Hello Everyone! I know its early days yet but hopefully I can reiterate on this team throughout the format and make tweaks and improvements as the meta shifts.
I was trying to make a team as similar as I could to my Reg G team in terms of how it works, but the new format means a few tweaks to even the existing mons so here we go.
Palafin-Hero @ Choice Band
Ability: Zero to Hero
Level: 50
Tera Type: Ghost
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Jet Punch
- Flip Turn
- Close Combat
- Wave Crash
Look how they massacred my Urshifu-R. Palafin makes a very natural substitute into the FWG core that held up the old team. Palafin appreciates the fake out support and type coverage from Incin and Rilla below and rounds out the core as a heavy hitter.
Tera Ghost is to immunise Palafin to fake out with the Band, Nature and EVs maximising damage output as far as possible
Incineroar @ Safety Goggles
Ability: Intimidate
Level: 50
Tera Type: Water
EVs: 252 HP / 156 Def / 100 SpD
Impish Nature
IVs: 27 Spe
- Knock Off
- Parting Shot
- Will-O-Wisp
- Fake Out
A fairly standard setup with Will-O-Wisp to help deal with the prominent physical attackers of the format such as Palafin and Kingambit.
27 Speed IVs makes sure my Parting Shot goes second into opposing Incineroars with the EV spread maximising bulk.
Tera Water is a defensive Tera of choice with the Safety Goggles giving protection from Amoongus
Rillaboom @ Assault Vest
Ability: Grassy Surge
Level: 50
Tera Type: Fire
EVs: 244 HP / 116 Atk / 20 Def / 76 SpD / 52 Spe
Adamant Nature
- Grassy Glide
- Wood Hammer
- U-turn
- Fake Out
Rilla is my other Pivot, has great offensive pressure and can remove pesky psychic terrain which nullifies all the priority on the team.
Another fairly standard Assault Vest Set balancing Bulk and offence with a defensive fire Tera
Archaludon @ Choice Specs
Ability: Stamina
Level: 50
Tera Type: Fairy
EVs: 252 HP / 76 Def / 108 SpA / 52 Spe
Bold Nature
IVs: 0 Atk
- Electro Shot
- Body Press
- Steel Beam
- Draco Meteor
This is my ‘we have Raging Bolt at home’ pick. But in all seriousness its a solid check to a lot of the physical attackers of the format with the Stamina ability. This mon snowballs so fast and serves as another of the teams heavy hitters.
A defensive fairy tera is used against the likes of Sylveon
Ursaluna-Bloodmoon (M) @ Life Orb
Ability: Mind's Eye
Level: 50
Tera Type: Normal
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Protect
- Earth Power
- Hyper Voice
- Blood Moon
The team needed another heavy hitter especially that can deal with Kingambit and Archaludon. This is the heaviest of the format. It appreciates the Tailwind support coming up shortly and checks a lot of the teams main threats.
Normal Tera boosts Blood Moons damage woth the EV spread making it
Pelipper @ Covert Cloak
Ability: Drizzle
Level: 50
Tera Type: Grass
EVs: 172 HP / 4 Def / 172 SpA / 140 SpD / 20 Spe
Modest Nature
IVs: 0 Atk
- Weather Ball
- Hurricane
- Protect
- Tailwind
The teams speed control mon. Palafin enjoys the rain, as does Archaludon. Ursa loves the tailwind as does the FWG core on the team.
This is a bulkier spread to keep it on the field as long as possible into things like Amoongus and Rilla. A defensive Tera Grass is used too.
And there we have it: I’m mostly worried about the EV spreads as I’m definately weakest at that but I’ll happily take all advice offered if course. Lets see if we can make the ultimate Palance team together!!
I was trying to make a team as similar as I could to my Reg G team in terms of how it works, but the new format means a few tweaks to even the existing mons so here we go.
Palafin-Hero @ Choice Band
Ability: Zero to Hero
Level: 50
Tera Type: Ghost
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Jet Punch
- Flip Turn
- Close Combat
- Wave Crash
Look how they massacred my Urshifu-R. Palafin makes a very natural substitute into the FWG core that held up the old team. Palafin appreciates the fake out support and type coverage from Incin and Rilla below and rounds out the core as a heavy hitter.
Tera Ghost is to immunise Palafin to fake out with the Band, Nature and EVs maximising damage output as far as possible
Incineroar @ Safety Goggles
Ability: Intimidate
Level: 50
Tera Type: Water
EVs: 252 HP / 156 Def / 100 SpD
Impish Nature
IVs: 27 Spe
- Knock Off
- Parting Shot
- Will-O-Wisp
- Fake Out
A fairly standard setup with Will-O-Wisp to help deal with the prominent physical attackers of the format such as Palafin and Kingambit.
27 Speed IVs makes sure my Parting Shot goes second into opposing Incineroars with the EV spread maximising bulk.
Tera Water is a defensive Tera of choice with the Safety Goggles giving protection from Amoongus
Rillaboom @ Assault Vest
Ability: Grassy Surge
Level: 50
Tera Type: Fire
EVs: 244 HP / 116 Atk / 20 Def / 76 SpD / 52 Spe
Adamant Nature
- Grassy Glide
- Wood Hammer
- U-turn
- Fake Out
Rilla is my other Pivot, has great offensive pressure and can remove pesky psychic terrain which nullifies all the priority on the team.
Another fairly standard Assault Vest Set balancing Bulk and offence with a defensive fire Tera
Archaludon @ Choice Specs
Ability: Stamina
Level: 50
Tera Type: Fairy
EVs: 252 HP / 76 Def / 108 SpA / 52 Spe
Bold Nature
IVs: 0 Atk
- Electro Shot
- Body Press
- Steel Beam
- Draco Meteor
This is my ‘we have Raging Bolt at home’ pick. But in all seriousness its a solid check to a lot of the physical attackers of the format with the Stamina ability. This mon snowballs so fast and serves as another of the teams heavy hitters.
A defensive fairy tera is used against the likes of Sylveon
Ursaluna-Bloodmoon (M) @ Life Orb
Ability: Mind's Eye
Level: 50
Tera Type: Normal
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Protect
- Earth Power
- Hyper Voice
- Blood Moon
The team needed another heavy hitter especially that can deal with Kingambit and Archaludon. This is the heaviest of the format. It appreciates the Tailwind support coming up shortly and checks a lot of the teams main threats.
Normal Tera boosts Blood Moons damage woth the EV spread making it
Pelipper @ Covert Cloak
Ability: Drizzle
Level: 50
Tera Type: Grass
EVs: 172 HP / 4 Def / 172 SpA / 140 SpD / 20 Spe
Modest Nature
IVs: 0 Atk
- Weather Ball
- Hurricane
- Protect
- Tailwind
The teams speed control mon. Palafin enjoys the rain, as does Archaludon. Ursa loves the tailwind as does the FWG core on the team.
This is a bulkier spread to keep it on the field as long as possible into things like Amoongus and Rilla. A defensive Tera Grass is used too.
And there we have it: I’m mostly worried about the EV spreads as I’m definately weakest at that but I’ll happily take all advice offered if course. Lets see if we can make the ultimate Palance team together!!