OU Assault Vest Hatterene [GP 1/1]

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[SET]
name: Assault Vest
move 1: Psyshock
move 2: Draining Kiss
move 3: Mystical Fire
move 4: Nuzzle / Future Sight / Psychic Noise
item: Assault Vest
tera type: Water / Steel
ability: Magic Bounce
nature: Modest
evs: 252 HP / 128 SpA / 104 SpD / 24 Spe
ivs: 0 Atk

[SET COMMENTS]
Thanks to its solid bulk, good offensive presence and an amazing ability in Magic Bounce, Assault Vest Hatterene makes for a valuable addition to offense teams, preventing entry hazards from going up while simultaneously checking dangerous offensive threats such as Raging Bolt, Iron Valiant and Kyurem. Psyshock is preferred over Psychic thanks to it being able to OHKO Iron Moth, doing significantly more damage to the common Galarian Slowking, forcing Blissey out, and dealing more damage to Calm Mind sweepers that might attempt to set up on Hatterene, such as Primarina and Sinistcha. Draining Kiss provides immense utility for Hatterene, giving it valuable recovery and allowing it to be able to trade hits with and potentially beat threats such as Great Tusk, Zamazenta, and Dragonite one-on-one. Mystical Fire allows Hatterene to punish Steel-types that may attempt to switch into it, such as Gholdengo, Corviknight, and Kingambit, notably 2HKOing all of them, while the guaranteed Special Attack drops can help it deal with strong special attackers like opposing Hatterene that it may otherwise struggle with. Nuzzle allows Hatterene to bring massive utility to its team by being able to consistently paralyze foes, notably also affecting opposing Hatterene and Gholdengo. Alternatively, Future Sight allows for a better matchup against defensive teams, putting pressure on bulky targets that might not be able to effectively tank a Future Sight in combination with attacks from Hatterene's teammates. Another option is Psychic Noise, as it is consistently strong with the added benefit of cutting recovery from the targets, potentially preventing foes such as Garganacl and Dondozo from walling Hatterene. The given EV spread maximizes Hatterene's offensive prowess while also allowing it to check threats such as Iron Moth in a pinch, with Hatterene being able to take one +1 Sludge Wave and OHKO it back as well as survive two Protosynthesis-boosted Raging Bolt Thunderbolts and two Ice Beams from Choice Specs Kyurem; the Speed EVs make it so Hatterene outspeeds Adamant Kingambit after paralyzing it with Nuzzle. Tera Water and Tera Steel are simply good defensive typings that help Hatterene check threats that might carry Steel- or Poison-type coverage; Tera Water is great for foes such as Iron Moth, Walking Wake, and Cinderace, while Tera Steel brings an immunity to Toxic Spikes and helps Hatterene deal with threats such as Iron Crown, Galarian Slowking, and Glimmora better.

Hatterene fits best on offense teams that are looking for a way to keep entry hazards off their side of the field without needing to rely on removal like Rapid Spin or Defog, and it can provide the team with a way of paralyzing threats or pressuring foes with Future Sight. Ogerpon-W, which is unable to equip Heavy-Duty Boots, appreciates Hatterene's ability to keep hazards off the field while at the same time helping deal with threats such as Moltres and Galarian Slowking that might give Hatterene trouble. Raging Bolt also benefits from hazards being kept off and Hatterene's ability to handle Ting-Lu and Kyurem in a pinch. Zamazenta makes for an incredible partner due to it being capable of handling Kingambit, which can otherwise beat Hatterene with ease, and appreciating hazards being kept away by Hatterene. This allows it to forgo Heavy-Duty Boots in favor of items such as Leftovers and, if running Rest, Chesto Berry, all while providing much-needed speed control due to Hatterene being very slow. Great Tusk benefits from Hatterene being capable of handling threats such as Kyurem and Iron Valiant while itself providing the team with an extra safety measure against hazards thanks to its access to Rapid Spin. This may help massively against teams with Hisuian Samurott, Iron Treads, and Mold Breaker Tinkaton as their hazard setters, as Great Tusk is simultaneously capable of checking them and other threats such as Kingambit. Alternatively, Cinderace is a good option for hazard control, being noticeably faster than Great Tusk, threatening foes like Gholdengo, Tinkaton, and Iron Crown with Pyro Ball, and returning hazards that might have slipped through Hatterene's Magic Bounce with Court Change. Kingambit is also a great partner, being able to deal with Gholdengo and Galarian Slowking for Hatterene and help check opposing Kingambit if running Low Kick. In addition, Kingambit massively appreciates Hatterene's Nuzzle potentially paralyzing threats Kingambit struggles against such as Iron Valiant and Ogerpon-W while Hatterene itself can check foes like Zamazenta. Dragon Dance Kyurem is another excellent teammate, as it often has to forgo Heavy-Duty Boots in order to run other items and thus is very weak to hazards which can be kept away by Hatterene's Magic Bounce. Dragapult is worth considering as well thanks to its very high Speed, allowing it to provide speed control, and ability to pressure Gholdengo. Furthermore, Dragapult can cripple threatening physical attackers like Great Tusk, Ogerpon-W, and Heavy Slam Zamazenta, which can muscle through Hatterene if not careful, with Will-O-Wisp while also being able to bring Hatterene into the field with U-turn.

[SET CREDITS]
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Quality checked by:
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[SET]
name: Assault Vest
move 1: Psyshock
move 2: Draining Kiss
move 3: Mystical Fire
move 4: Nuzzle / Future Sight
item: Assault Vest
tera type: Water / Steel
ability: Magic Bounce
nature: Modest
evs: 252 HP / 128 SpA / 104 SpD / 24 Spe
ivs: 0 Atk

[SET COMMENTS]
Thanks to its solid bulk, offensive presence and an amazing ability in Magic Bounce, Assault Vest Hatterene makes for a valuable addition to offense teams, preventing hazards from going up while simultaneously checking dangerous offensive threats such as Raging Bolt, Iron Valiant and Kyurem. Psyshock is preferred over Psychic as your STAB move thanks to it being able to OHKO Iron Moth, doing significantly more damage to the common Galarian Slowking, preventing it from freely staying on Hatterene, and forcing Blissey out. (One extra thing that you could add here is that Psyshock helps Hatterene deal with opposing CM sweepers) Draining Kiss, for the other part, despite its low base power, provides immense utility for Hatterene, not only still doing significant damage to targets that don't resist it, but also providing with giving it valuable recovery which this set would otherwise completely lack, allowing for Hatterene to be able to trade hits with and potentially 1v1 threats such as Great Tusk, Zamazenta, and Dragonite, potentially winning the one-on-one thanks to the constant healing. (There are a few really long sentences in this paragraph that I think can be trimmed down for clarity, some information is not as necessary) Mystical Fire allows Hatterene to punish Steel-types that may attempt to switch into it, such as Gholdengo, Corviknight and Kingambit, notably 2HKOing all of them, with the added benefit of further increasing its special bulk against certain opponents thanks to while the guaranteed Special Attack drops, which may can help Hatterene deal with strong Special Attackers like opposing Hatterene and the aforementioned Gholdengo that it may otherwise struggle with, such as Dragapult or Calm Mind users such as Primarina and opposing Hatterene. (Trimmed this down a lot as I mentioned before. Also, Hatterene would typically want to click other moves against Dragapult / Primarina, Dragapult takes a ton from DKiss which recovers back any damage dealt while Primarina can CM against Mystical Fire forever till Hatt runs out of PP) Nuzzle allows Hatterene to bring massive utility to its team by being able to consistently paralyze opponents without worrying about missing, notably also affecting opposing Hatterene with Magic Bounce and Good as Gold Gholdengo, who aren't immune to it thanks to Nuzzle being a physical attack and not being a status move. (A couple things here are dex info and can be removed) Alternatively, Future Sight allows for a better matchup against more defensive teams, putting pressure on the opposing team while dealing with Hatterene's teammates, as they bulkier targets that might not be able to effectively tank a Future Sight in combination with other attacks from Hatterene's teammates. (I don't think it's super clear what this means so tidied this up) The given EV spread maximizes Hatterene's offensive prowess while also allowing it to check threats such as Iron Moth in a pinch, being able to take one +1 Sludge Wave and OHKO back, as well as 2 Protosynthesis-boosted Raging Bolt Thunderbolts and 2 Ice Beams from Choice Specs Kyurem, while the speed makes it so Hatterene outspeeds max Speed Adamant Kingambit after paralyzing it with Nuzzle. Tera Water and Tera Steel are simply good defensive typings that help Hatterene check threats that might carry Steel- or Poison-type coverage. (This is true, but some more detail would be helpful here - is there anything in particular that each Tera type is good for?)

Hatterene fits best on offense teams that are looking for a way to keep hazards off their side of the field without needing to rely on removal like Rapid Spin or Defog, as well as providing the team with a way of paralyzing threats or pressuring opponents with Future Sight. Breakers such as Ogerpon-Wellspring, who is unable to equip Heavy-Duty Boots and thus prevent hazard damage, appreciates Hatterene's ability to keep them off the field while at the same time helping deal with threats such as Hisuian Samurott, Moltres and Galarian Slowking that might give Hatterene trouble, while also being able of breaking through teams since this particular Hatterene set is unable to. (This is a little vague and I think it's already covered by the rest of the sentence) Booster Energy users such as Raging Bolt also appreciate hazards being kept off and Hatterene being capable of handling Ting-Lu and Kyurem in a pinch. Teammates such as Zamazenta makes up for incredible partners, due to it being capable of handling Kingambit, who can otherwise beat Hatterene with ease, while appreciating hazards being kept away, allowing Zamazenta to forgo Heavy-Duty Boots in favor of items such as Leftovers and Chesto Berry if running Rest, all while providing much needed speed control due to Hatterene being very slow. Kingambit is also a great partner, as Gholdengo is a huge problem able to deal with Gholdengo and Galarian Slowking for Hatterene, (Handling Slowking-G is also super nice) and can also help check opposing Kingambit if running Low Kick, while also massively appreciating Hatterene's Nuzzle potentially paralyzing threats Kingambit struggles against such as Zamazenta, Iron Valiant and Ogerpon-Wellspring. Dragapult is worth considering as well, thanks to its very high natural speed allowing it to provide speed control and also being able to pressure Gholdengo and cripple foes like Great Tusk, Ogerpon-Wellspring and Heavy Slam Zamazenta, which can muscle through Hatterene if not careful, while also able to bring Hatterene into the field with U-turn. (Dragapult isn't the worst, but isn't really super common on these fast-paced offense teams that appreciate an AV Hatterene - listing some other teammates first may be better. Some examples could be more hazard-weak sweepers like DD Kyurem or Pokemon like Darkrai that appreciate AV Hatterene's defensive capabilities) Great Tusk benefits from Hatterene being capable of handling threats such as Kyurem and Iron Valiant, while providing the team an extra safety measure against hazards thanks to its access to Rapid Spin, (This is great! I'd like the whole segment about Great Tusk to be moved further up in the paragraph, as having some form of backup removal is much appreciated while it being able to check Gambit is also great) which may help massively against teams with Hisuian Samurott, Iron Treads or Mold Breaker Tinkaton as their hazard setters, being simultaneously capable of checking them and other threats such as Kingambit, alternatively, Cinderace is also a good option for hazard control, being noticeably faster than Great Tusk, threatening opponents like Gholdengo, Tinkaton and Iron Crown with Pyro Ball and returning hazards that might have slipped through Hatterene's Magic Bounce with Court Change.

(Some hazard setters that pair well such as Lando-T could be mentioned that fit on these fast-paced offensive teams, although that's more a team thing than a Hatt-specific synergy)

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/nickos.213908/
Quality checked by:
https://www.smogon.com/forums/members/username.XXXXXX/
https://www.smogon.com/forums/members/username.XXXXXX/
Grammar checked by:
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Really great work, stamping as QC 1/2 when implemented! One piece of advice I'd give is to split up sentences where they get super long - it does look like I've asked for a lot of changes in paragraph 1, but that's mainly because some of these longer sentences make it a little unclear what information goes together and what can be separated.
 
2/2, good job add remove comment
[SET]
name: Assault Vest
move 1: Psyshock
move 2: Draining Kiss
move 3: Mystical Fire
move 4: Nuzzle / Future Sight
item: Assault Vest
tera type: Water / Steel
ability: Magic Bounce
nature: Modest
evs: 252 HP / 128 SpA / 104 SpD / 24 Spe
ivs: 0 Atk

[SET COMMENTS]
Thanks to its solid bulk, offensive presence and an amazing ability in Magic Bounce, Assault Vest Hatterene makes for a valuable addition to offense teams, preventing hazards from going up while simultaneously checking dangerous offensive threats such as Raging Bolt, Iron Valiant and Kyurem. Psyshock is preferred over Psychic as your STAB move thanks to it being able to OHKO Iron Moth, doing significantly more damage to the common Galarian Slowking, and forcing Blissey out, as well as dealing more damage to Calm Mind sweepers that might attempt to setup on you could you give some examples?. Draining Kiss, for the other part, despite its low base power, provides immense utility for Hatterene, giving it valuable recovery which this set would otherwise completely lack, allowing for Hatterene to be able to trade hits with and potentially 1v1 threats such as Great Tusk, Zamazenta, and Dragonite. Mystical Fire allows Hatterene to punish Steel-types that may attempt to switch into it, such as Gholdengo, Corviknight and Kingambit, notably 2HKOing all of them, while the guaranteed Special Attack drops can help Hatterene deal with strong Special Attackers like opposing Hatterene and the aforementioned Gholdengo MIR 2HKOs through AV anyways and NP can just boost through you before you kill it that it may otherwise struggle with. Nuzzle allows Hatterene to bring massive utility to its team by being able to consistently paralyze opponents, notably also affecting opposing Hatterene and Gholdengo, who aren't immune to it thanks to Nuzzle not being a status move. Alternatively, Future Sight allows for a better matchup against more defensive teams, putting pressure on bulkier targets that might not be able to effectively tank a Future Sight in combination with attacks from Hatterene's teammates. The given EV spread maximizes Hatterene's offensive prowess while also allowing it to check threats such as Iron Moth in a pinch, being able to take one +1 Sludge Wave and OHKO back, as well as 2 Protosynthesis-boosted Raging Bolt Thunderbolts and 2 Ice Beams from Choice Specs Kyurem, while the speed makes it so Hatterene outspeeds Adamant Kingambit after paralyzing it with Nuzzle. Tera Water and Tera Steel are simply good defensive typings that help Hatterene check threats that might carry Steel- or Poison-type coverage, Tera Water is great for opponents such as Iron Moth, Walking Wake and Cinderace, while Tera Steel brings an immunity to Toxic Spikes and helps dealing with threats such as Iron Crown, Galarian Slowking and Glimmora better.

Hatterene fits best on offense teams that are looking for a way to keep hazards off their side of the field without needing to rely on removal like Rapid Spin or Defog, as well as providing the team with a way of paralyzing threats or pressuring opponents with Future Sight. Breakers such as Ogerpon-Wellspring, who is unable to equip Heavy-Duty Boots and thus prevent hazard damage, appreciates Hatterene's ability to keep them off the field while at the same time helping deal with threats such as Hisuian Samurott, Ceaseless just beats you anyways Moltres and Galarian Slowking that might give Hatterene trouble. Booster Energy users such as Raging Bolt also appreciate hazards being kept off and Hatterene being capable of handling Ting-Lu and Kyurem in a pinch. Teammates such as Zamazenta makes up for incredible partners, due to it being capable of handling Kingambit, who can otherwise beat Hatterene with ease, while appreciating hazards being kept away, allowing Zamazenta to forgo Heavy-Duty Boots in favor of items such as Leftovers and Chesto Berry if running Rest, all while providing much needed speed control due to Hatterene being very slow . Great Tusk benefits from Hatterene being capable of handling threats such as Kyurem and Iron Valiant, while providing the team an extra safety measure against hazards thanks to its access to Rapid Spin, which may help massively against teams with Hisuian Samurott, Iron Treads or Mold Breaker Tinkaton as their hazard setters, being simultaneously capable of checking them and other threats such as Kingambit, alternatively, Cinderace is also a good option for hazard control, being noticeably faster than Great Tusk, threatening opponents like Gholdengo, Tinkaton and Iron Crown with Pyro Ball and returning hazards that might have slipped through Hatterene's Magic Bounce with Court Change. Kingambit is also a great partner, able to deal with Gholdengo and Galarian Slowking for Hatterene, and can also help check opposing Kingambit if running Low Kick, while also massively appreciating Hatterene's Nuzzle potentially paralyzing threats Kingambit struggles against such as Zamazenta, Iron Valiant and Ogerpon-Wellspring while checking foes like Zamazenta. don't like Zama mention since it outspeeds you anyways if 4A, while IDBP takes advantage of you anyways Dragon Dance Kyurem is also a great partner, as it often has to forgo Heavy-Duty Boots in favor of other items and thus is very weak to hazards. Dragapult is worth considering as well, thanks to its very high natural speed allowing it to provide speed control and also being able to pressure Gholdengo and cripple foes threatening physical attackers like Great Tusk, Ogerpon-Wellspring and Heavy Slam Zamazenta with Will-O-Wisp, which can muscle through Hatterene if not careful, while also able to bring Hatterene into the field with U-turn.


[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/nickos.213908/
Quality checked by:
https://www.smogon.com/forums/members/kd458.633798/
https://www.smogon.com/forums/members/username.XXXXXX/
Grammar checked by:
https://www.smogon.com/forums/members/username.XXXXXX/
 
Last edited:
I would include Psychic Noise as a slash on 4th slot. Good for ohko'ing Tusk and pressuring Dozo and Garg in particular, not redundant with psyshock imo.
 
AMGP

add remove comment

[SET]
name: Assault Vest
move 1: Psyshock
move 2: Draining Kiss
move 3: Mystical Fire
move 4: Nuzzle / Future Sight / Psychic Noise
item: Assault Vest
tera type: Water / Steel
ability: Magic Bounce
nature: Modest
evs: 252 HP / 128 SpA / 104 SpD / 24 Spe
ivs: 0 Atk

[SET COMMENTS]
Thanks to its solid bulk, offensive presence, (AC) and an if you want to say that all of these are solid, remove "an" amazing ability in Magic Bounce, Assault Vest Hatterene makes for a valuable addition to offense teams, preventing entry hazards from going up while simultaneously checking dangerous offensive threats such as Raging Bolt, Iron Valiant, (AC) and Kyurem. Psyshock is preferred over Psychic as your STAB move thanks to it being able to OHKO Iron Moth, doing significantly more damage to the common Galarian Slowking, and forcing Blissey out, as well as dealing more damage to Calm Mind sweepers that might attempt to setup set up on you Hatterene, such as Primarina and Sinistcha. Draining Kiss (RC) for the other part, despite its low base power (RC) provides immense utility for Hatterene, giving it valuable recovery which this set would otherwise completely lack (RC) and allowing for Hatterene it to be able to trade hits with and potentially 1v1 beat threats such as Great Tusk, Zamazenta, and Dragonite one-on-one. Mystical Fire allows Hatterene to punish Steel-types that may attempt to switch into it, such as Gholdengo, Corviknight, (AC) and Kingambit, notably 2HKOing all of them, while the guaranteed Special Attack drops can help Hatterene deal with strong special attackers like opposing Hatterene that it may otherwise struggle with. Nuzzle allows Hatterene to bring massive utility to its team by being able to consistently paralyze opponents foes, notably also affecting opposing Hatterene and Gholdengo (RC) who aren't immune to it thanks to Nuzzle not being a status move. Alternatively, Future Sight allows for a better matchup against more not needed unless youre making a specific comparison defensive teams, putting pressure on bulkier bulky targets any examples? that might not be able to effectively tank a Future Sight in combination with attacks from Hatterene's teammates (RC). (AP) Another option is Psychic Noise, as it is a consistently strong STAB with the added benefit of cutting recovery from the targets, potentially preventing opponents foes such as Garganacl and Dondozo from walling you Hatterene. The given EV spread maximizes Hatterene's offensive prowess while also allowing it to check threats such as Iron Moth in a pinch, with Hatterene being able to take one +1 Sludge Wave and OHKO back (RC) as well as 2 survive two Protosynthesis-boosted Raging Bolt Thunderbolts and 2 two Ice Beams from Choice Specs Kyurem (RC); (ASC) while the Speed makes EVs make it so Hatterene outspeeds Adamant Kingambit after paralyzing it with Nuzzle. Tera Water and Tera Steel are simply good defensive typings that help Hatterene check threats that might carry Steel- or Poison-type coverage (RC); (ASC) Tera Water is great for opponents foes such as Iron Moth, Walking Wake, (AC) and Cinderace, while Tera Steel brings an immunity to Toxic Spikes and helps dealing Hatterene deal with threats such as Iron Crown, Galarian Slowking, (AC) and Glimmora better.

Hatterene fits best on offense teams that are looking for a way to keep entry hazards off their side of the field without needing to rely on removal like Rapid Spin or Defog, as well as providing the team with a way of paralyzing threats or pressuring opponents foes with Future Sight. Breakers such as Ogerpon-Wellspring Ogerpon-W, who which is unable to equip Heavy-Duty Boots and thus prevent hazard damage, appreciates Hatterene's ability to keep them hazards off the field while at the same time helping deal with threats such as Moltres and Galarian Slowking that might give Hatterene trouble. Booster Energy users such as Raging Bolt also appreciate benefits from hazards being kept off and Hatterene being capable of handling Hatterene's ability to handle Ting-Lu and Kyurem in a pinch. Teammates such as Zamazenta makes up for an incredible partners (RC) partner due to it being capable of handling Kingambit, who which can otherwise beat Hatterene with ease, while and appreciating hazards being kept away (RC) allowing Zamazenta by Hatterene. This allows it to forgo Heavy-Duty Boots in favor of items such as Leftovers and, (AC) Chesto Berry if running rest, Chesto Berry, (AC) all while providing much needed much-needed speed control due to Hatterene being very slow. Great Tusk benefits from Hatterene being capable of handling threats such as Kyurem and Iron Valiant (RC) while itself providing the team with an extra safety measure against hazards thanks to its access to Rapid Spin (RC) which. (AP) This may help massively against teams with Hisuian Samurott, Iron Treads, (AC) and or Mold Breaker Tinkaton as their hazard setters, being as Great Tusk is simultaneously capable of checking them and other threats such as Kingambit (RC). (AP) Alternatively, Cinderace is also a good option for hazard control, being noticeably faster than Great Tusk, threatening opponents like Gholdengo, Tinkaton, (AC) and Iron Crown with Pyro Ball, (AC) and returning hazards that might have slipped through Hatterene's Magic Bounce with Court Change. Kingambit is also a great partner, being able to deal with Gholdengo and Galarian Slowking for Hatterene (RC) and can also help check opposing Kingambit if running Low Kick. (AP) In addition, while also Kingambit massively appreciating appreciates Hatterene's Nuzzle potentially paralyzing threats Kingambit struggles against such as Iron Valiant and Ogerpon-Wellspring Ogerpon-W while checking Hatterene itself can check foes like Zamazenta. Dragon Dance Kyurem is also a great partner another excellent teammate, as it often has to forgo Heavy-Duty Boots in favor of order to run other items and thus is very weak to hazards maybe some clarification that Magic Bounce is what pairs well with Kyurem? E.g "very weak to hazards, which can be easily blocked by Hatterene's Magic Bounce". Dragapult is worth considering as well (RC) thanks to its very high natural speed Speed, (AC) allowing it to provide speed control, (AC) and also being able ability to pressure Gholdengo. (AP) Furthermore, Dragapult can and cripple threatening physical attackers like Great Tusk, Ogerpon-Wellspring Ogerpon-W, (AC) and Heavy Slam Zamazenta with Will-O-Wisp, which can muscle through Hatterene if not careful, with Will-O-Wisp while also being able to bring Hatterene into the field with U-turn.


[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/nickos.213908/
Quality checked by:
https://www.smogon.com/forums/members/kd458.633798/
https://www.smogon.com/forums/members/dead-by-daylight.571069/
Grammar checked by:
https://www.smogon.com/forums/members/username.XXXXXX/
 
1/1 GP Team done add credits for both me and tetris. Use the implementation method I gave you on Discord too

[SET]
name: Assault Vest
move 1: Psyshock
move 2: Draining Kiss
move 3: Mystical Fire
move 4: Nuzzle / Future Sight / Psychic Noise
item: Assault Vest
tera type: Water / Steel
ability: Magic Bounce
nature: Modest
evs: 252 HP / 128 SpA / 104 SpD / 24 Spe
ivs: 0 Atk

[SET COMMENTS]
Thanks to its solid bulk, good offensive presence, (AC) and an amazing ability in Magic Bounce, Assault Vest Hatterene makes for a valuable addition to offense teams, preventing entry hazards from going up while simultaneously checking dangerous offensive threats such as Raging Bolt, Iron Valiant, (AC) and Kyurem. Psyshock is preferred over Psychic as your STAB move thanks to it being able to OHKO Iron Moth, doing significantly more damage to the common Galarian Slowking, and forcing Blissey out, as well as and (making this into one list) dealing more damage to Calm Mind sweepers that might attempt to setup set up on you Hatterene, such as Primarina and Sinistcha. Draining Kiss (RC) for the other part, despite its low base power (RC) provides immense utility for Hatterene, giving it valuable recovery which this set would otherwise completely lack (RC) and allowing for Hatterene it to be able to trade hits with and potentially 1v1 beat threats such as Great Tusk, Zamazenta, and Dragonite one-on-one. Mystical Fire allows Hatterene to punish Steel-types that may attempt to switch into it, such as Gholdengo, Corviknight, (AC) and Kingambit, notably 2HKOing all of them, while the guaranteed Special Attack drops can help Hatterene it deal with strong special attackers like opposing Hatterene that it may otherwise struggle with. Nuzzle allows Hatterene to bring massive utility to its team by being able to consistently paralyze opponents foes, notably also affecting opposing Hatterene and Gholdengo (RC) who aren't immune to it thanks to Nuzzle not being a status move. Alternatively, Future Sight allows for a better matchup against more not needed unless youre making a specific comparison defensive teams, putting pressure on bulkier bulky targets any examples? that might not be able to effectively tank a Future Sight in combination with attacks from Hatterene's teammates (RC). (AP) Another option is Psychic Noise, as it is a consistently strong STAB with the added benefit of cutting recovery from the targets, potentially preventing opponents foes such as Garganacl and Dondozo from walling you Hatterene. The given EV spread maximizes Hatterene's offensive prowess while also allowing it to check threats such as Iron Moth in a pinch, with Hatterene being able to take one +1 Sludge Wave and OHKO it back (RC) as well as 2 survive two Protosynthesis-boosted Raging Bolt Thunderbolts and 2 two Ice Beams from Choice Specs Kyurem (RC); (ASC) while the Speed makes EVs make it so Hatterene outspeeds Adamant Kingambit after paralyzing it with Nuzzle. Tera Water and Tera Steel are simply good defensive typings that help Hatterene check threats that might carry Steel- or Poison-type coverage (RC); (ASC) Tera Water is great for opponents foes such as Iron Moth, Walking Wake, (AC) and Cinderace, while Tera Steel brings an immunity to Toxic Spikes and helps dealing Hatterene deal with threats such as Iron Crown, Galarian Slowking, (AC) and Glimmora better.

Hatterene fits best on offense teams that are looking for a way to keep entry hazards off their side of the field without needing to rely on removal like Rapid Spin or Defog, as well as providing and it can provide the team with a way of paralyzing threats or pressuring opponents foes with Future Sight. Breakers such as Ogerpon-Wellspring Ogerpon-W, who which is unable to equip Heavy-Duty Boots and thus prevent hazard damage, appreciates Hatterene's ability to keep them hazards off the field while at the same time helping deal with threats such as Moltres and Galarian Slowking that might give Hatterene trouble. Booster Energy users such as Raging Bolt also appreciate benefits from hazards being kept off and Hatterene being capable of handling Hatterene's ability to handle Ting-Lu and Kyurem in a pinch. Teammates such as Zamazenta makes up for an incredible partners (RC) partner due to it being capable of handling Kingambit, who which can otherwise beat Hatterene with ease, while and appreciating hazards being kept away (RC) allowing Zamazenta by Hatterene. This allows it to forgo Heavy-Duty Boots in favor of items such as Leftovers and, (AC) Chesto Berry if running Rest, Chesto Berry, (AC) all while providing much needed much-needed speed control due to Hatterene being very slow. Great Tusk benefits from Hatterene being capable of handling threats such as Kyurem and Iron Valiant (RC) while itself providing the team with an extra safety measure against hazards thanks to its access to Rapid Spin (RC) which. (AP) This may help massively against teams with Hisuian Samurott, Iron Treads, (AC) and or Mold Breaker Tinkaton as their hazard setters, being as Great Tusk is simultaneously capable of checking them and other threats such as Kingambit (RC). (AP) Alternatively, Cinderace is also a good option for hazard control, being noticeably faster than Great Tusk, threatening opponents foes like Gholdengo, Tinkaton, (AC) and Iron Crown with Pyro Ball, (AC) and returning hazards that might have slipped through Hatterene's Magic Bounce with Court Change. Kingambit is also a great partner, being able to deal with Gholdengo and Galarian Slowking for Hatterene (RC) and can also help check opposing Kingambit if running Low Kick. (AP) In addition, while also Kingambit massively appreciating appreciates Hatterene's Nuzzle potentially paralyzing threats Kingambit struggles against such as Iron Valiant and Ogerpon-Wellspring Ogerpon-W while checking Hatterene itself can check foes like Zamazenta. Dragon Dance Kyurem is also a great partner another excellent teammate, as it often has to forgo Heavy-Duty Boots in favor of order to run other items and thus is very weak to hazards maybe some clarification that Magic Bounce is what pairs well with Kyurem? E.g "very weak to hazards, which can be easily blocked by Hatterene's Magic Bounce". Dragapult is worth considering as well (RC) thanks to its very high natural speed Speed, (AC) allowing it to provide speed control, (AC) and also being able ability to pressure Gholdengo. (AP) Furthermore, Dragapult can and cripple threatening physical attackers like Great Tusk, Ogerpon-Wellspring Ogerpon-W, (AC) and Heavy Slam Zamazenta with Will-O-Wisp, which can muscle through Hatterene if not careful, with Will-O-Wisp while also being able to bring Hatterene into the field with U-turn.

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/nickos.213908/
Quality checked by:
https://www.smogon.com/forums/members/kd458.633798/
https://www.smogon.com/forums/members/dead-by-daylight.571069/
Grammar checked by:
https://www.smogon.com/forums/members/username.XXXXXX/
 
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