The Roaring Knight (Ceruledge) @ Focus Sash
Ability: Weak Armor
Tera Type: Ghost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Bitter Blade
- Poltergeist
- Shadow Sneak
Weak Armor + Jolly gives Ceruledge a way to turn a physical hit into a huge Speed boost, while Swords Dance lets it become an immediate threat. Shadow Sneak gives it priority for weakened faster Pokémon, and Bitter Blade provides recovery while dealing damage.
Queen (Iron Valiant) @ Booster Energy
Ability: Quark Drive
Tera Type: Fairy
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Moonblast
- Close Combat
- Thunderbolt
- Encore
Ceruledge is primarily physical, so I don't want the opponent to be able to throw a physically defensive wall onto the field and feel comfortable.
Iron Valiant gives us an extremely fast attacker with powerful Moonblast + Close Combat coverage. Thunderbolt specifically gives us a way to punish Water-types that would otherwise make Ceruledge's life miserable.
Undyne (Garchomp) (F) @ Focus Sash
Ability: Rough Skin
Tera Type: Ghost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Dragon Claw
- Swords Dance
1. It provides Stealth Rock.
This is huge. Every forced switch now costs the opponent HP, making Ceruledge's eventual sweep considerably easier.
2. Focus Sash makes it a reliable lead.
Lead Garchomp, get Rocks up, and potentially fire off an attack before it goes down. I'm not trying to preserve every Pokémon—I'm trying to keep momentum and create openings.
3. It's not passive.
Swords Dance means Garchomp can punish an opponent who tries to use it as setup fodder. A +2 Earthquake coming from 130 base Attack is no joke.
4. Rough Skin provides extra punishment.
If something tries to remove Garchomp with a contact move, it takes chip damage in the process. That's exactly the kind of incremental damage an offensive team wants.
5. Tera Ghost is an emergency weapon.
It can let Garchomp dodge a predicted Fighting- or Normal-type attack and, importantly, block Rapid Spin. That can preserve Stealth Rock when the opponent tries to remove it.
Gaster (Dragapult) (M) @ Choice Specs
Ability: Infiltrator
Tera Type: Ghost
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Shadow Ball
- Flamethrower
- U-turn
Fastest thing on the team. With 142 base Speed, Dragapult gives us a natural revenge killer without sacrificing our offensive pressure.
Choice Specs turns it into a cannon. Shadow Ball is the reliable STAB, while Draco Meteor gives us the "something is dying" button.
Infiltrator is fantastic. Screens and Substitutes don't get to save the opponent from our attacks.
U-turn keeps the pressure rolling. This is especially important because we're building hyper offense. Dragapult can force a switch, U-turn, and bring in Ceruledge or Valiant against something they can exploit.
Asgore (Kingambit) (M) @ Black Glasses
Ability: Supreme Overlord
Tera Type: Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Kowtow Cleave
- Sucker Punch
- Iron Head
- Swords Dance
I'm building pure, crushing offense, and Kingambit is one of the scariest ways to turn a weakened team into a pile of rubble.
The important thing is that I'm not treating Kingambit as a defensive Pokémon. It's another win condition.
Swords Dance + Supreme Overlord + Sucker Punch gives me an absolutely brutal late-game cleaner. As the other five Pokémon fall, Supreme Overlord makes Kingambit's attacks stronger, meaning the opponent can actually find themselves in a situation where letting my Pokémon faint makes the final Pokémon harder to stop.
And Sucker Punch is particularly valuable because the team is otherwise fairly dependent on Speed.
Gerson Boom (Great Tusk) @ Booster Energy
Ability: Protosynthesis
Shiny: Yes
Tera Type: Water
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Headlong Rush
- Close Combat
- Rapid Spin
- Ice Spinner
There's a problem with the current five: They have Stealth Rock, but absolutely no hazard removal.
That's dangerous for an offensive team. I don't want Dragapult and Valiant getting chipped every time they come in, and Ceruledge especially appreciates having its HP intact so it can find opportunities to set up.
Great Tusk fixes that while still hitting like a truck.
Rapid Spin removes opposing hazards and gives Great Tusk a Speed boost, which fits the "GO FAST, HIT HARD" philosophy.
Headlong Rush is the Ground STAB and absolutely demolishes things that don't resist it.
Close Combat gives it powerful Fighting coverage.
And Ice Spinner is there primarily for Ground- and Dragon-types while also removing terrain when necessary.
Ability: Weak Armor
Tera Type: Ghost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Bitter Blade
- Poltergeist
- Shadow Sneak
Weak Armor + Jolly gives Ceruledge a way to turn a physical hit into a huge Speed boost, while Swords Dance lets it become an immediate threat. Shadow Sneak gives it priority for weakened faster Pokémon, and Bitter Blade provides recovery while dealing damage.
Queen (Iron Valiant) @ Booster Energy
Ability: Quark Drive
Tera Type: Fairy
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Moonblast
- Close Combat
- Thunderbolt
- Encore
Ceruledge is primarily physical, so I don't want the opponent to be able to throw a physically defensive wall onto the field and feel comfortable.
Iron Valiant gives us an extremely fast attacker with powerful Moonblast + Close Combat coverage. Thunderbolt specifically gives us a way to punish Water-types that would otherwise make Ceruledge's life miserable.
Undyne (Garchomp) (F) @ Focus Sash
Ability: Rough Skin
Tera Type: Ghost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Dragon Claw
- Swords Dance
1. It provides Stealth Rock.
This is huge. Every forced switch now costs the opponent HP, making Ceruledge's eventual sweep considerably easier.
2. Focus Sash makes it a reliable lead.
Lead Garchomp, get Rocks up, and potentially fire off an attack before it goes down. I'm not trying to preserve every Pokémon—I'm trying to keep momentum and create openings.
3. It's not passive.
Swords Dance means Garchomp can punish an opponent who tries to use it as setup fodder. A +2 Earthquake coming from 130 base Attack is no joke.
4. Rough Skin provides extra punishment.
If something tries to remove Garchomp with a contact move, it takes chip damage in the process. That's exactly the kind of incremental damage an offensive team wants.
5. Tera Ghost is an emergency weapon.
It can let Garchomp dodge a predicted Fighting- or Normal-type attack and, importantly, block Rapid Spin. That can preserve Stealth Rock when the opponent tries to remove it.
Gaster (Dragapult) (M) @ Choice Specs
Ability: Infiltrator
Tera Type: Ghost
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Shadow Ball
- Flamethrower
- U-turn
Fastest thing on the team. With 142 base Speed, Dragapult gives us a natural revenge killer without sacrificing our offensive pressure.
Choice Specs turns it into a cannon. Shadow Ball is the reliable STAB, while Draco Meteor gives us the "something is dying" button.
Infiltrator is fantastic. Screens and Substitutes don't get to save the opponent from our attacks.
U-turn keeps the pressure rolling. This is especially important because we're building hyper offense. Dragapult can force a switch, U-turn, and bring in Ceruledge or Valiant against something they can exploit.
Asgore (Kingambit) (M) @ Black Glasses
Ability: Supreme Overlord
Tera Type: Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Kowtow Cleave
- Sucker Punch
- Iron Head
- Swords Dance
I'm building pure, crushing offense, and Kingambit is one of the scariest ways to turn a weakened team into a pile of rubble.
The important thing is that I'm not treating Kingambit as a defensive Pokémon. It's another win condition.
Swords Dance + Supreme Overlord + Sucker Punch gives me an absolutely brutal late-game cleaner. As the other five Pokémon fall, Supreme Overlord makes Kingambit's attacks stronger, meaning the opponent can actually find themselves in a situation where letting my Pokémon faint makes the final Pokémon harder to stop.
And Sucker Punch is particularly valuable because the team is otherwise fairly dependent on Speed.
Gerson Boom (Great Tusk) @ Booster Energy
Ability: Protosynthesis
Shiny: Yes
Tera Type: Water
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Headlong Rush
- Close Combat
- Rapid Spin
- Ice Spinner
There's a problem with the current five: They have Stealth Rock, but absolutely no hazard removal.
That's dangerous for an offensive team. I don't want Dragapult and Valiant getting chipped every time they come in, and Ceruledge especially appreciates having its HP intact so it can find opportunities to set up.
Great Tusk fixes that while still hitting like a truck.
Rapid Spin removes opposing hazards and gives Great Tusk a Speed boost, which fits the "GO FAST, HIT HARD" philosophy.
Headlong Rush is the Ground STAB and absolutely demolishes things that don't resist it.
Close Combat gives it powerful Fighting coverage.
And Ice Spinner is there primarily for Ground- and Dragon-types while also removing terrain when necessary.
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