SV UU electric t(UU)rrain team

First post, one of my first teams. Been playing showdown randoms for ages, but have gotten into some teambuilding for the new gen after watching reverend's videos for a while. Curious to see what people think, and how I can reshuffle this team. Fun archetype, pretty nice results, but iffy on one or two of the slots. Let me know what y'all think.


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curch on sundays (Pincurchin) @ Eject Button
Ability: Electric Surge
Tera Type: Electric
EVs: 252 HP / 116 Def / 140 SpD
Modest Nature
IVs: 0 Atk
- Discharge
- Thunder Wave
- Memento
- Spikes

Terrain setter, bulky pivot, occasional Memento-er. Mixed success with this dude beyond just switching him into a hit so he can switch right back out.

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ROBOT ROCK (Iron Thorns) @ Life Orb
Ability: Quark Drive
Tera Type: Fairy
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Earthquake
- Wild Charge
- Ice Punch

Blatantly stolen name. Stolen build, too, both from Reverend. I sent him a check in the mail, it's fine.

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go for the jugular (Iron Jugulis) @ Choice Specs
Ability: Quark Drive
Tera Type: Dark
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hurricane
- Dark Pulse
- Focus Blast
- U-turn

Special sweeper which outspeeds pretty much anything once e-terrain is up, and still works well without. Not super keen on having two moves with horrible accuracy but hey that's life

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paradox raichu (Pawmot) @ Heavy-Duty Boots
Ability: Natural Cure
Tera Type: Electric
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Revival Blessing
- Double Shock
- Rest
- Close Combat

Pivoting cleric/sweeper. Pulling off a [Double shock on e-terrain -> tera electric -> double shock on e-terrain again] sequence never fails to satisfy. Unfortunately if tera is used up (as it often is as ROBOT ROCK kinda needs it to setup well) bit less exciting. Revival blessing often keeps the curch in the game and thus preserves the opportunity for e-terrain

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paldean magnezone (Sandy Shocks) @ Light Clay
Ability: Protosynthesis
Tera Type: Grass
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Volt Switch
- Reflect
- Light Screen

Really, REALLY not sure on this dude. Usually leads, and has some decent role compression with screens, stealth rock, and pivoting, but I really have no clue if it works well.

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mom (Tsareena) (F) @ Heavy-Duty Boots
Ability: Leaf Guard
Tera Type: Grass
EVs: 252 HP / 44 Atk / 212 Spe
Jolly Nature
- Rapid Spin
- Power Whip
- U-turn
- Synthesis

Critical ground resist, hazard management, and a tiny bit of speed management. Yet again no clue if I like this pick - bottom two slots are definitely the most subject to change. I've tried a couple of lads in the 6th spot (Toedscruel?????) but Tsareena is the most conventionally attractive mon I've found to fill some roles. Not sure, though.



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Let me know what you think.
 

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Hey! I like the team so far; it provides a cool spin on Electric Terrain, but of course, I'd wanna make some changes and try to optimize it:

Major changes:
:pawmot: -> :hawlucha:
Hawlucha @ Electric Seed
Ability: Unburden
Tera Type: Fighting
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Acrobatics
- Taunt
Hawlucha is a much better Pokemon to slot onto this team in my opinion, as it takes advantage of Electric Terrain decently well, keeps up offensive pressure (which Pawmot didn't seem to be able to do with its lack of a Grass- or Ice-type move, leaving it walled by Salamence, Noivern, Quagsire, etc), and helps a ton against opposing Quagsire and Gastrodon with Taunt. Also provides some pseudo speed control.

Minor changes:
:sandy-shocks:
Sandy Shocks @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Grass / Ground (if Stealth Rock)
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Earth Power
- Thunderbolt
- Tera Blast / Stealth Rock (if Tera Ground)
Sandy Shocks is much, much more effectively used as an offensive pivot rather than a dual screens setter. It is especially effective here in that it forms a VoltTurn core with your current other pivots (Tsareena switches out on Talonflame, Tinkaton, Salamence, etc, and it brings in Sandy Shocks, while Iron Jugulis pivots out on Tinkaton, Tyranitar, etc, and does the same) and still can provide entry hazards if needed. It also can pressure Ground-types that are otherwise troublesome for the team by using Tera Blast + Tera Grass if needed, making it a good Terastallization candidate.

:pincurchin:
Pincurchin @ Terrain Extender
Ability: Electric Surge
Tera Type: Electric
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Discharge
- Spikes
- Recover
- Thunder Wave
Terrain Extender + Recover makes Pincurchin much more effective at its role; it can stay alive long-term and creates many more opportunities for sweepers to end games. Not much else was changed, however. I like the addition of Thunder Wave, can be pretty annoying for Pokemon like Noivern and Brambleghast trying to switch in.

:Tsareena: Tera Grass -> Tera Fairy
This is just an optimization change. Nothing major, but it's an improvement from Tera Grass defensively speaking. Helps with Pokemon like Lokix, Slither Wing, etc.

Optional changes:
:iron-thorns:
Iron Thorns @ Loaded Dice
Ability: Quark Drive
Tera Type: Bug
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Pin Missile
- Rock Blast
- Wild Charge
This is just a fun little Iron Thorns set that I thought could potentially work as well; it turns its weaknesses such as Ground and Grass into resistances and takes advantage of Pokemon like Wo-Chien, Tsareena, and the like. With Loaded Dice, it can become exceptionally strong, guaranteeing that it's at least getting high damage rolls on something.

I don't have any other nitpicks. Have fun with the team!
 
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