[SET]
name: Suicide Lead
move 1: Power Gem
move 2: Mortal Spin
move 3: Stealth Rock / Spikes
move 4: Spikes / Mud Shot
item: Focus Sash
ability: Toxic Debris
nature: Timid
evs: 68 Def / 252 SpA / 188 Spe or 40 Def / 244 SpA / 224 Spe
tera type: Steel
[SET COMMENTS]
* Having the ability to set all entry hazards without becoming passive thanks to Toxic Debris and to cripple a good portion of its checks and remove hazards with Mortal Spin, Glimmora is a potent hazard setter for hyper offense teams.
* Power Gem allows Glimmora to super effectively hit common Defoggers in Ho-Oh and Yveltal, applying pressure to keep entry hazards on the field.
* Mortal Spin gives Glimmora a chance to remove entry hazards from other suicide leads such as Shuckle, Mega Diancie, and opposing Glimmora, and cripples foes such as support Arceus formes without Refresh, Zygarde, and Primal Groudon.
* Mud Shot hinders foes that try to set up on it such as Primal Groudon, Necrozma-DM, and Zacian-C; additionally, it eases the matchup against Eternatus by causing it to become easier to revenge kill, punishing it switching in to remove Toxic Spikes. With it, Glimmora can outspeed opposing Glimmora and Mega Diancie and potentially finish them off with Mortal Spin to prevent any hazards from staying on its side of the field, but this limits its ability to set entry hazards out of a lack of move slots.
* The given EV spread avoids a OHKO after Stealth Rock from Arceus-Ghost's Shadow Force, Choice Band Tera Flying Rayquaza's Dragon Ascent, and +1 Zacian-C's Close Combat while also outspeeding fully invested neutral natured base 90 Speed foes such as Primal Groudon and Primal Kyogre, granting better odds to set entry hazards. It's to be noted that this spread can't outspeed Zacian-C after a Speed drop from Mud Shot. An alternate spread of 40 Def / 244 SpA / 224 Spe fixes this while retaining the Rayquaza and Zacian-C benchmarks and the ability to OHKO specially offensive Yveltal with Power Gem after Stealth Rock.
* Tera Steel prevents opposing Glimmora from removing entry hazards with Mortal Spin; Glimmora, however, shouldn't usually Terastallize as other Pokemon it's partnered with generally make better use of Terastallizing.
* If the opposing team has a Poison-type like Glimmora or Eternatus, setting Toxic Spikes shouldn't be a priority, as they will get quickly removed as soon they enter the field, thus making it desirable to focus on setting Stealth Rock or Spikes. Similarly, as Glimmora can remove Toxic Spikes by switching in as long it survives entry hazards, it can still become useful mid-game after getting worn down in such matchups.
* Against Trick Room teams, Glimmora should be kept for the mid-game as it can't set hazards on their usual lead in Hatterene due to its Magic Bounce ability, especially as Toxic Spikes hinder the longevity of such teams, and can prove useful to stall out Trick Room turns by being sacked.
* Against stall teams, setting Toxic Spikes and using Mortal Spin should be priorities to hinder the longevity of such teams, especially as Glimmora can do this multiple times across the match out of not taking damage as quickly as in other matchups.
* Wallbreakers such as Zacian-C, Double Dance Primal Groudon, and Necrozma-DM appreciate the entry hazards set by Glimmora to ensure more KOs, they also act as counterplay to Eternatus to limit its capability to come in to remove Toxic Spikes with offensive pressure.
[SET CREDITS]
Set(s) by:
https://www.smogon.com/forums/members/bobsican.434487/
Written by:
https://www.smogon.com/forums/members/bobsican.434487/
Quality checked by:
https://www.smogon.com/forums/members/bumboclaat.523420/
https://www.smogon.com/forums/members/entrocefalo.399174/
Grammar checked by:
https://www.smogon.com/forums/members/red-fintans.637479/
name: Suicide Lead
move 1: Power Gem
move 2: Mortal Spin
move 3: Stealth Rock / Spikes
move 4: Spikes / Mud Shot
item: Focus Sash
ability: Toxic Debris
nature: Timid
evs: 68 Def / 252 SpA / 188 Spe or 40 Def / 244 SpA / 224 Spe
tera type: Steel
[SET COMMENTS]
* Having the ability to set all entry hazards without becoming passive thanks to Toxic Debris and to cripple a good portion of its checks and remove hazards with Mortal Spin, Glimmora is a potent hazard setter for hyper offense teams.
* Power Gem allows Glimmora to super effectively hit common Defoggers in Ho-Oh and Yveltal, applying pressure to keep entry hazards on the field.
* Mortal Spin gives Glimmora a chance to remove entry hazards from other suicide leads such as Shuckle, Mega Diancie, and opposing Glimmora, and cripples foes such as support Arceus formes without Refresh, Zygarde, and Primal Groudon.
* Mud Shot hinders foes that try to set up on it such as Primal Groudon, Necrozma-DM, and Zacian-C; additionally, it eases the matchup against Eternatus by causing it to become easier to revenge kill, punishing it switching in to remove Toxic Spikes. With it, Glimmora can outspeed opposing Glimmora and Mega Diancie and potentially finish them off with Mortal Spin to prevent any hazards from staying on its side of the field, but this limits its ability to set entry hazards out of a lack of move slots.
* The given EV spread avoids a OHKO after Stealth Rock from Arceus-Ghost's Shadow Force, Choice Band Tera Flying Rayquaza's Dragon Ascent, and +1 Zacian-C's Close Combat while also outspeeding fully invested neutral natured base 90 Speed foes such as Primal Groudon and Primal Kyogre, granting better odds to set entry hazards. It's to be noted that this spread can't outspeed Zacian-C after a Speed drop from Mud Shot. An alternate spread of 40 Def / 244 SpA / 224 Spe fixes this while retaining the Rayquaza and Zacian-C benchmarks and the ability to OHKO specially offensive Yveltal with Power Gem after Stealth Rock.
* Tera Steel prevents opposing Glimmora from removing entry hazards with Mortal Spin; Glimmora, however, shouldn't usually Terastallize as other Pokemon it's partnered with generally make better use of Terastallizing.
* If the opposing team has a Poison-type like Glimmora or Eternatus, setting Toxic Spikes shouldn't be a priority, as they will get quickly removed as soon they enter the field, thus making it desirable to focus on setting Stealth Rock or Spikes. Similarly, as Glimmora can remove Toxic Spikes by switching in as long it survives entry hazards, it can still become useful mid-game after getting worn down in such matchups.
* Against Trick Room teams, Glimmora should be kept for the mid-game as it can't set hazards on their usual lead in Hatterene due to its Magic Bounce ability, especially as Toxic Spikes hinder the longevity of such teams, and can prove useful to stall out Trick Room turns by being sacked.
* Against stall teams, setting Toxic Spikes and using Mortal Spin should be priorities to hinder the longevity of such teams, especially as Glimmora can do this multiple times across the match out of not taking damage as quickly as in other matchups.
* Wallbreakers such as Zacian-C, Double Dance Primal Groudon, and Necrozma-DM appreciate the entry hazards set by Glimmora to ensure more KOs, they also act as counterplay to Eternatus to limit its capability to come in to remove Toxic Spikes with offensive pressure.
[SET CREDITS]
Set(s) by:
https://www.smogon.com/forums/members/bobsican.434487/
Written by:
https://www.smogon.com/forums/members/bobsican.434487/
Quality checked by:
https://www.smogon.com/forums/members/bumboclaat.523420/
https://www.smogon.com/forums/members/entrocefalo.399174/
Grammar checked by:
https://www.smogon.com/forums/members/red-fintans.637479/
Last edited: