After experimenting a bit, I decided to go and make a Psychic team. As I looked around at some teams for reference, I was finding a light of Expanding Force Spam. While undeniably effective on non-dark or steel teams, it just didn't strike me as all that fun. That's when I remembered an older style I enjoyed using: Pivot Psychic (at least that's what I called it). While one of the two main pillars lost its pivot move, I still have been very much enjoying the use of this team. Obviously, it has its flaws, which I will talk about afterwards. For now, the team...
Mr. Iron (Slowbro) @ Rocky Helmet
Ability: Regenerator
Tera Type: Water
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Body Press
- Scald
- Thunder Wave
- Slack Off
The first pillar,
itself. The Pivot team is about shuffling around mons based on who gets sent out. While
lost access to Teleport, it is still the first pillar due to its ability: Regenerator. With constant healing and the mega investment into defense,
is the physical wall to protect the team.
punishes the contact moves it comes in on. Thunder Wave is a nice tool to catch any switch with, to help the rest of the team breathe a little easier. Body Press goes off its Defense, so it isn't only stuck with Scald. And as for the second pillar...
Mr. Zinc (Slowking-Galar) @ Assault Vest / Heavy-Duty Boots
Ability: Regenerator
Tera Type: Poison
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
IVs: 0 Atk
- Future Sight
- Sludge Bomb
- Flamethrower
- Ice Beam / Chilly Reception
is the second pillar, specifically
. Why The Galarian version over Johtonian(?) ? One reason: that Poison typing. A grounded Poison type to clean up Toxic Spikes is VITAL for heavy pivoting teams. Really, all hazards are a problem for teams like this (spoiler alert: that's one of my problems), but at least Toxic Spikes will have a direct answer for this team. I personally like using
on
for even more special bulkto become
's special counterpart, but
is also a viable option to make other hazards a nonissue. As for the moves, Future Sight is used to set traps up for the enemy, forcing them to switch around while I also reposition. Sludge Bomb is another STAB option for the higher chance to poison instead of Sludge Wave. Flamethrower is for Steel types that aren't
, and the last slot is changable depending on the held item. If
, Ice Beam is there for extra coverage, while
lets
use its signature move: Chilly Reception. Chilly Reception lets it pivot out to a more appropriate teammate while also changing the weather to mess with other weather teams.
Jet Synchron (Latios) (M) @ Choice Scarf
Ability: Levitate
Tera Type: Dragon
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Luster Purge
- Flip Turn
- Trick / Ice Beam
The first actual attacker on the team.
is a heavy special attacker who can also spam Flip Turn thanks to its
, adding to the pivoting. Draco Meteor hits hard for anything that isn't Fairy or Steel, Luster Purge can fish for Special Defense drops. The last move depends on which item
holds. If it is holding
, I throw on Trick to lock down setup sweepers. If
, I throw on Ice Beam for the extra coverage. If one of the Draco Meteor resisting types could switch in, I usually Flip Turn into...
C-R-O-W-N-E-D (Iron Crown) @ Choice Specs
Ability: Quark Drive
Tera Type: Steel
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 20 Atk
- Tachyon Cutter
- Psyshock
- Focus Blast
- Volt Switch
is another hole-puncher in the team. Dealing with Fairy and Rock types,
has a surprising amount of bulk for how strong it hits. The pivot move here is Volt Switch, as it gets the boost from
. Tachyon Cutter is to break any cheeky Subsitutes, and Psyshock is a surprise hit to the Defense of any special walls that try to come in instead. As unreliable as Focus Blast is, the power it has when it lands is undeniable. Overall just fun to use as a pivoter over Expanding Force spam, but that's just me.
The Boulder (Iron Boulder) @ Life Orb
Ability: Quark Drive
Tera Type: Rock
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Mighty Cleave
- Psycho Cut
- Close Combat / Earthquake
The ONLY physical attacker (spoiler alert: another problem),
is very much a necessity here. Since it also is a non-Choice item mon, the first time it comes out I can bluff
to force a switch, which gives me a chance to set up Swords Dance. The
gives it extra power, but also puts a timer on its head. I only go into
as a means to clean up a game, if it can't, then I just pray it makes enough holes for the others to break through. Mighty Cleave and Psycho Cut are STAB options, while the last slot can be either-or depending on preference.
Mahou Shoujo (Hatterene) (F) @ Eject Button
Ability: Magic Bounce
Tera Type: Psychic
EVs: 252 HP / 204 Def / 52 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Psyshock
- Draining Kiss
- Nuzzle
is the only form of "hazard control" for the team (outside of
). Magic Bounce reflects any non-damaging move back onto the enemy's side, which means I can return hazards to sender. The pivot here is a one-time use in
, in case I make a bad prediction. After the item procs, next time
can come out and set up as a bulky special sweeper. Nuzzle gives it a form of speed control while Draining Kiss is recovery. I picked Psyshock over Psychic just to have another mon that can hit Defense instead of Special Defense.
Overall, I have two main weaknesses on this team:
1. Prediction reliant. This team really requires me to get the mind games right, else it becomes awkward and slower than intentional. If either of my two pillars fall, the team kinda crumbles apart.
2. Too many special attackers. Of the entire team, only one mon is focused on its Attack stat:
. If he goes down early against a specially defensive team, it is pretty much an instant loss. I originally had a
on the team, but then there were too many Choice mons, which made everything more predictable.
The team is overall fun for me, but the two main weaknesses I can think of hold it back juuuust enough to stop it from truly shining. Any ideas for improvements would be helpful, thank you.
Mr. Iron (Slowbro) @ Rocky Helmet
Ability: Regenerator
Tera Type: Water
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Body Press
- Scald
- Thunder Wave
- Slack Off
The first pillar,
Mr. Zinc (Slowking-Galar) @ Assault Vest / Heavy-Duty Boots
Ability: Regenerator
Tera Type: Poison
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
IVs: 0 Atk
- Future Sight
- Sludge Bomb
- Flamethrower
- Ice Beam / Chilly Reception
Jet Synchron (Latios) (M) @ Choice Scarf
Ability: Levitate
Tera Type: Dragon
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Luster Purge
- Flip Turn
- Trick / Ice Beam
The first actual attacker on the team.
C-R-O-W-N-E-D (Iron Crown) @ Choice Specs
Ability: Quark Drive
Tera Type: Steel
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 20 Atk
- Tachyon Cutter
- Psyshock
- Focus Blast
- Volt Switch
The Boulder (Iron Boulder) @ Life Orb
Ability: Quark Drive
Tera Type: Rock
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Mighty Cleave
- Psycho Cut
- Close Combat / Earthquake
The ONLY physical attacker (spoiler alert: another problem),
Mahou Shoujo (Hatterene) (F) @ Eject Button
Ability: Magic Bounce
Tera Type: Psychic
EVs: 252 HP / 204 Def / 52 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Psyshock
- Draining Kiss
- Nuzzle
Overall, I have two main weaknesses on this team:
1. Prediction reliant. This team really requires me to get the mind games right, else it becomes awkward and slower than intentional. If either of my two pillars fall, the team kinda crumbles apart.
2. Too many special attackers. Of the entire team, only one mon is focused on its Attack stat:
The team is overall fun for me, but the two main weaknesses I can think of hold it back juuuust enough to stop it from truly shining. Any ideas for improvements would be helpful, thank you.








