The team: https://pokepast.es/e63746c07a1c84fb
Tinker (Tinkaton) @ Leftovers
Ability: Mold Breaker
Tera Type: Water
EVs: 252 HP / 184 SpD / 72 Spe
Careful Nature
- Knock Off
- Gigaton Hammer
- Thunder Wave
- Encore
Tinkaton is part of the Tink + Sandy + Slither core. As my only fairy resist, it can be the one to switch into other tinkatons or scream tails. As such, tinkaton's role is to be a bulky steel type and my special wall, which is also the reason why I had went for more hp evs and more SpD evs. Knock off is there to remove items that could be a threat to my team, such as a rocky helmet etc. Gigaton hammer is there because I needed a strong steel type move. Thunder wave to para and slow down the opponents to further ensure they will not outspeed my sweepers and encore is to lock mons into setting up. The thunder wave and encore combo sometimes is able to completely incapacitate the opponents from moving and allowing me to safely switch into one of my sweepers to set up and finish off.
Sander (Sandy Shocks) @ Magnet
Ability: Protosynthesis
Tera Type: Ice
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Spikes
- Volt Switch
- Tera Blast
I decided to use sandy shocks because it is an amazing mon in UU and wanted to add it to my team. Its role on my team is a pivot and set-up to set spikes, breaking sashes and threatening pokemon on switch-in. It is also my lead. I had to decide on whether to use magnet or booster energy as its item and eventually decided on magnet as in most games that I have tested this team, I find it switching out a lot. As for the set, Thunderbolt for quickly taking out water types, Spikes for hazard, Volt switch for pivoting. Tera blast was because I did not know what to put for the last slot. A possible alternative could maybe be a hazard move or a status move.
Mohawk (Slither Wing) @ Silver Powder
Ability: Protosynthesis
Tera Type: Bug
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Wild Charge
- First Impression
- U-turn
- Close Combat
Another pivot! With U-turn and not being choice-locked, it can keep the momentum going or absolutely destroy psychics. Wild charge for flying types, First impression for a strong bug type move to quickly take foes out first turn, U-turn to pivot and close combat for steel and rock types. Silver powder makes first impression and U-turn more deadly.
Im ga- (Quaquaval) @ Leftovers
Ability: Moxie
Tera Type: Steel
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Aqua Step
- Close Combat
- Rapid Spin
Decided on quaquaval for two reasons. One, I needed a good spinner that does not have a weakness to fire or water. Two, I needed something to take care of ground types that threaten half my team. Its role on my team is a rapid spinner to clear hazards and a fire resist. SD to raise attack, aqua step (basically a water-type trailblaze but stronger) to raise speed and get ready to sweep, CC for a fighting type STAB move, and Spin to clear hazards on my side.
Alternative to quaquaval:
Tatsugiri @ Leftovers
Ability: Storm Drain
EVs: 252 SpA / 4 SpD / 252 Spe
Tera Type: Steel
Timid Nature
- Nasty Plot
- Draco Meteor
- Surf
- Rapid Spin
This fufills the criteria of a spinner that does not have a weakness to fire or water even better. Its role on my team is a spinner to clear hazards and kind of as a sweeper too. Nasty plot allows it to buff itself after draco or before, Draco as a strong special STAB move ,Surf as its water type STAB move and spin to clear hazards.
Salamander (Salamence) @ Heavy-Duty Boots
Ability: Intimidate
Tera Type: Fairy
EVs: 248 HP / 140 SpA / 12 SpD / 108 Spe
Modest Nature
IVs: 0 Atk
- Hurricane
- Draco Meteor
- Flamethrower
- Roost
Sweeper, ground immunity and something that can hit dragons for supereffective damage. It is also a special attacker as there are too many physical attackers in my team and I wanted to balance things out. Heavy-duty boots is in case there was hazards that quaquaval couldn't safely switch in to remove. For the moves, I run hurricane for a flying STAB and to take advantage of any opposing rain teams, draco meteor as an extremely powerful dragon move, flamethrower over fire blast for the accuracy and roost to restore HP.
Slow asf (Slowbro) @ Rocky Helmet
Ability: Regenerator
Tera Type: Fairy
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Future Sight
- Yawn
- Ice Beam
- Slack Off
Its role is simple. One, be annoying with yawn and slack off. Two, a physically defensive wall to stop physical threats. By giving it rocky helmet and regenerator, Slowbro can tank hits, switch out or slack off, and be in perfect condition again. As for the moves, future sight if there wasn't a good move to go for in the situation, yawn to switch into another mon safely, Ice Beam to snipe flying and ground types, and the signature slack off to regain hp. Having played gen 8 before, I wanted to put teleport into its moveset, but is now illegal. Thus, I went for future sight to replace teleport.
I have done a few practice games and tests with this team and feel like the team works together fairly well. However, I feel like there are still many changes that can be made to this team. If anyone has any ideas, please let me know! Thanks!
Tinker (Tinkaton) @ Leftovers
Ability: Mold Breaker
Tera Type: Water
EVs: 252 HP / 184 SpD / 72 Spe
Careful Nature
- Knock Off
- Gigaton Hammer
- Thunder Wave
- Encore
Tinkaton is part of the Tink + Sandy + Slither core. As my only fairy resist, it can be the one to switch into other tinkatons or scream tails. As such, tinkaton's role is to be a bulky steel type and my special wall, which is also the reason why I had went for more hp evs and more SpD evs. Knock off is there to remove items that could be a threat to my team, such as a rocky helmet etc. Gigaton hammer is there because I needed a strong steel type move. Thunder wave to para and slow down the opponents to further ensure they will not outspeed my sweepers and encore is to lock mons into setting up. The thunder wave and encore combo sometimes is able to completely incapacitate the opponents from moving and allowing me to safely switch into one of my sweepers to set up and finish off.
Sander (Sandy Shocks) @ Magnet
Ability: Protosynthesis
Tera Type: Ice
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Spikes
- Volt Switch
- Tera Blast
I decided to use sandy shocks because it is an amazing mon in UU and wanted to add it to my team. Its role on my team is a pivot and set-up to set spikes, breaking sashes and threatening pokemon on switch-in. It is also my lead. I had to decide on whether to use magnet or booster energy as its item and eventually decided on magnet as in most games that I have tested this team, I find it switching out a lot. As for the set, Thunderbolt for quickly taking out water types, Spikes for hazard, Volt switch for pivoting. Tera blast was because I did not know what to put for the last slot. A possible alternative could maybe be a hazard move or a status move.
Mohawk (Slither Wing) @ Silver Powder
Ability: Protosynthesis
Tera Type: Bug
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Wild Charge
- First Impression
- U-turn
- Close Combat
Another pivot! With U-turn and not being choice-locked, it can keep the momentum going or absolutely destroy psychics. Wild charge for flying types, First impression for a strong bug type move to quickly take foes out first turn, U-turn to pivot and close combat for steel and rock types. Silver powder makes first impression and U-turn more deadly.
Im ga- (Quaquaval) @ Leftovers
Ability: Moxie
Tera Type: Steel
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Aqua Step
- Close Combat
- Rapid Spin
Decided on quaquaval for two reasons. One, I needed a good spinner that does not have a weakness to fire or water. Two, I needed something to take care of ground types that threaten half my team. Its role on my team is a rapid spinner to clear hazards and a fire resist. SD to raise attack, aqua step (basically a water-type trailblaze but stronger) to raise speed and get ready to sweep, CC for a fighting type STAB move, and Spin to clear hazards on my side.
Alternative to quaquaval:
Tatsugiri @ Leftovers
Ability: Storm Drain
EVs: 252 SpA / 4 SpD / 252 Spe
Tera Type: Steel
Timid Nature
- Nasty Plot
- Draco Meteor
- Surf
- Rapid Spin
This fufills the criteria of a spinner that does not have a weakness to fire or water even better. Its role on my team is a spinner to clear hazards and kind of as a sweeper too. Nasty plot allows it to buff itself after draco or before, Draco as a strong special STAB move ,Surf as its water type STAB move and spin to clear hazards.
Salamander (Salamence) @ Heavy-Duty Boots
Ability: Intimidate
Tera Type: Fairy
EVs: 248 HP / 140 SpA / 12 SpD / 108 Spe
Modest Nature
IVs: 0 Atk
- Hurricane
- Draco Meteor
- Flamethrower
- Roost
Sweeper, ground immunity and something that can hit dragons for supereffective damage. It is also a special attacker as there are too many physical attackers in my team and I wanted to balance things out. Heavy-duty boots is in case there was hazards that quaquaval couldn't safely switch in to remove. For the moves, I run hurricane for a flying STAB and to take advantage of any opposing rain teams, draco meteor as an extremely powerful dragon move, flamethrower over fire blast for the accuracy and roost to restore HP.
Slow asf (Slowbro) @ Rocky Helmet
Ability: Regenerator
Tera Type: Fairy
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Future Sight
- Yawn
- Ice Beam
- Slack Off
Its role is simple. One, be annoying with yawn and slack off. Two, a physically defensive wall to stop physical threats. By giving it rocky helmet and regenerator, Slowbro can tank hits, switch out or slack off, and be in perfect condition again. As for the moves, future sight if there wasn't a good move to go for in the situation, yawn to switch into another mon safely, Ice Beam to snipe flying and ground types, and the signature slack off to regain hp. Having played gen 8 before, I wanted to put teleport into its moveset, but is now illegal. Thus, I went for future sight to replace teleport.
I have done a few practice games and tests with this team and feel like the team works together fairly well. However, I feel like there are still many changes that can be made to this team. If anyone has any ideas, please let me know! Thanks!
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