• Check out the relaunch of our general collection, with classic designs and new ones by our very own Pissog!

OU Pain Split Hatt

mcribs

I'd like some of that sourdough you got
is a Community Contributor
[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/
 
Last edited:
add remove highlight comment

Please let me know once it is implemented and I can give it another look, thank you!

Hatterene (F) @ 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

With the combination of Magic Bounce and its utility options, Hatterene becomes hazard control while checking key threats like Zamazenta, Great Tusk, and Deoxys-S. This is true for Hatterene in general. Anything in particular to note about this set? You could make special emphasis on the physical bulk or even Pain Split here, just what separates it from other sets Psychic Noise is used to block recovery attempts from defensive walls like Clefable and Garganacl, threaten opponents through Substitutes like Zamazenta and Iron Moth, and temporarily inhibits Gliscor's Poison Heal. Draining Kiss is additional recovery, and meaningfully chips Dark-types like Ting-Lu and Hisuian Samurott, and Dragon-types like Dragonite and Raging Bolt. Pain Split allows Hatterene to both gain back health and wear high HP walls like Blissey and Ting-Lu down. Nuzzle lets it spread paralysis against opponents like Choice Scarf Gholdengo and Iron Crown, which allows opportunities for its teammates to take advantage of. Would be good to mention it deters setup sweepers such as Ogerpon-W and Dragonite from using Hatterene as fodder. Likewise if you are keeping the Gholdengo and Iron Crown mentions, make sure its clear that you mention them cause they do well into Hatterene Rocky Helmet allows Hatterene to punish Rapid Spin attempts from Great Tusk and Iron Treads, while it can also punish Hisuian Samurott's Ceaseless Edge. Also mention U-turns 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 it gains a notable Water- and Steel- resistance against Walking Wake and Gholdengo. Think this part could be expanded a on a fair bit; note how it turns Hatterene's Steel weakness into a resistance as you are not exactly beating Gholdengo; also why is resisting Water-type moves important, perhaps to cripple Walking Wake in an emergency(?) Just remember to make it clear for the reader

- Remember to mention the Speed investment allows Hatterene to outspeed Garganacl, also Toxapex if you want to mention it but that you can Nuzzle, so Garg is the big one


Hatterene is used on bulky offense and offense as a hazard control option, while improving the matchup against specific opponents like Zamazenta. Teammates weak to hazards like Ogerpon-W, Kyurem, and Non Heavy-Duty Boots Dragonite appreciate Hatterene being solid hazard control, while Hatterene appreciates their offensive and defensive capabilities like threatening Iron Treads. Hatterene struggles to get past Steel-types like Tinkaton, Heatran, and Iron-Treads, Iron Treads, Heatran, and Tinkaton, Lets leave the UU Pokemon at the end as they are able to threaten Hatterene and still set Stealth Rock up after Hatterene is KOd. Thus, strong Fighting- and Ground- types like Zamazenta, Great Tusk, and Ting-lu, are able to maintain hazard superiority. Zamazenta notably appreciates a solid Psychic-type switch in against Deoxys-S, with Zamazenta also being able to run non Heavy-Duty Boots sets more freely, while Hatterene likes Zamazenta handling Steel-types like Kingambit and Scizor. Ghost-types like Gholdengo and Pecharunt provide a similar threat to Hatterene, so Dark-types like Kingambit and Darkrai are useful to threaten immense damage onto them, while the Dark-types appreciate Hatterene staving off non Heavy Slam Zamazenta. Assault Vest Tornadus-T is a big Pokemon missing, and one that can aid against the likes of Gholdengo, Darkrai, Iron Crown, and Choice Specs Dragapult, while it appreciates Hatterene keeping hazards off the field. Heatran may similarly help against these special attackers as well as Iron Moth and Scizor. Finally, Great Tusk and Cinderace aid against entry hazards to aliviate pressure from Hatterene. Perhaps a route is to restructure the text to mention Tornadus-T in place of Ogerpon-W, and mention Ogerpon-W separatedly. A few of the Pokemon you listed also eal with Galarian Slowking, which is another check missing.
 
add remove highlight comment

Only small comments this time around, ty sm for taking the time, QC 1/2 after implemented!

Hatterene (F) @ 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

With the combination of Magic Bounce, strong physical bulk, and utility options such as Pain Split, Not sure how to improve this without getting into specifics, perhaps something like "to let it stick around longer" could be an option, but perhaps the second checker has a better idea Hatterene becomes key hazard control while checking key threats like Zamazenta, Great Tusk, and Deoxys-S. Psychic Noise is used to block recovery attempts from defensive walls like Clefable and Garganacl, threaten opponents through Substitutes like Zamazenta and Iron Moth, and temporarily inhibits Gliscor's Poison Heal. Draining Kiss is additional recovery, and meaningfully chips Dark-types like Ting-Lu and Hisuian Samurott, and Dragon-types like Dragonite and Raging Bolt. Pain Split allows Hatterene to both gain back health and wear high HP walls like Blissey and Ting-Lu down. Could mention other Pokemon that aim to chip it down such as Landorus-T and Garchomp, but this alone is fine Nuzzle lets it spread paralysis against opponents that would have an easy time switching in like Choice Scarf Gholdengo and Iron Crown, which allows opportunities for its teammates to take advantage of. It additionally deters set up sweepers like Ogerpon-W and Dragonite from setting up in front of it. Could mix this with the previous sentence, Idt Nuzzle requires two separated sentences but fine if you want to keep it as is Rocky Helmet allows Hatterene to punish Rapid Spin attempts from Great Tusk and Iron Treads, while it can also punish Hisuian Samurott's Ceaseless Edge and U-turns from pivots Landorus-T or 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 it turns its Steel-type weakness into a resistance against Gholdengo and Iron Crown, with the added bonus of being able to take on Walking Wake to use Nuzzle on. 52 Speed EVs are to outspeed Garganacl and Toxapex.

Hatterene is used on bulky offense and offense as a hazard control option, while improving the matchup against specific opponents 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 appreciates their offensive and defensive capabilities like threatening Iron Treads. Assault Vest Tornadus-T is a exceptional parter, aiding Hatterene against threats like Darkrai, Gholdengo, and Choice Specs Dragapult. Heatran is also appreciated as a teammate, providing 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. Hatterene struggles to get past Steel-types like Iron Treads, Heatran, and Tinkaton, as they are able to threaten Hatterene and still set Stealth Rock up after Hatterene is KOd. Thus, strong Fighting- and Ground- types like Zamazenta, Great Tusk, and Ting-lu, are able to maintain hazard superiority. Zamazenta notably appreciates a solid Psychic-type switch in against Deoxys-S, with Zamazenta also being able to run non Heavy-Duty Boots sets more freely, while Hatterene likes Zamazenta handling Steel-types like Kingambit. Ghost-types like Gholdengo and Pecharunt provide a similar threat to Hatterene, so Dark-types like Kingambit and Darkrai are useful to threaten immense damage onto them, while the Dark-types appreciate Hatterene staving off non Heavy Slam Zamazenta. Additional hazard control options like Great Tusk, Iron Treads, I am not quite sure about this one myself but dont mint it much either and Cinderace, are heavily appreciated to relieve some of the pressure off of Hatterene. Ogerpon-W can pressure Hatterene's checks like Galarian Slowking and Gholdengo with Knock Off, and can both set hazards and pivots Hatterene in with U-turn. Hatterene, meanwhile, can check physical walls like Galarian Weezing and Zamazenta, while keeping hazards off for Ogerpon-W and paralyzing faster threats like Cinderace for Ogerpon-W to take advantage of. Galarian Slowking and Gholdengo are more naturally checked by the Ground-types and Dark-types you mentioned above, please try to make the text reflect this if possible
 
add comment remove
Hatterene (F) @ 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

With the combination of Magic Bounce, strong Idk about strong, think that is a bit too extreme, its bulk is not amazing even with invest, something a bit more toned down would be better physical bulk, and utility options such as Pain Split to stick around longer, Hatterene becomes key hazard control while checking key threats like Zamazenta, Great Tusk, and Deoxys-S. Psychic Noise is used to block recovery attempts from defensive walls like Clefable and Garganacl, threaten opponents through Substitutes like Zamazenta and Iron Moth, and temporarily inhibits Gliscor's Poison Heal. Draining Kiss is additional recovery, and meaningfully chips Dark-types like Ting-Lu and Hisuian Samurott, and Dragon-types like Dragonite and Raging Bolt. Pain Split allows Hatterene to both gain back health and wear high HP walls like Blissey and Ting-Lu down, while chipping down opponents like Iron Treads and Galarian Slowking that it can otherwise struggle to damage. Nuzzle lets it spread paralysis against opponents that would have an easy time switching in like Gholdengo and Iron Crown, which allows opportunities for its teammates to take advantage of, with it additionally deterring 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, while it can also punish Hisuian Samurott's Ceaseless Edge and U-turns from pivots Landorus-T or 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 it turns its Steel-type weakness into a resistance against Gholdengo and Iron Crown, with the added bonus of being able to take on Walking Wake to use Nuzzle on. 52 Speed EVs are to outspeed Garganacl and Toxapex. I would say why this is important, denying recovery is the main thing.

Hatterene is used on bulky offense and offense as a hazard control option, while improving the matchup against specific opponents 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 appreciates their offensive and defensive capabilities like threatening Iron Treads. Assault Vest Tornadus-T is a exceptional parter, aiding Hatterene against threats like Darkrai, Gholdengo, and Choice Specs Dragapult. Heatran is also appreciated as a teammate, providing 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. Hatterene struggles to get past Steel-types like Iron Treads, Heatran, and Tinkaton, as they are able to threaten Hatterene and still set Stealth Rock up after Hatterene is KOd. Thus, strong Fighting- and Ground- types like Zamazenta, Great Tusk, and Ting-lu, are able to maintain hazard superiority. Zamazenta notably appreciates a solid Psychic-type switch in against Deoxys-S, with Zamazenta also being able to run non Heavy-Duty Boots sets more freely, while Hatterene likes Zamazenta handling Steel-types like Kingambit. Ghost-types like Gholdengo and Pecharunt provide a similar threat to Hatterene, so Dark-types like Kingambit and Darkrai are useful to threaten immense damage onto them, while the Dark-types appreciate Hatterene staving off non Heavy Slam Zamazenta. Additional hazard control options like Great Tusk and Cinderace are heavily appreciated to relieve some of the pressure off of Hatterene. Moreover, both the Dark-types, Great Tusk, and Cinderace, also help against Gholdengo and Galarian Slowking, which Hatterene struggles to get past and is threatened by. Ogerpon-W can also pressure Hatterene's checks like Galarian Slowking and Gholdengo with Knock Off, and can both set hazards and pivots Hatterene in with U-turn. Hatterene, meanwhile, can check physical walls like Galarian Weezing and Zamazenta, while keeping hazards off for Ogerpon-W and paralyzing faster threats like Cinderace for Ogerpon-W to take advantage of.

I would add things that can help against Great Tusk and Samurott-H, since the former can pressure it immensly with Headlong, which 2HKO's Hatterene, while the latter can get up hazards despite helmet+magic bounce. Could list waterpon and lando for the former and other hazard removal options for the latter. Could just tack them on as points in their respective sections (for example, in the additional hazard control options section, you could add on the last part "to relieve some of the pressure off of Hatterene while being able to help against Hisuian Samurott that can otherwise bypass Hatterene's Magic Bounce" or something like that.
Would add Iron Moth as a partner, they are seen decently commonly together. Helps into stuff such as Steels that Hatterene commonly struggles with and allows Moth to be able to switch in with no rocks on the field.


[CREDITS]
Written by:
https://www.smogon.com/forums/members/mcribs.677476/

Quality checked by:
https://www.smogon.com/forums/members/setsu.548068/

Grammar checked by:

Good work, implement and that will be QC2
 
add remove comment
amgp, there will be one more after this

[SET]
Hatterene (F) @ 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

With the combination of Magic Bounce, good physical bulk, and utility options such as Pain Split to stick around longer, Hatterene becomes a key entry hazard control while checking key use a diff adjective to avoid repetition threats like Zamazenta, Great Tusk, and Deoxys-S. Psychic Noise is used to block recovery attempts from defensive walls like Clefable and Garganacl, threaten opponents through Substitutes Substitute like Zamazenta and Iron Moth, and temporarily inhibits inhibit Gliscor's Poison Heal. Draining Kiss is additional recovery (RC) and meaningfully chips Dark-types like Ting-Lu and Hisuian Samurott, and as well as Dragon-types like Dragonite and Raging Bolt. Pain Split allows Hatterene to both gain back health and wear high HP down high-HP walls like Blissey and Ting-Lu down, while chipping down opponents like Iron Treads and Galarian Slowking that it can otherwise struggle to damage. Nuzzle lets it Hatterene spread paralysis against opponents that would otherwise have an easy time switching in like Gholdengo and Iron Crown, which allows opportunities for giving its teammates to take advantage of, with it additionally deterring 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, while it can also punish Hisuian Samurott's Ceaseless Edge and U-turns U-turn from pivots like Landorus-T or 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 (RC) while it turns turning its Steel-type weakness into a resistance against Gholdengo and Iron Crown, with the added bonus of being able to letting it more reliably take on Walking Wake to use 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 a entry hazard control option (RC) while improving the matchup against specific opponents like Zamazenta. Teammates weak to hazards like Assault Vest Tornadus-T, Kyurem, and nonHeavy-Duty Boots Dragonite appreciate Hatterene being solid hazard control, while Hatterene appreciates their offensive and defensive capabilities, (AC) like threatening Iron Treads. Assault Vest Tornadus-T is a an exceptional parter partner, aiding Hatterene against threats like Darkrai, Gholdengo, and Choice Specs Dragapult. Tornadus-T notably helps against Great Tusk, who which Hatterene has issues taking repeated hits from. Heatran is also appreciated as a teammate, providing a useful switch in switch-in against Scizor, Iron Moth, and Pecharunt (RC) while also setting its own hazards, with Hatterene in return taking on Zamazenta and Ting Lu 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 greately 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 Hatterene it and still set Stealth Rock up after Hatterene it is KOd KOed. Thus, strong Fighting- and Ground- types Ground-types like Zamazenta, Great Tusk, and Ting-Lu (RC) are able helpful to maintain hazard superiority. Zamazenta notably appreciates a solid Psychic-type switch in switch-in against Deoxys-S, with Zamazenta and can also being able to run nonHeavy-Duty Boots sets more freely, while Hatterene likes Zamazenta handling Steel-types like Kingambit. Ghost-types like Gholdengo and Pecharunt provide 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 appreciate Hatterene staving off nonHeavy Slam Zamazenta. Additional hazard control options like Great Tusk and Cinderace are heavily appreciated to relieve some of the pressure off of on Hatterene such as against certain hazard setters like Hisuian Samurott. Moreover, both the Dark-types, Great Tusk, and Cinderace (RC) they also help against Gholdengo and Galarian Slowking, which Hatterene struggles to get past and is threatened by. Ogerpon-W can also pressure pressures Hatterene's checks like Galarian Slowking and Gholdengo with Knock Off, and can both set sets hazards, (AC) and pivots can pivot Hatterene in with U-turn. Hatterene, meanwhile in turn, can check checks physical walls like Galarian Weezing and Zamazenta, while keeping keeps hazards off for Ogerpon-W, (AC) and paralyzing paralyzes faster threats like Cinderace for Ogerpon-W it to take advantage of exploit.

[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:
 
1/1 GP Team done credit both of us
[SET]
Hatterene (F) 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 becomes provides key entry hazard control while checking key use a diff adjective to avoid repetition threats like Zamazenta, Great Tusk, and Deoxys-S. Psychic Noise is used to block recovery attempts from defensive walls like Clefable and Garganacl, threaten opponents foes through Substitutes Substitute like Zamazenta and Iron Moth, and temporarily inhibits inhibit Gliscor's Poison Heal. Draining Kiss is additional recovery (RC) and meaningfully chips Dark-types like Ting-Lu and Hisuian Samurott, and as well as Dragon-types like Dragonite and Raging Bolt. Pain Split allows Hatterene to both gain back health and wear high HP down high-HP walls like Blissey and Ting-Lu down (RC) while chipping down opponents foes like Iron Treads and Galarian Slowking that it can otherwise struggle to damage. Nuzzle lets it Hatterene spread paralysis against opponents foes that would otherwise have an easy time switching in like Gholdengo and Iron Crown, which allows opportunities for giving its teammates to take advantage of, with it additionally deterring 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, while and it can also punish Hisuian Samurott's Ceaseless Edge and U-turns U-turn from pivots like Landorus-T or 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 (RC) while it turns turning its Steel-type weakness into a resistance against Gholdengo and Iron Crown, with the added bonus of being able to letting it more reliably take on Walking Wake to use 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 (RC) while improving the matchup against specific opponents foes like Zamazenta. Teammates weak to hazards like Assault Vest Tornadus-T, Kyurem, and nonHeavy-Duty Boots Dragonite appreciate Hatterene being solid hazard control, while Hatterene appreciates benefits from (a lot of 'appreciate' in this paragraph so cutting down throughout) their offensive and defensive capabilities like threatening Iron Treads. Assault Vest Tornadus-T is a an exceptional parter partner, aiding Hatterene against threats like Darkrai, Gholdengo, and Choice Specs Dragapult. Tornadus-T notably helps against Great Tusk, who which Hatterene has issues taking repeated hits from. Heatran is also appreciated as a teammate, providing provides a useful switch in switch-in against Scizor, Iron Moth, and Pecharunt (RC) while also setting its own hazards, with Hatterene in return taking on Zamazenta and Ting Lu 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 greately 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 Hatterene it and still set Stealth Rock up after Hatterene it is KOd KOed. Thus, strong Fighting- and Ground- types Ground-types like Zamazenta, Great Tusk, and Ting-Lu (RC) are able helpful to maintain hazard superiority. Zamazenta notably appreciates Hatterene for providing a solid Psychic-type switch in switch-in against Deoxys-S (RC) with Zamazenta and can also being able to run nonHeavy-Duty Boots sets more freely, while Hatterene likes Zamazenta handling Steel-types like Kingambit. (makes it more specific that hatt is the switch-in) Ghost-types like Gholdengo and Pecharunt provide 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 appreciate benefit from Hatterene staving off nonHeavy Slam Zamazenta. Additional hazard control options like Great Tusk and Cinderace are heavily appreciated to relieve some of the pressure off of on Hatterene such as against certain hazard setters like Hisuian Samurott. Moreover, both the Dark-types, Great Tusk, and Cinderace (RC) they also help against Gholdengo and Galarian Slowking, which Hatterene struggles to get past and is threatened by. Ogerpon-W can also pressure pressures Hatterene's checks like Galarian Slowking and Gholdengo with Knock Off, and can both set sets hazards, (AC) and pivots Hatterene in with U-turn. Hatterene, meanwhile in turn, can check checks physical walls like Galarian Weezing and Zamazenta, while keeping keeps hazards off for Ogerpon-W, (AC) and paralyzing paralyzes faster threats like Cinderace for Ogerpon-W 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:
 

Attachments

  • stamp.gif
    stamp.gif
    602.9 KB · Views: 7
1/1 GP Team done credit both of us
[SET]
Hatterene (F) 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 becomes provides key entry hazard control while checking key use a diff adjective to avoid repetition threats like Zamazenta, Great Tusk, and Deoxys-S. Psychic Noise is used to block recovery attempts from defensive walls like Clefable and Garganacl, threaten opponents foes through Substitutes Substitute like Zamazenta and Iron Moth, and temporarily inhibits inhibit Gliscor's Poison Heal. Draining Kiss is additional recovery (RC) and meaningfully chips Dark-types like Ting-Lu and Hisuian Samurott, and as well as Dragon-types like Dragonite and Raging Bolt. Pain Split allows Hatterene to both gain back health and wear high HP down high-HP walls like Blissey and Ting-Lu down (RC) while chipping down opponents foes like Iron Treads and Galarian Slowking that it can otherwise struggle to damage. Nuzzle lets it Hatterene spread paralysis against opponents foes that would otherwise have an easy time switching in like Gholdengo and Iron Crown, which allows opportunities for giving its teammates to take advantage of, with it additionally deterring 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, while and it can also punish Hisuian Samurott's Ceaseless Edge and U-turns U-turn from pivots like Landorus-T or 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 (RC) while it turns turning its Steel-type weakness into a resistance against Gholdengo and Iron Crown, with the added bonus of being able to letting it more reliably take on Walking Wake to use 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 (RC) while improving the matchup against specific opponents foes like Zamazenta. Teammates weak to hazards like Assault Vest Tornadus-T, Kyurem, and nonHeavy-Duty Boots Dragonite appreciate Hatterene being solid hazard control, while Hatterene appreciates benefits from (a lot of 'appreciate' in this paragraph so cutting down throughout) their offensive and defensive capabilities like threatening Iron Treads. Assault Vest Tornadus-T is a an exceptional parter partner, aiding Hatterene against threats like Darkrai, Gholdengo, and Choice Specs Dragapult. Tornadus-T notably helps against Great Tusk, who which Hatterene has issues taking repeated hits from. Heatran is also appreciated as a teammate, providing provides a useful switch in switch-in against Scizor, Iron Moth, and Pecharunt (RC) while also setting its own hazards, with Hatterene in return taking on Zamazenta and Ting Lu 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 greately 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 Hatterene it and still set Stealth Rock up after Hatterene it is KOd KOed. Thus, strong Fighting- and Ground- types Ground-types like Zamazenta, Great Tusk, and Ting-Lu (RC) are able helpful to maintain hazard superiority. Zamazenta notably appreciates Hatterene for providing a solid Psychic-type switch in switch-in against Deoxys-S (RC) with Zamazenta and can also being able to run nonHeavy-Duty Boots sets more freely, while Hatterene likes Zamazenta handling Steel-types like Kingambit. (makes it more specific that hatt is the switch-in) Ghost-types like Gholdengo and Pecharunt provide 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 appreciate benefit from Hatterene staving off nonHeavy Slam Zamazenta. Additional hazard control options like Great Tusk and Cinderace are heavily appreciated to relieve some of the pressure off of on Hatterene such as against certain hazard setters like Hisuian Samurott. Moreover, both the Dark-types, Great Tusk, and Cinderace (RC) they also help against Gholdengo and Galarian Slowking, which Hatterene struggles to get past and is threatened by. Ogerpon-W can also pressure pressures Hatterene's checks like Galarian Slowking and Gholdengo with Knock Off, and can both set sets hazards, (AC) and pivots Hatterene in with U-turn. Hatterene, meanwhile in turn, can check checks physical walls like Galarian Weezing and Zamazenta, while keeping keeps hazards off for Ogerpon-W, (AC) and paralyzing paralyzes faster threats like Cinderace for Ogerpon-W 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:
Implemented and done
:cheem-pao:
 
Back
Top