Original Pokepaste:
https://pokepast.es/803b322ecb2ced13
Paste with changes for sun matchup:
https://pokepast.es/3f1c8685d200959f
Paste with All in Zamazenta:
https://pokepast.es/b803edb492ee86d6
is one of my favorite pokemon designs and it has stats that I believe have a lot of potential in terms of it having >400 Hp with investment, and attack stat that maxes at 427, and solid defensive bulk. Two of its biggest weaknesses are that it has a ridiculously low speed stat, and it doesn't have access to any real form of recovery. So this suggests with that low speed stat and high attack and bulk it should be ran on a trick room team right?
I believed with its bulk and high hp stat along with a diverse and powerful offensive arsenal that this pokemon could be paired on a less rigid structure than trick room and could actually act as the specially defensive wall for a team with support, and with an ability that basically gives it a choice band when it gets a KO it felt like a match made in heaven with a mon that I really like anyways. That being said being super slow and weak to hazards is not a good combination of things for success espcecially if you're not gonna run boots on a mon so keeping off hazards is absolutely vital. With that being said that will introduce the first mon I believed I was going to pair with
.
: With access to an extremely useful ability in magic bounce and good bulk
was one of the two pokemon I first Looked at running alongside
since
and
are running all over the place and playing defog and rapid spin games is something that this team absolutely does not want to do, so preventing them from going up in the first place seemed like a much more reasonable expectation. And with some defensive backing needed I decided that having Hatt would be preferred over
especially since once the hazards are court changed they can just be set up again and the whole point is to avoid hazards being up on your side. The set on this one is a pretty standard
set with Dkiss for passive recovery, calm mind to eventually becoming threatening given the right situation, psyshock to handle mons like
and
in case you come across a stall matchup as well as just being a solid psychic type move, and mystical fire to hit mons like
,
, and
on switch in as well as trying to win long term calm minds wars. The item I decided in the end to run was leftovers for passive recovery, but considering the role of this
is to bounce back hazards, I think it is also reasonable to run rocky helmet as a way to get passive chip on any spinner like
trying to get rid of rocks they set up on their side. With all the defense Ivs as well this hatt is well catered to handle idef body press
without too many problems outside of the Heavy slam set (If they don't tera this mon can still handle it but if the zama teras with this set it can become a bit more problematic). The tera water as well is just for a solid defensive tera in general, but if you're worried about the stall matchup with like seismic toss
Tera Ghost could be an option as well, especially since it would also be spin blocking.
:
With an amazing hp stat and good bulk
serves the dual role of being a defensive pivot as well as one of the best wish passers around, and that has great synergy with a special wall that has no access to any form of recovery so alo felt like a must have for this team to make sure that
could do its best to beat these special threats. It can also be a one time switch in if you know that nothing else an take the hit and with the slow flip it can pretty much ensure something is going up back to near full health. Scald is being ran for the burn chance on physical mons as well so that they don't to be too out of hand if alo can prevent it. Finally play rough was added to catch one of the most threatening mons in the meta
off guard with a super effective move and tera fairy felt like the perfect combination for making play rough a stab option, and giving it a really good defensive terastallization for many matchups you encounter, so it really felt like a no brainer for alo's tera typing.
:
Now just because you don't want hazards on your side doesn't mean that you don't want it on your opponents side at all, especially if you know that chipping down the other side is just going to give
a quicker path to that sweet, sweet KO. With that in mind this
is a spikes support set. I generally prefer phys def
to live an ice spinner from max attack
or an Ivy Cudgel from
to get off a toxic on those threats, especially when running it as a hazard stacker, but on this team It seemed
may need a bit of support on the special side, especially since
would be a threat unless you burnt your tera on Glas immediately, and you may need that for something else, so this
is a pretty standard spikes, toxic, protect set just as a spdef glis instead. The last and arguably most important role on the team: it is this team's knocker. Once either you set up spikes or magic bounce them back to your opponents side Glis has the role of forcing the other team to deal with said hazards, or of making sure Idef
can't get back its passive recovery in leftovers, or getting rid of the rocky helmet on the opponents
or
. It is a vital cog to help this team flourish, and with tera ghost as well it has the additional job of sometimes also being a spin blocker as well if need be.
:
With an elite speed tier that is only really outclassed by
and
and a high attack stat I felt that a choice banded
was the perfect physical breaker to pair alongside and support
. With access to solid move diversity in crunch to target mons like
and
, stone edge to pick off the members of the bird trio
and
without permanently crippling your breaker with a contact move, and ice fang for that four times supereffective attack into two of the hardest pokemon to deal with in multiscale
and
then finally a Close Combat that'll look like this:
CC actually ohkos
and
Since This pokemon is the central breaker of this team being burnt neutralizes the offensive potential of this pokemon and as such it felt important to make it tera fire in case you come across wisp hex
but that does leave other opening's and tera fight guarantees a few ko's that you may miss out on without it, like ohkoing offensive
or air balloon
but I think avoiding the wisp burn is more important than that.
:
Now that a physical breaker was set up A special breaker was needed for this team, and one of my favorite special attackers around is specs Iron Crown. With access to the best defensive Typing, moves that restrict healing and one of the best pivot moves in volt switch Iron Crown felt like the perfect support for this team. In addition there aren't too many hits that ohko Iron Crown if they aren't stab so it is almost always guaranteed to get off a powerful hit. With Access to Focus Blast as well it can catch
who think they have a free switch in by surprise and ohko them. Then Psychic noise limits the healing of mons like
and
and as a sound based move it also circumvents substitute ensuring both no healing and damage. In addition tera steel tachyon 2 shots specially defensive
allowing you to breakthrough teams easily and quickly, especially if you manage to get hazards up, and with good base spdef there are times where
doesn't quite feel right and you can go into crown for those positions.
:
Now onto the star of the show, Glastrier. With access to moves like Close combat, high horsepower, stab Icicle Crash, and heavy slam this pokemon's move diversity is absolutely phenomenal and is built to hit nearly every pokemon hard. With it's high hp stat and bulk as well its going to soak up a hit easily and then hit back extremely hard, and with the assault vest its spdef hits 385 with only 4 evs of investment and no spdef nature, meaning that it can 1v1 most special attackers in the tier like
, specs
and if you give it in early enough it 1v1s nasty plot
even. It technically can beat
Without Tera if it doesn't come in upon switch in but its easier with tera water and that alongside
for sun teams is the reason that Tera water is what is being run on this guy. (I will say since this worsens the Bolt Matchup you could take a few evs from gliscor's spdef and put it into speed with a plus speed nature to outspeed modest bolt and to be able to get the toxic off, although most of the time I haven't really needed to do this; against better players this adjustment may make things easier in that matchup, or you can change the tera typing to grass instead so that bolt is neutral into you again and wake is still resisted). The tera water also just limits the damage that banded bullet Punch
can do if really need be although this interaction is less important.
Team Weaknesses:
can be quite a nuisance because of both gigaton hammer doing so much into
as well as it having mold breaker to ensure that rocks go up anyways meaning you're playing this game with hazards up no matter what. The other mon that gave this team problems was
as any gambit that still has its tera left is a guaranteed threat into this team so you do have to be wary of that, outside of those mons everything else felt workable when using this team.
Replays showing 1600+: https://replay.pokemonshowdown.com/gen9ou-2521251983-f065xufm11o5u42k68yogonb1mjrwf6pw
https://replay.pokemonshowdown.com/gen9ou-2525131041
https://replay.pokemonshowdown.com/gen9ou-2522899526-tc3djvlctgajalc6nwsu4pb75y9yrkmpw
Anyways I hope you enjoy this team and use it, I have no doubts that a player better than me can get this team higher (To be fair it wasn't really hard to get thit to 1600 in the first place it's not too hard a team to pilot IMO) and regardless I hope anyone who uses it has as much fun playing this team as I did both playing it and making it. Have a great one Y'all, Peace!
https://pokepast.es/803b322ecb2ced13
Paste with changes for sun matchup:
https://pokepast.es/3f1c8685d200959f
Paste with All in Zamazenta:
https://pokepast.es/b803edb492ee86d6
I believed with its bulk and high hp stat along with a diverse and powerful offensive arsenal that this pokemon could be paired on a less rigid structure than trick room and could actually act as the specially defensive wall for a team with support, and with an ability that basically gives it a choice band when it gets a KO it felt like a match made in heaven with a mon that I really like anyways. That being said being super slow and weak to hazards is not a good combination of things for success espcecially if you're not gonna run boots on a mon so keeping off hazards is absolutely vital. With that being said that will introduce the first mon I believed I was going to pair with
With an amazing hp stat and good bulk
Now just because you don't want hazards on your side doesn't mean that you don't want it on your opponents side at all, especially if you know that chipping down the other side is just going to give
With an elite speed tier that is only really outclassed by
CC actually ohkos
Now that a physical breaker was set up A special breaker was needed for this team, and one of my favorite special attackers around is specs Iron Crown. With access to the best defensive Typing, moves that restrict healing and one of the best pivot moves in volt switch Iron Crown felt like the perfect support for this team. In addition there aren't too many hits that ohko Iron Crown if they aren't stab so it is almost always guaranteed to get off a powerful hit. With Access to Focus Blast as well it can catch
Now onto the star of the show, Glastrier. With access to moves like Close combat, high horsepower, stab Icicle Crash, and heavy slam this pokemon's move diversity is absolutely phenomenal and is built to hit nearly every pokemon hard. With it's high hp stat and bulk as well its going to soak up a hit easily and then hit back extremely hard, and with the assault vest its spdef hits 385 with only 4 evs of investment and no spdef nature, meaning that it can 1v1 most special attackers in the tier like
Team Weaknesses:
Replays showing 1600+: https://replay.pokemonshowdown.com/gen9ou-2521251983-f065xufm11o5u42k68yogonb1mjrwf6pw
https://replay.pokemonshowdown.com/gen9ou-2525131041
https://replay.pokemonshowdown.com/gen9ou-2522899526-tc3djvlctgajalc6nwsu4pb75y9yrkmpw
Anyways I hope you enjoy this team and use it, I have no doubts that a player better than me can get this team higher (To be fair it wasn't really hard to get thit to 1600 in the first place it's not too hard a team to pilot IMO) and regardless I hope anyone who uses it has as much fun playing this team as I did both playing it and making it. Have a great one Y'all, Peace!
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