Made a couple edits to my last Webs team, after getting knocked down a few pegs for experimenting, I brought myself back up to 1528 with a record of 121 wins to 97 losses. I feel like this is the fine-tuning phase, and I would appreciate any inputs or thoughts for my team.
Bumble (Ribombee) @ Focus Sash
Ability: Shield Dust
Tera Type: Ghost
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Stun Spore
- Sticky Web
- Moonblast
- Psychic
Classic
. Source of Sticky Web, originally was 252 HP/Spe, but switched out the HP for SpA just to have it leave an impact when the webs go up. Tera doesn't really matter much since I have yet to enter a match where I was so desperate to keep up webs where I had to Tera this little guy. With the increasing
leads and
midgame, Psychic helps get the jump on them should
be able to stick around that long. Stun Spore is surprisingly effective, especially when combined with webs. It also helps in shutting down most mons that like to run HDB like
.
The Noodler (Gholdengo) @ Leftovers
Ability: Good as Gold
Tera Type: Fighting
EVs: 252 SpA / 4SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Make It Rain
- Shadow Ball
- Focus Blast
Another staple mon on web teams. Ability is simply the best chances of keeping the enemy in a sticky situation (har har har).
has Leftovers over Air Balloon to have a constant source of healing without sacrificing one of it's moves. Focus Blast and Tera Fighting are there to just blast though a
thinking it can Sucker Punch for an easy kill. Suprisingly lives a 5-Ally boosted +2 Sucker Punch as a Tera Fighting ( +2 252+ Atk Supreme Overlord 5 allies fainted
Sucker Punch vs. 0 HP / 0 Def Tera Fighting Gholdengo: 202-238 (64.1 - 75.5%) -- guaranteed 2HKO ) . Other than that, it's
doing what
does best.
Org (Dragonite)@ Heavy-Duty Boots
Ability: Multiscale
Tera Type: Electric / Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Earthquake
- Ice Spinner
- Extreme Speed
is the main physical sweeper of the team since
is being suspected. Typical Dragon Dance set, Earthquake to punch throught steel types that aren't
, Ice Spinner for
before it goes Tera Water, and Extreme Speed to pick off any survivors. The normal
runs tera Normal for strong Extreme Speeds, but in this case I have had more success with Electric and Fire to ignore being Paralyzed or Burned, respectively. The tera types also compliment the movepool since most weaknesses are covered by the choice of attacks.
Qualsa (Quaquaval) @ Heavy-Duty Boots
Ability: Moxie
Tera Type: Steel
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Aqua Step
- Close Combat
- Rapid Spin
With the amount of Sticky Web teams and Magic Bounce mons and
going around, there are going to be many matches where you need to be able to clean up your own mess. Enter
, a Rapid Spinner that can quickly become a deadly physical sweeper under the very same conditions. Rapid Spin needs no explanation. Swords Dance is used when you know the opponent is going to switch to a
to stop your hazard cleaning or against a
that thinks you're going to just Aqua Step all over a weakened ally. Aqua Step + Moxie makes
a very dangeous wet snowball if you don't stop it before it gets a chance to move.
DigiLamp (Iron Moth) @ Booster Energy
Ability: Quark Drive
Tera Type: Grass
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Sludge Wave
- Fiery Dance
- Energy Ball
Another mon to fear when entangled.
is a special counterpart to
as a very hot snowball when you don't stop it immediately. Substitute mindgames against
are always fun, just make sure you aren't gung-ho and waste the three chances you have to put one up. Energy Ball is a nice coverage option and pairs nicely with the Tera Grass on it to surprise any ground types that try to shake your world. Sludge Wave hits
and
hard and/or scares them too much to just throw in, making a good opportunity to get your Substitute up. Fiery Dance is where the hot snowball starts, with that nice 50% chance for it to boost your special attack even more, honestly this thing is probably the main wincon of the team.
The Reach (Iron Valiant) @ Expert Belt
Ability: Quark Drive
Tera Type: Electric
EVs: 148 Atk / 108 SpA / 252 Spe
Rash Nature
- Moonblast
- Close Combat
- Knock Off
- Thunderbolt
This
might look a little odd, but hear me out. It's main purpose is not to sweep, but to soften up as many mons as possible. Of all the moves it has access to, these 4 types hit the most mons for super effective damage, thus the Expert Belt. Tera Electric helps not only boost the power of Thunderbolt, but it also lets it survive a Attack Protosynthesis +1 Acrobatics from a Tera Flying
(+1 252 Atk Protosynthesis Tera Flying Roaring Moon Acrobatics (110 BP) vs. 0 HP / 0 Def Tera Electric Iron Valiant: 201-237 (69.5 - 82%) -- guaranteed 2HKO) . With webs up,
does not need the +Spe nature for the most part, so more investment was made to balance out it's attacking stats for maximum damage on both sides of the spectrum.
Overall, the team is pretty solid and fun to use. The two thoughts that have come to my head are changing
for a different spinner like
for raw power or defensive uses, or maybe even
for grass coverage, allowing
to switch Energy Ball for Dazzling Gleam or Psychic, which in turn would allow
to put on U-Turn to put fast pressure on the opponent. Any thoughts and advice would be appreciated.

Bumble (Ribombee) @ Focus Sash
Ability: Shield Dust
Tera Type: Ghost
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Stun Spore
- Sticky Web
- Moonblast
- Psychic
Classic






The Noodler (Gholdengo) @ Leftovers
Ability: Good as Gold
Tera Type: Fighting
EVs: 252 SpA / 4SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Make It Rain
- Shadow Ball
- Focus Blast
Another staple mon on web teams. Ability is simply the best chances of keeping the enemy in a sticky situation (har har har).






Org (Dragonite)@ Heavy-Duty Boots
Ability: Multiscale
Tera Type: Electric / Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Earthquake
- Ice Spinner
- Extreme Speed






Qualsa (Quaquaval) @ Heavy-Duty Boots
Ability: Moxie
Tera Type: Steel
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Aqua Step
- Close Combat
- Rapid Spin
With the amount of Sticky Web teams and Magic Bounce mons and






DigiLamp (Iron Moth) @ Booster Energy
Ability: Quark Drive
Tera Type: Grass
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Sludge Wave
- Fiery Dance
- Energy Ball
Another mon to fear when entangled.






The Reach (Iron Valiant) @ Expert Belt
Ability: Quark Drive
Tera Type: Electric
EVs: 148 Atk / 108 SpA / 252 Spe
Rash Nature
- Moonblast
- Close Combat
- Knock Off
- Thunderbolt
This



Overall, the team is pretty solid and fun to use. The two thoughts that have come to my head are changing





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