Other Metagames AAA Electric Terrain Team

The Team

Pokepaste: https://pokepast.es/bd950bec33c254e0
pech.png

Pecharunt

Pecharunt @ Terrain Extender
Ability: Electric Surge
Tera Type: Poison
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Malignant Chain
- Shadow Ball
- Parting Shot
- Recover

This mon is the lifeline of the team providing electric terrain that the team depends on to function. This can also provide toxic though malignment incase of bulky set up sweepers. It also has the best pivoting move in parting shot, lowering the targets stats making switch-ins easier. You could run toxic for bad malignant chain RNG or can run destiny bond though I don't recommend it.

ogerpon.png

Ogerpon

Ogerpon-Wellspring (F) @ Wellspring Mask
Ability: Surge Surfer
Tera Type: Water
EVs: 252 Atk / 252 Spe
Adamant Nature
- Ivy Cudgel
- Horn Leech
- U-turn
- Play Rough

This is the main sweeper on the team with an insane speed boost from surge surfer, it outspeeds the entire meta and can dish out huge damage. This set runs adamant to deal as much damage but you could also run jolly if you wanted to have a decent speed after terrain ends. Ivy Cudgel is its main stab dealing good damage and being a non contact move, with Horn Leech as its secondary stab to recover HP back. This mon runs U-turn to pivot out of bad matchups while doing chip and play rough to hit roaring moon which resists both of its stab. This mon can also run swords dance to boost even more 2HKO most mons after one, or superpower to hit steels for super effective damage.

thundurus-therian.png

Thundurus
Thundurus-Therian (M) @ Choice Specs
Ability: Hadron Engine
Tera Type: Electric
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Focus Blast
- Psychic
- U-turn

This mon is the main wallbreaker of the team bolstering massive special attack with specs and hadron engine, you can run a modest nature for even more special attack but it becomes slower to a lot of threats that you would normally outspeed and kill Ex. Zapdos, Moltres. This mon runs Thunderbolt as its main stab doing huge damage to anything that doesn't resist it, this also runs Focus Blast to hit steels and runs Psychic to hit Toxapex and Tusk switch ins, lastly it runs U-turn to pivot out of bad matchups. A lot of moves can be interchanged in this set due to Thundurus's great special movepool Ex. Grass Knot, Sludge Bomb. You can also use this as another way to get up terrain if Pech dies. rip rising voltage

moon.png

Roaring Moon
Roaring Moon @ Assault Vest
Ability: Regenerator
Tera Type: Dragon
EVs: 248 HP / 68 SpD / 192 Spe
Jolly Nature
- Knock Off
- U-turn
- Earthquake
- Stone Edge

This mon is the special wall of the team with it also providing utility, with it walling most special threats and being able to knock off the mons item and switch out. This runs the basic set so not much to talk about but dragon tail could be an option to phase out setup sweepers. This walls special threats but can struggle to deal with fairy types.

meowscarada.png

Meowscarada
Meowscarada @ Choice Band
Ability: Quark Drive
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flower Trick
- Knock Off
- U-turn
- Triple Axel

This mon is the fast offense of the team even outside of terrain, with it bluffing scarf. Quark drive allows it to outspeed threats such as Roaring Moon without scarf allowing it to run an item such as band for even more damage. This set runs Flower Trick as its main grass stab with it always landing a crit, this also runs knock off for large damage and progress making when knocking off an item along with that Meowscarada runs U-turn to pivot out of bad matchups with Triple Axle as its final move to hit lots of mons with ice coverage. You can interchange triple axel with a lot of moves such as Trick, Play Rough. I belive this mon can be replaced with other similar mons that can run band but don't mind a speed boost such as Zamazenta ,Cinderace or Chien Pao for better team synergy.

mandibuzz.png

Mandibuzz
Mandibuzz (F) @ Heavy-Duty Boots
Ability: Unaware
Tera Type: Dark
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Knock Off
- U-turn
- Defog
- Roost
This mon is the utility to the team providing another decent wall so that Pecharunt can stay healthy and provide terrain, and being able to defog off hazards and knock off important items. You can run foul play to punish setup sweepers or mons that have naturally high attack or toxic to put pressure on the enemy. This mon can be interchanged for something like Treads or other utility mons that provide hazard removal or knock off.



Issues with the team
This team can struggle with Corviknight due to its high defenses keeping mons like Ogerpon and Meowscarada in check with it pivoting on a thundurus attack. To deal with this you could try to predict with Thundurus on its special wall switch in to cripple them or you can run a fire type like Cinderace in turn of Meowscarada to hit Corv hard.
This team can struggle with other terrain setters as it turns off the main way of actually sweeping. Though this is on the rare as grassy and misty surge are unheard of, and psychic force is niche on its own with Azelf and Deoxys-Speed being the only users of it.



Thank you for reading this, if you do play the team could you reply with issue you have with it so I can improve on it, Thanks.\

Pokepaste: https://pokepast.es/bd950bec33c254e0
 
Electric Terrain is a pretty cool teamstyle! It's nice to see creative strategies like this popping up. The team does have very glaring issues that I’m going to try and help you alleviate, but I've tried my best not to deviate too far from the original vision :)

The first problem I'm noticing is that this team struggles quite a bit to make progress into a lot of common foes like Iron Treads, Corviknight, and Iron Hands. Corviknight and Swampert, for example, can basically switch around you forever unless you get several predictions in a row correct. While you're certainly able to put pressure on them with the combination of Thundy-T and Meowscarada, it's not too hard for these Pokemon to simply outlast you or switch around you since your main source of damage is through choice-locked attackers. The only non-choiced attacker you do have, Ogerpon-W, is relatively weak without a damage amplification ability. If you want to stay committed to the Electric Terrain playstyle, the team could do with some more offense that isn't prediction-dependent. The team is also pretty slow outside of Ogerpon's Surge Surfer and Meowscarada's Quark Drive, which leaves you vulnerable against opposing offense. As it stands, this team does poorly into both balance and offense, so hopefully these changes help you find some more success!

Offensive Changes

:sv/ogerpon-wellspring:
I've used Surge Surfer Ogerpon-W on teams before, so I'll be the first to tell you that even when you get greedy and run Adamant, this thing is pretty weak. You describe it as a sweeper, but it's really more of a cleaner than anything. You should replace U-turn with Swords Dance and Play Rough with Low Kick or Stomping Tantrum. Swords Dance helps give us some of that much-needed power, ensuring that Ogerpon-W can pose an actual threat earlier on while maintaining it's role as an excellent cleaner late-game. Play Rough to hit Roaring Moon is nice, but missing sucks and this leaves you completely bricked against Desolate Land users, who can switch into you much easier then Roaring Moon and will always force you out. Low Kick does the job against Roaring Moon just as well as Play Rough, but also notably hits Heatran, who walls you. Stomping Tantrum is another option that still hits Heatran but also threatens Iron Moth; you forgo hitting Moon, but offensive Roaring Moon doesn't ever want to come in on +2 Ivy Cudgel anyway.

:sv/thundurus-therian:
Specs Hadron Engine is unfortunately a poor choice on Thundurus. As a Flying-type, Thundy-T doesn't get the 30% boost to it's Electric-type moves that other Hadron users get, as non-Grounded Pokemon don't get terrain buffs. Specs, as mentioned above, makes you far too prediction reliant and allows things like Swampert or Iron Treads to switch around you forever. I'm going to recommend you run Sheer Force with a Life Orb, change Psychic to Dark Pulse, and change U-turn to Nasty Plot.

SFLO does suffer a minor power loss, about ~15% compared to Specs, but this is hugely made up for with the move versatility you can use to threaten more foes per switch-in and the ability to click Nasty Plot to be twice as scary of a wallbreaker as you otherwise would be. Dark Pulse is picked over Psychic because it gives you a way to threaten Bulletproof Iron Treads as well as to discourage threats like Latios from coming in on a resisted Thunderbolt that they could otherwise barely tank. I chose to drop U-turn because of the antisynergy with Nasty Plot, but also because I think pivoting is only going to take away from your power here. This team needs to constantly be putting on pressure, and you're not dealing much damage when you constantly U-turn.

:sv/meowscarada: -> :sv/latios:

Meowscarada doesn't add much to your team right now. It does handle Swampert, yes, which is a major wall for Thundurus, but because it's not running a boosting ability it ends up being really weak into everything else even with Choice Band. Quark Drive is also just too inconsistent to be your primary form of Speed control. While it seems weird to add another special attacker, I'm going to advise you run Choice Scarf Latios with Hadron Engine and a moveset of Draco Meteor, Psyshock, Thunderbolt and Trick. This shores up two major problems you have: your lack of ways to meaningfully threaten special walls, and your lack of consistent Speed. Psyshock is an excellent tool here, able to consistently threaten most special walls (including the problematic-for-Thundurus Swampert) outside of niche stuff like Volt Absorb Corviknight as well as outspeeding and threatening Zamazenta, while Draco Meteor shreds walls like Iron Hands and Ting-Lu (as well as nuking Deoxys-Speed) and Thunderbolt snipes Intimidate Corviknight and Desolate Land Moltres who are both major problems for Ogerpon. Trick is just good utility, neutralizing stuff like Corviknight and Primarina that can give you trouble. Latios should help alleviate your needing-to-predict issue against special walls tenfold while also giving you some consistent speed control and the secondary terrain setter you wanted!


Defensive Changes

:sv/pecharunt:
Pecharunt can stay as-is for the most part, though I would recommend a Bold Nature and 31 Speed IVs, as creeping other Pecharunt for Parting Shot shouldn't be much of an issue for you at all. Not necessary, though! You may also consider Hex or Foul Play over Shadow Ball, to take advantage of Malignant Chain and to threaten setup guys like Ogerpon-W, respectively.

:sv/roaring-moon: -> :sv/iron-treads:

This team needs hazards and it needs better hazard removal than Mandibuzz. Iron Treads solves both of these issues. I would recommend a standard specially defensive Bulletproof set with Volt Switch and Stealth Rock. Stealth Rock is hugely important, letting Ogerpon-W and Thundurus-T nab way more kills and preventing your opponent from just switching around you forever. Pivoting is way more useful on a bulky, well, pivot like Iron Treads than it is on your offensive Pokemon here, as getting your frail wallbreakers in is otherwise difficult.

:sv/mandibuzz: -> :sv/manaphy:

Mandibuzz sucks unfortunately, it doesn't do anything when it's on the field and it's a total momentum sink that this team can't afford. You already have hazard removal in the form of Iron Treads, so we can go ahead and remove Mandibuzz. Iron Treads needs support as a special pivot, and Pecharunt needs support as a physical pivot. Behold, PhysDef Manaphy! Manaphy is a very standard Pokemon, I don't think I need to explain how good it generally is, but it takes a lot of pressure off of your other defensive pieces while still making progress with Knock Offs and Scald burns. Manaphy notably shores up your terrible weaknesses to Chien-Pao, Iron Moth, and Primarina, who would have no mercy on this team otherwise.

Here's a pokepaste with all the changes I made, I hope you'll give this a try!

I love seeing creative teams pop up like this, and I hope my changes will help keep your core idea intact while making it more consistent. Here's my tip for this team: Play offensively! You shouldn't make willy-nilly predictions every chance you get, but you should absolutely make an effort to keep momentum in your favor and apply pressure with your two big sweeper/wallbreakers. You can't afford to be on the backfoot for very long with this team, as in the nature of offense, though I've made an effort to make sure the team won't immediately collapse under pressure.
 
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nice team! I've been using it to ladder. in my experience, having rocks and spin on the same mon makes hazard control a bit difficult. have you also faced this issue, or am i just plating poorly?
 
nice team! I've been using it to ladder. in my experience, having rocks and spin on the same mon makes hazard control a bit difficult. have you also faced this issue, or am i just plating poorly?
not too much but i can see the issue, i haven't been playing too much AAA atm though
 
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