I haven't played much since ORAS, and have been struggling quite a bit not even gonna lie. 1822 was my absolute peak using this team, and I know it's dogshit rn but I'm struggling to manage all the threats in this metagame while managing enough offensive pressure/ways to make progress against fat shit. This initially started as a balance team, but has gotten more offensive as time goes on and I've dropped things like amoonguss + heatran. Anyways, I'll just go mon by mon and do the descriptions/reason for choosing at the same time.
Dragonite @ Heavy-Duty Boots
Ability: Multiscale
Tera Type: Normal
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Extreme Speed
- Dragon Dance
- Earthquake
- Ice Spinner
When I learned that dnite got STAB espeed it was the first thing I considered building with. I have settled on boots because having multiscale intact lets dnite function better as a revenge killer, especially mid-late game against something like iron valiant that outspeeds my whole team after quark drive and wont die to 1 espeed. Dnites typing also lets it check or even set up on ogerpon if it lacks play rough, while having a ground immunity and being one of my better answers to rillaboom. Ice spinner is since zap/tusk/lando-t wall otherwise, and it comes in handy for other dnite as well. Adamant is needed for the espeed damage imo and I have considered banded, however without hazard control that seems like a poor choice. Overall dnite's typing lends it a lot of defensive utility while it simultaneously is a potent offensive threat.
Garchomp @ Life Orb
Ability: Rough Skin
Tera Type: Steel
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Spikes
- Earthquake
- Draco Meteor
- Fire Blast
Iron Valiant @ Heavy-Duty Boots
Ability: Quark Drive
Tera Type: Fairy
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Moonblast
- Close Combat
- Thunderbolt
- Psyshock
Gholdengo @ Choice Specs
Ability: Good as Gold
Tera Type: Ghost
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Make It Rain
- Shadow Ball
- Focus Blast
- Trick
I use specs gholdengo because when I click buttons things die in 1 hit. Wake and Lando can bring in this or tar to pretty much OHKO anything in the tier, and threaten whatever switches in. Trick lets me dump specs on fat teams but I rarely use it. Being able to block spin can also be beneficial but this isn't stack anymore so it doesn't matter too much. Also, taking some of the pressure off of tinkaton lets me save encore for the endgame, which comes in handy frequently. If zamazenta is on the other team you need this or tinkaton healthy and neither have recovery, so 2 checks for zam is necessary. Focus blast is mostly for Ting-Lu.
Landorus-Therian @ Choice Scarf
Ability: Intimidate
Tera Type: Ground
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Earthquake
- U-turn
- Stone Edge
- Grass Knot
Dnite is often unable to always be a switch in to EQers, especially if I need it's multiscale later-game for a revenge kill. Lando having grass knot + scarf lets it outspeed tusk after booster/spin, and deals with bulk-up/defensive sets that give dnite problems even with spinner. u-turn is nice for momentum, and stone edge is mostly for zap/thundy/moltres. Scarfed eq is the only thing on my team that outspeeds pult, and usually if dnite doesn't win the game for me its this thing sweeping with scarf eq. Intimidate is a fantastic ability, and comes in handy all of the time. Just having this thing alive at even 20% dissuades electric/ground moves while offering fodder that lowers the opponents attack. Also, being immune to spikes/tspikes and most importantly webs while only taking 1/8 from rocks is nice on a team without hazard control so I try to go flying/hdb heavy on this team. Because of the hdb ubiquity on my team I think I almost need a scarfer for speed-control.
Manaphy @ Leftovers
Ability: Hydration
Tera Type: Poison
EVs: 252 HP / 144 Def / 112 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Stored Power
- Acid Armor
- Take Heart
Walking Wake @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Water
EVs: 8 HP / 4 Def / 244 SpA / 252 Spe
Timid Nature
- Scald
- Draco Meteor
- Flip Turn/Hurricane/Flamethrower/Roar
- Knock Off
I ended up switching manaphy out for walking wake, as the better speed tier and higher base sp atk + coverage essentially allowed me to condense the roles of manaphy and LO chomp into one mon. Draco and scald does the majority of what Chomp and Mana were best at, although this leaves me a bit weaker overall to fatter teams knock off helps me compensate against this. No setup option or cheesy wincon but it consistently provides value and boots makes it more consistent against webs/tspikes etc, and knock off + flip turn provides a ton of utility while giving me a reliable way to get ttar in against slower teams. 244 SpA EVs is in case I run into a sun team, although it's pretty rare I want the speed>sp atk proto.
Tinkaton @ Heavy-Duty Boots
Ability: Mold Breaker
Tera Type: Fairy
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Play Rough
- Thunder Wave
- Stealth Rock
- Encore
Originally I was using heatran, but after trying this thing out I was pleasantly surprised. I was pretty shocked it got base 94 speed and that combined with encore + mold breaker lets you fuck over dengo which is always cute. Surprised how many players 1600-1700 just didn't know mold breaker worked that way, and being able to just rock vs hatterene teams is a plus. Twave gets constant usage, and can end up crippling 2-3 mons in a game sometime which ttar benefits from immensely. 94 base speed + encore + boots also makes this thing pretty useful in the endgame, fucking over gambit, mana etc. Its only downside is that it allows a lot of mons in for free, including tusk, lando, heatran, zap, shit can suck ass.
Tyranitar @ Choice Band
Ability: Sand Stream
Tera Type: Rock
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Stone Edge
- Knock Off
- Earthquake
- Ice Punch
I have grown quite fond of this thing. This outspeeds gambit and can take a few hits on the physical/special side in general. Sand fucks dnite over but I can usually play around/avoid that, and that cuts both ways against sash users like ceru. Band tar gives me a way to take advantage of lando's u-turn and now wake's flip turn. This tier really doesn't tend to have any switchins to rock moves outside tusk, and knock off + EdgeQuake doesn't miss much in terms of coverage. Anything that this thing chunks is easier for dnite/lando to clear, and those usually finish the game for me. Ice punch helps me get damage on tusk which this team appreciates.
Dragonite @ Heavy-Duty Boots
Ability: Multiscale
Tera Type: Normal
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Extreme Speed
- Dragon Dance
- Earthquake
- Ice Spinner
When I learned that dnite got STAB espeed it was the first thing I considered building with. I have settled on boots because having multiscale intact lets dnite function better as a revenge killer, especially mid-late game against something like iron valiant that outspeeds my whole team after quark drive and wont die to 1 espeed. Dnites typing also lets it check or even set up on ogerpon if it lacks play rough, while having a ground immunity and being one of my better answers to rillaboom. Ice spinner is since zap/tusk/lando-t wall otherwise, and it comes in handy for other dnite as well. Adamant is needed for the espeed damage imo and I have considered banded, however without hazard control that seems like a poor choice. Overall dnite's typing lends it a lot of defensive utility while it simultaneously is a potent offensive threat.
Ability: Rough Skin
Tera Type: Steel
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Spikes
- Earthquake
- Draco Meteor
- Fire Blast
Iron Valiant @ Heavy-Duty Boots
Ability: Quark Drive
Tera Type: Fairy
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Moonblast
- Close Combat
- Thunderbolt
- Psyshock
Gholdengo @ Choice Specs
Ability: Good as Gold
Tera Type: Ghost
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Make It Rain
- Shadow Ball
- Focus Blast
- Trick
I use specs gholdengo because when I click buttons things die in 1 hit. Wake and Lando can bring in this or tar to pretty much OHKO anything in the tier, and threaten whatever switches in. Trick lets me dump specs on fat teams but I rarely use it. Being able to block spin can also be beneficial but this isn't stack anymore so it doesn't matter too much. Also, taking some of the pressure off of tinkaton lets me save encore for the endgame, which comes in handy frequently. If zamazenta is on the other team you need this or tinkaton healthy and neither have recovery, so 2 checks for zam is necessary. Focus blast is mostly for Ting-Lu.
Landorus-Therian @ Choice Scarf
Ability: Intimidate
Tera Type: Ground
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Earthquake
- U-turn
- Stone Edge
- Grass Knot
Dnite is often unable to always be a switch in to EQers, especially if I need it's multiscale later-game for a revenge kill. Lando having grass knot + scarf lets it outspeed tusk after booster/spin, and deals with bulk-up/defensive sets that give dnite problems even with spinner. u-turn is nice for momentum, and stone edge is mostly for zap/thundy/moltres. Scarfed eq is the only thing on my team that outspeeds pult, and usually if dnite doesn't win the game for me its this thing sweeping with scarf eq. Intimidate is a fantastic ability, and comes in handy all of the time. Just having this thing alive at even 20% dissuades electric/ground moves while offering fodder that lowers the opponents attack. Also, being immune to spikes/tspikes and most importantly webs while only taking 1/8 from rocks is nice on a team without hazard control so I try to go flying/hdb heavy on this team. Because of the hdb ubiquity on my team I think I almost need a scarfer for speed-control.
Ability: Hydration
Tera Type: Poison
EVs: 252 HP / 144 Def / 112 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Stored Power
- Acid Armor
- Take Heart
Walking Wake @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Water
EVs: 8 HP / 4 Def / 244 SpA / 252 Spe
Timid Nature
- Scald
- Draco Meteor
- Flip Turn/Hurricane/Flamethrower/Roar
- Knock Off
I ended up switching manaphy out for walking wake, as the better speed tier and higher base sp atk + coverage essentially allowed me to condense the roles of manaphy and LO chomp into one mon. Draco and scald does the majority of what Chomp and Mana were best at, although this leaves me a bit weaker overall to fatter teams knock off helps me compensate against this. No setup option or cheesy wincon but it consistently provides value and boots makes it more consistent against webs/tspikes etc, and knock off + flip turn provides a ton of utility while giving me a reliable way to get ttar in against slower teams. 244 SpA EVs is in case I run into a sun team, although it's pretty rare I want the speed>sp atk proto.
Tinkaton @ Heavy-Duty Boots
Ability: Mold Breaker
Tera Type: Fairy
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Play Rough
- Thunder Wave
- Stealth Rock
- Encore
Originally I was using heatran, but after trying this thing out I was pleasantly surprised. I was pretty shocked it got base 94 speed and that combined with encore + mold breaker lets you fuck over dengo which is always cute. Surprised how many players 1600-1700 just didn't know mold breaker worked that way, and being able to just rock vs hatterene teams is a plus. Twave gets constant usage, and can end up crippling 2-3 mons in a game sometime which ttar benefits from immensely. 94 base speed + encore + boots also makes this thing pretty useful in the endgame, fucking over gambit, mana etc. Its only downside is that it allows a lot of mons in for free, including tusk, lando, heatran, zap, shit can suck ass.
Tyranitar @ Choice Band
Ability: Sand Stream
Tera Type: Rock
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Stone Edge
- Knock Off
- Earthquake
- Ice Punch
I have grown quite fond of this thing. This outspeeds gambit and can take a few hits on the physical/special side in general. Sand fucks dnite over but I can usually play around/avoid that, and that cuts both ways against sash users like ceru. Band tar gives me a way to take advantage of lando's u-turn and now wake's flip turn. This tier really doesn't tend to have any switchins to rock moves outside tusk, and knock off + EdgeQuake doesn't miss much in terms of coverage. Anything that this thing chunks is easier for dnite/lando to clear, and those usually finish the game for me. Ice punch helps me get damage on tusk which this team appreciates.
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