OU Brain Revolution Gal (Trick Room Hatterene) [QC 2/2] [GP 1/1]

1LDK

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[SET]
name: Trick Room
move 1: Trick Room
move 2: Psychic Noise
move 3: Dazzling Gleam
move 4: Healing Wish
item: Focus Sash
tera type: Water / Steel
ability: Magic Bounce
nature: Quiet Nature
evs: 252 HP / 4 Def / 252 SpA
ivs: 0 Atk / 0 Spe

[SET COMMENTS]
Trick Room Hatterene's primary goal is to set up Trick Room to enable its slow, powerful teammates while keeping them healthy and pivoting via Healing Wish. Its main attribute is access to Magic Bounce, which is useful against entry hazard setters like Ting-Lu as well as ways to stop Trick Room like Taunt from Landorus-T and Ogerpon-W. Psychic Noise is preferred thanks to being able to heal block defensive walls like Gliscor and Clefable. Both Tera Water and Tera Steel share the benefit of saving Hatterene from Steel-type moves like Kingambit's Iron Head, Gholdengo's Make it Rain, and most importantly Iron Crown's Tachyon Cutter, which can bypass its Focus Sash. Tera Water has the added benefit of maintaining its neutrality against strong attacks like Great Tusk's Headlong Rush and Landorus-T's Earthquakewhile resisting Cinderace's Pyro Ball. Tera Steel, on the other hand, can save Hatterene against Pokemon like Iron Moth and Galarian Slowking if Focus Sash is no longer intact, as well as the common lead Glimmora. Focus Sash ensures that Hatterene always lives a hit, allowing it to set Trick Room reliably.

This Hatterene set is an essential member of Trick Room teams, since it compresses hazard denial while also extending the life of its members with Healing Wish. There's no greater partner for Hatterene than Ursaluna, which uses its slow speed and Guts boosted attacks to decimate the opposition including would-be offensive checks like Zamazenta as well as foes like Ting-Lu and Iron Crown that Hatterene has a harder time against. Ursaluna's decaying health from Flame Orb also benefits greatly from a second life via Healing Wish. Cresselia is a secondary Trick Room setter and can also support the team with Lunar Dance. Trick Room teams struggle with priority, as it bypasses Hatterene's Trick Room. Trick Room teams can use the aforementioned Ursaluna and Iron Hands to tank common priority moves like Dragonite's Extreme Speed or Kingambit's Sucker Punch; as a bonus, Ursaluna is immune to Raging Bolt's Thunderclap, while Iron Hands is resistant to it. Enamorus-T is scared of Thunderclap, but it can still take on Extreme Speed and Sucker Punch with no trouble. Offensive teams can make use of Landorus-T, which punishes contact moves with Rocky Helmet while also having the ability to set up hazards and bring Hatterene and its allies in with U-turn. The biggest annoyance for Hatterene is not a Pokemon, but a move, Protect, because it can stall out the limited Trick Room turns, making its efforts useless. Gliscor, Alomomola, and Kyurem are all common users of the move, and the three of them take advantage of healing abilities, items, and moves to run out Trick Room's timer. Steel-types like Iron Crown, Kingambit, and Gholdengo also completely wall Hatterene and OHKO it with STAB moves. On full Trick Room teams, the slow, deadly Iron Hands can threaten Alomomola, Kyurem, and Kingambit, while Gliscor has to be very careful around Ice Punch. Enamorus-T is also a great choice, since it's a massive wallbreaker that can break Steel-types with Earth Power while threatening Gliscor, Alomomola, and Kyurem with powerful Fairy-type STAB moves. Kingambit is grateful for having Hatterene's support, since Healing Wish can let Kingambit purify burns from Will-O-Wisp users like Dragapult and Cinderace and fully concentrate on breaking. Sucker Punch also means Kingambit can be threatening in and out of Trick Room. This set is not exclusive to full Trick Room teams though, as hyper offense teams often find use of having Hatterene alongside another Trick Room partner to mess with other hyper offense teams trying to outpace each other. Great Tusk can threaten Gliscor while forming a hazard removal duo, easing the stress of Hatterene in denying hazards. This is especially important against Hisuian Samurott, which has the unique distinction of having Ceaseless Edge, putting Spikes without caring for Magic Bounce and potentially messing with its Focus Sash and setting up of Trick Room. Ogerpon-W and Iron Valiant are good partners for Hatterene on hyper offense; Ogerpon-W likes Healing Wish, since its mandatory mask means it's vulnerable to hazards and status, while threatening Alomomola and Gliscor with STAB moves and Kyurem with Play Rough, while Iron Valiant is another great option due to its access to Encore, locking these Pokemon into Protect, allowing it to grab a turn to set up, and it is also quadruple resistant to Dark-types meaning it can potentially get in and punish Hisuian Samurott for using Ceaseless Edge.

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/1ldk.517709/
Quality checked by:
https://www.smogon.com/forums/members/ninth.612443/
https://www.smogon.com/forums/members/marnie.493260/
https://www.smogon.com/forums/members/autumn.384270/
Grammar checked by:
https://www.smogon.com/forums/members/red-fintans.637479/
 
Last edited:
howdy, ping me once implemented for 1/2
add remove comment highlight
note: there's a bunch of GP stuff I added for flow/readability purposes, not all of it is bolded/in color. actual QC stuff is in color
[SET]
name:
move 1: Trick Room
move 2: Psychic Noise
move 3: Dazzling Gleam
move 4: Healing Wish
item: Focus Sash
tera type: Water / Steel
ability: Magic Bounce
nature: Quiet Nature
evs: EVs: 252 HP / 4 Def / 252 SpA
ivs: IVs: 0 Atk / 0 Spe


[SET COMMENTS]

This set is rather simplistic, set up Trick Room, so that your slow teammate can sweep, and use Healing Wish as to give anyone a second chance at winning the game. Trick Room Hatterene's primary goal is to set up Trick Room to enable its slow, powerful teammates, while keeping them healthy and pivoting via Healing Wish. Focus Sash ensures that you always live a hit, this alongside your max HP and max SpA investment 252/252 is self-explanatory allows you to set trick room while being able to put pressure. 0 Speed IVs and a Quiet nature make Hatterene as fast as possible under the twisted dimensions. elaborate on the moves a little bit. psynoise has utility, besides being a decent damaging move it stops recovery efforts from the likes of gliscor/the birds/etc. dgleam obliterates dragapult/moon/post-rocks kyurem Tera Water allows Hatterene to withstand Steel-type moves like Gholdengo's Make it Rain or Kingambit's Iron Head. Tera Steel, on the other hand, grants you a full Poison-type immunity, which can save you against Pokemon like Iron Moth and Galarian Slowking, as well as the common lead Glimmora. both teras also rescue you from iron crown, whose tachyon cutter kills hatterene through sash

note: there is probably a better way to weave hatterene's checks/counters into the teammate discussion but I'm going to look at content/analysis mainly. leaving the exact implementation to GP

This Hatterene set is an essential member of Trick Room teams, since it compresses hazard removal denial while also extending the life of its members with Healing Wish. When it comes to individual pokemon that can threaten Hatterene, Poison-types like Iron Moth and Glimmora outspeed and threaten KOs on Hatterene. don't like taking Psychic Noise, but if they get in on a Dazzling Gleam, then the hatterene is in trouble. Steel types like Iron Crown, Kingambit and Gholdengo completely wall Hatterene and OHKO it with STAB moves. can scare it away, blocking it from entry. While not happy about Dazzling Gleam, Hisuian Samurott has the unique distinction of having Ceaseless Edge, putting Spikes without caring for Magic Bounce, potentially messing with its Focus Sash. There's no greater partner for Hatterene than Ursaluna, who uses its slow speed and Guts boosted attacks to decimate hatterene's checks and counters, as even the premier physical wall for defense, Dondozo, and the premier one for offense, Zamazenta, are both cleanly 2HKO by Guts boosted Facade. Ursaluna's decaying health also benefits greatly from a second life via, and really appreciates Healing Wish, which can use to batter the enemy team some more. Another Trick Room related partner is Cresselia, both of them can set up Trick Room and Cresselia has access to Lunar Dance, which also fully heals one of your teammates. This set is not exclusive to Trick Room teams though, as Hyper Offense teams often find use of having Hatterene alongside another Trick Room partner, to mess with other Hyper Offense teams trying to out pace each other, Kingambit is grateful for having Hatterene's support regardless if its running 0 speed or max speed, since Healing Wish can let Kingambit purify burns from Will-O-Wisp users like Dragapult and Cinderace, and fully concentrate on breaking. The biggest annoyance for Hatterene is not a pokemon, but a move, Protect, because it can stall out the limited Trick Room turns, making its efforts useless. Gliscor, Alomomola and Kyurem are all common users of the move, and the three of them take advantage of healing abilities, items, and moves to run out Trick Room's timer. can heal, whether by Poison Heal, Wish plus Regenerator or Leftovers potentially neutralizing both you and your slow sweepers. On full Trick Room teams, Reuniclus can use Calm Mind, taking advantage of these pokemon trying to scout, while being immune to status and hazard damage thanks to Magic Guard. I don't remember seeing Reuniclus on TR in any tours - idk if this is an ongoing ladder trend? absolutely link me if there's games of this lol. only time I've seen reuni at all recently is on that lugholdnite vert squad from like two months ago The slow, deadly Iron Hands's can keep the pressure with Swords Dance, its STABs threaten Alomomola, Kyurem, and Kingambit, while Gliscor has to be very careful around Ice Punch. Iron Hands can also protect Hatterene from Kingambit, who not only packs STAB Iron Head, but can potentially deny Trick Room with its 30% flinch rate Hyper Offense teams, on the other hand, can use Great Tusk to put the fear with Ice Spinner and ground STAB, while forming a hazard removal duo, easing the stress of Hatterene in both denying hazards and setting up Trick Room. Ogerpon-W is a huge beneficiary of Healing Wish, since its mandatory mask means it's weak to hazards and status, while threatening the former two with STABS and the latter with Play Rough. Iron Valiant is another great option due to its access to Encore, locking these pokemon into Protect, allowing it to grab a turn to set up for itself, and being quadruple resistant to Dark-types means it can potentially get in and punish Hisuian Samurott for clicking Ceaseless Edge. Another great problem for these teams is Priority, since it will always go first, regardless of Trick Room being active or not. Trick Room teams can use the aforementioned Ursaluna and Iron Hands to tank common priority moves like Dragonite's Extreme Speed or Kingambit's Sucker Punch, as a bonus, neither one cares about Raging Bolt's Thunderclap. Hydrapple is a beneficiary of Trick Room thanks to its slow speed and Nasty Plot, and it has some defensive utility to the playstyle thanks to being quadruple resistant to Rillaboom's Grassy Glide and Ogerpon-W's STABs. Hyper Offense teams can make use of Landorus-T, which punish contact moves with Rocky Helmet, while also having the ability to set up hazards, and bringing Hatterene and its friends with U-turn.
also consider mentioning enamorus-t as a slow, bulky special wallbreaker, whenever TR comes in tours it's basically always there (see: that one us west team from world cup, storm zones scl team). getting to just click a fast specs draining kiss/moonblast is insane, and natural bulk helps block physical priority like espeed



[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/1ldk.517709/
Quality checked by:

Grammar checked by:
 
howdy, ping me once implemented for 1/2
add remove comment highlight
note: there's a bunch of GP stuff I added for flow/readability purposes, not all of it is bolded/in color. actual QC stuff is in color
[SET]
name:
move 1: Trick Room
move 2: Psychic Noise
move 3: Dazzling Gleam
move 4: Healing Wish
item: Focus Sash
tera type: Water / Steel
ability: Magic Bounce
nature: Quiet Nature
evs: EVs: 252 HP / 4 Def / 252 SpA
ivs: IVs: 0 Atk / 0 Spe


[SET COMMENTS]

This set is rather simplistic, set up Trick Room, so that your slow teammate can sweep, and use Healing Wish as to give anyone a second chance at winning the game. Trick Room Hatterene's primary goal is to set up Trick Room to enable its slow, powerful teammates, while keeping them healthy and pivoting via Healing Wish. Focus Sash ensures that you always live a hit, this alongside your max HP and max SpA investment 252/252 is self-explanatory allows you to set trick room while being able to put pressure. 0 Speed IVs and a Quiet nature make Hatterene as fast as possible under the twisted dimensions. elaborate on the moves a little bit. psynoise has utility, besides being a decent damaging move it stops recovery efforts from the likes of gliscor/the birds/etc. dgleam obliterates dragapult/moon/post-rocks kyurem Tera Water allows Hatterene to withstand Steel-type moves like Gholdengo's Make it Rain or Kingambit's Iron Head. Tera Steel, on the other hand, grants you a full Poison-type immunity, which can save you against Pokemon like Iron Moth and Galarian Slowking, as well as the common lead Glimmora. both teras also rescue you from iron crown, whose tachyon cutter kills hatterene through sash

note: there is probably a better way to weave hatterene's checks/counters into the teammate discussion but I'm going to look at content/analysis mainly. leaving the exact implementation to GP

This Hatterene set is an essential member of Trick Room teams, since it compresses hazard removal denial while also extending the life of its members with Healing Wish. When it comes to individual pokemon that can threaten Hatterene, Poison-types like Iron Moth and Glimmora outspeed and threaten KOs on Hatterene. don't like taking Psychic Noise, but if they get in on a Dazzling Gleam, then the hatterene is in trouble. Steel types like Iron Crown, Kingambit and Gholdengo completely wall Hatterene and OHKO it with STAB moves. can scare it away, blocking it from entry. While not happy about Dazzling Gleam, Hisuian Samurott has the unique distinction of having Ceaseless Edge, putting Spikes without caring for Magic Bounce, potentially messing with its Focus Sash. There's no greater partner for Hatterene than Ursaluna, who uses its slow speed and Guts boosted attacks to decimate hatterene's checks and counters, as even the premier physical wall for defense, Dondozo, and the premier one for offense, Zamazenta, are both cleanly 2HKO by Guts boosted Facade. Ursaluna's decaying health also benefits greatly from a second life via, and really appreciates Healing Wish, which can use to batter the enemy team some more. Another Trick Room related partner is Cresselia, both of them can set up Trick Room and Cresselia has access to Lunar Dance, which also fully heals one of your teammates. This set is not exclusive to Trick Room teams though, as Hyper Offense teams often find use of having Hatterene alongside another Trick Room partner, to mess with other Hyper Offense teams trying to out pace each other, Kingambit is grateful for having Hatterene's support regardless if its running 0 speed or max speed, since Healing Wish can let Kingambit purify burns from Will-O-Wisp users like Dragapult and Cinderace, and fully concentrate on breaking. The biggest annoyance for Hatterene is not a pokemon, but a move, Protect, because it can stall out the limited Trick Room turns, making its efforts useless. Gliscor, Alomomola and Kyurem are all common users of the move, and the three of them take advantage of healing abilities, items, and moves to run out Trick Room's timer. can heal, whether by Poison Heal, Wish plus Regenerator or Leftovers potentially neutralizing both you and your slow sweepers. On full Trick Room teams, Reuniclus can use Calm Mind, taking advantage of these pokemon trying to scout, while being immune to status and hazard damage thanks to Magic Guard. I don't remember seeing Reuniclus on TR in any tours - idk if this is an ongoing ladder trend? absolutely link me if there's games of this lol. only time I've seen reuni at all recently is on that lugholdnite vert squad from like two months ago The slow, deadly Iron Hands's can keep the pressure with Swords Dance, its STABs threaten Alomomola, Kyurem, and Kingambit, while Gliscor has to be very careful around Ice Punch. Iron Hands can also protect Hatterene from Kingambit, who not only packs STAB Iron Head, but can potentially deny Trick Room with its 30% flinch rate Hyper Offense teams, on the other hand, can use Great Tusk to put the fear with Ice Spinner and ground STAB, while forming a hazard removal duo, easing the stress of Hatterene in both denying hazards and setting up Trick Room. Ogerpon-W is a huge beneficiary of Healing Wish, since its mandatory mask means it's weak to hazards and status, while threatening the former two with STABS and the latter with Play Rough. Iron Valiant is another great option due to its access to Encore, locking these pokemon into Protect, allowing it to grab a turn to set up for itself, and being quadruple resistant to Dark-types means it can potentially get in and punish Hisuian Samurott for clicking Ceaseless Edge. Another great problem for these teams is Priority, since it will always go first, regardless of Trick Room being active or not. Trick Room teams can use the aforementioned Ursaluna and Iron Hands to tank common priority moves like Dragonite's Extreme Speed or Kingambit's Sucker Punch, as a bonus, neither one cares about Raging Bolt's Thunderclap. Hydrapple is a beneficiary of Trick Room thanks to its slow speed and Nasty Plot, and it has some defensive utility to the playstyle thanks to being quadruple resistant to Rillaboom's Grassy Glide and Ogerpon-W's STABs. Hyper Offense teams can make use of Landorus-T, which punish contact moves with Rocky Helmet, while also having the ability to set up hazards, and bringing Hatterene and its friends with U-turn.
also consider mentioning enamorus-t as a slow, bulky special wallbreaker, whenever TR comes in tours it's basically always there (see: that one us west team from world cup, storm zones scl team). getting to just click a fast specs draining kiss/moonblast is insane, and natural bulk helps block physical priority like espeed



[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/1ldk.517709/
Quality checked by:

Grammar checked by:
implemented
 
implemented
that's 1/2, just one last thing - is hydrapple a frequent partner of note on TR? 1695 stats from the last month don't have hydrapple near any TR setters or abusers. i'd remove the apple mention unless this is a new trend im unaware of
 
that's 1/2, just one last thing - is hydrapple a frequent partner of note on TR? 1695 stats from the last month don't have hydrapple near any TR setters or abusers. i'd remove the apple mention unless this is a new trend im unaware of
removed the apple mention
fayawizard took over your account i see
 
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[SET]
name:
move 1: Trick Room
move 2: Psychic Noise
move 3: Dazzling Gleam
move 4: Healing Wish
item: Focus Sash
tera type: Water / Steel
ability: Magic Bounce
nature: Quiet Nature
evs: EVs: 252 HP / 4 Def / 252 SpA
ivs: IVs: 0 Atk / 0 Spe


[SET COMMENTS]
Trick Room Hatterene's primary goal is to set up Trick Room to enable its slow, powerful teammates, while keeping them healthy and pivoting via Healing Wish. (talk about and emphasize magic bounce here as it's one of the main reasons that makes hatt a valuable lead TR setter, stopping hazards and especially taunt from mons like etc etc is huge) Focus Sash ensures that you always live a hit, allows you to set trick room while being able to put pressure. 0 Speed IVs and a Quiet nature make Hatterene as fast as possible under the twisted dimensions. (move both of these after the tera lines) Psychic Noise is prefered thanks to being able to heal block defensive walls like Gliscor and Clefable, while Dazzling Gleam helps against targets like Dragapult and Hisuian Samurrot (no reason to explain what standard stab dgleam is for. if you want to talk about hatt's offensive prowess outside of just being a TR setter, you can talk about--for instance--its decent stab combo somewhere in the beginning, i.e. fairy typing to cover for the psychic-immune dark-types) Tera Water allows Hatterene to withstand Steel-type moves like Gholdengo's Make it Rain or Kingambit's Iron Head. (tera steel also does this, so move them together with the iron crown line at the end. instead, just talk about the other and neutral defensive utility from tera water, like if you need to stomach hits from tusk ace landot etc in a pinch, which tera steel cant help with) Tera Steel, on the other hand, grants you a full Poison-type immunity, which can save you against Pokemon like Iron Moth and Galarian Slowking if Focus Sash is no longer intact, as well as the common lead Glimmora. Both Tera-types share the benefit of saving you from Iron Crown's Tachyon Cutter. (put the other steel moves here, even emphasizing tachyon if you want) Focus Sash ensures that you always live a hit, allows you to set trick room while being able to put pressure. 0 Speed IVs and a Quiet nature make Hatterene as fast as possible under the twisted dimensions.

This Hatterene set is an essential member of Trick Room teams, since it compresses hazard denial while also extending the life of its members with Healing Wish. When it comes to individual pokemon that can threaten Hatterene, Poison-types like Iron Moth and Glimmora outspeed and threaten KOs on Hatterene. (not wrong but i wouldn't put this point in the beginning since it's better to talk about more relevant synergies. moreover, since you're sash and under TR, you outspeed and ohko them anyways) Steel types like Iron Crown, Kingambit and Gholdengo completely wall Hatterene and OHKO it with STAB moves. (they're harder to break through sure but with sash you dont really care either and just click TR into hwish, only thing you need to worry about is tachyon ohkoing you through sash. You also need to consider that hatt's primary job isnt to wallbreak under TR, so it being walled by stuff shouldn't be the main focus of the mon. while the info you wrote isn't wrong, i think it's something you can talk about/expand on later on instead, not in the first few sentences of the teammates section) While not happy about Dazzling Gleam, Hisuian Samurott has the unique distinction of having Ceaseless Edge, putting Spikes without caring for Magic Bounce, potentially messing with its Focus Sash. (and? what are the ways to combat this issue?) There's no greater partner for Hatterene than Ursaluna, who uses its slow speed and Guts boosted attacks to decimate the opposition, including would-be offensive checks like Zamazenta as well as foes like [XXXX] that Hatterene has a harder time breaking through. hatterene's checks and counters, as even the premier physical wall for defense, Dondozo, and the premier one for offense, Zamazenta, are both cleanly 2HKO by Guts boosted Facade. (reworded cause you dont really need TR to beat dozo so no point in mentioning it in a hatt analysis) Ursaluna's decaying health from Falem Orb also benefits greatly from a second life via Healing Wish. Another Trick Room related partner is Cresselia, both of them can set up Trick Room and Cresselia has access to Lunar Dance, which also fully heals one of your teammates. This set is not exclusive to full Trick Room teams though, as Hyper Offense teams often find use of having Hatterene alongside another Trick Room partner, to mess with other Hyper Offense teams trying to out pace each other, Kingambit is grateful for having Hatterene's support since Healing Wish can let Kingambit purify burns from Will-O-Wisp users like Dragapult and Cinderace, and fully concentrate on breaking. The biggest annoyance for Hatterene is not a pokemon, but a move, Protect, because it can stall out the limited Trick Room turns, making its efforts useless. Gliscor, Alomomola and Kyurem are all common users of the move, and the three of them take advantage of healing abilities, items, and moves to run out Trick Room's timer. On full Trick Room teams, the slow, deadly Iron Hands's STABs can threaten Alomomola, Kyurem, and Kingambit, while Gliscor has to be very careful around Ice Punch. Enamorus-Therian is a great choice since it's a massive wallbreaker, that can abuse Protect with Calm mind. (every trick room abuser can technically click their setup move on the foe's tect so it's not something specific for enamt. if anything, something like gambit clicking SD is scarier cause it still has sucker so even if TR gets wasted it's not completely useless) Hyper Offense teams, on the other hand, can use Great Tusk to put the fear with Ice Spinner and ground STAB, (what does headlong rush + ice spinner specifically do for hatt or trick room teams? to threaten the protect mons? mola just sits on you) while forming a hazard removal duo, easing the stress of Hatterene in both denying hazards (mention esp against teams that rely on hamurott as their hazard setter) and setting up Trick Room. Ogerpon-W is a huge beneficiary of Healing Wish, since its mandatory mask means it's weak to hazards and status, while threatening the former two with STABS and the latter (too disconnected from the initial sentence and at this point idk what mons you're referring to, so just mention the mons themself) with Play Rough. Iron Valiant is another great option due to its access to Encore, locking these pokemon into Protect, allowing it to grab a turn to set up for itself, and being quadruple resistant to Dark-types means it can potentially get in and punish Hisuian Samurott for clicking Ceaseless Edge. Another great problem for these teams is Priority, since it will always go first, regardless of as it bypasses Hatterene's Trick Room being active or not. Trick Room teams can use the aforementioned Ursaluna and Iron Hands to tank common priority moves like Dragonite's Extreme Speed or Kingambit's Sucker Punch, as a bonus, neither one cares about Raging Bolt's Thunderclap, Enamorus-T is scared of Thunderclap but can still block Extreme Speed with no trouble. (reword this sentence cause ursa is straight up immune to thunderclap and enamt also resists sucker) Hyper Offense teams can make use of Landorus-T, which punish contact moves with Rocky Helmet, (what is its relevancy for hatt?) while also having the ability to set up hazards, and bringing Hatterene and its friends with U-turn. (is landot offenses common with semiroom? the ones i've seen the most is just straight up HO [stuff like lead glimm, hamu, and even screens])

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/1ldk.517709/
Quality checked by:
https://www.smogon.com/forums/members/ninth.612443/
Grammar checked by:

Would like to take a look at this again; let me know once you implemented or if you need any clarifications. Will also elaborate further on more stuff on my 2nd check
 
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[SET]
name:
move 1: Trick Room
move 2: Psychic Noise
move 3: Dazzling Gleam
move 4: Healing Wish
item: Focus Sash
tera type: Water / Steel
ability: Magic Bounce
nature: Quiet Nature
evs: EVs: 252 HP / 4 Def / 252 SpA
ivs: IVs: 0 Atk / 0 Spe


[SET COMMENTS]
Trick Room Hatterene's primary goal is to set up Trick Room to enable its slow, powerful teammates, while keeping them healthy and pivoting via Healing Wish. (talk about and emphasize magic bounce here as it's one of the main reasons that makes hatt a valuable lead TR setter, stopping hazards and especially taunt from mons like etc etc is huge) Focus Sash ensures that you always live a hit, allows you to set trick room while being able to put pressure. 0 Speed IVs and a Quiet nature make Hatterene as fast as possible under the twisted dimensions. (move both of these after the tera lines) Psychic Noise is prefered thanks to being able to heal block defensive walls like Gliscor and Clefable, while Dazzling Gleam helps against targets like Dragapult and Hisuian Samurrot (no reason to explain what standard stab dgleam is for. if you want to talk about hatt's offensive prowess outside of just being a TR setter, you can talk about--for instance--its decent stab combo somewhere in the beginning, i.e. fairy typing to cover for the psychic-immune dark-types) Tera Water allows Hatterene to withstand Steel-type moves like Gholdengo's Make it Rain or Kingambit's Iron Head. (tera steel also does this, so move them together with the iron crown line at the end. instead, just talk about the other and neutral defensive utility from tera water, like if you need to stomach hits from tusk ace landot etc in a pinch, which tera steel cant help with) Tera Steel, on the other hand, grants you a full Poison-type immunity, which can save you against Pokemon like Iron Moth and Galarian Slowking if Focus Sash is no longer intact, as well as the common lead Glimmora. Both Tera-types share the benefit of saving you from Iron Crown's Tachyon Cutter. (put the other steel moves here, even emphasizing tachyon if you want) Focus Sash ensures that you always live a hit, allows you to set trick room while being able to put pressure. 0 Speed IVs and a Quiet nature make Hatterene as fast as possible under the twisted dimensions.

This Hatterene set is an essential member of Trick Room teams, since it compresses hazard denial while also extending the life of its members with Healing Wish. When it comes to individual pokemon that can threaten Hatterene, Poison-types like Iron Moth and Glimmora outspeed and threaten KOs on Hatterene. (not wrong but i wouldn't put this point in the beginning since it's better to talk about more relevant synergies. moreover, since you're sash and under TR, you outspeed and ohko them anyways) Steel types like Iron Crown, Kingambit and Gholdengo completely wall Hatterene and OHKO it with STAB moves. (they're harder to break through sure but with sash you dont really care either and just click TR into hwish, only thing you need to worry about is tachyon ohkoing you through sash. You also need to consider that hatt's primary job isnt to wallbreak under TR, so it being walled by stuff shouldn't be the main focus of the mon. while the info you wrote isn't wrong, i think it's something you can talk about/expand on later on instead, not in the first few sentences of the teammates section) While not happy about Dazzling Gleam, Hisuian Samurott has the unique distinction of having Ceaseless Edge, putting Spikes without caring for Magic Bounce, potentially messing with its Focus Sash. (and? what are the ways to combat this issue?) There's no greater partner for Hatterene than Ursaluna, who uses its slow speed and Guts boosted attacks to decimate the opposition, including would-be offensive checks like Zamazenta as well as foes like [XXXX] that Hatterene has a harder time breaking through. hatterene's checks and counters, as even the premier physical wall for defense, Dondozo, and the premier one for offense, Zamazenta, are both cleanly 2HKO by Guts boosted Facade. (reworded cause you dont really need TR to beat dozo so no point in mentioning it in a hatt analysis) Ursaluna's decaying health from Falem Orb also benefits greatly from a second life via Healing Wish. Another Trick Room related partner is Cresselia, both of them can set up Trick Room and Cresselia has access to Lunar Dance, which also fully heals one of your teammates. This set is not exclusive to full Trick Room teams though, as Hyper Offense teams often find use of having Hatterene alongside another Trick Room partner, to mess with other Hyper Offense teams trying to out pace each other, Kingambit is grateful for having Hatterene's support since Healing Wish can let Kingambit purify burns from Will-O-Wisp users like Dragapult and Cinderace, and fully concentrate on breaking. The biggest annoyance for Hatterene is not a pokemon, but a move, Protect, because it can stall out the limited Trick Room turns, making its efforts useless. Gliscor, Alomomola and Kyurem are all common users of the move, and the three of them take advantage of healing abilities, items, and moves to run out Trick Room's timer. On full Trick Room teams, the slow, deadly Iron Hands's STABs can threaten Alomomola, Kyurem, and Kingambit, while Gliscor has to be very careful around Ice Punch. Enamorus-Therian is a great choice since it's a massive wallbreaker, that can abuse Protect with Calm mind. (every trick room abuser can technically click their setup move on the foe's tect so it's not something specific for enamt. if anything, something like gambit clicking SD is scarier cause it still has sucker so even if TR gets wasted it's not completely useless) Hyper Offense teams, on the other hand, can use Great Tusk to put the fear with Ice Spinner and ground STAB, (what does headlong rush + ice spinner specifically do for hatt or trick room teams? to threaten the protect mons? mola just sits on you) while forming a hazard removal duo, easing the stress of Hatterene in both denying hazards (mention esp against teams that rely on hamurott as their hazard setter) and setting up Trick Room. Ogerpon-W is a huge beneficiary of Healing Wish, since its mandatory mask means it's weak to hazards and status, while threatening the former two with STABS and the latter (too disconnected from the initial sentence and at this point idk what mons you're referring to, so just mention the mons themself) with Play Rough. Iron Valiant is another great option due to its access to Encore, locking these pokemon into Protect, allowing it to grab a turn to set up for itself, and being quadruple resistant to Dark-types means it can potentially get in and punish Hisuian Samurott for clicking Ceaseless Edge. Another great problem for these teams is Priority, since it will always go first, regardless of as it bypasses Hatterene's Trick Room being active or not. Trick Room teams can use the aforementioned Ursaluna and Iron Hands to tank common priority moves like Dragonite's Extreme Speed or Kingambit's Sucker Punch, as a bonus, neither one cares about Raging Bolt's Thunderclap, Enamorus-T is scared of Thunderclap but can still block Extreme Speed with no trouble. (reword this sentence cause ursa is straight up immune to thunderclap and enamt also resists sucker) Hyper Offense teams can make use of Landorus-T, which punish contact moves with Rocky Helmet, (what is its relevancy for hatt?) while also having the ability to set up hazards, and bringing Hatterene and its friends with U-turn. (is landot offenses common with semiroom? the ones i've seen the most is just straight up HO [stuff like lead glimm, hamu, and even screens])

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/1ldk.517709/
Quality checked by:
https://www.smogon.com/forums/members/ninth.612443/
Grammar checked by:

Would like to take a look at this again; let me know once you implemented or if you need any clarifications. Will also elaborate further on more stuff on my 2nd check
implemented
 
taking this over from marnie, include both of us as qc credits, I'll stamp after this is implemented

Please take the time to proofread this after you've implemented all the comments too. Use ctrl + f to fix these errors:
- Ting-Lu, not Ting Lu (hyphen instaes of space)
- Pokemon, not pokemon
- Steel-types (or any typing is x-type), not Steel types. use ctrl + f on 'types' to find these
- Steel-types, not Steels
- Change you -> Hatterene (we don't use 'you' as a way to talk about the Pokemon you're writing about ebcause you is for people)
- Enamorus-T, not Enamorus-Therian
- STAB, not stab
- STAB moves, not STABS
- Fairy stab should be fully written out as Fairy-type STAB movesl this is because STAB = the 1.5x bonus to moves and not the moves themselves.
- hyper offense, not Hyper Offense - team styles don't have capital letters in the middle of a sentence

Also take the time to check that every move is capitalised the way it is on PS. Trick Room, not trick room; Iron Head, not Iron head.

This will help the GP team a lot. Keep a list of these small fixes and run them through every analysis you write.

[SET]
name: Trick Room
move 1: Trick Room
move 2: Psychic Noise
move 3: Dazzling Gleam
move 4: Healing Wish
item: Focus Sash
tera type: Water / Steel
ability: Magic Bounce
nature: Quiet Nature
evs: EVs: 252 HP / 4 Def / 252 SpA
ivs: IVs: 0 Atk / 0 Spe

[SET COMMENTS]
Trick Room Hatterene's primary goal is to set up Trick Room to enable its slow, powerful teammates, while keeping them healthy and pivoting via Healing Wish. Its main attribute is access to Magic Bounce which can defect all hazards (what mons can otherwise hazard up in front of hatt?) as well as ways to stop Trick Room like taunt (from pokemon like who?). Psychic Noise is prefered thanks to being able to heal block defensive walls like Gliscor and Clefable. Both Tera Water and Tera Steel share the benefit of saving Hatterene from Steel-type moves like Kingambit's Iron head, Gholdengo's Make it Rain, and most importantly Iron Crown's Tachyon Cutter, which can bypass its Focus Sash. Tera Water has the added benefit of maintaining its neutrality against strong attacks like Great Tusk's Headlong Rush and Landorus-T's Earthquake while resisting Cinderace's Pyro Ball allows Hatterene to withstand most strong hits neutrally, like Headlong Rushx from Great Tusk or Earthquake from Landorus-T. (hatt is still neutral to ground without tera so reworded this section to basically compare why you want to run tera water over tera steel) Tera Steel, on the other hand, grants you a full Poison-type immunity, which can save you against Pokemon like Iron Moth and Galarian Slowking if Focus Sash is no longer intact, as well as the common lead Glimmora. Both Tera-types share the benefit of saving you from Steel-type moves like Kingambit's Iron head, Gholdengo's Make it Rain, and most importantly Iron Crown's Tachyon Cutter, which can bypass Focus Sash thanks to its 2-hit effect. Focus Sash ensures that you always live a hit, allows you to set trick room reliably while being able to put pressure. 0 Speed IVs and a Quiet nature make Hatterene as fast as possible under the twisted dimensions. (a max/max spread + wanting to be as slow as possible on a TR set doesnt need to be explained)

This Hatterene set is an essential member of Trick Room teams, since it compresses hazard denial while also extending the life of its members with Healing Wish. There's no greater partner for Hatterene than Ursaluna, who uses its slow speed and Guts boosted attacks to decimate the opposition, including would-be offensive checks like Zamazenta as well as foes like Ting Lu and Iron Crown that Hatterene has a harder time breaking through against (hatterene isn't a breaker - it doesn't break through stuff. it has a hard time against these in its specific role of setting up tr). Ursaluna's decaying health from Flame Orb also benefits greatly from a second life via Healing Wish. Another Trick Room related partner Cresselia, both of them can set up Cresselia has access to Lunar Dance, which fully heals one of your teammates Cresselia is a secondary Trick Room setter and can also support the team with Lunar Dance (this sentence is pretty much dex info atm saying what lunar dance does. I have also made it clearer how hatt + cress work together both being setters).This set is not exclusive to full Trick Room teams though, as Hyper Offense teams often find use of having Hatterene alongside another Trick Room partner, to mess with other Hyper Offense teams trying to out pace each other. (this should be moved down because it doesn't fit in with the rest of he paragraph here - I've left a comment on where to move it so it flows where you're taling about HO teams) The biggest annoyance for Hatterene is not a pokemon, but a move, Protect, because it can stall out the limited Trick Room turns, making its efforts useless. Gliscor, Alomomola and Kyurem are all common users of the move, and the three of them take advantage of healing abilities, items, and moves to run out Trick Room's timer. Steel types like Iron Crown, Kingambit and Gholdengo also completely wall Hatterene and OHKO it with STAB moves. On full Trick Room teams, the slow, deadly Iron Hands can threaten Alomomola, Kyurem, and Kingambit, while Gliscor has to be very careful around Ice Punch. Enamorus-Therian is also a great choice since it's a massive wallbreaker that can break the steels with Earth Power, while threatening Gliscor, Alomomola and Kyurem with powerful fairy STAB. (enam also really appreciates hatterene being able to deny hazards for it) Kingambit is grateful for having Hatterene's support since Healing Wish can let Kingambit purify burns from Will-O-Wisp users like Dragapult and Cinderace, and fully concentrate on breaking, Sucker Punch also means Kingambit can be threatening in and out of Trick Room. (you can add the removed part about HO teams benefitting from hatt + a tr user here) Hyper Offense teams, on the other hand, can use Great Tusk to threaten Kyurem (tusk doesn't really threaten kyurem unless its offensive cc tusk under trick room) and Gliscor while forming a hazard removal duo, easing the stress of Hatterene in both denying hazards. This is especially important against, Hisuian Samurott, who has the unique distinction of having Ceaseless Edge, putting Spikes without caring for Magic Bounce, potentially messing with its Focus Sash and setting up Trick Room. Ogerpon-W is a huge beneficiary of Healing Wish, since its mandatory mask means it's weak vulnerable (it's not weak to rocks) to hazards and status, while threatening Alomomola and Gliscor with STABS and the Kyurem with Play Rough. Iron Valiant is another great option due to its access to Encore, locking these pokemon into Protect, allowing it to grab a turn to set up for itself, and being quadruple resistant to Dark-types means it can potentially get in and punish Hisuian Samurott for clicking using (this is casual writing and shouldn't be used) Ceaseless Edge. (would combine ogerpon-w + ival into one sentence about HO team partners; HO tr teams are really niche so this paragraph should focus on proper tr teams with the HO option as a small section) Another great problem for these teams is Priority, as it bypasses Hatterene's Trick Room. Trick Room teams can use the aforementioned Ursaluna and Iron Hands to tank common priority moves like Dragonite's Extreme Speed or Kingambit's Sucker Punch, as a bonus, Ursaluna is inmune to Raging Bolt's Thunderclap, while Iron Hands is resistant to it. Enamorus-T is scared of Thunderclap but can still block Extreme Speed and Sucker Punch with no trouble. Offense teams can make use of Landorus-T, which punish contact moves with Rocky Helmet, chipping the opponents in the process while also having the ability to set up hazards, and bringing Hatterene and its friends with U-turn. (this whole priorty section would flow better if you moved it up to the start of the paragraph where you actually talk about luna + hands instead of dropping at the bottom after you've talked about different teammates)

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/1ldk.517709/
Quality checked by:
https://www.smogon.com/forums/members/ninth.612443/
https://www.smogon.com/forums/members/marnie.493260/
Grammar checked by:
With paragraph 2s, make sure that the ordering of the paragraph flows from one idea to thetext.If you're talking about one idea, randomly drop a second unrelated idea in, and then go back to the first, it's hard for a reader to see how the first idea is connected. Similarly, if you talk about one idea at the start of the paragraph and continue it later on, the flow between that idea is gone with the extra information in the middle.
 
taking this over from marnie, include both of us as qc credits, I'll stamp after this is implemented

Please take the time to proofread this after you've implemented all the comments too. Use ctrl + f to fix these errors:
- Ting-Lu, not Ting Lu (hyphen instaes of space)
- Pokemon, not pokemon
- Steel-types (or any typing is x-type), not Steel types. use ctrl + f on 'types' to find these
- Steel-types, not Steels
- Change you -> Hatterene (we don't use 'you' as a way to talk about the Pokemon you're writing about ebcause you is for people)
- Enamorus-T, not Enamorus-Therian
- STAB, not stab
- STAB moves, not STABS
- Fairy stab should be fully written out as Fairy-type STAB movesl this is because STAB = the 1.5x bonus to moves and not the moves themselves.
- hyper offense, not Hyper Offense - team styles don't have capital letters in the middle of a sentence

Also take the time to check that every move is capitalised the way it is on PS. Trick Room, not trick room; Iron Head, not Iron head.

This will help the GP team a lot. Keep a list of these small fixes and run them through every analysis you write.

[SET]
name: Trick Room
move 1: Trick Room
move 2: Psychic Noise
move 3: Dazzling Gleam
move 4: Healing Wish
item: Focus Sash
tera type: Water / Steel
ability: Magic Bounce
nature: Quiet Nature
evs: EVs: 252 HP / 4 Def / 252 SpA
ivs: IVs: 0 Atk / 0 Spe

[SET COMMENTS]
Trick Room Hatterene's primary goal is to set up Trick Room to enable its slow, powerful teammates, while keeping them healthy and pivoting via Healing Wish. Its main attribute is access to Magic Bounce which can defect all hazards (what mons can otherwise hazard up in front of hatt?) as well as ways to stop Trick Room like taunt (from pokemon like who?). Psychic Noise is prefered thanks to being able to heal block defensive walls like Gliscor and Clefable. Both Tera Water and Tera Steel share the benefit of saving Hatterene from Steel-type moves like Kingambit's Iron head, Gholdengo's Make it Rain, and most importantly Iron Crown's Tachyon Cutter, which can bypass its Focus Sash. Tera Water has the added benefit of maintaining its neutrality against strong attacks like Great Tusk's Headlong Rush and Landorus-T's Earthquake while resisting Cinderace's Pyro Ball allows Hatterene to withstand most strong hits neutrally, like Headlong Rushx from Great Tusk or Earthquake from Landorus-T. (hatt is still neutral to ground without tera so reworded this section to basically compare why you want to run tera water over tera steel) Tera Steel, on the other hand, grants you a full Poison-type immunity, which can save you against Pokemon like Iron Moth and Galarian Slowking if Focus Sash is no longer intact, as well as the common lead Glimmora. Both Tera-types share the benefit of saving you from Steel-type moves like Kingambit's Iron head, Gholdengo's Make it Rain, and most importantly Iron Crown's Tachyon Cutter, which can bypass Focus Sash thanks to its 2-hit effect. Focus Sash ensures that you always live a hit, allows you to set trick room reliably while being able to put pressure. 0 Speed IVs and a Quiet nature make Hatterene as fast as possible under the twisted dimensions. (a max/max spread + wanting to be as slow as possible on a TR set doesnt need to be explained)

This Hatterene set is an essential member of Trick Room teams, since it compresses hazard denial while also extending the life of its members with Healing Wish. There's no greater partner for Hatterene than Ursaluna, who uses its slow speed and Guts boosted attacks to decimate the opposition, including would-be offensive checks like Zamazenta as well as foes like Ting Lu and Iron Crown that Hatterene has a harder time breaking through against (hatterene isn't a breaker - it doesn't break through stuff. it has a hard time against these in its specific role of setting up tr). Ursaluna's decaying health from Flame Orb also benefits greatly from a second life via Healing Wish. Another Trick Room related partner Cresselia, both of them can set up Cresselia has access to Lunar Dance, which fully heals one of your teammates Cresselia is a secondary Trick Room setter and can also support the team with Lunar Dance (this sentence is pretty much dex info atm saying what lunar dance does. I have also made it clearer how hatt + cress work together both being setters).This set is not exclusive to full Trick Room teams though, as Hyper Offense teams often find use of having Hatterene alongside another Trick Room partner, to mess with other Hyper Offense teams trying to out pace each other. (this should be moved down because it doesn't fit in with the rest of he paragraph here - I've left a comment on where to move it so it flows where you're taling about HO teams) The biggest annoyance for Hatterene is not a pokemon, but a move, Protect, because it can stall out the limited Trick Room turns, making its efforts useless. Gliscor, Alomomola and Kyurem are all common users of the move, and the three of them take advantage of healing abilities, items, and moves to run out Trick Room's timer. Steel types like Iron Crown, Kingambit and Gholdengo also completely wall Hatterene and OHKO it with STAB moves. On full Trick Room teams, the slow, deadly Iron Hands can threaten Alomomola, Kyurem, and Kingambit, while Gliscor has to be very careful around Ice Punch. Enamorus-Therian is also a great choice since it's a massive wallbreaker that can break the steels with Earth Power, while threatening Gliscor, Alomomola and Kyurem with powerful fairy STAB. (enam also really appreciates hatterene being able to deny hazards for it) Kingambit is grateful for having Hatterene's support since Healing Wish can let Kingambit purify burns from Will-O-Wisp users like Dragapult and Cinderace, and fully concentrate on breaking, Sucker Punch also means Kingambit can be threatening in and out of Trick Room. (you can add the removed part about HO teams benefitting from hatt + a tr user here) Hyper Offense teams, on the other hand, can use Great Tusk to threaten Kyurem (tusk doesn't really threaten kyurem unless its offensive cc tusk under trick room) and Gliscor while forming a hazard removal duo, easing the stress of Hatterene in both denying hazards. This is especially important against, Hisuian Samurott, who has the unique distinction of having Ceaseless Edge, putting Spikes without caring for Magic Bounce, potentially messing with its Focus Sash and setting up Trick Room. Ogerpon-W is a huge beneficiary of Healing Wish, since its mandatory mask means it's weak vulnerable (it's not weak to rocks) to hazards and status, while threatening Alomomola and Gliscor with STABS and the Kyurem with Play Rough. Iron Valiant is another great option due to its access to Encore, locking these pokemon into Protect, allowing it to grab a turn to set up for itself, and being quadruple resistant to Dark-types means it can potentially get in and punish Hisuian Samurott for clicking using (this is casual writing and shouldn't be used) Ceaseless Edge. (would combine ogerpon-w + ival into one sentence about HO team partners; HO tr teams are really niche so this paragraph should focus on proper tr teams with the HO option as a small section) Another great problem for these teams is Priority, as it bypasses Hatterene's Trick Room. Trick Room teams can use the aforementioned Ursaluna and Iron Hands to tank common priority moves like Dragonite's Extreme Speed or Kingambit's Sucker Punch, as a bonus, Ursaluna is inmune to Raging Bolt's Thunderclap, while Iron Hands is resistant to it. Enamorus-T is scared of Thunderclap but can still block Extreme Speed and Sucker Punch with no trouble. Offense teams can make use of Landorus-T, which punish contact moves with Rocky Helmet, chipping the opponents in the process while also having the ability to set up hazards, and bringing Hatterene and its friends with U-turn. (this whole priorty section would flow better if you moved it up to the start of the paragraph where you actually talk about luna + hands instead of dropping at the bottom after you've talked about different teammates)

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/1ldk.517709/
Quality checked by:
https://www.smogon.com/forums/members/ninth.612443/
https://www.smogon.com/forums/members/marnie.493260/
Grammar checked by:
With paragraph 2s, make sure that the ordering of the paragraph flows from one idea to thetext.If you're talking about one idea, randomly drop a second unrelated idea in, and then go back to the first, it's hard for a reader to see how the first idea is connected. Similarly, if you talk about one idea at the start of the paragraph and continue it later on, the flow between that idea is gone with the extra information in the middle.
implemented, sorry for the delay
 
2/2
[SET]
name: Trick Room
move 1: Trick Room
move 2: Psychic Noise
move 3: Dazzling Gleam
move 4: Healing Wish
item: Focus Sash
tera type: Water / Steel
ability: Magic Bounce
nature: Quiet Nature
evs: 252 HP / 4 Def / 252 SpA
ivs: 0 Atk / 0 Spe

[SET COMMENTS]
Trick Room Hatterene's primary goal is to set up Trick Room to enable its slow, powerful teammates, while keeping them healthy and pivoting via Healing Wish. Its main attribute is access to Magic Bounce which can defect all hazards, usefull against setters like Ting-Lu and as well as (don't need both here, pick one) ways to stop Trick Room like taunt (capitalise) from common carriers of the move like Landorus-T and Ogerpon-W. Psychic Noise is prefered thanks to being able to heal block defensive walls like Gliscor and Clefable. Both Tera Water and Tera Steel share the benefit of saving Hatterene from Steel-type moves like Kingambit's Iron head (capitalise the h in head), Gholdengo's Make it Rain, and most importantly Iron Crown's Tachyon Cutter, which can bypass its Focus Sash. Tera Water has the added benefit of maintaining its neutrality against strong attacks like Great Tusk's Headlong Rush and Landorus-T's Earthquake while resisting Cinderace's Pyro Ball Tera Steel, on the other hand, grants Hatterene a full Poison-type immunity, which can save Hatterene against Pokemon like Iron Moth and Galarian Slowking if Focus Sash is no longer intact, as well as the common lead Glimmora. Focus Sash ensures that Hatterene always live a hit, allows it to set trick room (capitalise) reliably.

This Hatterene set is an essential member of Trick Room teams, since it compresses hazard denial while also extending the life of its members with Healing Wish. There's no greater partner for Hatterene than Ursaluna, who uses its slow speed and Guts boosted attacks to decimate the opposition, including would-be offensive checks like Zamazenta as well as foes like Ting-Lu and Iron Crown that Hatterene has a harder time against. Ursaluna's decaying health from Flame Orb also benefits greatly from a second life via Healing Wish. Cresselia is a secondary Trick Room setter and can also support the team with Lunar Dance. Another great problem for these teams (you haven't mentioned any other problems before this now it's been moved up, so 'another' doesnn't work beause you need one to have another after that. when you move things around, don't just blindly copy and paste. make sure to check the analysis still makes sense. something like 'Trick Rooom teams struggle with priority' works) is Priority, as it bypasses Hatterene's Trick Room. Trick Room teams can use the aforementioned Ursaluna and Iron Hands to tank common priority moves like Dragonite's Extreme Speed or Kingambit's Sucker Punch, as a bonus, Ursaluna is inmune to Raging Bolt's Thunderclap, while Iron Hands is resistant to it. Enamorus-T is scared of Thunderclap but can still block Extreme Speed and Sucker Punch with no trouble. Offense teams can make use of Landorus-T, which punish contact moves with Rocky Helmet, chipping the opponents in the process while also having the ability to set up hazards, and bringing Hatterene and its friends with U-turn. The biggest annoyance for Hatterene is not a Pokemon, but a move, Protect, because it can stall out the limited Trick Room turns, making its efforts useless. Gliscor, Alomomola and Kyurem are all common users of the move, and the three of them take advantage of healing abilities, items, and moves to run out Trick Room's timer. Steel-types like Iron Crown, Kingambit and Gholdengo also completely wall Hatterene and OHKO it with STAB moves. On full Trick Room teams, the slow, deadly Iron Hands can threaten Alomomola, Kyurem, and Kingambit, while Gliscor has to be very careful around Ice Punch. Enamorus-T is also a great choice since it's a massive wallbreaker that can break the steel-types (capitalise the s in steel) with Earth Power, while threatening Gliscor, Alomomola and Kyurem with powerful Fairy-type STAB (on the list in the post above, I said that this should be always written out as 'Fairy-type STAB moves'. be careful whe implementing checks). Kingambit is grateful for having Hatterene's support since Healing Wish can let Kingambit purify burns from Will-O-Wisp users like Dragapult and Cinderace, and fully concentrate on breaking, Sucker Punch also means Kingambit can be threatening in and out of Trick Room. This set is not exclusive to full Trick Room teams though, as hyper Offense (the list i gave you said that it's 'hyper offense' no caps at all) teams often find use of having Hatterene alongside another Trick Room partner, to mess with other hyper Offense (remove the caps) teams trying to out pace each other hyper Offense (remove the caps) teams. Great Tusk can threaten Gliscor while forming a hazard removal duo, easing the stress of Hatterene in denying hazards. This is especially important against, Hisuian Samurott, who has the unique distinction of having Ceaseless Edge, putting Spikes without caring for Magic Bounce, potentially messing with its Focus Sash and setting up Trick Room. Ogerpon-W and Iron Valiant are good partners for hatterene (capitalise; specify these two are only good partners on HO), Ogerpon-W likes Healing Wish, since its mandatory mask means it's vulnerable to hazards and status, while threatening Alomomola and Gliscor with STAB moves and the Kyurem with Play Rough, while Iron Valiant is another great option due to its access to Encore, locking these Pokemon into Protect, allowing it to grab a turn to set up for itself, and being quadruple resistant to Dark-types means it can potentially get in and punish Hisuian Samurott for using Ceaseless Edge.

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/1ldk.517709/
Quality checked by:
https://www.smogon.com/forums/members/ninth.612443/
https://www.smogon.com/forums/members/marnie.493260/
https://www.smogon.com/forums/members/autumn.384270/
Grammar checked by:
 
2/2
[SET]
name: Trick Room
move 1: Trick Room
move 2: Psychic Noise
move 3: Dazzling Gleam
move 4: Healing Wish
item: Focus Sash
tera type: Water / Steel
ability: Magic Bounce
nature: Quiet Nature
evs: 252 HP / 4 Def / 252 SpA
ivs: 0 Atk / 0 Spe

[SET COMMENTS]
Trick Room Hatterene's primary goal is to set up Trick Room to enable its slow, powerful teammates, while keeping them healthy and pivoting via Healing Wish. Its main attribute is access to Magic Bounce which can defect all hazards, usefull against setters like Ting-Lu and as well as (don't need both here, pick one) ways to stop Trick Room like taunt (capitalise) from common carriers of the move like Landorus-T and Ogerpon-W. Psychic Noise is prefered thanks to being able to heal block defensive walls like Gliscor and Clefable. Both Tera Water and Tera Steel share the benefit of saving Hatterene from Steel-type moves like Kingambit's Iron head (capitalise the h in head), Gholdengo's Make it Rain, and most importantly Iron Crown's Tachyon Cutter, which can bypass its Focus Sash. Tera Water has the added benefit of maintaining its neutrality against strong attacks like Great Tusk's Headlong Rush and Landorus-T's Earthquake while resisting Cinderace's Pyro Ball Tera Steel, on the other hand, grants Hatterene a full Poison-type immunity, which can save Hatterene against Pokemon like Iron Moth and Galarian Slowking if Focus Sash is no longer intact, as well as the common lead Glimmora. Focus Sash ensures that Hatterene always live a hit, allows it to set trick room (capitalise) reliably.

This Hatterene set is an essential member of Trick Room teams, since it compresses hazard denial while also extending the life of its members with Healing Wish. There's no greater partner for Hatterene than Ursaluna, who uses its slow speed and Guts boosted attacks to decimate the opposition, including would-be offensive checks like Zamazenta as well as foes like Ting-Lu and Iron Crown that Hatterene has a harder time against. Ursaluna's decaying health from Flame Orb also benefits greatly from a second life via Healing Wish. Cresselia is a secondary Trick Room setter and can also support the team with Lunar Dance. Another great problem for these teams (you haven't mentioned any other problems before this now it's been moved up, so 'another' doesnn't work beause you need one to have another after that. when you move things around, don't just blindly copy and paste. make sure to check the analysis still makes sense. something like 'Trick Rooom teams struggle with priority' works) is Priority, as it bypasses Hatterene's Trick Room. Trick Room teams can use the aforementioned Ursaluna and Iron Hands to tank common priority moves like Dragonite's Extreme Speed or Kingambit's Sucker Punch, as a bonus, Ursaluna is inmune to Raging Bolt's Thunderclap, while Iron Hands is resistant to it. Enamorus-T is scared of Thunderclap but can still block Extreme Speed and Sucker Punch with no trouble. Offense teams can make use of Landorus-T, which punish contact moves with Rocky Helmet, chipping the opponents in the process while also having the ability to set up hazards, and bringing Hatterene and its friends with U-turn. The biggest annoyance for Hatterene is not a Pokemon, but a move, Protect, because it can stall out the limited Trick Room turns, making its efforts useless. Gliscor, Alomomola and Kyurem are all common users of the move, and the three of them take advantage of healing abilities, items, and moves to run out Trick Room's timer. Steel-types like Iron Crown, Kingambit and Gholdengo also completely wall Hatterene and OHKO it with STAB moves. On full Trick Room teams, the slow, deadly Iron Hands can threaten Alomomola, Kyurem, and Kingambit, while Gliscor has to be very careful around Ice Punch. Enamorus-T is also a great choice since it's a massive wallbreaker that can break the steel-types (capitalise the s in steel) with Earth Power, while threatening Gliscor, Alomomola and Kyurem with powerful Fairy-type STAB (on the list in the post above, I said that this should be always written out as 'Fairy-type STAB moves'. be careful whe implementing checks). Kingambit is grateful for having Hatterene's support since Healing Wish can let Kingambit purify burns from Will-O-Wisp users like Dragapult and Cinderace, and fully concentrate on breaking, Sucker Punch also means Kingambit can be threatening in and out of Trick Room. This set is not exclusive to full Trick Room teams though, as hyper Offense (the list i gave you said that it's 'hyper offense' no caps at all) teams often find use of having Hatterene alongside another Trick Room partner, to mess with other hyper Offense (remove the caps) teams trying to out pace each other hyper Offense (remove the caps) teams. Great Tusk can threaten Gliscor while forming a hazard removal duo, easing the stress of Hatterene in denying hazards. This is especially important against, Hisuian Samurott, who has the unique distinction of having Ceaseless Edge, putting Spikes without caring for Magic Bounce, potentially messing with its Focus Sash and setting up Trick Room. Ogerpon-W and Iron Valiant are good partners for hatterene (capitalise; specify these two are only good partners on HO), Ogerpon-W likes Healing Wish, since its mandatory mask means it's vulnerable to hazards and status, while threatening Alomomola and Gliscor with STAB moves and the Kyurem with Play Rough, while Iron Valiant is another great option due to its access to Encore, locking these Pokemon into Protect, allowing it to grab a turn to set up for itself, and being quadruple resistant to Dark-types means it can potentially get in and punish Hisuian Samurott for using Ceaseless Edge.

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/1ldk.517709/
Quality checked by:
https://www.smogon.com/forums/members/ninth.612443/
https://www.smogon.com/forums/members/marnie.493260/
https://www.smogon.com/forums/members/autumn.384270/
Grammar checked by:
Implemented, sorry for committing so many mistakes
GP Team
 
[SET]
name: Trick Room
move 1: Trick Room
move 2: Psychic Noise
move 3: Dazzling Gleam
move 4: Healing Wish
item: Focus Sash
tera type: Water / Steel
ability: Magic Bounce
nature: Quiet Nature
evs: 252 HP / 4 Def / 252 SpA
ivs: 0 Atk / 0 Spe

[SET COMMENTS]
Trick Room Hatterene's primary goal is to set up Trick Room to enable its slow, powerful teammates, (RC) while keeping them healthy and pivoting via Healing Wish. Its main attribute is access to Magic Bounce, which can deflect all hazards, usefull which is useful dex info against entry hazard setters like Ting-Lu as well as ways to stop Trick Room like Taunt from common carriers of the move like Landorus-T and Ogerpon-W. Psychic Noise is preferred thanks to being able to heal block defensive walls like Gliscor and Clefable. Both Tera Water and Tera Steel share the benefit of saving Hatterene from Steel-type moves like Kingambit's Iron Head, Gholdengo's Make it Rain, and most importantly Iron Crown's Tachyon Cutter, which can bypass its Focus Sash. Tera Water has the added benefit of maintaining its neutrality against strong attacks like Great Tusk's Headlong Rush and Landorus-T's Earthquake, (RC) while resisting Cinderace's Pyro Ball. Tera Steel, on the other hand, grants Hatterene a full Poison-type immunity, which dex info can save Hatterene against Pokemon like Iron Moth and Galarian Slowking if Focus Sash is no longer intact, as well as the common lead Glimmora. Focus Sash ensures that Hatterene always lives a hit, allowing it to set Trick Room reliably.

This Hatterene set is an essential member of Trick Room teams, since it compresses hazard denial while also extending the life of its members with Healing Wish. There's no greater partner for Hatterene than Ursaluna, which uses its slow speed and Guts boosted attacks to decimate the opposition, (RC) including would-be offensive checks like Zamazenta as well as foes like Ting-Lu and Iron Crown that Hatterene has a harder time against. Ursaluna's decaying health from Flame Orb also benefits greatly from a second life via Healing Wish. Cresselia is a secondary Trick Room setter and can also support the team with Lunar Dance. Trick Room teams struggle with priority, as it bypasses Hatterene's Trick Room. Trick Room teams can use the aforementioned Ursaluna and Iron Hands to tank common priority moves like Dragonite's Extreme Speed or Kingambit's Sucker Punch, ; (RC ASC) as a bonus, Ursaluna is immune to Raging Bolt's Thunderclap, while Iron Hands is resistant to it. Enamorus-T is scared of Thunderclap, (AC) but it can still block <= weird word choice, how does enam block espeed and spunch? Extreme Speed and Sucker Punch with no trouble. Offensive teams can make use of Landorus-T, which punishes contact moves with Rocky Helmet, chipping the opponents in the process while also having the ability to set up hazards, (RC) and bringing Hatterene and its friends allies in a bit too informal with U-turn. The biggest annoyance for Hatterene is not a Pokemon, but a move, Protect, because it can stall out the limited Trick Room turns, making its efforts useless. Gliscor, Alomomola, (AC) and Kyurem are all common users of the move, and the three of them take advantage of healing abilities, items, and moves to run out Trick Room's timer. Steel-types like Iron Crown, Kingambit, (AC) and Gholdengo also completely wall Hatterene and OHKO it with STAB moves. On full Trick Room teams, the slow, deadly Iron Hands can threaten Alomomola, Kyurem, and Kingambit, while Gliscor has to be very careful around Ice Punch. Enamorus-T is also a great choice, (AC) since it's a massive wallbreaker that can break the Steel-types with Earth Power, (RC) while threatening Gliscor, Alomomola, (AC) and Kyurem with powerful Fairy-type STAB moves. Kingambit is grateful for having Hatterene's support, (AC) since Healing Wish can let Kingambit purify burns from Will-O-Wisp users like Dragapult and Cinderace, (RC) and fully concentrate on breaking, . (RC AP) Sucker Punch also means Kingambit can be threatening in and out of Trick Room. This set is not exclusive to full Trick Room teams though, as hyper offense teams often find use of having Hatterene alongside another Trick Room partner, (RC) to mess with other hyper offense teams trying to out pace outpace each other hyper offense teams. Great Tusk can threaten Gliscor while forming a hazard removal duo, easing the stress of Hatterene in denying hazards. This is especially important against, (RC) Hisuian Samurott, which has the unique distinction of having Ceaseless Edge, putting Spikes without caring for Magic Bounce, (RC) and potentially messing with its Focus Sash and setting up of Trick Room. Ogerpon-W and Iron Valiant are good partners for Hatterene on hyper offense, ; (RC ASC) Ogerpon-W likes Healing Wish, since its mandatory mask means it's vulnerable to hazards and status, while threatening Alomomola and Gliscor with STAB moves and the Kyurem with Play Rough, while Iron Valiant is another great option due to its access to Encore, locking these Pokemon into Protect, allowing it to grab a turn to set up for itself, and being it is also quadruple resistant to Dark-types means meaning it can potentially get in and punish Hisuian Samurott for using Ceaseless Edge.

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/1ldk.517709/
Quality checked by:
https://www.smogon.com/forums/members/ninth.612443/
https://www.smogon.com/forums/members/marnie.493260/
https://www.smogon.com/forums/members/autumn.384270/
Grammar checked by:
1/1 GP Team done
real stamp small.gif
 
[SET]
name: Trick Room
move 1: Trick Room
move 2: Psychic Noise
move 3: Dazzling Gleam
move 4: Healing Wish
item: Focus Sash
tera type: Water / Steel
ability: Magic Bounce
nature: Quiet Nature
evs: 252 HP / 4 Def / 252 SpA
ivs: 0 Atk / 0 Spe

[SET COMMENTS]
Trick Room Hatterene's primary goal is to set up Trick Room to enable its slow, powerful teammates, (RC) while keeping them healthy and pivoting via Healing Wish. Its main attribute is access to Magic Bounce, which can deflect all hazards, usefull which is useful dex info against entry hazard setters like Ting-Lu as well as ways to stop Trick Room like Taunt from common carriers of the move like Landorus-T and Ogerpon-W. Psychic Noise is preferred thanks to being able to heal block defensive walls like Gliscor and Clefable. Both Tera Water and Tera Steel share the benefit of saving Hatterene from Steel-type moves like Kingambit's Iron Head, Gholdengo's Make it Rain, and most importantly Iron Crown's Tachyon Cutter, which can bypass its Focus Sash. Tera Water has the added benefit of maintaining its neutrality against strong attacks like Great Tusk's Headlong Rush and Landorus-T's Earthquake, (RC) while resisting Cinderace's Pyro Ball. Tera Steel, on the other hand, grants Hatterene a full Poison-type immunity, which dex info can save Hatterene against Pokemon like Iron Moth and Galarian Slowking if Focus Sash is no longer intact, as well as the common lead Glimmora. Focus Sash ensures that Hatterene always lives a hit, allowing it to set Trick Room reliably.

This Hatterene set is an essential member of Trick Room teams, since it compresses hazard denial while also extending the life of its members with Healing Wish. There's no greater partner for Hatterene than Ursaluna, which uses its slow speed and Guts boosted attacks to decimate the opposition, (RC) including would-be offensive checks like Zamazenta as well as foes like Ting-Lu and Iron Crown that Hatterene has a harder time against. Ursaluna's decaying health from Flame Orb also benefits greatly from a second life via Healing Wish. Cresselia is a secondary Trick Room setter and can also support the team with Lunar Dance. Trick Room teams struggle with priority, as it bypasses Hatterene's Trick Room. Trick Room teams can use the aforementioned Ursaluna and Iron Hands to tank common priority moves like Dragonite's Extreme Speed or Kingambit's Sucker Punch, ; (RC ASC) as a bonus, Ursaluna is immune to Raging Bolt's Thunderclap, while Iron Hands is resistant to it. Enamorus-T is scared of Thunderclap, (AC) but it can still block <= weird word choice, how does enam block espeed and spunch? Extreme Speed and Sucker Punch with no trouble. Offensive teams can make use of Landorus-T, which punishes contact moves with Rocky Helmet, chipping the opponents in the process while also having the ability to set up hazards, (RC) and bringing Hatterene and its friends allies in a bit too informal with U-turn. The biggest annoyance for Hatterene is not a Pokemon, but a move, Protect, because it can stall out the limited Trick Room turns, making its efforts useless. Gliscor, Alomomola, (AC) and Kyurem are all common users of the move, and the three of them take advantage of healing abilities, items, and moves to run out Trick Room's timer. Steel-types like Iron Crown, Kingambit, (AC) and Gholdengo also completely wall Hatterene and OHKO it with STAB moves. On full Trick Room teams, the slow, deadly Iron Hands can threaten Alomomola, Kyurem, and Kingambit, while Gliscor has to be very careful around Ice Punch. Enamorus-T is also a great choice, (AC) since it's a massive wallbreaker that can break the Steel-types with Earth Power, (RC) while threatening Gliscor, Alomomola, (AC) and Kyurem with powerful Fairy-type STAB moves. Kingambit is grateful for having Hatterene's support, (AC) since Healing Wish can let Kingambit purify burns from Will-O-Wisp users like Dragapult and Cinderace, (RC) and fully concentrate on breaking, . (RC AP) Sucker Punch also means Kingambit can be threatening in and out of Trick Room. This set is not exclusive to full Trick Room teams though, as hyper offense teams often find use of having Hatterene alongside another Trick Room partner, (RC) to mess with other hyper offense teams trying to out pace outpace each other hyper offense teams. Great Tusk can threaten Gliscor while forming a hazard removal duo, easing the stress of Hatterene in denying hazards. This is especially important against, (RC) Hisuian Samurott, which has the unique distinction of having Ceaseless Edge, putting Spikes without caring for Magic Bounce, (RC) and potentially messing with its Focus Sash and setting up of Trick Room. Ogerpon-W and Iron Valiant are good partners for Hatterene on hyper offense, ; (RC ASC) Ogerpon-W likes Healing Wish, since its mandatory mask means it's vulnerable to hazards and status, while threatening Alomomola and Gliscor with STAB moves and the Kyurem with Play Rough, while Iron Valiant is another great option due to its access to Encore, locking these Pokemon into Protect, allowing it to grab a turn to set up for itself, and being it is also quadruple resistant to Dark-types means meaning it can potentially get in and punish Hisuian Samurott for using Ceaseless Edge.

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/1ldk.517709/
Quality checked by:
https://www.smogon.com/forums/members/ninth.612443/
https://www.smogon.com/forums/members/marnie.493260/
https://www.smogon.com/forums/members/autumn.384270/
Grammar checked by:
1/1 GP Team done
View attachment 703882
fully implented and ready to publish, thanks everybody and sorry for all the mess
 
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