, with Pivot and Knock Off). (I can see Regidrago being good for similar reasons)


:sv/arboliva:
Arboliva @ Offensive Item
Ability: Seed Sower
EVs: 252 SpA / 4 SpD / 252 Spe
IVs: 0 Atk
Tera Type: Any Coverage
Timid / Modest Nature
- Giga Drain / Leaf Storm
- Terrain Pulse
- Coverage (Earth Power, Alluring Voice, Dazzling Gleam, Hyper Voice)
- Coverage
Effectively 120 BP coverage move (whichever type you wish). Sounds decent (maybe a little quirky to proc cuz Seed Sower is weird).


Also much like in Passive Aggresive, Stealth Rocks are going to be really funny here!
 
Last edited:
This sounds very fun to play. Here are some initial ideas I have:

:florges: run Tera fairy on this thing and it goes from a mon with no ability to clear body + purifying salt without the ghost immunity. Since there are a lot of changes with toxic and tspikes (still not sure how tspikes work), it might be nice to go Tera fairy have a blanket immunity to them.

:sylveon: :Primarina: Pixilate and Liquid Voice are both affected by this OM, so now these mons can run ground/fairy coverage via tree ground. It’s gonna be fun to finally have a reason to run liquid voice on Prima, since you usually don’t need to give a water-type more water attacks. EDIT: Apparently Sylveon won't work like that, but Prima will.

:Ninetales-Alola: 1. Run Tera Steel/Fairy. 2. Give steel/fairy types a defense boost in snow. 3. YEET them with a freeze-dry that hits the steel/fairy type super-effectively. Giving this mon the ability to power up a type your using and simultaneously check any your opponent brings makes me think it’ll be good in this meta.

:hawlucha: I’m not gonna try too hard to pick a good Tera to make flying press good, but once you do that, set up behind veil and profit. Does have to contend with the fact that it’s likely to compound resistances and will never hit ghosts, but I think it still has the potential to be good. Edit: How did I forget abt flying gem acrobatics??? Yeah this mon will be good
 
Last edited:
I have some clarifying questions about Toxic Spikes.

- If a Fire (or whatever) Tera Pokemon uses Toxic Spikes, and an opposing Fire-type switches in, does that pokemon become poisoned as well as clearing the spikes? Or does it just clear them?
- If a Flying Tera Pokemon uses Toxic Spikes and a Flying-type switches in, would it clear the spikes? They are not grounded and therefore unaffected by the spikes. What if they hold an Iron Ball?
- What if it’s Steel Tera? Same thing, or…?
Right now there isn't a definitive answer because not sure how the coding exactly works but by my understanding of the descriptions of the moves and convo's with dawn's piplup here is what I think

What would happen is the fire type in your example wouldn't get poisoned and then clear it if and only its grounded.

Same thing with the flying tera it wouldn't clear the toxic spikes unless its grounded.

For the steel tera a steel type wouldn't be effected by the toxic spikes and would clear it if and only its grounded.

Don't take this for granted as I would trust dawn's piplup's words more than mine.
 
Theorymoning time (they might be bad):

:sv/sylveon:
Sylveon @ Any good item idk
Ability: Pixilate
EVs: 252 SpA / 4 SpD / 252 Spe (maybe invest in bulk for WishTect)
Tera Type: Ground
Timid / Modest Nature
- Moonblast
- Hyper Voice

Fairy Ground coverage lets goooo, really looking forward to try this! Can use something like WishTect, or maybe more coverage if it really needs to.
Well sadly no because your tera type would effect any mention of a type in your description so in this case tera ground would change ground moves into ground moves and give them a 1.2 boost
How exactly is Toxic affected by the mechanic?
As solosis said it would make so that if your tera type matches one of your type(s) you ignore the accuracy check
 
Last edited:
:regidrago: with a ground tera trades the explosive dragon damage for what's effectively ground stab, but one that can be boosted to 2.25x when terastilizing.

:bombirdier: becomes a bomb. Even without terastilization, Adamant + :choice-band: + Rocky Payload Brave Bird reaches a whopping 135.877 Effective Power(attack*base power*multipliers), which, for reference, is stronger than :rillaboom::choice-band: Wood Hammer(134.433) and :ursaluna::flame-orb: facade(131.040)

:garganacl: salt cure is basically nerfed since it can only do double damage to one type now, but purifying salt gives it a resistance to any type it wants, which, although not enough to make it super good without terastilizing, does give it interesting defensive profiles, such as being a :ghost-gem:ghost-type that is only weak to dark, or a :fairy-gem:fairy-type that resists fairy(and salt cure doing 25% to fairies is very good)

:talonflame: priority will-o-wisp. :coalossal: +6 speed from switching into u-turn. :hippowdon: is basically a 108/118/125 bulk ground type with recovery

Most noteworthy type immunity holders: :goodra-hisui::orthworm::ceruledge::armarouge::heatran::toxicroak::araquanid::clodsire::quagsire::volcanion::vaporeon::thundurus-therian::Kilowattrel::Pawmot::Jolteon::rhyperior::arcanine-hisui::arcanine::chandelure::coalossal::flareon::typhlosion::azumarill::goodra::farigiraf::tatsugiri::dachsbun:

all of that is cool but: type changing stealth rock in gen 9? the generation of hazard stack? yeah that sounds fun
 
:talonflame:
Talonflame @ Heavy-Duty Boots / Choice Band
Ability: Gale Wings
Tera Type: Bug
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- U-turn

can't touch this

Edit: Everything that wants to use Curse pretty much can't benefit from this meta. Edit to edit: i misunderstood this meta a bit and this part isn't true.

:Slowking-Galar::volcarona:
Slowking-Galar @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Fire
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Chilly Reception
- Flamethrower
- Psychic Noise
- Sludge Bomb / Toxic Spikes

Volcarona @ Heavy-Duty Boots
Ability: Flame Body
Tera Type: Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Fiery Dance
- Giga Drain
- Psychic

Volcarona isn't the only option here, but Galarking + CM or QD user looks great. Just choose the appropriate Tera type and pivot into your now bulky wincon. Other examples could be Keldeo, Iron Valiant, Latios, etc etc etc.
 
Last edited:
Right now there isn't a definitive answer because not sure how the coding exactly works but by my understanding of the descriptions of the moves and convo's with dawn's piplup here is what I think

What would happen is the fire type in your example wouldn't get poisoned and then clear it if and only its grounded.

Same thing with the flying tera it wouldn't clear the toxic spikes unless its grounded.

For the steel tera a steel type wouldn't be effected by the toxic spikes and would clear it if and only its grounded.

Don't take this for granted as I would trust dawn's piplup's words more than mine.
adding to this, Toxic, Toxic Spikes, (and Sandstorm too I guess) have both affected and unaffected components.

What is affected?

Toxic will not have accuracy check if your typing matches your tera type. Toxic Spikes will get cleared if the opponent has your tera type. (not sure about the order of checks between clearing and poison, they may get poisoned - question for coders). Finally Sandstorm gives the x1.5 buff if you match setter's tera type.

What is unaffected?

Steel and Poison types will remain immune to Poison while also Sandstorm damage immunity will remain unchanged. The rationale here is that these are related to type-chart and mechanics of the type itself rather than moves and it's hard to justify changing them without touching other immunities. Example:

Screenshot 2025-09-01 at 2.14.06 PM.png


also please welcome the newest member to the council Solosis
 
adding to this, Toxic, Toxic Spikes, (and Sandstorm too I guess) have both affected and unaffected components.

What is affected?

Toxic will not have accuracy check if your typing matches your tera type. Toxic Spikes will get cleared if the opponent has your tera type. (not sure about the order of checks between clearing and poison, they may get poisoned - question for coders).
I read in detail the toxic spikes description on rom and it says poisoning all pokemon that switch in unless they are flying type or have levitate, obviously this is a older description so heavy duty boots didn't exist.
:talonflame:
Talonflame @ Heavy-Duty Boots / Choice Band
Ability: Gale Wings
Tera Type: Bug
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- U-turn

can't touch this
Wait thats funny though
 
Last edited:
I'd like to talk about some pokemon that look pretty good


:sv/heatran:
Heatran @ Heavy-Duty Boots/Air Balloon
Ability: Flash Fire
Tera Type: Ground/Water/Fighting
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Magma Storm
- Flash Cannon/Dragon Pulse/Taunt
- Earth Power/Flash Cannon/Dragon Pulse/Taunt
- Stealth Rock

Can go nuts with 5 quad resists, Immunity to poison and then another possible immunity with Flash Fire giving you an immunity and boosting that type of move and overall is insane with a special type of stealth rock.

:sv/Iron Leaves:
Iron Leaves @ Booster Energy/Life Orb
Ability: Quark Drive
Tera Type: Psychic
EVs: 160 Atk / 96 SpD / 252 Spe
Jolly Nature
- Leaf Blade
- Psyblade
- Coverage
- Coverage

This guy with booster energy boosting speed you can also run life orb with pincurchin can run wild with electric terrain boosting psyblade by 1.5 and then the other 1.3 from the "actual electric terrain boost" can do pretty good damage onto anything not dark type.

:sv/pincurchin:
Pincurchin @ Terrain Extender
Ability: Electric Surge
Tera Type: Psychic
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Spikes
- Toxic Spikes
- Memento
- Discharge


:sv/Iron Bundle:
Iron Bundle @ Booster Energy
Ability: Quark Drive
Tera Type: Fire/Steel
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Freeze-Dry
- Coverage
- Coverage

Can be a bit of an anti-meta while still being good, don't have much to say for it.

Lastly just wanna mention some strategies that might be popular all terrains, snow, sandstorm and obviously we all expected this hazard stack.
 
Last edited:
Time to post some other niche strats and pokemon pairings! Here are 3 of them:

slowking-galar.png.m.1716648629

Slowking-Galar @ Leftovers
Ability: Regenerator
Tera Type: Water
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Future Sight
- Chilly Reception
- Toxic Spikes
- Sludge Wave
alomomola.png.m.1716648629

Alomomola @ Rocky Helmet
Ability: Regenerator
Tera Type: Poison
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Soak
- Wish
- Protect
- Flip Turn

It may seem like few moves are affected in this meta other than terrain and weather, but Soak is an interesting one. You can make your Doom/Sight move doubly threatening by giving opponent Poison type or another weak type. Alomomola also gets the snow buff here from the chilly reception.

araquanid.png.m.1716648629

Araquanid @ Life Orb
Ability: Water Bubble
Tera Type: Water
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Sticky Web
- Entrainment
- Leech Life
- Liquidation

gardevoir.png.m.1716648629

Gardevoir @ Choice Scarf
Ability: Trace
Tera Type: Fairy
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Psychic
- Psyshock
- Mystical Fire

You get the idea for this one. Pass Water Bubble with Araquanid and then you get to use it with Gardevoir, the strat can easily blow up in your face though.

pelipper.png.m.1716648629
@ Leftovers
Ability: Drizzle
Tera Type: Stellar
EVs: 252 HP / 128 Def / 128 SpA
Modest Nature
- U-turn
- Hurricane
- Hydro Pump
- Roost

rillaboom.png.m.1716648629
@ Choice Band
Ability: Grassy Surge
Tera Type: Water
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Tera Blast
- U-turn
- Grassy Glide
- Wood Hammer

Last but not least, we have this pairing. By giving Pelipper Stellar tera, you get to use the vanilla Rain. Then Rilla comes in to increase the power of water moves to x1.95. Then go to your Baraskewda or one of those Mold Breaker water types to collect some kills.
 
If it's not already considered, can we get a Tera Preview clause for this meta? I cannot see this being at all enjoyable when concerning a numerous number of mechanics (like immunities and Freeze-Dry) without some sort of pre-battle awareness. Outside of this, the format looks incredibly interesting and am highly interested in seeing how this progresses.

edit: i am blind...
 
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If it's not already considered, can we get a Tera Preview clause for this meta? I cannot see this being at all enjoyable when concerning a numerous number of mechanics (like immunities and Freeze-Dry) without some sort of pre-battle awareness.
Additional Clauses: Tera-reveal clause (Tera-type is revealed in team preview)
The meta hasn't been coded yet, but it shall be ensured that Tera is revealed in some way.
 
If it's not already considered, can we get a Tera Preview clause for this meta? I cannot see this being at all enjoyable when concerning a numerous number of mechanics (like immunities and Freeze-Dry) without some sort of pre-battle awareness. Outside of this, the format looks incredibly interesting and am highly interested in seeing how this progresses.

edit: i am blind...
Bouncing off this, presumably, if possible, lingering stuff like terrains weathers rocks etc. would be better off labeled with the type they're using right. Obv there might be merit to the memory stack minigame of keeping track of what's what but it could also be argued it might get very complicated very fast.
 
Bouncing off this, presumably, if possible, lingering stuff like terrains weathers rocks etc. would be better off labeled with the type they're using right. Obv there might be merit to the memory stack minigame of keeping track of what's what but it could also be argued it might get very complicated very fast.
Honestly, I don't really see how we can implement this, especially on single-side field effects (or whatever they're called) like Stealth Rock. One vague idea I had was to possibly restrict each team to only one Stealth Rock, etc idk, in order to reduce the memorising part on which foe set the rocks up, but it's a pretty absurd idea and definitely not on our to-do list atm. Again, we'll see what can be done, though
:quagchamppogsire:

(But also, isn't memorising stuff fun?? :mehowth:)

Edit: Nvm I forgot things like "Foe's Tailwind" also exist in the top left corner of the screen. We'll see if we can do something with that part for Weather & especially Rocks :D
 
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Honestly, I don't really see how we can implement this, especially on single-side field effects (or whatever they're called) like Stealth Rock. One vague idea I had was to possibly restrict each team to only one Stealth Rock, etc idk, in order to reduce the memorising part on which foe set the rocks up, but it's a pretty absurd idea and definitely not on our to-do list atm. Again, we'll see what can be done, though
:quagchamppogsire:

(But also, isn't memorising stuff fun?? :mehowth:)

Edit: Nvm I forgot things like "Foe's Tailwind" also exist in the top left corner of the screen. We'll see if we can do something with that part for Weather & especially Rocks :D
Forgive my general ignorance of the way the game is coded, but, it would make sense to me, that if you are creating in the code say, rain that affects grass, either through, (again I'm making a gross assumption) adding a type flag on an existing move, or creating a new move/weather that is visually rain but designed in such a way that its effects function in relation to grass instead of water, you would also be able to label that new rain for reference purposes as say, Rain (GRASS). I'm sure it's much more complex than that and the actual like, fundamental concepts of this OM haven't been coded yet, so it's probably for the best to wait until then to actually like, argue abt the philosophical meta implications of how the memory minigame interacts with the OM.
 
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:hippowdon: is basically a 108/118/125 bulk ground type with recovery
as well as any other ground type on your team:

Great tusk, :great-tusk:, excadrill :excadrill:, and clodsire :clodsire: all gain immensely from ground-type sand, especially the latter two, with sand rush and high hp, respectively. also going to mention Ting-Lu :ting-lu: here.

To continue on the topic of sand, Tera dark Tyranitar :tyranitar: is really funny. Spdef boost on any dark type when kingambit :kingambit: and Ting-Lu :ting-lu: walk in:

Tera Ghost Tyranitar :tyranitar: might pair pretty ok with houndstone :houndstone:, while also being able to drop its fighting weakness, though at the cost of losing its boost before tera.

Speaking of houndstone :houndstone:, i’d also quickly like to mention fluffy;
Specifically, with tera fighting.

“Oh no i take double damage from fighting moves”
the humble ghost type:

Last sand type i wanna mention is tera steel. Excadrill :excadrill: still benefits from it a lot, and kingambit :kingambit: shows up again, but the main winner is Hisuian Goodra :goodra-hisui:, gaining some absolutely disgusting special bulk, and having sap sipper for an immunity of choice (i’d go tera dark for the knock immunity personally, but tera ground/fighting works too)

So yeah tldr i’m guessing sand is going to be a very, very bulky team archetype in this meta.
 
Bouncing off this, presumably, if possible, lingering stuff like terrains weathers rocks etc. would be better off labeled with the type they're using right. Obv there might be merit to the memory stack minigame of keeping track of what's what but it could also be argued it might get very complicated very fast.
This is definitely something we can consider doing (after consulting with the OM mod team), maybe not for Stealth Rock or Toxic Spikes, but for Terrain and Weather - mainly stuff that would display on the upper-left side of the battle screen.

Some of the stuff like Flash Fire, Soak etc already have in-battle texts that go with the mechanic, where the battle text mentions the type. Now from a coding perspective, I'm not sure if this OM will have effect on the in-battle texts, but if those are changed, maybe weather/terrain and rocks too could be added to that change as well.

If not, probably it's best to limit to turn-based stuff that displays on screen. The closest thing to a type-based field effect we had was in Passive Aggressive, where the display didn't occur, but then again this meta is based on tera-type and not primary, so the effects are probably a lot more chaotic and unpredictable. I do agree with the sentiment about adding type-tags for at the very least weather/terrain, and it's likely something we'll discuss further internally. In the meantime, let's keep the theorymoning going!
 
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