“When I came to you with those Hydro Steams,
we thought we might start a pivot chain that
would destroy the ranked ladder...
I believe we did."
- Walking Wake, probably

https://pokepast.es/5ed27cc583303092
we thought we might start a pivot chain that
would destroy the ranked ladder...
I believe we did."
- Walking Wake, probably






https://pokepast.es/5ed27cc583303092
Peak from a few days ago.
Currently rated 1951. This screenshot was taken on day of publication... I guess technically this team peaked Rank 9? That feels kind of fraudulent, though, so I didn't include it in the title.
Currently rated 1951. This screenshot was taken on day of publication... I guess technically this team peaked Rank 9? That feels kind of fraudulent, though, so I didn't include it in the title.
Hello, everyone!
I’d like to begin with an introduction. My name is Cape Canaveral, and the Showdown account that I’ve been using most these days is CONNORE INDUSTRIES.
I’ve been playing competitive Pokemon since late Gen 7, but it wasn’t in ladder, it was in Draft Leagues. Those of you from the draft scene may recognize me as zhai. Recently, I decided to grind some ladder and explore this dimension of mons I hadn't really touched till then.
I have a lot to learn, and I’m still quite an inconsistent player (I'm ngl im probably gonna fall to like 1800 after I stop playing this team), but I feel I’m making good progress overall. This is my first RMT. I hope you enjoy, and give it a shot on ladder!
The idea from this team came from a BKC video about passive damage (rocks, sand, toxic, etc.) and how they interact with Pokemon.
I thought, huh. That makes a lot of sense. In my experience, accumulating chip and preventing it from entering for free is normally how players deal with

When I was new to the ladder scene building my own teams felt unapproachable because it was hard to get anything concrete on the first try. The purpose of this section is to show people like me back then that yeah, teams are really damn hard to get right, but it’s an obstacle that’s pretty common. (At least, I think so. I don’t know what it’s like for players who are even better than I am.)
I started with this six.

The idea…
- Use pivoting and
to get in
for free
- Taunt
and
could be used to keep hazards off
-
and speed boosting
could revenge stuff like DD
, DD
,
, and
.
This was really fun, but definitely not at all objectively good.
was a huge liability.
- Its hazard-related utility was so inconsistent.
- It’s passive into a lot of mons like
.
was too polarizing.
- Against bulky teams, it’d enable
perfectly.
- In other matchups it wouldn’t get any value.
- Smart opponents would sometimes avoid proccing the button.
After that, I put
on
instead, and
on
. This solved the problem of
being a liability and
barely not being able to check certain threats, like
or
.
However, this made it hard to position against stall, because you have so few turns to work with. Also, this was awful into offensive teams with
or
who can sponge a hit and pivot in a faster threat that can outspeed
like
,
,
, or
. These teams were able to force
out for almost nothing in exchange, basically wasting my item.
One team in particular stuck out as a TERRIBLE matchup. It’s this damn quadruple choicelocked pivot spam team, Always Exhaust. Click on the icons for the link to that team's RMT.

The vitriol that I felt for this team would not subside. In my dreams it appeared to mock me with its
for which I had limited counterplay. Every time I pressed the battle button, I feared the worst.
I peaked higher than it did tho BAHAHAHAHA
Anyway, in all seriousness, I think it's a good team. I got so frustrated playing it I almost gave up on my team entirely. I decided to go read the team report to see if I could tech in something to beat it, and I realized a solution to a lot of my problems had been First Impressioning me right in the face.
I dropped
for
.
had numerous problems on this build.
- It strangely had little to no defensive utility, had to keep it healthy and
intact for dragon dancers like
or
.
- It just grinds momentum to a halt. Say you double it into
, which sun teams entice in often. Most likely any attack it uses will thud into a
or
.
- It wasn’t a very reliable revenge killer due to common tricks like Substitute or Encore.
provides a more consistent revenge kill, improves the offense matchup, and fixes the problem of
sinking my momentum.
I decided to drop
for
.
-
has no hazard game, but the team has a
and a
.
- Healing Wish is a very powerful positional tool.
- Able to outspeed and Encore otherwise troublesome pokemon like
or
.
- Is more threatening than
because it’s much faster.

I ended up with this.
’s pivoting was nice, but the problem was it wasn’t really doing anything with each U-turn. Also, it doesn’t really benefit from the progress that
makes against special walls. I wanted a Protosynthesis mon, so the only choice was
, which funnily enough deals more consistent damage than
.
Finally, certain archetypes that were super passive and packed on Water resists + protect scouting even
couldn’t break. I swapped
for
CM. That was it.

For the record, there were even more bounces back and forth between various sets and teams than I depicted here that never really went anywhere. I swapped between
and
like 4 times, I swapped between
,
, and
on
, I even tried out
for some reason, which was a very bad idea. To be honest, I wasted a lot of time playing without thinking deliberately about the team. If I could do it again, I'd have worked on multiple teams at once and played less ladder. Anyway, I hope I've shown that building a good team (at least, I think it is) takes a lot of time and thought.
I started with this six.






The idea…
- Use pivoting and



- Taunt


-








This was really fun, but definitely not at all objectively good.

- Its hazard-related utility was so inconsistent.
- It’s passive into a lot of mons like



- Against bulky teams, it’d enable

- In other matchups it wouldn’t get any value.
- Smart opponents would sometimes avoid proccing the button.
After that, I put








However, this made it hard to position against stall, because you have so few turns to work with. Also, this was awful into offensive teams with








One team in particular stuck out as a TERRIBLE matchup. It’s this damn quadruple choicelocked pivot spam team, Always Exhaust. Click on the icons for the link to that team's RMT.






The vitriol that I felt for this team would not subside. In my dreams it appeared to mock me with its


I peaked higher than it did tho BAHAHAHAHA
Anyway, in all seriousness, I think it's a good team. I got so frustrated playing it I almost gave up on my team entirely. I decided to go read the team report to see if I could tech in something to beat it, and I realized a solution to a lot of my problems had been First Impressioning me right in the face.
I dropped



- It strangely had little to no defensive utility, had to keep it healthy and



- It just grinds momentum to a halt. Say you double it into



- It wasn’t a very reliable revenge killer due to common tricks like Substitute or Encore.


I decided to drop


-



- Healing Wish is a very powerful positional tool.
- Able to outspeed and Encore otherwise troublesome pokemon like


- Is more threatening than







I ended up with this.






Finally, certain archetypes that were super passive and packed on Water resists + protect scouting even










For the record, there were even more bounces back and forth between various sets and teams than I depicted here that never really went anywhere. I swapped between







I feel there's nothing particularly unique about the actual sets of the Pokemon. Rather, what's interesting is the combination of it all. Thus, these sections talk only superficially about their roles and any unconventional choices I might've made on them. If anything you should probably only read the section on Walking Wake.
![]() ![]() | The Chariot (Ninetales) (F) @ Heat Rock Ability: Drought Tera Type: Flying EVs: 252 HP / 4 SpA / 252 Spe Timid Nature IVs: 0 Atk - Weather Ball - Healing Wish - Encore - Will-O-Wisp |





![]() ![]() | Walkenheimer (Walking Wake) @ Choice Specs Ability: Protosynthesis Tera Type: Water EVs: 252 SpA / 4 SpD / 252 Spe Modest Nature - Flip Turn - Draco Meteor - Hydro Steam - Flamethrower / Knock Off |


(in reference to

Just so you get a feel for how strong this is;
252+ SpA Choice Specs Protosynthesis Tera Water


Enough said.
Now, I often see




Flip Turn is a move for certain matchups. Suppose you’re playing against


You can run Knock Off over Flamethrower. It's not very useful generally, because it's often faster to just attack, but against





More information about how to play its Tera is in the general use section.
![]() ![]() | Evil Woman (Hatterene) @ Leftovers Ability: Magic Bounce Tera Type: Fire EVs: 252 HP / 140 Def / 116 SpD Calm Nature IVs: 0 Atk - Draining Kiss - Psyshock - Mystical Fire - Calm Mind |




![]() ![]() | Caravan (Landorus-Therian) @ Rocky Helmet Ability: Intimidate Tera Type: Water EVs: 252 HP / 4 Def / 252 Spe Timid Nature - U-turn - Earth Power - Stealth Rock - Taunt |






Edit Dec 26 2024: Ghost Tera might be good in cases where you really want rocks down.
![]() ![]() | Glimpse (Lokix) (F) @ Choice Band Ability: Tinted Lens Tera Type: Bug EVs: 252 Atk / 4 SpD / 252 Spe Adamant Nature - U-turn - First Impression - Leech Life - Knock Off |





![]() ![]() | Canio (Raging Bolt) @ Choice Scarf Ability: Protosynthesis Tera Type: Dragon EVs: 252 SpA / 4 SpD / 252 Spe Timid Nature IVs: 20 Atk - Volt Switch - Draco Meteor - Dragon Pulse - Weather Ball |






If you plan to load up the team, I strongly recommend reading the following sections.
Try to keep
healthy by using your pivoting to get it in or use doubling. Some combination of the two can also be very effective, i.e. doubling in one of your pivots to force a switch and get in
. This is a very important tactic when you’re playing against
, to prevent it from getting free weather reversals. This is actually very important, as the presence of
on the field can dissuade some offense that would otherwise be very effective against the team. After
punches some holes,
and
get opened up really fast.
I don’t want to discuss anything in absolutes because Pokemon is a situational game but generally you don’t want to pop Tera on
or
. Normally you don’t use Tera on
with the intention to break, as it’s simply not necessary. Water is more of a defensive tera on Walking Wake, and if you play it well you can stop a lot of opposing offense from ever even starting. The three main exceptions to this are if you are playing stall, you are playing a very bulky pivot, or your opponent does some crazy shit like pop a resist Tera, like with
, because they're super desperate to get Hazards down. At that point, just take your kill and then play it out. Trading your Tera and a spike for their Tera and a kill is not too bad.
Here are my Tera statistics in case anyone was wondering.
Note: "No Tera" matches generally came from games where the opponent forfeited early after making a big mistake, or if the matchup was just completely uncompetitive for them (e.g. stall).
The team is build to deny hazards with Bounce
and Taunt
. You might be wondering, what about
? Against a lead
, you can go
and Volt Switch into
, so the helmet damage just kills it. Smarter Samurott players will use it later when you're not in position to make this kind of play, but generally by then it'll be quite late so the hazards are not so impactful. Something similar can be done with
and
on webs teams. Taunt
is pretty solid into the more passive rocks setters. Your hazard denial might end up taking a lot of damage trying to stop the hazards (think
Ruination or just
Headlong Rush) so be careful if you need them to check threats like
or
.
I would say the worst archetypes to let get hazards on you in descending order are as follows. These are generally in order of how long the games will be.
1. Pivot spam
Pivot spam is the hardest to pin down, and it chips a lot of stuff making hazards very dangerous.
2. Hyper offense (webs)
Webs HO makes it very difficult to buy time for
, and enables threats that
cannot so easily revenge like NP
.
3. Balance
Balance teams' hazard setters tend to not do very much damage into your hazard denial methods, but if you're the first to blink and too many hazards get down, then you can run out of time quickly. You can also lose against these teams due to late hazards if your offense has gotten low.
4. Stall
5. Hyper offense
Stall and hyper offense do not take very long at all because of
and
respectively.
Although I consider this team fairly easy to play, you have to be well versed in slowing down during critical moments and taking some calculated risks. Get used to making aggressive midgrounds too after conditioning your opponent.







I don’t want to discuss anything in absolutes because Pokemon is a situational game but generally you don’t want to pop Tera on




Here are my Tera statistics in case anyone was wondering.
Note: "No Tera" matches generally came from games where the opponent forfeited early after making a big mistake, or if the matchup was just completely uncompetitive for them (e.g. stall).
The team is build to deny hazards with Bounce













I would say the worst archetypes to let get hazards on you in descending order are as follows. These are generally in order of how long the games will be.
1. Pivot spam
Pivot spam is the hardest to pin down, and it chips a lot of stuff making hazards very dangerous.
2. Hyper offense (webs)
Webs HO makes it very difficult to buy time for



3. Balance
Balance teams' hazard setters tend to not do very much damage into your hazard denial methods, but if you're the first to blink and too many hazards get down, then you can run out of time quickly. You can also lose against these teams due to late hazards if your offense has gotten low.
4. Stall
5. Hyper offense
Stall and hyper offense do not take very long at all because of


Although I consider this team fairly easy to play, you have to be well versed in slowing down during critical moments and taking some calculated risks. Get used to making aggressive midgrounds too after conditioning your opponent.












252 SpA


This mon is also the reason why I've been trying Thunderclap on





I hate this fuckass Mold Breaker guy.

Sun teams are very dangerous mainly because of opposing





Here are my worst winrates after the team was mostly finished.
After I finished the team, I fluctuated up and down a bit before climbing from 1722 to 1967 with a 14 game winstreak. The peak prior to that was 1859, rank 69 (sheeeesh). I have nearly every replay that I played, but naturally most of them are not as high elo. If you would still like to see them, just let me know and I'll put them here too.
3-0 WIN Replay against

Admittedly, I played poorly this game. Turn 1 I thought that my opponent would try to switch to something else or Knock my
, because
is an otherwise completely free switch, but I suppose I overthought. The purpose of this replay is to showcase how against these Hyper Offense builds, sacking Rocks is fine because
only needs to come in once or twice. The only exception would be against
, where you need to save more HP on
and
. You're clearly the one at an advantage in these sorts of matchups, and the opponent needs to make some crazy plays in order to win.
https://replay.pokemonshowdown.com/gen9ou-2237455896-2vswbkvno470p6mwtjk1j08xv34i0zypw
1-0 WIN Replay against

A game against a different Webs Hyper Offense team where
clutches. This convinced me to try out Weather Ball
.
https://replay.pokemonshowdown.com/gen9ou-2236676755-tw6lotxraeu6yj3ij4zmzhwsdmo1aompw
3-0 WIN Replay against

First, I actually want to give a shoutout to my opponent's team. It's really, really cool. This is a pretty good replay that showcases just how rewarding keeping your attackers very healthy and doubling can be.
and
have great natural bulk that reward play like this a lot when it's possible. It's also a replay where I handled Dragonite well.
https://replay.pokemonshowdown.com/gen9ou-2236648012-sjxqd41zv268p9y99dbqwuxyildn9aopw
6-0 WIN Replay against

This isn't particularly illustrative of anything, but I thought it was really funny.
https://replay.pokemonshowdown.com/gen9ou-2236646514-toog74jgdnw7h57vt8hjk3a14yljlfbpw
6-0 WIN Replay against

To be honest, probably doubling in
right away is a little risky. If Specs gets knocked, the game becomes way harder, but that's only because otherwise it's so damn easy into Stall already. I didn't save a replay where I did the exact same play from turns 1-3 and OHKOed a
that Tera Watered.
https://replay.pokemonshowdown.com/gen9ou-2236645770-juj3gpizeichscjq2l46irlibs9w42mpw
I'm not shy about making mistakes; here are some replays where I threw. I should have lost all of these games.
2-0 WIN Replay against

There is literally no way I should have won this game. Because the opposing team is so fat and getting through it takes so long, not simply popping Tera and killing
was a big mistake. Stopping the hazards at one spike and taking
probably would've easily won the game, as without Tera and Protect scouting it becomes impossible for these teams to switch into
.
https://replay.pokemonshowdown.com/gen9ou-2236990647-6bl1u0ybvootkut5ne62dxdm6f56z8jpw
4-0 WIN Replay against

In this one I sack too much HP on my
checks for little to no reason and somehow get bailed because he's using the worst set imaginable against my team.
https://replay.pokemonshowdown.com/gen9ou-2236757249-8monpb0wctw71oda024u2z1rxxpxbifpw
0-2 LOSS Replay against

Here's a replay where I lost to pivot spam. It's kind of hilarious that this is how I lost my peak, and it's because I didn't do the thing my whole team was built around (deny hazards). The spirit of Always Exhaust really came back to kick me in the teeth one last time. Anyway, a good showcase of why you cannot let opposing pivot teams get up hazards.
https://replay.pokemonshowdown.com/gen9ou-2236973896-r7cpcsacy0x91kjqfdh8pi50zaflwwxpw
0-2 LOSS Replay against

CAPE CANAVERAL reportedly caught NOT CALCING meteor damage
My honest reaction to not getting the kill:
Yeah, do not make the same mistake that I did. Dragon Tera is generally something you pop once you're pretty sure it'll win you the game. You wouldn't really even pop it into Ting-Lu because the damage increase is kind of unimpactful.
https://replay.pokemonshowdown.com/gen9ou-2236977962-a6zwm6m1x2lhvxdua30zr4ph6sfgldvpw
3-0 WIN Replay against






Admittedly, I played poorly this game. Turn 1 I thought that my opponent would try to switch to something else or Knock my






https://replay.pokemonshowdown.com/gen9ou-2237455896-2vswbkvno470p6mwtjk1j08xv34i0zypw
1-0 WIN Replay against






A game against a different Webs Hyper Offense team where


https://replay.pokemonshowdown.com/gen9ou-2236676755-tw6lotxraeu6yj3ij4zmzhwsdmo1aompw
3-0 WIN Replay against






First, I actually want to give a shoutout to my opponent's team. It's really, really cool. This is a pretty good replay that showcases just how rewarding keeping your attackers very healthy and doubling can be.


https://replay.pokemonshowdown.com/gen9ou-2236648012-sjxqd41zv268p9y99dbqwuxyildn9aopw
6-0 WIN Replay against






This isn't particularly illustrative of anything, but I thought it was really funny.
https://replay.pokemonshowdown.com/gen9ou-2236646514-toog74jgdnw7h57vt8hjk3a14yljlfbpw
6-0 WIN Replay against






To be honest, probably doubling in


https://replay.pokemonshowdown.com/gen9ou-2236645770-juj3gpizeichscjq2l46irlibs9w42mpw
I'm not shy about making mistakes; here are some replays where I threw. I should have lost all of these games.
2-0 WIN Replay against






There is literally no way I should have won this game. Because the opposing team is so fat and getting through it takes so long, not simply popping Tera and killing



https://replay.pokemonshowdown.com/gen9ou-2236990647-6bl1u0ybvootkut5ne62dxdm6f56z8jpw
4-0 WIN Replay against






In this one I sack too much HP on my

https://replay.pokemonshowdown.com/gen9ou-2236757249-8monpb0wctw71oda024u2z1rxxpxbifpw
0-2 LOSS Replay against






Here's a replay where I lost to pivot spam. It's kind of hilarious that this is how I lost my peak, and it's because I didn't do the thing my whole team was built around (deny hazards). The spirit of Always Exhaust really came back to kick me in the teeth one last time. Anyway, a good showcase of why you cannot let opposing pivot teams get up hazards.
https://replay.pokemonshowdown.com/gen9ou-2236973896-r7cpcsacy0x91kjqfdh8pi50zaflwwxpw
0-2 LOSS Replay against






CAPE CANAVERAL reportedly caught NOT CALCING meteor damage
My honest reaction to not getting the kill:
Yeah, do not make the same mistake that I did. Dragon Tera is generally something you pop once you're pretty sure it'll win you the game. You wouldn't really even pop it into Ting-Lu because the damage increase is kind of unimpactful.
https://replay.pokemonshowdown.com/gen9ou-2236977962-a6zwm6m1x2lhvxdua30zr4ph6sfgldvpw
These are some things I wish I could really impress upon my past self. Hell, I'm still working on these right now. I hope me saying these don't come across as pretentious.
- Being good at Pokemon, and video games in general, is cool, but only if you're good at everything else, too.
- The amount of time you spend thinking about the game should be greater than the amount of time you spend playing, at least if you are seriously trying to rank up or improve.
- Before you click the Battle button, seriously consider if it is a good decision to play the game you are about to play. Take many factors into account like your desire to play, mood, energy, and team.
- Sometimes you need a change in perspective to move forward; this team would never have been complete without Always Exhaust. I would highly recommend exploring as many teams as possible and trying to build around lots of different ideas at once if time allows for it.
- You're more (or perhaps less sometimes) than just your elo number, although it certainly does represent something about you.
Shoutout to Pinkacross on YT for great educational content about teambuilding. I have to attribute some of the Raging Bolt idea to him as well.
I've mentioned Always Exhaust so many times at this point I might as well say thanks to ghostlike. Without being shat on by it this team would not have been possible.
Thank you for reading this RMT. I hope you liked it. Let me know if you have any suggestions to make the team better! I'd also be happy to hear any feedback about my writing. I'm new to the forum, so I don't really know how everything works, but I'll do my best to read and respond to people.
A big thank you to Pickles. You’ll always be my goat.
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