





I came up with the idea for this team at about 1:00 AM while I was listening to BKC's scarf garchomp video. While scarf chomp turned out to be terrible in modern natdex, I found that Z Chomp + Scarf Lando could achieve a similar goal while also actually working.
Landorus-Therian @ Choice Scarf
Ability: Intimidate
Tera Type: Ground
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- U-turn
- Defog
Landorus acts as one of the main wincons of this team, as scarf earthquake ends games very easily once ground immunes are removed, especially if I can afford to tera ground. Other than that, it does normal lando things like pivoting with intimidate and soft checking physical attackers. Stone edge lets it kill flying types like tornadus and zapdos on the switch. Defog is occasionally useful into spikes stack as an emergency measure, and is in fact the only hazards removal on this team. I almost never click U-turn because it's better to attack and kill, but its occasionally useful against grass types and in situations where I want to play it safe with predicts.
I love you BKC (Garchomp) @ Dragonium Z
Ability: Rough Skin
Tera Type: Dragon
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Outrage
- Swords Dance
Garchomp works well with landorus as it's very good at breaking down ground immunes and earthquake sponges with SD + Dragonium Z. Rocks is excellent here since you beat so many defoggers, and the rest of the moves are pretty self-explanatory. This is also the team's main check for Kingambit early game, though it is extremely shaky. Generally, the early game with this team will be maneuvering yourself so that chomp can set up rocks, take down a valuable target, and then probably die.
Diancie @ Diancite
Ability: Magic Bounce
Shiny: Yes
Tera Type: Rock
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Power Gem
- Mystical Fire
- Spikes
We have our early game wallbreaker and our late-game cleaner, so let's add a midgame attacker that both breaks through offensive teams and gets up spikes if its ever walled. Earth power has amazing upsides, but spikes were just too good on this team to pass up. I found that without earth power, glimmorra was too good into this team, so I opted for power gem over diamond storm to prevent toxic spikes and magic bounce hazards back. I chose mystical fire over earth power because this team struggles with letting ferro grab hazards too easily, so pivoting into leech/spikes and threatening an OHKO is super important, as is the Scizor matchup.
Kingambit @ Black Glasses
Ability: Supreme Overlord
Tera Type: Dark
EVs: 116 HP / 252 Atk / 140 Spe
Adamant Nature
- Knock Off
- Pursuit
- Iron Head
- Sucker Punch
Kingambit begins the more defensive half of this team, as its main function here is to check things like pult, ghold, and tera psychic lele and pursuit them, while also having sucker punch and knock off for general power. Pursuit also does well vs just about everything, such as clodsire, band rilla, torn, and even Lopunny if you fear no god. Black glasses because this gambit does not last. Iron head could be low kick, since gambit is my main gambit check on this team, but I really like hitting clefable and cocky diancies. Sucker punch is just insane utility as usual, and can be dangerous late game.
Rotom-Wash @ Leftovers
Ability: Levitate
Tera Type: Ghost
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
Rotom-Wash is the bulky water and all-around physical threat checker for this team. Will-o-wisp is great for counterplay vs just about every broken physical tera abuser (except bax), and is just super spammable in general. Pain split is important for recovery and goes well with wisp because you can often: get hit for 50> burn > get hit for 25 > pain split back up to like 75% with lefties. Tera ghost for zama especially, but also urshifu and rillaboom.
Gholdengo @ Covert Cloak
Ability: Good as Gold
Tera Type: Water
EVs: 252 HP / 116 Def / 12 SpA / 128 SpD
Calm Nature
- Shadow Ball
- Make It Rain
- Nasty Plot
- Recover
Gholdengo not only keeps the hazards going, but it makes a lot of otherwise difficult matchups easier. It lets you switch safely into ferro, mmedi and lele, makes it so scarf lando isnt your fighting resist, and occasionally wallbreaks or even sweeps. Ter water is the best tera here becaus it is neutral to pursuit and lets you eat heatran magma storms and earth powers. Losing to gambit sucks super bad though. Covert cloak is mainly because of garg, but also works vs fake out mlop trying to call out the tera, and stops scald burns and thunder/discharge paras especially.
Threats:







Please give advice on how to improve, try not to destroy the core concept.
None, just trust me