fur coat +spe arceus, which can take any type, effectively has 120/340/120 bulk and typically sports strength sap in addition to that. considering how common this pokemon and its scales counterpart are, it seems ridiculous to suggest that rushing down these pokemon is even possible. today we will be discussing how to do that
primordial, reprehensible, bespoke: bh offense
table of contents
1. what is offense?
2. imposter
3. field conditions
4. gambits
5. single-use sets
6. evil utility creatures
7. countermeasures
8. the core
1. what is offense?
offense has two primary goals: a) accumulate enough pressure to ohko or 2hko everything on the opposing team, b) apply this pressure as consistently as possible, in order to give the opponent no time to recover. theoretically there also exist options such as taunt or psychic noise, which can help with progress-making even if you aren't landing 2hkos; however, the ubiquity of regenerator makes these options too inconsistent to justify the moveslot most of the time.
this isn't to say that any mon that does less than 50% is not worth using. a sustainable mon that does 40% and forces recovers (something like sd/np + glare + 2atks mg arc) can be stronger than an unsustainable, frail mon that does 60%. often you'll see offense teams use a combination of these mons, turning the heat up or down when needed, thinking in the long term as well as the short term.
the reason to use offense is that many balance teams have huge problems with letting the opponent recover, and as a result it's commonplace to rely on mons like garde chicken and chomp that typically don't have counters, but the regenvest pivot + breaker idea is slow, brittle, and has many failure points. the idea with offense surprisingly is that it can be *less* matchup-based than balance, rather than more, if you aren't completely reliant on a single mon to do all the breaking work for you.
a common misconception i see with offense is that it isn't a style that involves a lot of positioning or maneuvering beyond setting up the next guy (in other words, that it's a more "flowchart"-type playstyle). on the contrary, even the most setup-spam, matchup-fish offense variants require active play against an opponent that understands what you're doing and how to stop it. (by "opponent" i don't just mean top players, a third of which haven't fought a half-decent offense team in the past year. everyone on ladder understands setup spam, and you WILL have to grapple with their deranged and inconsistent counterplay.) and when you try to make more consistent offense, the importance of making good decisions and playing precisely becomes even more important--balance players can lean on their regenvest and imposter forever, but you don't have time to lose.
2. imposter
you cannot 2hko eviolite imposter without a ghost, dragon, or frail guy. all 3 of these have limitations and if you try to stack them you'll end up with something excruciating to work with. unless you're using pokemon that are very low-risk into imposter (poltergeist, plate sweepers, unburden being the main three), you cannot afford to let imposter heal freely. this turns it from an omnipotent threat to a temporary roadblock that the opponent must manage as a limited resource. get them to play your game.
the easiest way to prevent imposter from recovering is to simply not run recovery on your mons. even something like an fc wall likely won't need to contain opposing physical breakers too many times during the match, especially if it can retaliate with strong attacks and you have priority in the back in case some 15% guy slips through.
there are many cases where you really should run recovery moves though. there are strength sap sweepers, which should either be beating imposter in a 1v1 or in rare cases be imposter proofed by some sapblocker. take heart arceus switchins should carry recovery, because that pokemon enters too easily and is too threatening for more temporary counterplay to work. (this is why flutter is so good on offense, because it can keep these arcs in check while recovering with the imposter-resilient pain split.)
that said, sometimes you can't afford to run recovery that can be imposter-proofed; a good example of this is on pokemon who are themselves imposter-proofers (e.g. water absorb fairy when there's a palk). it's hard to get use out of these mons because their unconventional abilities make them bad at surviving long-term, without recovery they're extremely easy to pressure and the team can fall apart without them, and they're typically horrible with trapping sets. for mons like these, the #1 move i recommend is
glare. paralyzed imposter is genuinely horrible into most offense even at high health, and this move also does a phenomenal job at frustrating the opponent's attempts at aggression, giving you time to get back on your feet and start the attack again. glare is just really good in general and i'll get more into it later. another decent option is leech seed + bunker/bulwark + leftovers as your recovery, and depending on the team you can run stuff like knock, spikes, and offensive improofing, though at that point you're getting into balance territory.
regarding imposter on offense, i personally ran eviolite imposter on my infamous aurora veil team in gen 7 bh, with the idea that under veil it was an unkillable menace that could buy me time indefinitely against threats like the mega mewtwos. nowadays, you might be able to try covert cloak with the idea of scoring an early edge into regenvest before turning up the heat, though eviolite's extra layer of protection against fast threats is also nice to have. at any rate, imposter is always very hard to evaluate in asymmetrical matchups, so i'll refrain from judging it as good or bad. go experiment with it and see what happens.
3. field conditions
field conditions are good on offense. since it operates on such fast gameplans, you can get a lot of ground from time-sensitive conditions like weather or screens. i'll go into the intricacies of each field condition:
3a. weather

sun and

rain are the most practical weathers for offense, because they boost your attacks, so i'll be focusing on those first. of course you have the obvious abusers like chicken, resh, gren, palk, but in addition to this i like running off-type mons that benefit from the boosted coverage such as pixilate vcreate fairyceus or torch song etern on sun, with the idea to get opportunities vs a different set of mons and provide defensive utility. the main issue with these weathers is that they're immensely vulnerable to being disrupted by opposing psea/desolate land; if you get blindsided by a primal weather user you didn't prepare for, you kind of just lose. because of this i would say sun/rain are best when the meta isn't moving along very quickly and the set of primal weather users is limited and predictable. use your judgment.
other aspect of sun/rain is that the weakening effect against the opposing type is pretty useful, you can get away with like rain spdef steels into torch song guy, or kill gren with hammers because you have sun for their surging strikes. i've used both of these interactions numerous times as a building shortcut.

sand exists i guess. maybe you can whip up something cute with sand stream nihilego + sand rush guy

snow is unique in that you can feasibly set it with chilly reception rather than snow warning, making it much less of a commitment. obviously the main draw of snow is aurora veil, but i'll go into that later.
what i do wanna get into now though is weather speed-boosting abilities. when done well these can be fast, strong, bulky killers that can reliably clean up games after the primary walls have been removed. when done poorly you get cb surge surfer hoopa-u doing 50% to fc ghostceus with wicked blow. lack of power, especially against opposing imposter, is the typical weakness of these sets and the main thing you need to wrangle out of them. on-type high-power chloro/swim users (chicken, special ogre, palk) should probably just slap on a choice item and just click the stabs, but off-type or weaker mons like dusk mane, pert, ultra, arc, dialga, heatran, and other extreme weirdos should consider options like sd/np/growth, taunt, hazard, trick, psychic noise, glare, and others.
in general weather speed-boosting abilities are pretty much completely unexplored and i don't have authority to say for sure what's good or not. going off standard play alone though surely they must be at least decent.
3b. terrain

electric terrain generally fucking sucks because of grounds totally stonewalling you, being weaker than weather, and rising voltage being unreliable against birds + levitators. probably you can still run shit like lo mixed gren with sniper rising voltage or sf bolt strike, but it's a pretty major commitment just to have a slightly better clicker that still has an extremely difficult time coming in.

misty terrain primarily enables mons like misty seed good as gold poltergeist ghostceus, where the idea is to block mortal to ease the setup effort. i don't like it cause it limits my own status options too, but it's not bad by any means.

psychic terrain has the issue of absolutely despising ting, but it's more interesting than eterrain by virtue of blocking priority, one of offense's roughest matchups. there are also multiple fast and dangerous psychics that can fuck up opponents.

grassy terrain exists if you want to feel like you're funny but you should probably just put it on balance not offense if you do use it.
3c. hazards
i don't like over-relying on hazards with offense because spinblocking is a headache that wastes time + requires guesswork, and sometimes they have either superman or unblockable removal (atespin, tidy). hazards are still very strong on offense because you have an easy time forcing the opponent to switch out a lot, offering ripe opportunities for deadly double switches against chipped mons.

what i mean to say by this is that you should probably run stone axe but spikes is a pretty big commitment that i don't go for as much.

webs are extremely good if you can maintain them, they were the key to
this team which is one of the best offenses i've ever built. i got away with flutter + arc fastest mons with no setup which is outright criminal. i recommend moldy cause otherwise bounce kills you, but akira ran webs blaziken which is also pretty consistent. only problem is you auto lose to court change FUCK court change PLEASE ban this stupid fucking move council ill let you keep triple arrows this is genuinely worse my heart just fucking sinks whenever i see this move clicked. there is no reasonable counterplay that fits on offense.

tspikes as always are hit or miss, id say probably dont bother, the battle will likely not go on long enough for your poison to stack up. you can probably bring a syringe with weird structure and do ok but thats more red card being extremely good, will get into that later.
with hazard offense (webs/tspikes in particular), one lesson you'll learn early is how to anticipate and block opposing spinners. you do not have time to waste playing hazard -> mortal -> hazard games. most ladder players will make this easy for you by bringing in their remover at the earliest opportunity, and from there it's up to you to determine which removal option is most likely. look at the meta, look at their team structure, figure it out. you can also just use gholdengo lol
playing against hazards always depends on the offense, sometimes you can go no removal, other times you need removal, there's no "best" removal option. i can't offer you a one-size-fits-all answer here.
3d. screens
the point of screens is to never ever lose to offensive pressure (besides gren) so you can spam slower bulky guys that never die and force progress.
screens are harder to make work now than they used to be because now everyone leads with some shithead regenvester or zama and tries to knock off your guy turn 1. getting your light clay knocked is extremely bad because of your 5 or 8 turns, 1 is spent setting up the screen and 1 is spent switching out your guy. the rest of the time is where all the interesting stuff happens, and knock off cuts that time in half from 6 to 3 turns.
there are a few ways to address this crisis. the most straightforward is to not lead the screens setter, lunge forward early to put your opponent in a defensive position, then maneuver in your guy and start clicking the screens, though this can backfire if they lead some fast fucker like zam or scept. you can also run screens on a postal mon like valiant or chicken to dissuade the opps, though this is obviously stupid and insane and it's up to you whether you want to trust this old woman's advice.

veil is very good. compressing both screens into one loses less time, avoids the annoying effect where one screen wears off a turn early, and saves you a moveslot on top of that. the main issue with veil is opposing weather disrupting you. on snow warning veil setters like bundle i'd recommend running something like entrainment to catch them on the switch, insisting that your veil go through no matter what. on chilly + veil, i think it's more consistent to have some sort of offensive presence on both the chilly user and the veil user so that they can't hard in their guy to disrupt you. the team can feel a little anemic having two 3 move attacker guys but thats life.
anyway, the main weakness of screens is passive damage and defensive play. chip from poison/burn, hazards, salt cure, and thunder cage can add up extremely quickly and screens won't do a thing to help you against those. stuff like mg, covert, boots, and leftovers are standard on screens teams for this reason. the bigger issue is defensive play; breaking through an opponent who's prepared to hunker down and spam recover and topsy until your screens wear off is more difficult than it looks, and it's for this reason that you can't just build in a full superman style; you have to bring some chip-vulnerable mons to break through in a timely manner. it's a difficult balancing act.
imposter can copy your screens but you should almost never be worried about this. they lack light clay and their team is typically nowhere near as good as yours at taking advantage of screens.
also again you auto lose to court change PLEASE IM BEGGING YOU COUNCIL GET RID OF THIS SHIT
3e. rooms

trick room isn't very good. you negate most offensive counterplay and can land 2hkos on fast fcs before they can sap you, but the duration is just not there and the pool of slow mons that are good at making progress is surprisingly shallow, with seemingly good options like calyrex-ice, ursaluna, and stakataka held back by imposter too heavily to merit serious consideration. best guys are like chicken (MAYBE camel), amp, aboma, swampert but there are a lot of fringe weirdos like golurk, chandy, escavalier, gholdengo, and brute bonnet. still its unfortunately probably cooked due to us not having the only real otr mon marowak-a (thick club is gone). very sad

magic room is extremely janky and does ridiculous things like turning off judgment (note that you still cannot remove immutable items) and letting you trick assault vests. no one has ever really used it in a serious context. again the duration isn't really there and you also miss out on using your own items.

wonder room is pretty silly because it only swaps the unmodified stats, this means you cannot break through fur coat with your physical guy. also again no duration.

gravity is cute cause you can click uncontested pblades and maybe bullshit like zap cannon or dynamicpunch, and if you're really feeling it you can improof your hjk guy. in most cases it's worse than just running bolt strike to hit birds, and the duration is too low to feasibly support teammates unless you run like eject button. still funny to make celesteela take spikes
4. gambits
after all that nonsense we're back on a serious topic. gambits (final gambit, explosion, healing wish/lunar dance) are strong on offense because they combine a free pivot with a very powerful effect, which combined will often be worth the loss of a mon. a well-timed gambit can completely transform the position and seal the game.
with all gambits, surprise factor is key. if the opponent can anticipate them, they can appropriately defend. this is most straightforward against final gambit and explosion, where they can switch to a less valuable mon as you explode, leaving their wall intact. even against hwish/lunar dance, though, there are options, a funny one being hard imposter on the lunar dancer, and countering your rejuvenated mon by clicking their own lunar dance to refresh an exhausted wall.
a very closely related aspect is having options. even if the opponent knows you can gambit, you should still be a threatening or useful mon in general. this is why something like scarf gambit blissey or regidrago is never all that good: first of all, the opponent will see gambit coming from a mile away because your guy can't really do anything else, and second of all, they can go to their sacrifice without worry, because again your guy can't really do anything else (except trick but that barely counts). contrast this to something like pixilate zacian on cirno, which can annihilate any attempted explosion switchins with a well-timed +2 double-edge.
you can make the case that even with something obvious like scarf scrappy blissey, any sacrifice the opponent makes will hurt their position, or put differently you're always favored in a 5v5. some players have even employed several consecutive final gambit users with the goal of trading into a winning endgame. this has always been extremely shaky, though: getting the even trades is hard enough already with priority, imposter, ting, and straight-up faster mons running around, and the opponent can also hone in on any low base hp mons you have (the "wincons" after everything else is traded) and plan around them.
the best general-purpose final gambit users are versatile, high-hp threats like giratina-o, etern, lunala, solgaleo, xerneas, yveltal, and kyurems (also importantly most can deal good damage into imposter). of these, etern, lunala, and kyurem-w have the well-established gameplan of drawing in special walls to eliminate early on, letting a special teammate break down the team with little to no resistance. final gambit users will often be scarf (to eliminate dangerous attackers in a pinch and potentially land trick) and/or regen (to do work early game and trade off a key mon later), though sometimes they'll be neither, as is the case with mons like np speed boost lunala.
-ate explosion has been the only widely adopted variant, though there's likely not much wrong with something like scrappy explosion bunny (terraria reference). the main draw over final gambit is that it works perfectly fine at low hp, and most explosion users are designed to do just that: take a hit or two while doing other stuff (usually either setting up, spinning off hazards, or just punching back with boomburst) and then explode when their time begins to run short. unlike final gambit, explosion isn't very good at drawing out a mon with a specific role; you could trade into imposter, a steel, an fc, or something else entirely. so even though the mon itself is infinitely less excruciating to use compared to final gambit, the gameplans are nowhere near as straightforward and the resulting positions are often very complicated.
lunar dance restores pp, while healing wish "floats" if your mon is missing pp but not hp/status. so healing wish is better if you intend to click it early game, lunar dance is better if not. these are typically best used in service of a particular type of mon: no recovery, meant to take hits, threatening enough that you want it on the field for a decent amount of time. you can stretch this a ton of course. sometimes you'll have a mon with recovery (let's say np steelceus) that makes good progress but gets paralyzed in return. in this instance you could trade off most of the steelceus's hp, then lunar dance it up and get the rest of the way through. sometimes you'll have a mon that isn't bulky at all, like blaziken, but you'll vcreate into an fc audino that mortals you and the lunar dance will help to sustain.
it's really difficult for me to give any definitive statements on when healing wish/lunar dance are good (doesn't help that i haven't used them in a while) so all i can really say is just pay attention during games, and if you ever find yourself being like "damn my guy almost has a crushing advantage, too bad he's at 30% and poisoned", you should consider hwish/lunar. i will also say that these go hand-in-hand with screens, cause you have a very straightforward idea of setting up while the opponent can't kill you, taking out a mon or two in exchange for some status, then setting up screens again and lunar dancing out with the screen setter for the instant pivot. this was a big idea with my
sun offense from a year ago.
5. single-use sets
i don't like these very much because i like being able to switch out my guys, but i can't deny they're effective so i'm putting them here.
Lunala / Necrozma-Dawn-Wings @ Throat Spray
Ability: Unburden
Tera Type: Psychic
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Torch Song
- Moongeist Beam
- Moonblast
- Secret Sword (you can also run taunt or some bullshit)
you know this guy. you might think this is the only guy of its kind and that it has no real notoriety beyond being a ladder shitter. this could not be further from the case. look at
this replay. this is me calmly winning against qt in open with
this incoherent team with three throat spray guys despite throwing no less than 3 times (i was bored and tilted). and apparently people think this playstyle is cool??? whatever dude. use this bullshit if you want
Arceus-Ghost @ Mirror Herb
Ability: Good as Gold
Tera Type: Ghost
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Swagger
- Poltergeist
- Triple Arrows
- Dragon Dance
ignore this mon i dont know how it got in here
actually the 1 thing i have to say about it is that whenever i use it i get every confusion self hit and every triple arrows proc but in exchange my poltergeist accuracy is like 50%. a truly mysterious phenomenon
Arceus-Ghost @ Misty Seed / Eject Button
Ability: Good as Gold
Tera Type: Ghost
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Poltergeist
- Triple Arrows / Gunk Shot
- Strength Sap / Recover
- Tidy Up
not really a one time use but this guy is used pretty much exclusively late game from my experience so its pretty similar. again this is a pretty simple and standard set so i dont actually have a lot to say about it
Deoxys @ Weakness Policy
Ability: Simple
Tera Type: Psychic
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Hasty Nature
- Stored Power
- Moonblast
- Collision Course
- Wicked Blow
this guy. THIS FUCKIN GUY. simple weakness policy is an immensely cruel thing to put in a game where nobody can stop you from switching in on uturn (or knock if you got screens) and being stopped by phero, spdef yveltal, imposter 50% of the time, and nothing else (esp if you use le psyterrain). feels like a more brutish version of syringe. ive also been experimenting with simple shift gear/glance/pyro ball/stored power aboma, if you activate the weakness policy you just kill absolutely everything but it's a little worse than this cause you can't switch in. i cant stress enough that anything can run this. ting, edrift slowbro, duskmane, lunala, just a whole bunch of fuckers.
Zamazenta @ Covert Cloak
Ability: Simple
Tera Type: Fighting
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Jolly Nature
- ███████████
- Triple Arrows
- Strength Sap
- Stored Power
https://replay.pokemonshowdown.com/gen9balancedhackmons-2360256687
6. evil utility creatures
i was playing around with
this team and marveling at how many moves the deoxys missed (11 out of about 35, i counted!) when i sat down and thought i should probably write about this flutter among other creations. now i've talked about flutter's role compression in the past
here, but this set of 4 moves + item + abil felt like a step above that, this rpg equipment-ass gender dysphoria-ass set that was almost definitely not optimal but was extremely funny and did a ton of shit every game.
let me start off by saying that eject button and red card are among the best items in the game on offense. disrupting your opponent's systems early on is crucial because a ton of offense games come down to who gets the first initiative going. eject button negates their uturn, red card negates their presence (and also does beat uturn), both land the opponent in a matchup they definitely don't want to be in. i'm thinking of
this game where the opponent had a relatively scary fc th ghostceus in, but i taunted it into hitting my red card and from there the game was completely over. the only 2 things you lose to are knock off and getting one shot so make sure not to let either of those happen. (also this is why i said syringe is probably not that bad on offense, it just does such a great job at breaking up annoying field presences via phazing)
i put the moves together from the perspective of wanting to fit in knock off for vests, and from there curse presented itself as a reasonable th arc deterrent cause i figured i would only need to force it out once or twice. unfortunately i think the team lets down the set here cause i would really like to have an actual secondary sapblocker. purifying salt is because i wanted a second mortal switchin and an excuse to not add a real ghost resist.
knock off and glare are just very good moves and you can make some strong sets by trying to make a knock/glare user as non-passive and role-compressed as possible. the webs team has glare offensive flutter + glare blaziken.
7. countermeasures
sometimes you get attacked. here is what you do if your structure is too frail for a solid backbone
Celesteela @ Never-Melt Ice
Ability: Refrigerate
Tera Type: Steel
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Naughty Nature
- Boomburst
- Explosion
- Extreme Speed
- Rapid Spin
sorry she keeps getting in
anyway yeah use extreme speed, this is slightly unreliable if they have vdance guy or bulky sap guy so make sure to cover those with someone different
LIVE FROM NEW YORK (Spiritomb) @ Heavy-Duty Boots
Ability: Sturdy
Level: 1
Tera Type: Dark
EVs: 252 Spe
Serious Nature
IVs: 0 HP / 0 Atk / 0 Def / 0 SpD
- Pain Split
- Leech Seed
- Burning Bulwark
- Toxic Spikes
i've posted about gen9 fear
here, where i said shell bell endeavor was the best fear set. maybe that's true, on balance, at some point, but on offense you need your threat-stoppers to work consistently and this is where boots fear comes in. this is not a guy that kills you with endeavor, this is a weird positional guy that revenge kills everything except gag/multihit, sapblocks, and doesnt care about hazards. see
this game where both my sweepers die to speed ties vs imposter and i have to hold things together with just spiritomb and some other weirdos.
the only good fear mons work on typing-based improofing schemes and i would still probably not recommend slapping on a fear guy randomly if it isn't imposter proofing something. i might be wrong on this though.
SHUT UP SHAMEIMARU (Rayquaza) @ Rocky Helmet
Ability: Prankster
Tera Type: Dragon
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Destiny Bond
- Dragon Ascent
- Glare
- V-create
its prank dbond with extra glare. everyone knows what this does, you can run it on any guy. the copycat gigaton steels with dbond are also okay, but they aren't really as clever or subtle as they think they are.
Kyogre-Primal @ Leftovers
Ability: Unaware
Tera Type: Water
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Bold Nature
IVs: 0 Atk
- Take Heart
- Revelation Dance
- Burning Bulwark
- Ice Beam
unaware is good and kyogre is good. in post power trip meta, i trust this into pretty much everything except th cage arc, scept/mirai, and like lo chomp that reads the bulwark.
Entei @ Heavy-Duty Boots
Ability: Unaware
Tera Type: Fire
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Careful Nature
- Leech Seed
- Glare
- V-create
- Baneful Bunker
another decent unaware, more simple idea this time where you vcreate stuff when you kill them and glare otherwise. less reliable into the general setup meta but slightly better into th arc because leech seed really annoys them.
8. the core
alright you might be asking something like "these mons are all very nice, but they seem extremely niche and peripheral at best to the main goals of offense. how do i get through fc/scales mons?"
funny thing: that was always the easiest part. that's what bh players all across the world have been figuring out for years, so you don't have to. if you see a ladder set that wins games? try it. it might win games for you too. were you surprised upon learning that mons like kyogre and fairyceus had defensive connotations in a bh setting? unleash the hyper-aggressive kyogre and fairyceus sets that you dreamed existed. what you're doing is the same thing every bh player has done since the dawn of time, something hopelessly naive, something distinctly... you.
also you can click moldy swords dance that probably works cause it goes through the ability you know
can you tell its really late at night for me lol
anyway there are like hundreds of these guys, you will recognize many from balance, others will be completely unrecognizable. here are a couple examples, but most of the hard work you'll have to do on your own.
Garchomp-Mega @ Life Orb
Ability: Magic Bounce
Tera Type: Dragon
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Shift Gear
- Precipice Blades
- Glaive Rush
- Sunsteel Strike / Mirror Coat
bounce is rly good on offense because if you bounce back sap or topsy then you probably win
Arceus-Fairy @ Pixie Plate
Ability: Magic Guard
Tera Type: Fairy
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Nasty Plot
- Judgment
- Secret Sword
- Glare
the team i made this for wasn't offensive but it's a very good mon, forces progress unless they have specifically hooh or a poison, mons which demand specific structures. also the mon is very good at landing glares
HISOUTENSOKU (Necrozma-Ultra) @ Assault Vest
Ability: Regenerator
Tera Type: Psychic
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
- Psychic Noise
- Glaive Rush
- Volt Switch
- Knock Off
wait why the fuck is this timid what was i doing. anyway this is used on hazardstack to hold the team together and make progress with knock + psynoise + glaive rush which works unless they have annoying ting lu. it's also really easy to improof cause you just run like any fairy.
anyway ill try to update this post in the future with like more replays and stuff cause i wrote a lot and i wanna be able to refer back to it