First RMT. Ev spreads are unrefined, however have served me well enough. As the title would imply, the team focuses around two, imo synergistic strategies, or dark spam, with a focus on knock, and hazzard stack.
Samurott-Hisui @ Focus Sash
Ability: Sharpness
Tera Type: Ghost
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Ceaseless Edge
- Knock Off
- Sucker Punch
- Flip Turn
Sash Samu is my go to lead in to most teams. The goal is to get up as many spikes as possible. Tera ghost is available to spin block of needed. Most games are started off down 5-6 with some spikes layers down. Even in the face of set up, I would still recommend getting up as many hazzards as possible, then flip turning out to a phaser.
Ting-Lu @ Leftovers
Ability: Vessel of Ruin
Tera Type: Poison
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
- Ruination
- Earthquake
- Whirlwind
- Stealth Rock
Part of what allows you to allow set up is ting-lu. With Tera poison along side Flyers and darks on the team, Lu becomes almost unlikable, and repeatedly phases enemies out. With ruination, whirlwind, and Max hazards, Ting-lu can clean most endgames single handedly
Gliscor @ Toxic Orb
Ability: Poison Heal
Tera Type: Water
EVs: 200 HP / 252 SpD / 56 Spe
Careful Nature
- Knock Off
- Protect
- Spikes
- Taunt
Once max layers are up, gliscors main objective is to switch in on Pokemon that struggle to damage it and knock boots on a switch. Taunt can be swapped for earthquake, however I like it to prevent bulky setup attackers from getting established, as well as allowing you to taunt defog from corv
Gholdengo @ Choice Scarf
Ability: Good as Gold
Tera Type: Flying
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Trick
- Hex
- Recover
- Thunder Wave
Standard spin block scarf ghold. Scarf is nice to save for bulky last sweepers. Scarf t-wave can bail you out of some sticky situations (90% of the time)
Dragonite @ Heavy-Duty Boots
Ability: Multiscale
Tera Type: Normal
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Roost
- Dragon Tail
- Extreme Speed
- Thunder Wave
Your main wellspring check. Provides additional status for hex and phasing for hazard chip. E-speed is nice to revenge KO Pokemon trapped in my hazards
Darkrai @ Heavy-Duty Boots
Ability: Bad Dreams
Tera Type: Ghost
EVs: 252 HP / 4 Def / 252 Spe
Naive Nature
- Knock Off
- Dark Pulse
- Ice Beam
- Will-O-Wisp
Standard hazard stack Rai. Ghost Tera to flip some matchups as well as additional spin blocking. I have dabbled with sp.atk investment however I find bulk, especially with wisp, provides more value. Knock with the naive nature over timid provides valuable chip against more physically frail mons. Darkrai forces many switches which it can use to knock or wisp.
Team can struggle versus cinderace structures, however getting hazards on both sides usually favors you.
Please let me know any thoughts/suggestions
Samurott-Hisui @ Focus Sash
Ability: Sharpness
Tera Type: Ghost
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Ceaseless Edge
- Knock Off
- Sucker Punch
- Flip Turn
Sash Samu is my go to lead in to most teams. The goal is to get up as many spikes as possible. Tera ghost is available to spin block of needed. Most games are started off down 5-6 with some spikes layers down. Even in the face of set up, I would still recommend getting up as many hazzards as possible, then flip turning out to a phaser.
Ting-Lu @ Leftovers
Ability: Vessel of Ruin
Tera Type: Poison
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
- Ruination
- Earthquake
- Whirlwind
- Stealth Rock
Part of what allows you to allow set up is ting-lu. With Tera poison along side Flyers and darks on the team, Lu becomes almost unlikable, and repeatedly phases enemies out. With ruination, whirlwind, and Max hazards, Ting-lu can clean most endgames single handedly
Gliscor @ Toxic Orb
Ability: Poison Heal
Tera Type: Water
EVs: 200 HP / 252 SpD / 56 Spe
Careful Nature
- Knock Off
- Protect
- Spikes
- Taunt
Once max layers are up, gliscors main objective is to switch in on Pokemon that struggle to damage it and knock boots on a switch. Taunt can be swapped for earthquake, however I like it to prevent bulky setup attackers from getting established, as well as allowing you to taunt defog from corv
Gholdengo @ Choice Scarf
Ability: Good as Gold
Tera Type: Flying
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Trick
- Hex
- Recover
- Thunder Wave
Standard spin block scarf ghold. Scarf is nice to save for bulky last sweepers. Scarf t-wave can bail you out of some sticky situations (90% of the time)
Dragonite @ Heavy-Duty Boots
Ability: Multiscale
Tera Type: Normal
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Roost
- Dragon Tail
- Extreme Speed
- Thunder Wave
Your main wellspring check. Provides additional status for hex and phasing for hazard chip. E-speed is nice to revenge KO Pokemon trapped in my hazards
Darkrai @ Heavy-Duty Boots
Ability: Bad Dreams
Tera Type: Ghost
EVs: 252 HP / 4 Def / 252 Spe
Naive Nature
- Knock Off
- Dark Pulse
- Ice Beam
- Will-O-Wisp
Standard hazard stack Rai. Ghost Tera to flip some matchups as well as additional spin blocking. I have dabbled with sp.atk investment however I find bulk, especially with wisp, provides more value. Knock with the naive nature over timid provides valuable chip against more physically frail mons. Darkrai forces many switches which it can use to knock or wisp.
Team can struggle versus cinderace structures, however getting hazards on both sides usually favors you.
Please let me know any thoughts/suggestions
