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7* Raids & Other Assorted Events: Pikachu Rerun (7/12-25), Dondozo (7/26-8/8), Dragonite (8/23-9/1)

Miraidon was not that common in randos because almost every single rando that didn’t automatically abandoned when they saw Miraidon would quickly learn from the raid to do so next time. And if you joing a Pika raid with a Miraidon, that is partially your fault for not leaving.

You could technically skill swap Tinkatuff’s Mold Breaker. But it’s not worth supporting someone who is that clueless, and also buffs the raid boss with electric terrain.
 
Versus Pikachu: From last time we fought Pikachu, key highlights:
1) It has light ball, but all forms of removing items in tera raids were buggy and inconsistent. Knock off totally works… except some raids where knock off just won’t knock the item. I also tested other forms of item removal without good results. There was no clear trigger/requirement for the times that worked/failed. Unless they fixed the bugs (doubtful), do not count on Knock Off.
2) Lurantis is meta. Core for every team.
3) Grass types and sun supports were very valuable. Good choices included Wo Chien, Jumpluff, Oranguru, Toedscruel, Deerling. At least resisting water is a major boon due to T0 surf in rain.
4) It was before DLC/home added mons. So if you want new strats, look there. Weepinbell and Gloom are both going to be good candidates.

Versus Dozo: I find the inclusion of only one STAB/Tera type to be extremely fishy. This makes me very suspicious that dozo will pack fissure as its gimmick. If its gimmick is curse spam (like Meganium), Malomar will have it covered.

My recommendation for Dondozo as of right now is:

View attachment 646492
Mowtom or Wotom-Rash
Life orb/Shell Bell, 252/0-/4/252+/0/0
Thunderbolt, Charge, Nasty Plot, Reflect

There are other sets, but this one should be solid for more freeform purposes. Life orb to run with a coordinated team to OHKO dozo on turn3 (given fake tears, helping hand, and attack cheer). Shell bell if you want to try your luck with randos. Rotom’s big advantage is that he can be flexibly slotted into uncoordinated parties.

You can also run support sets with reflect, discharge, and helping hand, but there are better choices, as wisp gets blocked by the guaranteed water veil.
I think Wash would be a better option. I fully expect Dozo to have Ice coverage.

Also, I just came up with something. Now I'm fully aware Mew is pretty much an obvious choice to make most raids painfully easy, but hey.

:SV/Mew:
Shell Bell / Metronome
Tera Grass
252 SpA / 252 Def / 6 HP
Modest Nature

Giga Drain
Acid Spray
Lunge / Chilling Water
Nasty Plot

With Tera Grass not only will you resist Water, Ice will deal less to you than Earthquake on Tera Electric. If he's able to spam Curse and has Body Press though, replace Nasty Plot with Iron Defense.
 
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That's the entire problem: last time, there was *A LOT* of Miraidons online who did not expect Pikachu to have Lightning Rod, making them *completely useless*.

And no there's no way they'll have Fissure in its moveset, unless they really want none of the randoms to beat it. None of the raids had any reference to competitive, in fact most of the movesets of the raids would have been awful in competitive if these mons were even remotely viable in first place..

That said if it's Tera Water as Serebii says, it's likely just going to be all in brutal on Wave Crash + rain + setup (which would also work fine with Water Veil removing the burns). Probably packing a strong physical wall is going to be enough. Likely Toxapex with Chilling Water if it doesnt pack Earthquake, and if it does, can always run Slowbro to same avail and let whatever electric or grass type do the heavy lifting honestly.

(Also tbfh, Freeze Dry exists, Kyurem-White looking pretty spicy expecially if it can be provided snow....)
To be clear, it is Tera Water because that was what they announced it as. It's why I have it in the op as Tera Water
 
1) It has light ball, but all forms of removing items in tera raids were buggy and inconsistent. Knock off totally works… except some raids where knock off just won’t knock the item. I also tested other forms of item removal without good results. There was no clear trigger/requirement for the times that worked/failed. Unless they fixed the bugs (doubtful), do not count on Knock Off.

I don't know this for sure, but one hypothesis is that Knock Off works against a raid boss with an item as long as it actually deals damage. If Pikachu's shield's 1% modifier rounds the damage down to zero, then it won't remove the Light Ball.
 
one hypothesis is that Knock Off works against a raid boss with an item as long as it actually deals damage. If Pikachu's shield's 1% modifier rounds the damage down to zero, then it won't remove the Light Ball.
I just ran the calc.
0- Atk Toedscruel Knock Off (97.5 BP) vs. 252 HP / 0 Def Tera Water Pikachu: 87-103 (0.6 - 0.7% of 50x hp boss)
If the 1% shield modifier was jankily implemented by an underpaid intern, then it would make sense that my toedscruel (who always runs negative atk nature) would be affected some fraction of the time. We might test that thursday. At which point the solution is to not run min Atk, as is customary on supports.

Running more calcs, 167 Atk would be the benchmark for non STAB knock off to not be (potentially) rounded to zero, doing 101 dmg min to pika. Any support with 91+ base Atk would be able to do it even with min Atk, or 66 base Atk with max Atk IV and neutral atk Nature. Any lower atk than that would require actual investment. Victreebell/Meowscarada would always do enough dmg. Weepinbell would need at least 1 atk IV. Toedscruel would need max Atk IV and neutral nature.
 
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If that is true, Modest Serperior with 31 Attack IVs hits that exact 167 Attack benchmark. To be safe, you could just use the throwaway 4 EVs into Attack. Lurantis has a base 105 Attack stat and shouldn't have to worry if it opts for Knock Off.

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Another set for Pika:

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Deerling @ Eviolite
Level: 100
Bold Nature
Ability: Chlorophyll
EVs: 252 HP / 220 SpD / 36 Spe
- Helping Hand
- Light Screen
- Sunny Day
- Sand Attack

Hear me out, because it looks dumb. Deerling takes about 28-34% from Thunder/Iron Tail (with no light screen), and there are many spreads of Spdef/Def that can work. It depends if you want to play around Iron Tail Def drops, vs Thunder paralysis, and handling Light Screen with a full phys def build.

Sand attack is for Lurantis/Seperior, as missing Leaf Storm can be a big problem given its low PP. Screen/Sun is obvious. 36 Speed EV lets you naturally outspeed Pika.

Chlorophyl + HH if you want to outspeed while paralyzed in sun, and helping hand support. Alternative is Serene Grace + Body Slam to fish for 60% paralysis, which is actually pretty good. That is the set I used last time, and I can assure you it works. Spring form is recommended to assert dominance.
 
I can’t remember much— do you guys think Mighty Pikachu will be easier/faster than Charizard now that we have serperior?
 
I can’t remember much— do you guys think Mighty Pikachu will be easier/faster than Charizard now that we have serperior?
No. Serperior has very slightly less SpAtk than Lurantis, and very slightly more bulk. The main advantage being that Serperior naturally outspeeds Chungachu, while Lurantis does not.
 
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Hisuian Goodra hard counters Pokemonian Mickey Mouse:

goodra-hisui.gif

Goodra-Hisui @ Assault Vest
Ability: Gooey
Tera Type: Grass
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Acid Spray
- Chilling Water / Knock Off
- Skitter Smack / Knock Off
- Absorb

Assault Vest incentivizes Pikachu to use Play Rough instead of its special attacks, forcing it to proc Gooey and decrease its speed.
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This can be good for slower attackers like Lurantis and other fat supports. Absorb sounds like a hella-weak option since it's 20 BP, but moves of the Tera Type that have a base power below 60 are increased to 60 base power, giving Hoodra a good damage-dealing option and a source of healing despite running Assault Vest.
 
I don't know this for sure, but one hypothesis is that Knock Off works against a raid boss with an item as long as it actually deals damage. If Pikachu's shield's 1% modifier rounds the damage down to zero, then it won't remove the Light Ball.
I disproved this theory.

Meowscarada knock worked on solo, and then worked when I hosted the raid, but failed when I joined someone’s party.

I think the condition is that Knock Off only works if the user is the host, but more confirmation is needed.
 
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Goodbye Event Charizard and Raid Sylveon. It’s been a good farming run, but this Pikachu has Herba and is just too easy to wreck with Serperior. Sayonara

(Set: Leaf Storm / Giga Drain / Knock Off / Breaking Swipe)
 
I disproved this theory.

Meowscarada knock worked on solo, and then worked when I hosted the raid, but failed when I joined someone’s party.

I think the condition is that Knock Off only works if the user is the host, but more confirmation is needed.

Thanks for doing some testing! I think that might be right -- it's a frustrating condition, and probably a bug (?) :psygrump:


In case anyone hasn't already seen, 7-star Pikachu is a little different this time around. It has the typical 20/30/70% shield modifiers this time instead of 1/70/120%, and it doesn't have any EVs.


...and here's a coordinated strategy in case anyone wants one.
 
Thanks for doing some testing! I think that might be right -- it's a frustrating condition, and probably a bug (?) :psygrump:


In case anyone hasn't already seen, 7-star Pikachu is a little different this time around. It has the typical 20/30/70% shield modifiers this time instead of 1/70/120%, and it doesn't have any EVs.


...and here's a coordinated strategy in case anyone wants one.
Serebii's still reporting it as 1/70/120%, just without the EVs.
 
I think Serebii might be incorrect. There is a site with datamined raid info that has different shield values for Pikachu compared to last time, and it's not too hard to see with a Contrary + Leaf Storm attacker that you're doing way more than 1% through the shield before Terastalizing.
Yeah I agree. I was trying a Zekrom solo and noticed my Breaking Swipes were doing way more than they would have if the original version of the raid was being used.
 
Thanks for doing some testing! I think that might be right -- it's a frustrating condition, and probably a bug (?) :psygrump:


In case anyone hasn't already seen, 7-star Pikachu is a little different this time around. It has the typical 20/30/70% shield modifiers this time instead of 1/70/120%, and it doesn't have any EVs.


...and here's a coordinated strategy in case anyone wants one.

Interesting to hear about the Knock Off thing, I never would have known. I didn't run into any issues with Mud-Slap not building tera charge myself, so maybe it was a bug back then or just another weird group thing. (EDIT: Actually this wouldn't even apply because they removed the 1% damage shield.) Finding out this Pikachu was a nerfed version was a bit disappointing though. I wanted to fight the original Pikachu at full power to make up for Azumarill missing it, but I suppose it may never truly return at this point and so we are left with a hollow shell of a mascot. Nevertheless, a win is a win even if I will count this as a separate boss, and I still managed to avoid using DLC tools or any AI that wouldn't have used its status moves back then.


Here's the full raid script for documentation, notably Pikachu starts double attacking at a 50% rate after 40% HP.
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Ultimately the Azumarill solo did happen, and it took a bit to figure out how to set everything up properly. My initial theorymon from a year ago revolved around using Utility Umbrella to remove Thunder's perfect accuracy and try to start Mud-Slapping and setting up Amnesia. This didn't really help much in practice other than to start making progress in the first turns of rain, and after a bunch of trial and error I actually settled on Protect over Amnesia as my 4th slot, since Pikachu would go for Iron Tail the rest of the battle. This allows Azumarill to stall out the 5 turns of rain without having to die 3 times to start the battle, though it still does it 2 times instead. Technically Endure can work too but lol.

EDIT: Technically I guess Endure doesn't work for this final strategy's specific timing, I just saw it as an option in the TM list while teaching Protect and thought about it for a second.

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I actually almost won on this attempt, but I checked stats for the screenshots and Pikachu released its energy despite the visible timer. So I wanted some extra insurance, and I decided to set up a permanent attack cheer for a 1.5x multiplier. In earlier attempts I was trying to either save my heals or get away with 2 defense cheers to make use of the stacking mechanic, but it wasn't really working out or necessary at that point to survive the hits, and I just settled for Mud-Slap dodges being enough to let me Belly Drum and Shell Bell heal the rest up, which is even more effective with the attack cheer.

In terms of AI support, I left it random. Bellibolt scared me because of Lightning Rod, but it surprisingly did not Discharge and just used Light Screen/Mud Shot whenever I got it, which has annoyed me in the past but was actually nice now as a rare form of speed control alongside Garganacl's Rock Tomb. Gardevoir and Umbreon can paralyze Pikachu through Synchronize, if it goes for Thunder on them which it might just not due to its other SE options, but I've seen it happen though it might also come down to Intimidate dissuading it or random double attacks. Intimidate is helpful after terastallizing because Pikachu prefers to Iron Tail Azumarill. Sylveon still helped a bit here with Moonblast taking it to -1, though it did lose some turns defense cheering T1 and dying.

The first 5 turns go as follows. Azumarill takes the T1 Rain boosted Surf and Protects, allowing the AI to take a turn and set up the defense cheer. Max HP Azumarill can likely survive Surf + Thunder with a defense cheer, so this is an opportune time to Mud-Slap on turn 2 and then set an offense cheer while dying on turn 3 to preserve both cheers, barely still active. While Pikachu will reset its stats due to hitting 80% time after fainting, it also triggers the tera steal, so you might think this is pointless. But fainting removes Azumarill from the field before time is taken away, and so Azumarill dodges the tera reset by not being a target.

0+ SpA Light Ball Tera Water Pikachu Surf vs. 252 HP / 0 SpD Azumarill in Rain: 110-130 (27.2 - 32.1%) -- guaranteed 4HKO
0+ SpA Light Ball Tera Water Pikachu Thunder vs. 252 HP / 0 SpD Azumarill through Def Cheer: 240-284 (59.4 - 70.2%) -- guaranteed 2HKO

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(This is the 2nd death and I only just screenshotted it halfway through the revival timer.)
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On turn 4, I Mud-Slap again and die on turn 5 to similarly dodge the 65% time tera steal as well, which I have seen happen by inputting too slowly. By this point the rain is gone and Pikachu can't see clearly anymore at -2 accuracy, so I go for the 3rd Mud-Slap and get full tera charge. Pikachu did hit a 168 Thunder to take me down to 234 (healed 1 from Mud-Slap Shell Bell). I think Sylveon's Moonblast did make this range possible to allow me to go for the tera Belly Drum immediately, but I think I could have set a 2nd defense cheer or rolled on heal cheers in time.

-1 0+ SpA Light Ball Tera Water Pikachu Thunder vs. 252 HP / 0 SpD Azumarill through Def Cheer: 162-192 (40 - 47.5%) -- guaranteed 3HKO

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Pikachu tried to finish me with Surf but missed its coinflip, and so I managed to start the assault and get in a comfortable Shell Bell healing range. Pikachu then started going for Iron Tail and we traded 2 mutual misses at first before hitting again, but in the end it was an inevitable victory for Azumarill. It might have given me a little trouble if it landed a few Iron Tail defense debuffs or double attacks, but fortunately it didn't have many turns to do that.

+6 252+ Atk Huge Power Azumarill Atk Cheer Play Rough vs. 0 HP / 0 Def Tera Water Pikachu: 2175-2559 (20.6 - 24.2% of 50x hp boss) -- guaranteed 5HKO

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Knock Off seems to be working more consistently off-host for me than the last Pikachu raid. I only had it fail once so far. Not really sure what causes it to fail. It hasn’t failed when hosting, though.

Been noticing a rise of Arboliva, and for good reason. Its grassy terrain setting ability is great for resetting it. I like to pair it with my Gooey Hisuian Goodra which lowers Speed and can Knock Off the Light Ball.
 
Nice clear. I wonder if tera-Grass azurill with Tera Blast might fare better. It would still be an RNG fest, but it might start jebaiting the iron tail.
Knock Off seems to be working more consistently off-host for me than the last Pikachu raid. I only had it fail once so far. Not really sure what causes it to fail. It hasn’t failed when hosting, though.

I wonder if turn order matters? Eg knock off has to be used by the first player to move?
EDIT: Nope. Just finished a raid with a non-host Ogrepon moving first, then using Knock. It did not work. Knock has worked for me every time I am the host, tho.
 
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Has anyone actually tried Pikachu with Rillaboom yet? I'm thinking this.

:SV/Rillaboom:
Shell Bell
Grassy Surge
Tera Grass
252 Atk / 252 SpD / 6 HP
Adamant Nature

Drum Beating
Knock Off
Seed Bomb / Grassy Terrain
Swords Dance

Thanks to Pikachu's nature Rill has no problem outspeeding him, so you won't have to worry about dealing with Light Ball boosted attacks outside of the turn 0 Surf, which is resisted anyways. And he'll especially be a good choice if you didn't get the DLC like me since he learns Knock Off naturally, so if you have Sword/Shield or beat the Rillaboom raid from before you don't even need the TM.
 
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I've noticed a lot of Ogerpon being used, so I came up with this to help support them to great success:

:flapple:
Flapple @ Sitrus Berry
Ability: Ripen
Tera Type: Grass
EVs: 180 HP / 252 Def / 76 Spe
Impish Nature
- Grav Apple
- Acid Spray / Sunny Day
- Iron Defense
- Grassy Terrain

Grav Apple is the crux of this set, dropping Defense by 1. After an Iron Defense, Pikachu's Play Rough will surprisingly tickle for a mon typically as frail as Flapple.

0 Atk Light Ball Tera Water Pikachu Play Rough vs. +2 180 HP / 252+ Def Flapple: 68-80 (20.8 - 24.5%) -- guaranteed 5HKO

and that's without someone else using Knock Off. When someone does:

0 Atk Tera Water Pikachu Play Rough vs. +2 180 HP / 252+ Def Flapple: 34-42 (10.4 - 12.8%) -- possible 8HKO
Ripen-boosted Sitrus Berry is a pocket-Recover, and along with the Grassy Terrain recovery, you'll have just enough longevity to survive these typically-fast raids. The last slot is a toss-up between Acid Spray to aid Lurantis and Serperior as well, or Sunny Day to remove Rain.
 
Ok, yeah, Rillaboom is excellent. Of course it's slower than with Lurantis, but still. Even at 2 Def drops from Iron Tail he couldn't even shave off half of Rill's health. And do keep in mind, Rill had no Def investment.
 
Ran into a Wild Charge Zamazenta. It's gonna be one of THOSE raids.

I broke out Arboliva as a side-DPS and Terrain upkeep. No Knock Off but most people seem to be bringing it anyway
 
Has anyone actually tried Pikachu with Rillaboom yet? I'm thinking this.

:SV/Rillaboom:
Shell Bell
Grassy Surge
Tera Grass
252 Atk / 252 SpD / 6 HP
Adamant Nature

Drum Beating
Knock Off
Seed Bomb / Grassy Terrain
Swords Dance

Thanks to Pikachu's nature Rill has no problem outspeeding him, so you won't have to worry about dealing with Light Ball boosted attacks outside of the turn 0 Surf, which is resisted anyways. And he'll especially be a good choice if you didn't get the DLC like me since he learns Knock Off naturally, so if you have Sword/Shield or beat the Rillaboom raid from before you don't even need the TM.

I used Rillaboom support with Lurantis. Phys def with Wide lens, Knock Off, Snarl, Screech, Grassy Terrain.

Screech Lurantis, and he’ll never die, which allows him to spam Leaf Storm without worrying about using giga drain/synthesis/sun. Snarl can’t target Lurantis, but it can further disuade Pikachu from getting thunder paralysis. I did not even get to set Grassy Terrain again because the boss died so quickly.

Make sure to host for the consistent knock. With it, I didn’t even go to yellow HP.
 
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