Introduction
https://pokepast.es/8467e6c07c69436b
To start, I never had the desire to play this game competitively on the ladder. I didn't enjoy what I viewed to be rather limited teambuilding in the format in terms of mon variety, and I always threw together teams with mons that had fun qualities to work with as opposed to using mons within the tier. However, that changed when I happened to throw together the earliest iteration of this team (It was originally made just to be a mono electric team, where I only used tera on
for it to be mono electric) and it started doing decently on ladder. With some tweaking it was performing so well for what it was that from that point on, I was determined to tweak this team to make an optimized variation of it. Eventually, it was doing well enough that I made it my goal to hit top 100 exclusively with it. Flash forward to yesterday, where I hit that goal and beyond, I can proudly say that this ragtag team I made can do well against a large portion of OU teams if you play smart. This team thrives off of playing off of safe plays from your opponent since many players resort to them upon playing the team for the first time, as it is extremely off meta. This is my first time showcasing a team if you have any questions about anything I may have forgotten to mention feel free to ask!
The Team

is a necessary evil for electric terrain teams unfortunately. Manual terrain setters just can't keep up against HO and in emergency situations, this mon will get terrain up where others won't. However, this mon still provides a surprising amount of use despite being the worst mon on the team outside of terrain setting. Against webs leads like
and
it can shoot off a free Discharge during the webs turn, and if Moonblast lowers your Sp. Atk before the second one comes out, you can Sucker Punch to get a kill on what would other be a free Moonblast. It's useful for stuff like
,
and
leads as well due to Sucker Punch, which is extremely important for
leads in particular due to the fact that one of this teams biggest weaknesses is dealing with mixed attackers due to this teams defensive cores. Thunder Wave is mostly consistent para for speed control against stuff like
which lets
outspeed it, whilst discharge gives you an option to roll for para while doing decent damage if they don't have a ground type in the back. Memento lets you pivot lategame to get in safely against mons like
or
when terrain isn't necessary. Tera Dark to up the damage of sucker punch in emergency situations as well as gaining a useful psychic immunity for
if needed, however I very rarely used this in matches. In fact, I used about every single tera on the other mons equally excluding
by the time I hit 1900+
is the glue that holds this whole team together. With it's presence making every single mon reconsider throwing out what would otherwise be a free earthquake into the team as well as consistently baiting physical attackers to switch out to set up screens, this mon does it all. It beats nearly every single
build that isn't running Smack Down and forces the scarf variants to not use EQ freely and instead opt for U-turn or Stone Edge. It's the teams designated answer against
,
,
or
and partially
. If you read them to stay in for rocks setup, 252+ Sp. Atk Hydro Pump will reliably one shot any of them that aren't
and
with it still one shotting a good amount of
variants and it can also be a lategame wincon for any mons that take neutral damage from Hydro Pump. Using screens over Will-O is more favorable for this team, as it covers
lack of physical bulk and
decently lackluster special bulk to play for lategame wincons or to make early game progress with
. It also covers for Tera Fire
or
sets, which would otherwise make throwing out Will-O a risky option, and considering how often physical mons will switch out when faced with
, screens gives a guaranteed damage reduction even on a switch out, albeit for a 7 turn window. The slight speed investment is so it can outspeed paralyzed
to set up a Light Screen/Reflect depending on the set. While the special bulk is interchangeable with some physical bulk, I ended up using this spec set for an emergency answer for
, because if you lose access to
after exhausting tera, that mon can 6-0 the team. Tera Poison changes the singular grass weakness into a resist, gives you a poison immunity into stall teams, lets you resist
and
as well as only having a singular weakness in Psychic.
is the most support centered mon on the team, with the least amount of offensive capabilities. The set is entirely designed around countering any
that isn't Tera Fairy, with the Encore/Mach Punch combo shutting down any attempt at SD/Sucker. This mon pairs extremely well with
, since it baits in Gambit fairly often once set up. It dual resists both of
stab options and can get a free revival unless your opponent reads the initial switch in and swaps out to a mon that beats
. Mach Punch is good for emergency priority as well, and with Revival being an option, most people will sack their faster low hp mons just due to that. Nuzzle is good for
as it breaks multiscale and lets you outspeed to encore dragon dance if they went for it, as well as
since many will go for ID infront of it, which lets you outspeed it to encore while also tanking a 1.5x def Body Press or a non band CC if they opt for that. I opted for Volt Absorb over Iron Fist/Natural Cure to catch obvious Volt Switches from
and
. Revival Blessing is an extremely rare option that lets this team sack crucial mons for good positioning, while also letting you choose a win condition that suits whatever situation you find yourself in lategame.
screens support pairs extremely well with this mon as well, as it not only allows you to tank hits to use Revival Blessing twice where you otherwise wouldn't be able to, but is also beneficial to keep alive mons such as
and
who get brought back at only 50% HP. Tera Ghost is mostly for emergency
speed control, and lets the nuzzle into encore combo cover both CC and Body Press on top of ID, but it also has uses for stuff like Tera Normal Espeed
or 
is the first of this teams three offensive powerhouses, and is the de facto speed control. This mon is what will make or break games, and is the most read heavy mon by far on the team. It's the hardest mon on the team to switch in as well, as you need to be very careful with what options your opponent is going to go for before sending it in. A few openings are
infront of
that is confirmed to be leftovers, as they will generally just go for ID, or Speed Quark
as they will most likely go for Moonblast, which
can tank one of. All of that being said this mon is extremely strong, especially if the enemy is in a position without ground types. It outspeeds and one shots
with terrain boosted Volt Switch & Psychic even if they tera it into neutral damage, one shots most
with Alluring (Alluring is also really strong against teams who have both
and
as they will try to switch into one or the other to predict a Volt or a Psychic), one shots
& most
with Psychic, two shots
with Psychic if they attempt to switch it in, one shots
and most
with Focus Blast (which is a very common switch in), and a bunch more. If you can successfully eliminate your opponents ground types, you can confirm lategame wins with Volt Switch spam. As much as I would prefer to run Life Orb over Specs for the choice, this mon loses out on way too many crucial one shots without specs and it is crucial this mon either forces a switch, Volt Switch pivots out, or takes a kill when it is on the field. Tera Fairy is mainly there for sun teams to one shot
and hit
for great damage, as well as it being a safer option than Volt Switch against those teams for
switch ins.
is the wallbreaker on this team, and is how this team manages to beat stall. It is also the teams only switch in for physical threats, so screens support is important. I opted for Supercell over Wild Charge/Thunder Punch due to the lack of recoil while also maintaining an extremely high damage output on terrain. On terrain Supercell one shots most
builds if they stay in, and can't reliably one shot hands, so SD is relatively free. If they have a ground type in the back such as
and
isn't full health, Ice Punch is pretty free to throw out as item ambiguity will make them scared of band being a possibility. Quick Claw, while generally not worth it on most mons, is actually extremely strong on this set/team in particular.
extreme bulk, combined with screens and Revival support means that
generally is at least on the field for 5 turns, which can result in saving some HP against stuff like
, which will attempt to get chip while sacking itself. On top of that, there is a good amount of situations where low hp
is going to be sacked when faced with mons such as Quark SpA
or
to get in stuff like
safely and while only having a 20% chance to proc, it gives huge momentum when it does activate and one shot them with Supercell/Ice Punch respectively. If SD is setup, you can also throw out Drain Punch while sacking for a chance to take out
and
and recover HP from them as well in a scenario that is otherwise guarenteed death. SD also lets it be a wallbreaker against mons who would otherwise completely wall the team such as Tera Fairy
. Tera Flying is paired with SD on terrain to take out threats like
or
which gives
a lot more freedom to Volt Switch Spam as well as lets Supercell be a free option to go for outside of the 5% miss chance, as well as lets it dodge stuff like
EQ. With it's bulk, having the ability to just take neutral damage from moves to take out stuff like
&
if you're at full health is also extremely huge for it, with even more utility for tanking hits from
to take it out to eliminate the need to fight for terrain.
is the hazard removal, special wall and a win condition depending on if the team your facing has priority in the back. Ice Scales forces respect from any non super effective damaging move, and can be sent in freely against
,
, non specs
and subtect
. 252+ speed lets it outspeed and one shot most
builds with Tera Blast Elec on terrain after 1 quiver dance, and outspeed
after 2. It's a great hazard removal option, with the downside of removing the terrain every time, so if they can get rocks back up rather freely on stuff like
switching into
, it's better off to switch in
than defogging to keep making momentum. Boltbeam coverage with Tera lets it run defog without losing out on much with it's offensive utility, and on a mon as specially bulky like this finds at least a couple openings a game to remove webs/spikes/rocks, especially with the required HDB that are on
sets. One of my favorite mons to switch it into is non scarf
, as Tera Elec QD is rather free infront of it and lets you throw out a free Ice Beam into them to cover switching if they don't go for Nasty Plot and instead opt for something like Make it Rain. While I run Tera Elec on this for terrain boosted Tera Blast and to give Frosmoth only 1 weakness with a steel/elec resist, Tera Ground also fits well on this. Similar to what Terastalizing
does, turning it's many weaknesses into neutral damage at worst lets it be extremely versatile in the special mons it walls. It lets it even take out threats such as
,
,
,
,
, and a bunch of other special attack based mons.
Counters
The biggest one to note is unaware
, as it walls the entirety of this team. You need to outplay them a lot to make progress against it, and if I know I'm playing against stall I change up a few things about the team to make it play better against that teams archetype (I replace tera blast with giga drain for
on Frosmoth, Focus Blast for Wish on :Alolan-Raichu:, change Mach Punch for CC on
and change
Tera type to Poison.)
is a big one too, as you need to either sack at least one mon (I thunder wave it using
generally so
can outspeed or safely tank a dark move from the scarf set) Screens support can also help against that mon, and lets
deal with it more reliably. Teams with multiple bulky ground types that aren't 4x weak to ice such as ones like
and
can be difficult to break through as well, and require good positioning but generally aren't unwinnable, and I usually commit to Tera Flying
to break through them more consistently.
or any other setup priority user can be extremely strong as well if
can't tank one to set up reflect for
or
, or if
is too weak to tank said hits. If
hits the field, I always try to send in
to get off an immediate Reflect to avoid situations where I immediately lose. Cosmic Power is probably one of the more annoying ones, as this team has no way to consistently deal with it. If I see Cosmic Power
or
, I'm nuzzling it with
then sending in
to Supercell. There is probably a few more tricky mons to deal with, but generally these are the more egregious of them.
Replays
(The mon next to the replay is the win condition that won the game, nearly all if not all of the replays that aren't in the section that says otherwise were probably won without quick claw being a factor)
Vs Offense
https://replay.pokemonshowdown.com/gen9ou-2402269717-33cgavgintmt4ex4du103x8amca48nwpw
https://replay.pokemonshowdown.com/gen9ou-2357197202-swvhe992ng718lrihtxjfdv2fr8plikpw
& 
https://replay.pokemonshowdown.com/gen9ou-2402116927-08w35n945pw8sw5cgwwkgf9g0f8402kpw
Vs Bulky Offense
https://replay.pokemonshowdown.com/gen9ou-2402689897-9qeg5w4uk4pw796gxny72edgdo9elsjpw?p2
https://replay.pokemonshowdown.com/gen9ou-2402682334-ywv3k4s29nmk0d0wfm8fu5sm4hi7nbfpw
https://replay.pokemonshowdown.com/gen9ou-2402273932-dl6gdod6gdyckdv7fu4isw8dg4hjuydpw?p2
https://replay.pokemonshowdown.com/gen9ou-2397665411-2bxk6fdfkc1qlcqh9w580er0v6eqkaepw

https://replay.pokemonshowdown.com/gen9ou-2379720751-8yblg75jwbkda0nx4h22srurxw7ey2vpw

https://replay.pokemonshowdown.com/gen9ou-2397642659-qepc94n5wkchnclv17ht8fsh2j8ijcypw?p2
https://replay.pokemonshowdown.com/gen9ou-2398280576-p864pfl25av50s5t1jg5it1gr69j8hxpw

https://replay.pokemonshowdown.com/gen9ou-2380332601-auafkw1sqp7wdbtkvbcxxo0lsof111npw

https://replay.pokemonshowdown.com/gen9ou-2380335686-95fi5su05pv5ut0rj74hu06ad658nftpw

https://replay.pokemonshowdown.com/gen9ou-2380724755-r3ktqluy4u5h2ubxyl0u9nsnvi6cikopw
& 
https://replay.pokemonshowdown.com/gen9ou-2397305741-bok5oqae9vs7dajej5njxamy2bjhb9jpw

https://replay.pokemonshowdown.com/gen9ou-2401350458-ybt5jhrnp4116v4l3bqwjy1lr35wsnapw
(small quick claw cheese but I'm pretty sure headlong wasn't coming out, we played before and the opponent knew I was tera fly, it was why they went for knock off with
. Once
/
was gone the game was pretty much over)
Vs Stall
https://replay.pokemonshowdown.com/gen9ou-2357177669-4mxt9radr10qyroi08nfc6wbvy8phfcpw

https://replay.pokemonshowdown.com/gen9ou-2379723352-shfnd2wkdrbgdhakwoqh0mvq45kqluqpw
(had some claw cheese but with revival in the back+tera exhausted I think this was a winning game regardless)
Replays with too absurd quick claw momentum or only gamestates won from quick claw (every other replay where it activated had an out in some shape or form regardless of its activation)
https://replay.pokemonshowdown.com/gen9ou-2401571209-82vopajpxd4lixr5g2bvlmtkqduhoi4pw?p2 (so many procs I honestly have no clue how the match would've played out without )
https://replay.pokemonshowdown.com/gen9ou-2380279625-t9tcec5vn9tci54habiqs7l0k7eq6btpw (this one wasn't especially egregious since I still would have probably won without and it was a single proc but the forfeit from claw is a good showcase of the mental warfare aspect of it)
https://replay.pokemonshowdown.com/gen9ou-2343705595-2gce4a3862uci7ugivsi7ebd6ou0y7npw (played this not as good as I needed to but claw + freeze saved me)
Ladder Videos (will add more later)
Blunder piloted this team and went 6-0 around the 1800s, only winning 1 of them solely due to luck. Outside of some general luck, this video is a pretty solid example of how to position/pilot this team into bulky offense/offense.
https://pokepast.es/8467e6c07c69436b
To start, I never had the desire to play this game competitively on the ladder. I didn't enjoy what I viewed to be rather limited teambuilding in the format in terms of mon variety, and I always threw together teams with mons that had fun qualities to work with as opposed to using mons within the tier. However, that changed when I happened to throw together the earliest iteration of this team (It was originally made just to be a mono electric team, where I only used tera on

The Team

















































































































Counters
The biggest one to note is unaware






















Replays
(The mon next to the replay is the win condition that won the game, nearly all if not all of the replays that aren't in the section that says otherwise were probably won without quick claw being a factor)
Vs Offense
https://replay.pokemonshowdown.com/gen9ou-2402269717-33cgavgintmt4ex4du103x8amca48nwpw

https://replay.pokemonshowdown.com/gen9ou-2357197202-swvhe992ng718lrihtxjfdv2fr8plikpw


https://replay.pokemonshowdown.com/gen9ou-2402116927-08w35n945pw8sw5cgwwkgf9g0f8402kpw

Vs Bulky Offense
https://replay.pokemonshowdown.com/gen9ou-2402689897-9qeg5w4uk4pw796gxny72edgdo9elsjpw?p2

https://replay.pokemonshowdown.com/gen9ou-2402682334-ywv3k4s29nmk0d0wfm8fu5sm4hi7nbfpw

https://replay.pokemonshowdown.com/gen9ou-2402273932-dl6gdod6gdyckdv7fu4isw8dg4hjuydpw?p2

https://replay.pokemonshowdown.com/gen9ou-2397665411-2bxk6fdfkc1qlcqh9w580er0v6eqkaepw

https://replay.pokemonshowdown.com/gen9ou-2379720751-8yblg75jwbkda0nx4h22srurxw7ey2vpw

https://replay.pokemonshowdown.com/gen9ou-2397642659-qepc94n5wkchnclv17ht8fsh2j8ijcypw?p2

https://replay.pokemonshowdown.com/gen9ou-2398280576-p864pfl25av50s5t1jg5it1gr69j8hxpw

https://replay.pokemonshowdown.com/gen9ou-2380332601-auafkw1sqp7wdbtkvbcxxo0lsof111npw

https://replay.pokemonshowdown.com/gen9ou-2380335686-95fi5su05pv5ut0rj74hu06ad658nftpw

https://replay.pokemonshowdown.com/gen9ou-2380724755-r3ktqluy4u5h2ubxyl0u9nsnvi6cikopw


https://replay.pokemonshowdown.com/gen9ou-2397305741-bok5oqae9vs7dajej5njxamy2bjhb9jpw

https://replay.pokemonshowdown.com/gen9ou-2401350458-ybt5jhrnp4116v4l3bqwjy1lr35wsnapw




Vs Stall
https://replay.pokemonshowdown.com/gen9ou-2357177669-4mxt9radr10qyroi08nfc6wbvy8phfcpw

https://replay.pokemonshowdown.com/gen9ou-2379723352-shfnd2wkdrbgdhakwoqh0mvq45kqluqpw

Replays with too absurd quick claw momentum or only gamestates won from quick claw (every other replay where it activated had an out in some shape or form regardless of its activation)
https://replay.pokemonshowdown.com/gen9ou-2401571209-82vopajpxd4lixr5g2bvlmtkqduhoi4pw?p2 (so many procs I honestly have no clue how the match would've played out without )
https://replay.pokemonshowdown.com/gen9ou-2380279625-t9tcec5vn9tci54habiqs7l0k7eq6btpw (this one wasn't especially egregious since I still would have probably won without and it was a single proc but the forfeit from claw is a good showcase of the mental warfare aspect of it)
https://replay.pokemonshowdown.com/gen9ou-2343705595-2gce4a3862uci7ugivsi7ebd6ou0y7npw (played this not as good as I needed to but claw + freeze saved me)
Ladder Videos (will add more later)
Attachments
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