Garganacl @ Leftovers
Ability: Purifying Salt
Tera Type: Water
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Recover
- Curse
- Salt Cure
- Stealth Rock
Ability: Purifying Salt
Tera Type: Water
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Recover
- Curse
- Salt Cure
- Stealth Rock
My chonky boy, need I say more? He's a defensive wall stopping both physical and special attacks. Dondozo is basically here to compliment where garganacl lacks in coverage. Plus, garganacle helps to set up the rocks and do some chip with salt cure.
Dondozo @ Leftovers
Ability: Unaware
Tera Type: Grass
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Yawn
- Liquidation
- Ice Fang
- Protect
Ability: Unaware
Tera Type: Grass
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Yawn
- Liquidation
- Ice Fang
- Protect
Basically here to complement where garganacle lacks and provide some sort of blockage to mons before they run wild. I mainly chose dondozo for threats like quaquavil, chi-yu, rain teams, and any mon who tries to set up and go wild. Yawn is there to force switches or put a mon out. Honestly though out of my entire team, he is the one that I don't know if I should keep or swap him. maybe for skele? Unsure
Great Tusk @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Fighting
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rapid Spin
- Knock Off
- Headlong Rush
- Close Combat
Ability: Protosynthesis
Tera Type: Fighting
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rapid Spin
- Knock Off
- Headlong Rush
- Close Combat
Threats gholdengo, gets rid of hazards, plus can do major damage otherwise. With the amount of ice and dark types, one rapid spin later and tusk is running wild. plus boots to prevent him from getting hurt switching in.
Breloom @ Loaded Dice
Ability: Technician
Tera Type: Fighting
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Swords Dance
- Spore
- Mach Punch
- Bullet Seed
Ability: Technician
Tera Type: Fighting
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Swords Dance
- Spore
- Mach Punch
- Bullet Seed
Mach punch for ice, steel, and dark types. Loaded dice to ensure a minimum 4 hits with bullet seed. And then swords dance and spore to use on switches who don't want to get eaten with mach punch
Gholdengo @ Choice Scarf
Ability: Good as Gold
Tera Type: Flying
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Make It Rain
- Thunderbolt
- Dazzling Gleam
He's the golden goat. Fast and threatening I have him mainly for fast coverage. And I found myself getting run over by rain teams too often so thunderbolt is there for a nice surprise if anyone wants to start off sending out peliper that thinks they can stay in. Dazzling gleem is for more coverage toward dragons but I am debating swapping this out for trick instead. I found myself too often needing a fast mon though and regretting when I tricked away my scarf.
Dragonite @ Heavy-Duty Boots
Ability: Multiscale
Tera Type: Normal
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Extreme Speed
- Earthquake
- Ice Spinner
Ability: Multiscale
Tera Type: Normal
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Extreme Speed
- Earthquake
- Ice Spinner
If you dont have dragonite on your team, what are you doing? Extreme speed to take care of anyone running rampant, ddance for the boosts, and then earthquake and ice spinner for coverage. I have a couple of other teams where I swap dragon for espathra/ dragapult and they work really well also. But I just find myself needing espeed too often.
Let me know what you think and where I can improve. This is my first time getting into competitive since the X and Y days so I am a little rusty.
I am considering swapping in skele for dondozo/ chi-yu for gholdengo/ espathra for dragonite but haven't found a synchronization that I am really vibing with. But for grins and giggles, I'll but the builds for the mons I am considering swapping in below...
Skeledirge @ Heavy-Duty Boots
Ability: Unaware
Tera Type: Fire
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
- Torch Song
- Will-O-Wisp
- Hex
- Slack Off
Chi-Yu @ Choice Scarf
Ability: Beads of Ruin
Tera Type: Electric
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Dark Pulse
- Psychic
- Tera Blast
Espathra @ Leftovers
Ability: Speed Boost
Tera Type: Fairy
EVs: 248 HP / 228 Def / 32 Spe
Bold Nature
IVs: 0 Atk
- Stored Power
- Dazzling Gleam
- Calm Mind
- Roost
Ability: Unaware
Tera Type: Fire
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
- Torch Song
- Will-O-Wisp
- Hex
- Slack Off
Chi-Yu @ Choice Scarf
Ability: Beads of Ruin
Tera Type: Electric
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Dark Pulse
- Psychic
- Tera Blast
Espathra @ Leftovers
Ability: Speed Boost
Tera Type: Fairy
EVs: 248 HP / 228 Def / 32 Spe
Bold Nature
IVs: 0 Atk
- Stored Power
- Dazzling Gleam
- Calm Mind
- Roost
Thanks!
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