Finding it's self voted into ou this generation, zamazenta has quickly found a home in over used where it can make a real impact. It's stellar 120/115/115/138 atk/def/spd/spe and acceptable 92 Hp with a solid mono typing in fighting make for a dangerous pokemon that's not only strong offensively and defensively but is also very fast to boot, outpacing a vast majority of the metagame. With that in mind i've decided to make a bulky offensive team around it to capitalise on these attributes. Poke Paste- https://pokepast.es/47e93bb120246d59
Zamazenta @ Leftovers
Ability: Dauntless Shield
Tera Type: Dark
EVs: 168 Atk / 88 Def / 252 Spe
Jolly Nature
- Body Press
- Iron Defense
- Stone Edge
- Crunch
Set build we are going for zamazenta is the more offensive in nature, meaning attack eves for coverage over investment in hp. The set it's self is the classic iron defence set with more of a focus on coverage moves than sunstain with say for example chesto rest. For the terra type a dark terra has been chosen to net some 1/2ko's on bulky psychic and ghost type pokemon with gholdengo and slowking-g being the most notable. Leftover provide additional coverage as a weak point for zamazenta is the absence of reliable recovery with a vulnrability to hazards (bar Sr i's 6.25%) and all status moves that could whittle down his health rather quickly otherwise without some small health back from lefties. The move choice as mentioned before allows for zamazenta to use his classic iron press combo with aditional coverage to help take out would be counters which for crunch is psychic and ghost types while heavy slam allows Zamazenta to hit fairies and pokemon trying to counter say a ghouldengo going terra fairy to recover from a crunch. A jolly nature with the standard 168 Atk, 88 Def and max out in speed allows for zamazenta to be as fast as possible to make use of that rare 138 speed tier while keeping his physical bulk up and attack high enough to net 2kos with crunch on the likes of ghouldengo.
Gholdengo @ Air Balloon
Ability: Good as Gold
Tera Type: Ghost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Shadow Ball
- Make It Rain
- Recover
While ghouldengo might cause trouble for Zamazenta, it is also able to handle some of it's kep checks and counters using them as opportunities to set up. Taking out the likes of glowking galar, primirina, zapdos relitively easily while zamazenta takes out threats to ghouldengo like kingambit especially. Ghouldengo also acts as a great way to spin block for the team too thanks to it's ghost type with it's defences and steel part of it's typing making it decently bulky for a very offensively minded special sweeeper. A ghost terra type turns ghouldeno into a nuke with the most spamable stab in the game, while keeping it a ghost to spin block and no longer getting hit super effectively by the likes of the paradox donphans ground type moves super effective. Air balloon lets ghouldendo deal with the aforementioned paradox donphans easier by dodging their ground type moves without having to terra, but it's a single use toy. The eves are just max speed and special attack with a timid nature to hit as hard and as fast with them as it can, 0 attack ivs help migigate foul play user damage. The move choice is simple, reliable recovery 2 stab moves and nasty plot for a boost and sweep.
Hatterene @ Eject Button
Ability: Magic Bounce
Tera Type: Steel
EVs: 252 HP / 124 Def / 132 Spe
Bold Nature
- Healing Wish
- Psychic Noise
- Dazzling Gleam
- Nuzzle
Hatterene has made a resurgence this generation for it's ability to slot in and nicely find a balance in offensive supportive role thanks in large part to it's movepool, ability and typing, being able to handle the like of opposing zamazenta, darkrai ect. thanks it's fair /psychic stab combination. Althrough i won't be often using tera for hatterena a steel terra allows her to flip her resistances largely that she can for example cripple a key pokemon with nuzzle that would be coming in to hit her with poison or steel move, especially since is almost always going to go last. 132 speed eves allow it to critically outpace thing lu and get in some damage maybe even a ko if it can the rest go- max in hp for as much broad defensive coverage as possible with the rest in defence with a bold nature to keep things nice and bulky on the physical side. Eject button allows hatterene to compensate for wary foes that might choose an offensive move over setting up their spikes or rocks as hatterenes presence is known, then simply her impressive bulk allows her to fight another day as a counter is brought in to keep on the pressure. The moves of hatterene are simple but very effective- healing wish can allow some of the teams sweepers a new chance at sweeping whether that due to burn or paralysis or just plain being at the brink of 0 hp back to full strength for another attempt, psychic noise really hurts those not only weak to it but those that rely on recovery moves that will now be locked out on hit, dazzling gleam is just your standard fair stab affair and nozzle spreads paralysis that make it easier for the team to pick off faster foes.
Great Tusk @ Heavy Duty Boots
Ability: Protosynthesis
Tera Type: Steel
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Headlong Rush
- Ice Spinner
- Rapid Spin
- Stealth Rock
Donphan got a long lost cousin from the past and we currently know this version as great tusks. I could go on and on about what makes this guy the goat of glue pokemon in generation 9 but i won't, point is he has everything he needs to get various sets out and from those sets various jobs and duties for the team. For this team the offensive nature supporting great tuskas has been chosen to set up SR, keep hazards at bay and act as a strong offensive presence for the team killing off dragons and gambits that would be foolish enough to stay in.. A steel type was chosen for it's good all round resistance notably psychic, ice and flying which it was otherwise weak to are now resistances. Heavy duty boots allow great tusks to avoid taking hazard damage as it comes to spin them away. eves are all in on attack and speed with enethsis on speed with a jolly nature to make him hit as hard and fast as he can reaching 450+ speeed after a rappid spin outpaces many pokemon and scarfers which is nice. Headlong rush is a powerful ground type stab that with ice spinner can make for a better combination than if it were close combat as it can hit ghosts while spinner can hit flying types, rappid spin and sr rock round things off with hazard and hazard removal for the team.
Rillaboom @ Choice Band
Ability: Grassy Surge
Tera Type: Grass
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Grassy Glide
- Wood Hammer
- U-turn
- Knock Off
Back for another round of spreading grassy terrain and super hard hitting grass glides is rilliaboom. For the team he does just that as well as picking off weakened threats with it's grass priority and the team using the terrain to heal up in addition or in the case of things like great tusk without leftovers as well as killing off dangerously threatening water types with banded grass power like dondozo. As mentioned the set is choice band and it's all about power so adamant is in over jolly for max attack same with the eves that are 252 in speed and attack to hit hardest first fastest priority second. The terra type of grass is to go full nuclear on the power that grassy glide can achieve, with wood hammer going to wrecks slower bulky ground types like ting lu. Other moves and aspects include U-turn for a powerful pivot out, and knock off to potentially cripple threats that need their items which is great if even moltress burns on the switch now that great tusks rocks can freely cripple it later.
Samurott-Hisui @ Choice Scarf
Ability: Sharpness
Tera Type: Dark
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Ceaseless Edge
- Razor Shell
- Knock Off
- Flip Turn
Rounding things off is the spread of spikes and the speedy scarf pivot that is the form of samurott in the distance past, when sinnioh was Hisui. The set is straightforward in it's purpose and thats to spread spikes around while actting as a speedy Choice scarf pivot. A dark terra type allows it to hit as hard as a truck along with 252 attack eves with Ceaseless Edge or knock off, especially with the latter allowing it to occassionally muscle through ressists while getting up stacks. Sharpness is a blessing to glade and samurott-h this generation allowing tto hit hard with their many slicing moves to which ceaseless edge is one of them. The other eves go into speed and a jolly nature allows 442 scarfed speed outpacing dracopult which it cannot with an adamant nature a key selling point for a scarf set to be able to take out key threats like that. For the move it's knock off for the stab utility of getting rid of items, razer shell that is boosted by sharpness also can net a 50/50 defence drop that can help net ko's in a pinch, ceaseless edge sets up hazards as mentioned, and flip turn allows samurott to pivot out in a pinch .
Zamazenta @ Leftovers
Ability: Dauntless Shield
Tera Type: Dark
EVs: 168 Atk / 88 Def / 252 Spe
Jolly Nature
- Body Press
- Iron Defense
- Stone Edge
- Crunch
Set build we are going for zamazenta is the more offensive in nature, meaning attack eves for coverage over investment in hp. The set it's self is the classic iron defence set with more of a focus on coverage moves than sunstain with say for example chesto rest. For the terra type a dark terra has been chosen to net some 1/2ko's on bulky psychic and ghost type pokemon with gholdengo and slowking-g being the most notable. Leftover provide additional coverage as a weak point for zamazenta is the absence of reliable recovery with a vulnrability to hazards (bar Sr i's 6.25%) and all status moves that could whittle down his health rather quickly otherwise without some small health back from lefties. The move choice as mentioned before allows for zamazenta to use his classic iron press combo with aditional coverage to help take out would be counters which for crunch is psychic and ghost types while heavy slam allows Zamazenta to hit fairies and pokemon trying to counter say a ghouldengo going terra fairy to recover from a crunch. A jolly nature with the standard 168 Atk, 88 Def and max out in speed allows for zamazenta to be as fast as possible to make use of that rare 138 speed tier while keeping his physical bulk up and attack high enough to net 2kos with crunch on the likes of ghouldengo.
Gholdengo @ Air Balloon
Ability: Good as Gold
Tera Type: Ghost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Shadow Ball
- Make It Rain
- Recover
While ghouldengo might cause trouble for Zamazenta, it is also able to handle some of it's kep checks and counters using them as opportunities to set up. Taking out the likes of glowking galar, primirina, zapdos relitively easily while zamazenta takes out threats to ghouldengo like kingambit especially. Ghouldengo also acts as a great way to spin block for the team too thanks to it's ghost type with it's defences and steel part of it's typing making it decently bulky for a very offensively minded special sweeeper. A ghost terra type turns ghouldeno into a nuke with the most spamable stab in the game, while keeping it a ghost to spin block and no longer getting hit super effectively by the likes of the paradox donphans ground type moves super effective. Air balloon lets ghouldendo deal with the aforementioned paradox donphans easier by dodging their ground type moves without having to terra, but it's a single use toy. The eves are just max speed and special attack with a timid nature to hit as hard and as fast with them as it can, 0 attack ivs help migigate foul play user damage. The move choice is simple, reliable recovery 2 stab moves and nasty plot for a boost and sweep.
Hatterene @ Eject Button
Ability: Magic Bounce
Tera Type: Steel
EVs: 252 HP / 124 Def / 132 Spe
Bold Nature
- Healing Wish
- Psychic Noise
- Dazzling Gleam
- Nuzzle
Hatterene has made a resurgence this generation for it's ability to slot in and nicely find a balance in offensive supportive role thanks in large part to it's movepool, ability and typing, being able to handle the like of opposing zamazenta, darkrai ect. thanks it's fair /psychic stab combination. Althrough i won't be often using tera for hatterena a steel terra allows her to flip her resistances largely that she can for example cripple a key pokemon with nuzzle that would be coming in to hit her with poison or steel move, especially since is almost always going to go last. 132 speed eves allow it to critically outpace thing lu and get in some damage maybe even a ko if it can the rest go- max in hp for as much broad defensive coverage as possible with the rest in defence with a bold nature to keep things nice and bulky on the physical side. Eject button allows hatterene to compensate for wary foes that might choose an offensive move over setting up their spikes or rocks as hatterenes presence is known, then simply her impressive bulk allows her to fight another day as a counter is brought in to keep on the pressure. The moves of hatterene are simple but very effective- healing wish can allow some of the teams sweepers a new chance at sweeping whether that due to burn or paralysis or just plain being at the brink of 0 hp back to full strength for another attempt, psychic noise really hurts those not only weak to it but those that rely on recovery moves that will now be locked out on hit, dazzling gleam is just your standard fair stab affair and nozzle spreads paralysis that make it easier for the team to pick off faster foes.
Great Tusk @ Heavy Duty Boots
Ability: Protosynthesis
Tera Type: Steel
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Headlong Rush
- Ice Spinner
- Rapid Spin
- Stealth Rock
Donphan got a long lost cousin from the past and we currently know this version as great tusks. I could go on and on about what makes this guy the goat of glue pokemon in generation 9 but i won't, point is he has everything he needs to get various sets out and from those sets various jobs and duties for the team. For this team the offensive nature supporting great tuskas has been chosen to set up SR, keep hazards at bay and act as a strong offensive presence for the team killing off dragons and gambits that would be foolish enough to stay in.. A steel type was chosen for it's good all round resistance notably psychic, ice and flying which it was otherwise weak to are now resistances. Heavy duty boots allow great tusks to avoid taking hazard damage as it comes to spin them away. eves are all in on attack and speed with enethsis on speed with a jolly nature to make him hit as hard and fast as he can reaching 450+ speeed after a rappid spin outpaces many pokemon and scarfers which is nice. Headlong rush is a powerful ground type stab that with ice spinner can make for a better combination than if it were close combat as it can hit ghosts while spinner can hit flying types, rappid spin and sr rock round things off with hazard and hazard removal for the team.
Rillaboom @ Choice Band
Ability: Grassy Surge
Tera Type: Grass
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Grassy Glide
- Wood Hammer
- U-turn
- Knock Off
Back for another round of spreading grassy terrain and super hard hitting grass glides is rilliaboom. For the team he does just that as well as picking off weakened threats with it's grass priority and the team using the terrain to heal up in addition or in the case of things like great tusk without leftovers as well as killing off dangerously threatening water types with banded grass power like dondozo. As mentioned the set is choice band and it's all about power so adamant is in over jolly for max attack same with the eves that are 252 in speed and attack to hit hardest first fastest priority second. The terra type of grass is to go full nuclear on the power that grassy glide can achieve, with wood hammer going to wrecks slower bulky ground types like ting lu. Other moves and aspects include U-turn for a powerful pivot out, and knock off to potentially cripple threats that need their items which is great if even moltress burns on the switch now that great tusks rocks can freely cripple it later.
Samurott-Hisui @ Choice Scarf
Ability: Sharpness
Tera Type: Dark
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Ceaseless Edge
- Razor Shell
- Knock Off
- Flip Turn
Rounding things off is the spread of spikes and the speedy scarf pivot that is the form of samurott in the distance past, when sinnioh was Hisui. The set is straightforward in it's purpose and thats to spread spikes around while actting as a speedy Choice scarf pivot. A dark terra type allows it to hit as hard as a truck along with 252 attack eves with Ceaseless Edge or knock off, especially with the latter allowing it to occassionally muscle through ressists while getting up stacks. Sharpness is a blessing to glade and samurott-h this generation allowing tto hit hard with their many slicing moves to which ceaseless edge is one of them. The other eves go into speed and a jolly nature allows 442 scarfed speed outpacing dracopult which it cannot with an adamant nature a key selling point for a scarf set to be able to take out key threats like that. For the move it's knock off for the stab utility of getting rid of items, razer shell that is boosted by sharpness also can net a 50/50 defence drop that can help net ko's in a pinch, ceaseless edge sets up hazards as mentioned, and flip turn allows samurott to pivot out in a pinch .
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