H-goodramomola

Hello there,
Here is a team I'm using and having lot of fun playing. I'm only a casual player that recently reached 1500 elo so I do not pretend this team is highly competitive or does not have some flaws I haven't identified at my current level.

The first idea was to make a team around:goodra-hisui:being a big special sponge, a decent physical tank with good typing and more than decent damage. To help it stay healthy during the game, I choose to run wish-passer:alomomola:which I'm also a bif fan of. That is the core of the team, the rest have changed quite a bit between the start and the actual version I'm proud of.

Goodra-Hisui @ Assault Vest
Ability: Sap Sipper
Tera Type: Flying
EVs: 252 HP / 4 Atk / 252 SpA
Quiet Nature
IVs: 9 Spe
- Earthquake
- Flash Cannon
- Draco Meteor
- Ice Beam / Flamethrower
This is the soul of the team, tanking big common special mons like :gholdengo: :iron moth: :dragapult: :iron valiant: :walking wake:. Earthquake is for :heatran: :iron moth: while doing decent damage to :gholdengo: and :kingambit:.
Draco Meteor is the big damaging move to use on expected switch. Flash Cannon is for those fairies:iron valiant::ribombee::enamorus: and rocks like:ogerpon-cornerstone:and:garganacl:.
Finally Ice Beam deal with:rillaboom:and:dragonite:, you could run Flamethrower instead as I initially did but as I added more Fire coverage in my team, I changed to Ice coverage.
Evs are for bulkiness and damage, the -speed is to not reduce earthquake damage. It also occasionally allow me to be slower than:alomomola:min speed flip turn which allows me to kill the pokemon receiving the wish.
Tera flying is for gaining imumities and resist to ground and fight.


Alomomola @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Steel
EVs: 252 HP / 192 Def / 64 SpD
Relaxed Nature
IVs: 0 Spe
- Wish
- Flip Turn
- Protect
- Mirror Coat
My big love, tanking some hit, Ev are for big wishes, and decent special defense to get some surprise kill thanks to Mirror Coat. Flip Turns allow to safely bring what you want to heal, that's why 0 speed ivs and relax nature are for.
Tera steel can make resist of fairy, grass, dragon allowing to survive and kill with Mirror Coat.

Rillaboom @ Choice Band
Ability: Grassy Surge
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Wood Hammer
- Knock Off
- Grassy Glide
- U-turn
Pretty usual band rilla: Strong damages, priority with Grassy Glide, pivot with U-turn and make progress with knock off. Usually clean some weakened foes late game and usually switch in to :ogerpon-wellspring:.
Tera grass to further boost priority Grassy Glide and make big nuke with Wood Hammer.

Zapdos @ Heavy-Duty Boots
Ability: Static
Tera Type: Fire
EVs: 248 HP / 240 Def / 20 SpD
Bold Nature
IVs: 0 Atk
- Hurricane
- Volt Switch
- Heat Wave
- Roost
The physically defensive zapdos, usual switch to physically threat like:great tusk::rillaboom::cinderace:.
Voltsl Swich to pivot, hurricane for damage and nasty confusion, heatwave allows cover for:gholdengo:and:kingambit:.
Tera fire boost heat wave, and make a resist of ice and fairy which can help survive a moon blast

Cinderace @ Heavy-Duty Boots
Ability: Libero
Tera Type: Fire
EVs: 224 HP / 32 Atk / 252 Spe
Jolly Nature
- Pyro Ball
- Court Change
- U-turn
- Will-O-Wisp
The bulky pivot version as I needed some hasard control, and also a speedy mon.Court Change was easy to use as I don't have hasards on my team, it can also steal those aurora veils or duak screens. Pyro Ball is for:kingambit:and:gholdengo:, u-turn allow pivoting and severely weakens the ogerpons.
Will-O-Wisp controls the physical attackers like :ogerpon-wellspring::ogerpon-cornerstone::kingambit::rillaboom:and:great tusk:

Volcanion @ Heavy-Duty Boots
Ability: Water Absorb
Tera Type: Dark
EVs: 252 HP / 4 SpA / 252 SpD
Modest Nature
IVs: 0 Atk
- Steam Eruption
- Flamethrower
- Earth Power
- Haze
Finally a solution to double dance:manaphy:that otherwise was unstoppable thus the Tera dark. Haze can also help in:kingambit:match-up as they click sucker punch while swordanced expecting a flamethrower.
Tera dark can also give resist to the commons shadow balls or sucker punch.

Here are some replays of the success I had with it :
https://replay.pokemonshowdown.com/gen9ou-1995077747?p2
https://replay.pokemonshowdown.com/gen9ou-1994939096?p2 (vs HO)
https://replay.pokemonshowdown.com/gen9ou-1994905093 (vs web team)
https://replay.pokemonshowdown.com/gen9ou-1994243440 (against stall)
https://replay.pokemonshowdown.com/gen9ou-1992866700?p2(vs balance)
https://replay.pokemonshowdown.com/gen9ou-1992573834?p2(vs HO)
https://replay.pokemonshowdown.com/gen9ou-1991380662?p2(vs BO)
https://replay.pokemonshowdown.com/gen9ou-1991367333?p2(vs sun team)

Thank you for your reading, I hope you like the team and give valuable feedbacks on it.
I would be glad to have opinions of high laddered players regarding this team viability at higher rank.
 
I also don't see very many visible flaws with the team but i do believe that as you climb the ladder you might get more value out of scald over mirror coat but at your current level i think mirror coat might get even more value due to the lower skill level of opponents not being able to recover from losing a dragapult or something.

You could also adjust the evs on alomomola to give more value, with alomomola’s massive HP stat Hp evs suffer from diminishing returns and considering you have mirror coat maximising its lower defence and spd evs will help you tank both sides of the spectrum a little better.

If anyone sees something i missed their welcome to reply as well, hope this helps!
 
Thanks for posting! I'll rate your team. I'll take this team into a balance style, as that what the team structure looks like.

Changes:

Swap :goodra-hisui: for :slowking-galar:. Goodra-H is a great special wall, but it gets chipped down from hazards and cannot pivot, meaning that in the long term, it won't be able to wall threats. Slowking-G is a great alternative that still benefits from terrain thanks to Eq being weakened. We will just use the standard SpD set, without an Assault-Vest to be able to pivot in and out. Also give support vs Weather, as Chilly Reception changes the weather to snow, beating out Rain and Sun teams. Tera Water to take strong water attacks.

Slowking-Galar @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Water
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Future Sight
- Chilly Reception
- Sludge Bomb
- Surf

Swap :zapdos: for :moltres:. It offers better defensive utility in Flame Body as well as a 4x Grass resistance for other Rillabooms. It enables Slowking Galar to be a "catch all wall" thanks to burn. We are just using the standard defensive set, with U-turn to pivot out and help counter Heatran's Magma Storm. Tera Grass is to wall Ogerpon-Wellspring.

Moltres @ Heavy-Duty Boots
Ability: Flame Body
Tera Type: Grass
EVs: 248 HP / 248 Def / 12 Spe
Bold Nature
- Flamethrower
- Will-O-Wisp
- U-turn
- Roost

Swap :Alomomola: for :great-tusk:. Alomomola is too passive as a wall, and Grassy Terrain already gives recovery, so Wish-Passing isn't as important. Great-Tusk gives better Hazard removal (not short term like Court-Change) and also gives some offensive utility. We are using a fully offensive set, because if we are running Max Speed, we might as well also run attack investment to capitalize off of it. Headlong Rush instead of Earthquake because it is weakened by Gterrain (we have Rillaboom). Tera Poison to resist Grass and Fairy. Heavy-Duty-Boots because we already have recovery thanks to Gterrain, and also to ignore Sticky Web's speed drop so we have an easier time removing hazards.

Great Tusk @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Poison
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Headlong Rush
- Ice Spinner
- Knock Off
- Rapid Spin

Swap :cinderace: for :dragapult:. Because we are using Tusk already for Hazard Removal, and Moltres for Burn support, we can swap Cinderace for Specs Dragapult to give this team more firepower. Just a standard Specs set, but it gives good Speed Control and Power. We are using a Modest nature, because on ladder its more consistent (more power) and our next swap helps counter other Dragapults so us being slower is alright. Tera Ghost to power up Shadow Ball.

Dragapult @ Choice Specs
Ability: Infiltrator
Tera Type: Ghost
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Draco Meteor
- Shadow Ball
- Flamethrower
- U-turn

Swap :Volcanion: for :Kingambit:. You are going too overboard to counter Manaphy. Kingambit offers alot of firepower to get rid of Manaphy if its not setup, and also just a good wallbreaker for all matchups. It also is a good Dragapult switchin, as it resists Draco and Shadow Ball. With Leftovers and Grassy Terrain recovery, its extremely bulky. To capitalize off of the Terrain recovery, we will be running max bulk. Tera Fire to ignore Will-O-Wisp, and our Eq weakness is halved under terrain.

Kingambit @ Leftovers
Ability: Supreme Overlord
Tera Type: Fire
EVs: 236 HP / 252 Atk / 20 Spe
Adamant Nature
- Swords Dance
- Kowtow Cleave
- Sucker Punch
- Iron Head
I'll leave a paste here, there where alot of changes so this will just make it easier for you to copy the changes: https://pokepast.es/30e00e003a31d11d
Sorry for making such big changes, I was just "optimizing" as much as possible. Hope this helps! :boi:
 
Thanks for your rating.
I have mixed feelings regarding your suggestions thought.
On one end, I'm glad you took the time to look at my team, and think of other options that may help it. On the other end, you suggest replacing 5/6 of the team so it is not my team anymore, It's a completely different team. When I build this team as I said, it was around the core of H-goodra and Alomomola. Giving up on those is giving up on the whole team for me.
I'll probably will try your team, but as an other team and not as a revised version of this team
 
I managed te reach over 1600 elo but then have fallen back in the 1500ish.

I made some modifications :
I made H-goodra more defensive, to better soft check physical attackers like Wogerpon and Rilla.
Cementos (Goodra-Hisui) @ Assault Vest
Ability: Sap Sipper
Tera Type: Flying
EVs: 252 HP / 252 Def / 4 SpA
Relaxed Nature
IVs: 9 Spe
- Earthquake
- Flash Cannon
- Draco Meteor
- Ice Beam

I also replaced volcanion by dondozo as I didn't see many double dance manaphy. I've seen many more dragonites and kingbambit that were troublesome for me. Here is the set :
Gang Orca (Dondozo) (M) @ Leftovers
Ability: Unaware
Tera Type: Dark
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Body Press
- Avalanche
- Curse
- Rest
I'll probably try other Tera like dragon or fairy

I'm also thinking about trying physically defensive landorus-therian instead of Zapdos, I'll try a bit and see which I favor.

Here the team last version (not tried yet with lando instead of Zap) :
https://pokepast.es/39dff19ed58dc99a

Feel free to give suggestion too :)
 
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