First post ever, probably gonna get flagged because i forgot a rule or something.... So I recently picked up Pokémon Showdown again thanks to a buddy of mine. And while I've never been good, the last tike I played any format before gen 9 was gen 6. And when I say I have never been good, I struggled to break 1100~. I'm serious I am awful, I tend to get into my head and tilt hard. However I watched a video from blunder recently and it kinda gave me motivation to try and break my limits. And so I did and honestly it aint much but im very proud that I broke 1400. So without further ado, here is the team.
Great Tusk @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Water
EVs: 252 HP / 252 Spe
Jolly Nature
- Rapid Spin
- Stealth Rock
- Headlong Rush
- Ice Spinner
This feels standard, used in majority of teams, tusk is undeniably one of the best spinners and setters we got. Not much to talk about outside of keeping him healthy is EXTREMELY important to this team, at least compared to most. Since tusk is 1 of 2 of your bulky mons to risky switch in with. Tera typing has shifted alot however, I started with offensive typing in ground, but eventually decided water was best, I have also contemplated grass and fairy, but those never achieved much for me in the long run.
Dondozo @ Leftovers
Ability: Unaware
Tera Type: Steel
EVs: 184 HP / 252 Atk / 72 Def
Adamant Nature
- Rest
- Sleep Talk
- Liquidation
- Body Press
This dude has SAVED me games where I was on the backfoot. Unaware is such a good ability being paired with a bulky mons. I switch him in on gambit, valiant, zama, and other pokemon that either setup or just really hate a bulky water. He also can help burn those boosters on some mons that like to stay in. I have noticed alot of Iron Moths and Valiants running discharge/Thunderbolt, at least on my elo, so I opt for Tera Steel, but in 90% of my cases I just dont tera him. I used to have Tera water because it was a offensive typing for liquidation but decided he also needed to be defensive. The ev spread might look weird to some, but I wanted to make sure he got the most chip possible while being able to survive most hits, solely to get the most out his stay while on the field. The curse set was tempting at first but I disliked the chance of sleep talk just not working in my favor when I needed a Attacking move for chip so another mon can clean up, and that body press can also sneak up on a gambit who wasnt expecting a second attacking move. He can switch in on most things with ease, definitely a mainstay for the team.
Iron Moth @ Booster Energy
Ability: Quark Drive
Tera Type: Fairy
EVs: 121 HP / 135 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Dazzling Gleam
- Energy Ball
- Fiery Dance
- Sludge Wave
This bugbot is hands down a mon that makes or breaks games. When switched in at a perfect time, he can clean 6-0 with no issue, the only exception to this is scarf users or mons that resist any of my 4 moves. I gave him more bulk than usual because I wanted to make sure he can take a sucker from gambit as well as a few moves (even if they are on rolls) from other mons. Moth is my speed control, unfortunately there are some times where he just falls flat because i played poorly or used him at a bad time. There are times where starting with him is optimal in comparison to the rest and I get mindgamed. I chose Energy Ball because ive seen alot of Waterpons switch in on me and Tera immediately because they think a Sludge Wave is coming. Energy Ball also gets rid of water threats and ground threats like dondozo, Tera Ground Primarina, tusk, and treads. Dazzling Gleam is a coverage I need for for some pokemon where Uturn with my other mons just isn't enough. Or fighting types. That's partially why I chose Tera Fairy for this, as it will make it WAY stronger, and the other reason is THEY ALWAYS SEND DRAGAPULT IN TO DRACO THIS THING. It's insanely free. I'm open to change for him, might be a better option for him that doesn't hinder me.
Hydrapple @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Steel
EVs: 248 HP / 252 SpA / 8 D
Modest Nature
- Tera Blast
- Fickle Beam
- Giga Drain
- Nasty Plot
So this was a little tricky, as I was stuck between dragapult or hydrapple when I was deciding. But I went with hydrapple for a couple reasons, 1 - hes just a little guy, 2 he hits like a truck on anything that switches in on him, 3 - Regenerator. Dragapult is a great mon and is in my top 5 favs, however there is a couple staples in this tier that decimate it, 1 being kingambit, a sucker punch from gambit decimated pult, and a kowtow from 5 fallen does around 45% giving hydrapple a chance to do some solid chip between giga drain and fickle beam. At least enough for another mon to clean up where needed. So I chose Tera Steel to utilize Tera Blast to its fullest. I have caught SOOO many people off by this and even stared down ice spinners from tusk just to Giga Drain them. This also helps counter Gweezing when my ground types aren't alive or fairy types when moth isnt around. Tera Steel works as both as a Defensive and Offensive typing making this hydrapple insanely strong.
Landorus-Therian @ Rocky Helmet
Ability: Intimidate
Tera Type: Fire
EVs: 208 HP / 48 Def / 252 Spe
Naive Nature
- Stealth Rock
- Taunt
- Earth Power
- U-turn
Another standard for the team, I like helmet on lando because he threatens ALOT of mons especially once they find out he has helmet. So the move set is nothing too special outside I wanted another setter in case one fainted. And taunt is a strong move when he outspeed a good chunk of setup sweepers barring valiant. Other faster setup sweepers dont wanna stay in on him and take a hit most of the time so hes relatively safe. Making him #2 of the mons I use to help my fight against setup sweepers. U-turn is just good pivot, not much to say. So I chose Tera fire because its another defensive typing, but mainly to avoid ice spinners from tusk, or any ice move from mons where I need lando to stay in the fight. Other than that, just another standard staple.
Meowscarada @ Choice Band
Ability: Protean
Tera Type: Bug
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Flower Trick
- Knock Off
- Triple Axel
So the final mon, which id like to consider the glue as Meow can fit any role it wants. Between pivot, breaker, or simply just be a wall for a second. While not relatively bulky, this is my psychic protection. I chose Jolly Nature because I wanted to be faster than most pokemon I come across, only to be outsped by scarfed, zama, pult, Rai, and another Jolly Meow. Picking Jolly allows me to use choice band with little worry, since meow will hit like a truck no matter what due to Protean. The weird thing here is Tera bug, which is more of a offensive pick, solely because there are times where I need a resisted U-Turn to hit really hard to get the most chip so another mon can easily clean up, Meow can snatch a kill, or Meow can come back in and decimate at a later time. I find myself leading Meow alot when I dont know my best lead into a team that has alot of strong counters, so at least I can get a strong U-Turn out early. And most things that hit Meow hard, barely touch dozo, so there's a core there, same goes for moth.
So this team is actually a weird Meow, Dozo, Moth core, and I guess it works. I wish I was better to properly use this team, and im sure if someone else piloted it. They could do leagues better than I did.
The flaws I have noticed, special breakers like Crown, Rai, wake, bolt, and the like, can hurt this team, and I am sure I can resolve this if I buffed dozo's SpDef more and I swapped lando, but I cant see anything else filling landos role as optimally as he does. Another flaw is Rain teams, but i guess most people struggle because it requires you to think differently. And I struggled with that. Trick Room teams can be hit or Miss, most Trick room teams cant handle Tera Steel Hydrapple well, and in cases where you have to deal with ursa, you have cases with other mons that handle ursa well. Terrains haven't really been a threat as long as Meow is around, they are kinda scared to use Expanding force on psychic terrain because they waste a turn and risk a massive U-Turn. Haven't seen a electric terrain team yet so cant really comment on that, and im sure I would get molly whopped. And grassy terrain is not really terrifying, at least on paper because I have Meow and moth sitting backside just waiting to hit something hard.
Here's some replays.
My break into 1400, kinda felt unearned: https://replay.pokemonshowdown.com/gen9ou-2442819188?p2
A game I almost completely threw: https://replay.pokemonshowdown.com/gen9ou-2442792351?p2
Vs a interesting team that beat me the first time I faced it(forgot to save that one): https://replay.pokemonshowdown.com/gen9ou-2442783087
Rain makes me forget how to think: https://replay.pokemonshowdown.com/gen9ou-2442764287?p2
Just seeing a team with a strong core can make me overthink even when the path to win is obvious: https://replay.pokemonshowdown.com/gen9ou-2442755351?p2
Another case of a solid core can put this team in a bind: https://replay.pokemonshowdown.com/gen9ou-2442751807?p2
Sorry if this was long winded. But I have been on a high horse lately and im sure my next match will put me back in my place where I belong eventually tilting back to 1000's. But if you have any suggestions about the team, im open to suggestions. Or if you even want to try it please do, I would love to see when someone better pilots my team.
P.S. Need to apologize to Karen because I was unable to use my favorites to win, sorry cramorant your just not cut out for this right now.

Great Tusk @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Water
EVs: 252 HP / 252 Spe
Jolly Nature
- Rapid Spin
- Stealth Rock
- Headlong Rush
- Ice Spinner
This feels standard, used in majority of teams, tusk is undeniably one of the best spinners and setters we got. Not much to talk about outside of keeping him healthy is EXTREMELY important to this team, at least compared to most. Since tusk is 1 of 2 of your bulky mons to risky switch in with. Tera typing has shifted alot however, I started with offensive typing in ground, but eventually decided water was best, I have also contemplated grass and fairy, but those never achieved much for me in the long run.

Dondozo @ Leftovers
Ability: Unaware
Tera Type: Steel
EVs: 184 HP / 252 Atk / 72 Def
Adamant Nature
- Rest
- Sleep Talk
- Liquidation
- Body Press
This dude has SAVED me games where I was on the backfoot. Unaware is such a good ability being paired with a bulky mons. I switch him in on gambit, valiant, zama, and other pokemon that either setup or just really hate a bulky water. He also can help burn those boosters on some mons that like to stay in. I have noticed alot of Iron Moths and Valiants running discharge/Thunderbolt, at least on my elo, so I opt for Tera Steel, but in 90% of my cases I just dont tera him. I used to have Tera water because it was a offensive typing for liquidation but decided he also needed to be defensive. The ev spread might look weird to some, but I wanted to make sure he got the most chip possible while being able to survive most hits, solely to get the most out his stay while on the field. The curse set was tempting at first but I disliked the chance of sleep talk just not working in my favor when I needed a Attacking move for chip so another mon can clean up, and that body press can also sneak up on a gambit who wasnt expecting a second attacking move. He can switch in on most things with ease, definitely a mainstay for the team.

Iron Moth @ Booster Energy
Ability: Quark Drive
Tera Type: Fairy
EVs: 121 HP / 135 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Dazzling Gleam
- Energy Ball
- Fiery Dance
- Sludge Wave
This bugbot is hands down a mon that makes or breaks games. When switched in at a perfect time, he can clean 6-0 with no issue, the only exception to this is scarf users or mons that resist any of my 4 moves. I gave him more bulk than usual because I wanted to make sure he can take a sucker from gambit as well as a few moves (even if they are on rolls) from other mons. Moth is my speed control, unfortunately there are some times where he just falls flat because i played poorly or used him at a bad time. There are times where starting with him is optimal in comparison to the rest and I get mindgamed. I chose Energy Ball because ive seen alot of Waterpons switch in on me and Tera immediately because they think a Sludge Wave is coming. Energy Ball also gets rid of water threats and ground threats like dondozo, Tera Ground Primarina, tusk, and treads. Dazzling Gleam is a coverage I need for for some pokemon where Uturn with my other mons just isn't enough. Or fighting types. That's partially why I chose Tera Fairy for this, as it will make it WAY stronger, and the other reason is THEY ALWAYS SEND DRAGAPULT IN TO DRACO THIS THING. It's insanely free. I'm open to change for him, might be a better option for him that doesn't hinder me.

Hydrapple @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Steel
EVs: 248 HP / 252 SpA / 8 D
Modest Nature
- Tera Blast
- Fickle Beam
- Giga Drain
- Nasty Plot
So this was a little tricky, as I was stuck between dragapult or hydrapple when I was deciding. But I went with hydrapple for a couple reasons, 1 - hes just a little guy, 2 he hits like a truck on anything that switches in on him, 3 - Regenerator. Dragapult is a great mon and is in my top 5 favs, however there is a couple staples in this tier that decimate it, 1 being kingambit, a sucker punch from gambit decimated pult, and a kowtow from 5 fallen does around 45% giving hydrapple a chance to do some solid chip between giga drain and fickle beam. At least enough for another mon to clean up where needed. So I chose Tera Steel to utilize Tera Blast to its fullest. I have caught SOOO many people off by this and even stared down ice spinners from tusk just to Giga Drain them. This also helps counter Gweezing when my ground types aren't alive or fairy types when moth isnt around. Tera Steel works as both as a Defensive and Offensive typing making this hydrapple insanely strong.

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
Tera Type: Fire
EVs: 208 HP / 48 Def / 252 Spe
Naive Nature
- Stealth Rock
- Taunt
- Earth Power
- U-turn
Another standard for the team, I like helmet on lando because he threatens ALOT of mons especially once they find out he has helmet. So the move set is nothing too special outside I wanted another setter in case one fainted. And taunt is a strong move when he outspeed a good chunk of setup sweepers barring valiant. Other faster setup sweepers dont wanna stay in on him and take a hit most of the time so hes relatively safe. Making him #2 of the mons I use to help my fight against setup sweepers. U-turn is just good pivot, not much to say. So I chose Tera fire because its another defensive typing, but mainly to avoid ice spinners from tusk, or any ice move from mons where I need lando to stay in the fight. Other than that, just another standard staple.

Meowscarada @ Choice Band
Ability: Protean
Tera Type: Bug
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Flower Trick
- Knock Off
- Triple Axel
So the final mon, which id like to consider the glue as Meow can fit any role it wants. Between pivot, breaker, or simply just be a wall for a second. While not relatively bulky, this is my psychic protection. I chose Jolly Nature because I wanted to be faster than most pokemon I come across, only to be outsped by scarfed, zama, pult, Rai, and another Jolly Meow. Picking Jolly allows me to use choice band with little worry, since meow will hit like a truck no matter what due to Protean. The weird thing here is Tera bug, which is more of a offensive pick, solely because there are times where I need a resisted U-Turn to hit really hard to get the most chip so another mon can easily clean up, Meow can snatch a kill, or Meow can come back in and decimate at a later time. I find myself leading Meow alot when I dont know my best lead into a team that has alot of strong counters, so at least I can get a strong U-Turn out early. And most things that hit Meow hard, barely touch dozo, so there's a core there, same goes for moth.
So this team is actually a weird Meow, Dozo, Moth core, and I guess it works. I wish I was better to properly use this team, and im sure if someone else piloted it. They could do leagues better than I did.
The flaws I have noticed, special breakers like Crown, Rai, wake, bolt, and the like, can hurt this team, and I am sure I can resolve this if I buffed dozo's SpDef more and I swapped lando, but I cant see anything else filling landos role as optimally as he does. Another flaw is Rain teams, but i guess most people struggle because it requires you to think differently. And I struggled with that. Trick Room teams can be hit or Miss, most Trick room teams cant handle Tera Steel Hydrapple well, and in cases where you have to deal with ursa, you have cases with other mons that handle ursa well. Terrains haven't really been a threat as long as Meow is around, they are kinda scared to use Expanding force on psychic terrain because they waste a turn and risk a massive U-Turn. Haven't seen a electric terrain team yet so cant really comment on that, and im sure I would get molly whopped. And grassy terrain is not really terrifying, at least on paper because I have Meow and moth sitting backside just waiting to hit something hard.
Here's some replays.
My break into 1400, kinda felt unearned: https://replay.pokemonshowdown.com/gen9ou-2442819188?p2
A game I almost completely threw: https://replay.pokemonshowdown.com/gen9ou-2442792351?p2
Vs a interesting team that beat me the first time I faced it(forgot to save that one): https://replay.pokemonshowdown.com/gen9ou-2442783087
Rain makes me forget how to think: https://replay.pokemonshowdown.com/gen9ou-2442764287?p2
Just seeing a team with a strong core can make me overthink even when the path to win is obvious: https://replay.pokemonshowdown.com/gen9ou-2442755351?p2
Another case of a solid core can put this team in a bind: https://replay.pokemonshowdown.com/gen9ou-2442751807?p2
Sorry if this was long winded. But I have been on a high horse lately and im sure my next match will put me back in my place where I belong eventually tilting back to 1000's. But if you have any suggestions about the team, im open to suggestions. Or if you even want to try it please do, I would love to see when someone better pilots my team.
P.S. Need to apologize to Karen because I was unable to use my favorites to win, sorry cramorant your just not cut out for this right now.
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