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Was good yall, Just wanted to share another Team concept me and Coach Savouras created using as the main idea. This was my first time using the Pokémon so the exp was fun with lots of new found info for me as a trainer. First thing we thought about was Usage because not only does have amazing bulk but also amazing sp.attack. That being said we decide to work with best of both worlds spreading his evs out to tank and dish out damage. Second was synergies, what pokemon partnered well with Hydrapple and provide the coverage we are lacking? Well that Pokémon we determined was Assualt Vest and wow was this mf thick. Alomomola gives us a switch in to most sp.attackers in the meta while also being apple to pivot out and appreciates the def value of hyrapple being apple to check while also providing a dope Regenerator core I found to be very fun. With a solid core from those two we decide to add a raging bolt answer which was giving us ground/electric immunity and a knock off absorber once toxic orb activates. Gliscor utility really helps with the teams longevity and punishes drawn out end games with spikes and toxic. Next felt like a must which was hoopa unbound. Firm believer in if your running hazards u damn sure need a knock off Pokémon and executes not only that role but a nasty punisher on switch ins. you can feel his base 160 attack every time he hits something. Next was for a sure way to control hazards and also a Pokemon to out speed on a scouted play rough against and Lastly we wanted a way to block hazard removal from and while also gaining a answer to fairs other than tera hoopa. Gholdengo felt best in this last slot especially being able to twave switch ins like giving apple a easier matchup late game being able to out speed is huge. The Team really seemed to thrive against hyper offensive like veil because can court change and hazards start adding up, bulky offensive in the long term get crippled by or . Here are the noticeable Synergies: + + form a near-unbreakable core between Regenerator recovery and status pressure. Status infliction: Between Thunder Wave , Body Slam , and Will-O-Wisp , nearly every matchup involves some kind of speed or power control. Hazard Cycle: lays Spikes → flips them → prevents Defog → continuous chip wears foes down for . Pivot Chain: Flip Turn + U-turn + Regenerator loops ensure momentum is in your favor.
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4. | Team Building Process
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Hydrapple @ Rocky Helmet
Ability: Regenerator
Tera Type: Steel
EVs: 240 HP / 148 Def / 120 SpA
Nature: Modest
IVs: 0 Atk
Moves:
• Fickle Beam
• Giga Drain
• Earth Power
• Nasty Plot
Role & Notes:
acts as both a breaker and a mid-game pivot thanks to Regenerator and solid mixed bulk.
The combination of Rocky Helmet + Regenerator punishes physical attackers like , , and attempting contact hits.
With Nasty Plot, it pressures even resists after a boost, while Steel Tera flips key matchups against Fairies and Ice types and lets it tank Iron Head, Moonblast, or Ice Spinner and the most common Hyper Offensive Lead .
Fickle Beam adds RNG-based burst potential, and Earth Power nails and .
This set synergizes beautifully with your Regenerator core and appreciates hazard support from .
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Hoopa-Unbound @ Choice Scarf
Ability: Magician
Tera Type: Poison
EVs: 252 Atk / 4 SpA / 252 Spe
Nature: Hasty
Moves:
• Knock Off
• Psychic Noise
• Gunk Shot
• Trick
Role & Notes:
Your revenge killer and wallbreaker in one.
Scarf Hoopa-U surprises common speed tiers like , , & .
Psychic Noise stops recovery, a massive help versus , , and Sub Abuser like .
Gunk Shot punishes Fairy switch-ins, while Trick cripples walls like or: Corviknight: .
Tera Poison resists Fairy, giving it an emergency defensive pivot if needed.
Despite its frailty, Hoopa’s sheer power complements Hydrapple’s bulk, breaking what it can’t.
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Gliscor @ Toxic Orb
Ability: Poison Heal
Tera Type: Fairy
EVs: 244 HP / 168 SpD / 96 Spe
Nature: Careful
Moves:
• Earthquake
• Spikes
• Toxic
• Protect
Role & Notes:
The glue and hazard setter.
This SpDef variant walls key threats like , , and while staying healthy through Poison Heal.
Spikes enable chip that compounds with Knock Off and status.
Protect scouts Choiced attackers and milks recovery.
Tera Fairy provides a key Dark/Fighting resist for threats like and also giving immunity to spammable dragon moves like spec , ensuring long-term stability.
Together with Court Change, forms hazard control synergy both offensively and defensively.
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Cinderace @ Heavy-Duty Boots
Ability: Blaze
Tera Type: Ghost
EVs: 224 HP / 32 Atk / 252 Spe
Nature: Jolly
Moves:
• Pyro Ball
• U-turn
• Court Change
• Will-O-Wisp
Role & Notes:
Your pivot + hazard control backbone.
Court Change flips hazards back on offense-heavy teams, while Will-O-Wisp neuters physical breakers like , , and opening able to soak hits 1000x better.
Tera Ghost blocks Rapid Spin and adds a crucial immunity to Fighting-type coverage.
It works hand-in-hand with and by maintaining tempo through U-turn and spreading chip.
flexibility and speed keep the team from feeling too passive.
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Alomomola @ Assault Vest
Ability: Regenerator
Tera Type: Normal
EVs: 252 HP / 4 Def / 252 SpD
Nature: Sassy
IVs: 0 Spe
Moves:
• Flip Turn
• Scald
• Mirror Coat
• Body Slam
Role & Notes:
A surprisingly effective SpDef wall that also pivots.
AV Alomomola checks special nukes like , , and .
Mirror Coat threatens KOs on surprise special hits (think or ).
Body Slam spreads para, synergizing with Thunder Wave + Hex strategy.
Between Flip Turn and Regenerator, it maintains momentum and longevity.
Tera Normal blocks Ghost attacks (like Shadow Ball from or ) and prevents free setup turns while also increasing the power we do to .
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Gholdengo @ Air Balloon
Ability: Good as Gold
Tera Type: Fairy
EVs: 252 HP / 196 Def / 60 Spe
Nature: Bold
IVs: 0 Atk
Moves:
• Thunder Wave
• Hex
• Recover
• Make It Rain
Role & Notes:
The status-control anchor of the squad.
blocks Defog attempts from and , preserving Spikes.
Thunder Wave + Hex turns passive matchups into lethal chip wars, especially when combined with Body Slam and burns.
Tera Fairy flips Ground and Dark weaknesses into resistances, granting resilience against and Moonblast users.
Air Balloon adds another layer of Ground immunity, helping the team stack defensive pivots. Sometimes make it rain can be altered for focus blast for a better check on and and such but both work well I believe its just preference.
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5. | Threats To The Team
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Opposing hazard stack can get crippling. Hydrapple Usually punishes those cores like & but it depends on your tera timing.
knock off set can be annoying and cripple your taking away its av, and the nasty plot set is devastating so
4atk can get annoying but bodyslam, hazard, and rock chips, along with out speed should keep it in check.
Stall, Be very careful how you use because he is your win condition
⸻ 6. | Shout Outs ⸻
Another Big Thank You to Sav for guiding me and teaching me everything.