This is a "Superman" style HO that spams Ground moves to break down defensive cores and open the opponent up to your powerful Dragon attacks as well as D-Nite's ExtremeSpeed and Enamorus' Moon Blast. Landorus and Garchomp are used in combination to wear down each other's checks to clear a path for each other and the rest of your team. Enamorus can be used to clean or use Healing Wish to heal up your other threats and go on a rampage once their checks have been dealt with, potentially resetting Multiscale and Focus Sash at a critical moment.
Any time I build a team, my main focus is bringing as much immediate power to the game as possible. So in deciding to make a Superman style (hazard resistant) team I relied more on typing than items, meaning no boots. This does give me a 2 pokemon (3 if Lando terastilizes) weakness to Stealth Rock but a 3 pokemon (4 if Heatran's Air Balloon is intact) immunity to Spikes, Toxic Spikes, and Sticky Web. I don't have hazard removal on the team, the only pokemon who fills that role I've considered on the team is Great Tusk (usually in Lando's or Garchomp's slot) but I didn't find a set or combination that satisfied me on this team for Tusk so I stuck with my tried and true Ground types. This means rather than using rapid spin I try to control the hazard game entirely through offensive pressure which I'll demonstrate in some of the replays at the end. This is the same way I maintain my own hazards since I don't have a spinblocker unless I've used Tera Ghost on Garchomp.
Though every pokemon except Enamorus on the team has a decent amount of natural bulk, that bulk is used more for trading blows than taking them on the switch. Unless I'm Flip Turning or double switching, I need to make sure that whatever I send in is going to Do Something. Weakened team members can be revived with Healing Wish or switched out to sacrifice later in the game against an attack so you can safely bring an offensive threat of your own.
I haven't played Pokemon "competitively" since Sun and Moon, this is my first team since and I just started playing again in November. I built this team looking at the viability rankings and being surprised to see Landorus ranked below A-tier, so I wanted to build something with what was the most Ubiquitous pokemon for 3 generations that I played. I also knew I wanted an Offensive team because I've never been interested in using or playing against Stall.
I'm still experimenting with this team, but it's been fairly successful for me on ladder. I'd like to get some more eyes on it and see how to optimize it before DLC2 drops. Please give me any suggestions and if you try the team let me know what your experience is.
On the name(s): I was replaying Legend of Dragoon for the first time since I was a kid when I started playing Showdown again so I wanted to use Dragons and named all the mons after characters from the game. Some of their names changed over time.
Overall this is a fun team that highlights my playstyle while also appeasing some of my more personal preferences: my love of Ground types, my love of Dragon types, and quelling my OCD tendencies by having one of each choice item and no duplicate items and 3 physical attackers and 3 special attackers. It has tremendous power and a few fun ways to regain my footing if the momentum starts to turn in my opponent's favor. I'd like to take it all the way to the highest ranks of the ladder.
The Team:
Damia (Walking Wake) @ Choice Specs
Ability: Protosynthesis
Tera Type: Steel
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Hydro Steam / Scald
- Flamethrower / Knock Off
- Flip Turn
I thought Sun and Rain were going to be more prominent playstyles, so when building this team I wanted to make sure it functioned well in both types of weather and this mon seems to fit that role like a glove. Unfortunately, the only weather I ever see is hail. Still, Wake fills the role of an offensive pivot and fast special wallbreaker with its stellar stats, move pool, and typing. EVs are used for max speed and a SpA boost in Sun to dish out extra disrespect. Tera Steel to endure Dragon and Fairy attacks if needed.
Scald is a better attack than Hydro Steam, but there is a decent amount of Sun on ladder and Hydro Steam is tremendous in that match up. Flamethrower offers nice complementary supereffective coverage while Knock Off will help make progress against teams more generally especially if you're focusing on hazard stacking and need to Knock some boots. I am currently using Scald and Flamethrower for the middle 2 slots.
Lavitz (Dragonite) (M) @ Choice Band
Ability: Multiscale
Tera Type: Normal
EVs: 160 HP / 252 Atk / 4 Def /92 Spe
Adamant Nature
- Earthquake
- Outrage
- Fire Punch
- Extreme Speed
EVs are for max power, good bulk (&odd hp number), and outspeeding Jolly Kingambit. Band allows Dragonite to have great immediate firepower and retain usefulness if you have to switch it in and out. Great switch-in to most Waterpon. Tera Normal allows for easier late game cleaning with Extreme Speed. I was testing Iron Head over Fire Punch but Iron Head has basically no targets another move doesnt already hit and its awful to be locked into, Fire Punch is mostly just for Corviknight and Air Baloon Gholdengo/Kingambit . I don't run hazard removal but that doesn't mean I can't use Dragonite and that doesn't mean I don't still find myself getting use (sometimes more than one) out of Multiscale or switching into Waterpon. Banded Outrage is very powerful and a move people dont expect you to have, making it feel very underprepared for and like im stealing or something when i use it.
Kongol (Landorus-Therian) @ Leftovers
Ability: Intimidate
Tera Type: Flying
EVs: 232 HP / 76 Atk / 200 Spe
Adamant Nature
- Swords Dance
- Earthquake
- Stone Edge
- Tera Blast
I couldn't stand to see my man out of the top ranks and wanted to make sure I used him. This is the first and only Tera Blast set I've used so far this gen and his offensive coverage is great. Tera Blast is great to KO common switch ins to Landorus like Great Tusk and Rillaboom making Tera Lando a great lure as well as breaker. EVs give good bulk, decent power, and allow to outspeed modest Gholdengo and Jolly Breloom. For most of the replays I used a 232 hp/140 atk/136 spe to outspeed Modest Heatran and match Garchomp's ATK. If you do drop Speed put the EVs into ATK to make sure Kingambit dies. Save Tera for when you feel you can go on a tear, while it can prevent a KO once Flying is a much worse type defensively than Ground/Flying and the rock weakness can't be mitigated since I don't have hazard removal on the team. Edge/Quake is still great coverage.
Miranda (Enamorus) @ Choice Scarf
Ability: Contrary
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Earth Power
- Mystical Fire
- Moonblast
- Healing Wish
Standard Scarf set. Needed Speed control and wanted a fast powerful Fairy STAB in the mix. Enamorus also gets Earth Power to help with Ground Spam and Healing Wish which is the best move ever. When deciding if you're going to sac a mon, always consider first if it can put in more work with a Healing Wish. Went Modest for max power and because you still outspeed +1 Jolly Great Tusk. Mystical Fire hits Air Balloon Dhengo and Kinghambit as well as Corviknight and Amoongus. I was using Tera Ground for STAB earth power and clutch typing switch vs Poison/Electric, but Tera Fairy makes Enamorus a much more threatening cleaner especially as the rest of your team threatens so many of its checks so heavily.
Dart (Garchomp) (M) @ Focus Sash
Ability: Rough Skin
Tera Type: Ghost
EVs: 8 HP / 252 Atk / 248 Spe
Adamant Nature
- Earthquake
- Outrage
- Swords Dance
- Spikes
Garchomp is my lead against most teams that aren't Aurora Veil or Webs. Sash either guarantees Spikes or gets a surprise kill and even though I don't run hazard removal, I can still sometimes use focus Sash if we keep Garchomp in the back which can cause a big upset. If Garchomp survives a trade or gets spikes up without breaking sash I will usually switch him out and save him for a disrespectful RK or sac him later to safely switch in someone else. He is nice to still have it Lando Teras so you still have an electric immunity. Went with Adamant for max power and because you still outspeed Jolly Great Tusk. Tera Ghost for spinblocking and Maushold.
Zieg (Heatran) (M) @ Air Balloon
Ability: Flash Fire
Tera Type: Grass
EVs: 248 HP / 144 SpA / 116 Spe
Modest Nature
IVs: 0 Atk
- Earth Power
- Taunt
- Magma Storm
- Stealth Rock
My lead against Webs and Aurora Veil. Modest for more power. EVs for good bulk, decent power, and outspeeding Jolly Kingambit. Very useful mon against Iron Moth. This is sometimes your most valuable mon defensively depending on match up. Standard move set. Trapping is so good on this (or any) team. Taunt helps against passive mons. Earth Power for Iron Moth and other Heatran (& not missing when you need that little bit of chip.) Tera Grass for the Water, Electric, Grass and Ground resists. Flash Fire over Flame Body to ensure Iron Moth needs to Tera to win and that opposing Heatran can't pop my balloon.
Pokepaste: https://pokepast.es/77b941eeb0594d1e
Replays (my name is Bad Dragoon:)
THREATS:
Any time I build a team, my main focus is bringing as much immediate power to the game as possible. So in deciding to make a Superman style (hazard resistant) team I relied more on typing than items, meaning no boots. This does give me a 2 pokemon (3 if Lando terastilizes) weakness to Stealth Rock but a 3 pokemon (4 if Heatran's Air Balloon is intact) immunity to Spikes, Toxic Spikes, and Sticky Web. I don't have hazard removal on the team, the only pokemon who fills that role I've considered on the team is Great Tusk (usually in Lando's or Garchomp's slot) but I didn't find a set or combination that satisfied me on this team for Tusk so I stuck with my tried and true Ground types. This means rather than using rapid spin I try to control the hazard game entirely through offensive pressure which I'll demonstrate in some of the replays at the end. This is the same way I maintain my own hazards since I don't have a spinblocker unless I've used Tera Ghost on Garchomp.
Though every pokemon except Enamorus on the team has a decent amount of natural bulk, that bulk is used more for trading blows than taking them on the switch. Unless I'm Flip Turning or double switching, I need to make sure that whatever I send in is going to Do Something. Weakened team members can be revived with Healing Wish or switched out to sacrifice later in the game against an attack so you can safely bring an offensive threat of your own.
I haven't played Pokemon "competitively" since Sun and Moon, this is my first team since and I just started playing again in November. I built this team looking at the viability rankings and being surprised to see Landorus ranked below A-tier, so I wanted to build something with what was the most Ubiquitous pokemon for 3 generations that I played. I also knew I wanted an Offensive team because I've never been interested in using or playing against Stall.
I'm still experimenting with this team, but it's been fairly successful for me on ladder. I'd like to get some more eyes on it and see how to optimize it before DLC2 drops. Please give me any suggestions and if you try the team let me know what your experience is.
On the name(s): I was replaying Legend of Dragoon for the first time since I was a kid when I started playing Showdown again so I wanted to use Dragons and named all the mons after characters from the game. Some of their names changed over time.
Overall this is a fun team that highlights my playstyle while also appeasing some of my more personal preferences: my love of Ground types, my love of Dragon types, and quelling my OCD tendencies by having one of each choice item and no duplicate items and 3 physical attackers and 3 special attackers. It has tremendous power and a few fun ways to regain my footing if the momentum starts to turn in my opponent's favor. I'd like to take it all the way to the highest ranks of the ladder.
The Team:
Damia (Walking Wake) @ Choice Specs
Ability: Protosynthesis
Tera Type: Steel
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Hydro Steam / Scald
- Flamethrower / Knock Off
- Flip Turn
I thought Sun and Rain were going to be more prominent playstyles, so when building this team I wanted to make sure it functioned well in both types of weather and this mon seems to fit that role like a glove. Unfortunately, the only weather I ever see is hail. Still, Wake fills the role of an offensive pivot and fast special wallbreaker with its stellar stats, move pool, and typing. EVs are used for max speed and a SpA boost in Sun to dish out extra disrespect. Tera Steel to endure Dragon and Fairy attacks if needed.
Scald is a better attack than Hydro Steam, but there is a decent amount of Sun on ladder and Hydro Steam is tremendous in that match up. Flamethrower offers nice complementary supereffective coverage while Knock Off will help make progress against teams more generally especially if you're focusing on hazard stacking and need to Knock some boots. I am currently using Scald and Flamethrower for the middle 2 slots.
Lavitz (Dragonite) (M) @ Choice Band
Ability: Multiscale
Tera Type: Normal
EVs: 160 HP / 252 Atk / 4 Def /92 Spe
Adamant Nature
- Earthquake
- Outrage
- Fire Punch
- Extreme Speed
EVs are for max power, good bulk (&odd hp number), and outspeeding Jolly Kingambit. Band allows Dragonite to have great immediate firepower and retain usefulness if you have to switch it in and out. Great switch-in to most Waterpon. Tera Normal allows for easier late game cleaning with Extreme Speed. I was testing Iron Head over Fire Punch but Iron Head has basically no targets another move doesnt already hit and its awful to be locked into, Fire Punch is mostly just for Corviknight and Air Baloon Gholdengo/Kingambit . I don't run hazard removal but that doesn't mean I can't use Dragonite and that doesn't mean I don't still find myself getting use (sometimes more than one) out of Multiscale or switching into Waterpon. Banded Outrage is very powerful and a move people dont expect you to have, making it feel very underprepared for and like im stealing or something when i use it.
Kongol (Landorus-Therian) @ Leftovers
Ability: Intimidate
Tera Type: Flying
EVs: 232 HP / 76 Atk / 200 Spe
Adamant Nature
- Swords Dance
- Earthquake
- Stone Edge
- Tera Blast
I couldn't stand to see my man out of the top ranks and wanted to make sure I used him. This is the first and only Tera Blast set I've used so far this gen and his offensive coverage is great. Tera Blast is great to KO common switch ins to Landorus like Great Tusk and Rillaboom making Tera Lando a great lure as well as breaker. EVs give good bulk, decent power, and allow to outspeed modest Gholdengo and Jolly Breloom. For most of the replays I used a 232 hp/140 atk/136 spe to outspeed Modest Heatran and match Garchomp's ATK. If you do drop Speed put the EVs into ATK to make sure Kingambit dies. Save Tera for when you feel you can go on a tear, while it can prevent a KO once Flying is a much worse type defensively than Ground/Flying and the rock weakness can't be mitigated since I don't have hazard removal on the team. Edge/Quake is still great coverage.
Miranda (Enamorus) @ Choice Scarf
Ability: Contrary
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Earth Power
- Mystical Fire
- Moonblast
- Healing Wish
Standard Scarf set. Needed Speed control and wanted a fast powerful Fairy STAB in the mix. Enamorus also gets Earth Power to help with Ground Spam and Healing Wish which is the best move ever. When deciding if you're going to sac a mon, always consider first if it can put in more work with a Healing Wish. Went Modest for max power and because you still outspeed +1 Jolly Great Tusk. Mystical Fire hits Air Balloon Dhengo and Kinghambit as well as Corviknight and Amoongus. I was using Tera Ground for STAB earth power and clutch typing switch vs Poison/Electric, but Tera Fairy makes Enamorus a much more threatening cleaner especially as the rest of your team threatens so many of its checks so heavily.
Dart (Garchomp) (M) @ Focus Sash
Ability: Rough Skin
Tera Type: Ghost
EVs: 8 HP / 252 Atk / 248 Spe
Adamant Nature
- Earthquake
- Outrage
- Swords Dance
- Spikes
Garchomp is my lead against most teams that aren't Aurora Veil or Webs. Sash either guarantees Spikes or gets a surprise kill and even though I don't run hazard removal, I can still sometimes use focus Sash if we keep Garchomp in the back which can cause a big upset. If Garchomp survives a trade or gets spikes up without breaking sash I will usually switch him out and save him for a disrespectful RK or sac him later to safely switch in someone else. He is nice to still have it Lando Teras so you still have an electric immunity. Went with Adamant for max power and because you still outspeed Jolly Great Tusk. Tera Ghost for spinblocking and Maushold.
Zieg (Heatran) (M) @ Air Balloon
Ability: Flash Fire
Tera Type: Grass
EVs: 248 HP / 144 SpA / 116 Spe
Modest Nature
IVs: 0 Atk
- Earth Power
- Taunt
- Magma Storm
- Stealth Rock
My lead against Webs and Aurora Veil. Modest for more power. EVs for good bulk, decent power, and outspeeding Jolly Kingambit. Very useful mon against Iron Moth. This is sometimes your most valuable mon defensively depending on match up. Standard move set. Trapping is so good on this (or any) team. Taunt helps against passive mons. Earth Power for Iron Moth and other Heatran (& not missing when you need that little bit of chip.) Tera Grass for the Water, Electric, Grass and Ground resists. Flash Fire over Flame Body to ensure Iron Moth needs to Tera to win and that opposing Heatran can't pop my balloon.
Pokepaste: https://pokepast.es/77b941eeb0594d1e
Replays (my name is Bad Dragoon:)
https://replay.pokemonshowdown.com/gen9ou-2004309957-3kzjc43i9bwmocg54jemb4o3n9of64mpw
https://replay.pokemonshowdown.com/gen9ou-2005014433-68qyrgnlqi0l6tnnmpi84l0qqomo506pw
https://replay.pokemonshowdown.com/gen9ou-2005024584-pmwzceq3akdu8cm959zczvrtyuup8gppw
https://replay.pokemonshowdown.com/gen9ou-2005755353-vjo8azlm3v6xe6j18danww27vx4rrlfpw
https://replay.pokemonshowdown.com/gen9ou-2005014433-68qyrgnlqi0l6tnnmpi84l0qqomo506pw
https://replay.pokemonshowdown.com/gen9ou-2005024584-pmwzceq3akdu8cm959zczvrtyuup8gppw
https://replay.pokemonshowdown.com/gen9ou-2005755353-vjo8azlm3v6xe6j18danww27vx4rrlfpw
THREATS:
Kingambit: Because of the offensive pressure this team puts on Steel types, Kingambit almost never comes in until the end game. If it hasn't been chipped down and especially if my opponent hasn't Tera'd, yI may have a problem. At +2 and Overloaded, there's a good chance I'll need focus Sash or multiscale intact to survive the reverse sweep.
Dondozo: If full Phys Bulk not even Banded Outrage will help me. For other sets, Banded Outrage is my best tool along with Walking Wake Draco and Enamorus Moonblast. If against a passive team and I can't get a good match up against Dozo sometimes I'll just have to fish for crits.
Unaware Cosmic Power Clefable: I don't see this much, but if you dont still have Heatran you're probably going to have a bad time.
Double Dance Manaphy: I need to position before the Manaphy can get in with Walking Wake or Dragonite to threaten powerful attacks, otherwise you'll likely need get in early to have a Dance off with Landorus or Garchomp. Tera Fairy will give you a difficult time.
Iron Defense Zamazenta: Shrugs off most physical attacks other than Tera Blast Flying and Banded Outrage before setting up.
You wont outdance Zam if theyve come in first so your best bet is sending in Walking Wake before Body Press becomes too strong or Enamorus as long as you dont get hit with Heavy Slam or get lured in to a Tera Steel. Going Tera Ghost with Garchomp might save the day.
Dragapult: only Enamorus outspeeds and Dragapult can KO my 3 dragon types before they can hit back. KO ASAP.
Dondozo: If full Phys Bulk not even Banded Outrage will help me. For other sets, Banded Outrage is my best tool along with Walking Wake Draco and Enamorus Moonblast. If against a passive team and I can't get a good match up against Dozo sometimes I'll just have to fish for crits.
Unaware Cosmic Power Clefable: I don't see this much, but if you dont still have Heatran you're probably going to have a bad time.
Double Dance Manaphy: I need to position before the Manaphy can get in with Walking Wake or Dragonite to threaten powerful attacks, otherwise you'll likely need get in early to have a Dance off with Landorus or Garchomp. Tera Fairy will give you a difficult time.
Iron Defense Zamazenta: Shrugs off most physical attacks other than Tera Blast Flying and Banded Outrage before setting up.
You wont outdance Zam if theyve come in first so your best bet is sending in Walking Wake before Body Press becomes too strong or Enamorus as long as you dont get hit with Heavy Slam or get lured in to a Tera Steel. Going Tera Ghost with Garchomp might save the day.
Dragapult: only Enamorus outspeeds and Dragapult can KO my 3 dragon types before they can hit back. KO ASAP.
Last edited: