[SET]
Defensive (Hatterene) @ Rocky Helmet / Leftovers
Ability: Magic Bounce
EVs: 252 HP / 204 Def / 52 Spe
Tera Type: Water
Bold Nature
- Psychic Noise
- Draining Kiss
- Pain Split
- Nuzzle
[SET COMMENTS]
With the combination of Magic Bounce, good physical bulk, and utility options such as Pain Split to stick around longer, Hatterene provides key entry hazard control while checking important threats like Zamazenta, Great Tusk, and Deoxys-S. Psychic Noise is used to block recovery attempts from walls like Clefable and Garganacl, threaten foes through Substitute like Zamazenta and Iron Moth, and temporarily inhibit Gliscor's Poison Heal. Draining Kiss is additional recovery and meaningfully chips Dark-types like Ting-Lu and Hisuian Samurott, as well as Dragon-types like Dragonite and Raging Bolt. Pain Split allows Hatterene to both gain back health and wear down high-HP walls like Blissey and Ting-Lu while chipping opponents foes like Iron Treads and Galarian Slowking that it can otherwise struggle to damage. Nuzzle lets Hatterene spread paralysis against opponents foes that would otherwise have an easy time switching in like Gholdengo and Iron Crown, giving its teammates more opportunities to capitalize. It also deters sweepers like Ogerpon-W and Dragonite from setting up in front of it. Rocky Helmet allows Hatterene to punish Rapid Spin attempts from Great Tusk and Iron Treads, and it can also punish Hisuian Samurott's Ceaseless Edge and U-turn from pivots like Landorus-T and Cinderace. Leftovers can also be used to gain additional longevity, making Hatterene even more difficult to take out. Tera Water gives Hatterene an easier matchup against Cinderace while turning its Steel-type weakness into a resistance against Gholdengo and Iron Crown, with the added bonus of letting it more reliably take on Walking Wake and hit it with Nuzzle on. 52 Speed EVs are to outspeed Garganacl and Toxapex, letting Hatterene use Psychic Noise effectively to block their recovery attempts.
Hatterene is used on bulky offense and offense teams as an entry hazard control option while improving the matchup against specific opponents foes like Zamazenta. Teammates weak to hazards like Assault Vest Tornadus-T, Kyurem, and non–Heavy-Duty Boots Dragonite appreciate Hatterene being solid hazard control, while Hatterene benefits from their offensive and defensive capabilities like threatening Iron Treads. Assault Vest Tornadus-T is an exceptional partner, aiding Hatterene against threats like Darkrai, Gholdengo, and Choice Specs Dragapult. Tornadus-T notably helps against Great Tusk, which Hatterene has issues taking repeated hits from. Heatran provides a useful switch-in against Scizor, Iron Moth, and Pecharunt while also setting its own hazards, with Hatterene in return taking on Zamazenta and Ting-Lu. Both Assault Vest Tornadus-T and Heatran are also able to pressure Hatterene's checks like Galarian Slowking and Corviknight. Iron Moth is another teammate that greatly threatens Steel-types like Gholdengo while also absorbing Toxic Spikes that can immensely limit Hatterene's longevity. In return, Hatterene helps keep hazards off the field for Iron Moth. Hatterene struggles to get past Steel-types like Iron Treads, Heatran, and Tinkaton, as they are able to threaten it and still set Stealth Rock after it is KOed. Thus, strong Fighting- and Ground-types like Zamazenta, Great Tusk, and Ting-Lu are helpful to maintain hazard superiority. Zamazenta notably appreciates Hatterene for providing a solid Psychic-type switch-in against Deoxys-S and can also run non–Heavy-Duty Boots sets more freely, while Zamazenta handling Steel-types like Kingambit. Ghost-types like Gholdengo and Pecharunt pose a similar threat to Hatterene, so Dark-types like Kingambit and Darkrai are useful to threaten immense damage onto them, while the Dark-types benefit from Hatterene staving off non–Heavy Slam Zamazenta. Additional hazard control options like Great Tusk and Cinderace are heavily appreciated to relieve pressure on Hatterene against certain hazard setters like Hisuian Samurott. Moreover, they also help against Gholdengo and Galarian Slowking, which Hatterene struggles to get past and is threatened by. Ogerpon-W pressures Hatterene's checks like Galarian Slowking and Gholdengo with Knock Off, sets hazards, and pivots Hatterene in with U-turn. Hatterene, in turn, checks physical walls like Galarian Weezing and Zamazenta, keeps hazards off for Ogerpon-W, and paralyzes faster threats like Cinderace for it to take advantage of.
[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/mcribs.677476/
Quality checked by:
https://www.smogon.com/forums/members/setsu.548068/
https://www.smogon.com/forums/members/heatranator.647728/
Grammar checked by:
https://www.smogon.com/forums/members/rahul_3301.537035/
https://www.smogon.com/forums/members/autumn.384270/
Defensive (Hatterene) @ Rocky Helmet / Leftovers
Ability: Magic Bounce
EVs: 252 HP / 204 Def / 52 Spe
Tera Type: Water
Bold Nature
- Psychic Noise
- Draining Kiss
- Pain Split
- Nuzzle
[SET COMMENTS]
With the combination of Magic Bounce, good physical bulk, and utility options such as Pain Split to stick around longer, Hatterene provides key entry hazard control while checking important threats like Zamazenta, Great Tusk, and Deoxys-S. Psychic Noise is used to block recovery attempts from walls like Clefable and Garganacl, threaten foes through Substitute like Zamazenta and Iron Moth, and temporarily inhibit Gliscor's Poison Heal. Draining Kiss is additional recovery and meaningfully chips Dark-types like Ting-Lu and Hisuian Samurott, as well as Dragon-types like Dragonite and Raging Bolt. Pain Split allows Hatterene to both gain back health and wear down high-HP walls like Blissey and Ting-Lu while chipping opponents foes like Iron Treads and Galarian Slowking that it can otherwise struggle to damage. Nuzzle lets Hatterene spread paralysis against opponents foes that would otherwise have an easy time switching in like Gholdengo and Iron Crown, giving its teammates more opportunities to capitalize. It also deters sweepers like Ogerpon-W and Dragonite from setting up in front of it. Rocky Helmet allows Hatterene to punish Rapid Spin attempts from Great Tusk and Iron Treads, and it can also punish Hisuian Samurott's Ceaseless Edge and U-turn from pivots like Landorus-T and Cinderace. Leftovers can also be used to gain additional longevity, making Hatterene even more difficult to take out. Tera Water gives Hatterene an easier matchup against Cinderace while turning its Steel-type weakness into a resistance against Gholdengo and Iron Crown, with the added bonus of letting it more reliably take on Walking Wake and hit it with Nuzzle on. 52 Speed EVs are to outspeed Garganacl and Toxapex, letting Hatterene use Psychic Noise effectively to block their recovery attempts.
Hatterene is used on bulky offense and offense teams as an entry hazard control option while improving the matchup against specific opponents foes like Zamazenta. Teammates weak to hazards like Assault Vest Tornadus-T, Kyurem, and non–Heavy-Duty Boots Dragonite appreciate Hatterene being solid hazard control, while Hatterene benefits from their offensive and defensive capabilities like threatening Iron Treads. Assault Vest Tornadus-T is an exceptional partner, aiding Hatterene against threats like Darkrai, Gholdengo, and Choice Specs Dragapult. Tornadus-T notably helps against Great Tusk, which Hatterene has issues taking repeated hits from. Heatran provides a useful switch-in against Scizor, Iron Moth, and Pecharunt while also setting its own hazards, with Hatterene in return taking on Zamazenta and Ting-Lu. Both Assault Vest Tornadus-T and Heatran are also able to pressure Hatterene's checks like Galarian Slowking and Corviknight. Iron Moth is another teammate that greatly threatens Steel-types like Gholdengo while also absorbing Toxic Spikes that can immensely limit Hatterene's longevity. In return, Hatterene helps keep hazards off the field for Iron Moth. Hatterene struggles to get past Steel-types like Iron Treads, Heatran, and Tinkaton, as they are able to threaten it and still set Stealth Rock after it is KOed. Thus, strong Fighting- and Ground-types like Zamazenta, Great Tusk, and Ting-Lu are helpful to maintain hazard superiority. Zamazenta notably appreciates Hatterene for providing a solid Psychic-type switch-in against Deoxys-S and can also run non–Heavy-Duty Boots sets more freely, while Zamazenta handling Steel-types like Kingambit. Ghost-types like Gholdengo and Pecharunt pose a similar threat to Hatterene, so Dark-types like Kingambit and Darkrai are useful to threaten immense damage onto them, while the Dark-types benefit from Hatterene staving off non–Heavy Slam Zamazenta. Additional hazard control options like Great Tusk and Cinderace are heavily appreciated to relieve pressure on Hatterene against certain hazard setters like Hisuian Samurott. Moreover, they also help against Gholdengo and Galarian Slowking, which Hatterene struggles to get past and is threatened by. Ogerpon-W pressures Hatterene's checks like Galarian Slowking and Gholdengo with Knock Off, sets hazards, and pivots Hatterene in with U-turn. Hatterene, in turn, checks physical walls like Galarian Weezing and Zamazenta, keeps hazards off for Ogerpon-W, and paralyzes faster threats like Cinderace for it to take advantage of.
[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/mcribs.677476/
Quality checked by:
https://www.smogon.com/forums/members/setsu.548068/
https://www.smogon.com/forums/members/heatranator.647728/
Grammar checked by:
https://www.smogon.com/forums/members/rahul_3301.537035/
https://www.smogon.com/forums/members/autumn.384270/
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