Ohhh, that makes sense. Probably should've read the description better before slapping it on, but thanks for clearing this up!Passho Berry triggers on super-effective hits, not just any move of the type (unlike Chilan for Normal).
Ohhh, that makes sense. Probably should've read the description better before slapping it on, but thanks for clearing this up!Passho Berry triggers on super-effective hits, not just any move of the type (unlike Chilan for Normal).
Gotta mark a W for Dedenne solo. As long as you have an Intimidate partner NPC or a general supporter that isn't brain dead, Dedenne can sweep pretty cleanly. Sitrus Berry certainly seems like the preferred choice for the item.
Dedenne @ Aguav Berry
Ability: Cheek Pouch
Tera Type: Electric
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Parabolic Charge
- Charge Beam
- Charm
- Entrainment
Depending on how aggressive Quaquaval is, Dedenne might be able to pull off a solo clear. Entrainment denies Moxie, and Charm helps survival. From there, you can alternate Parabolic Charge and Charge Beam for damage until the end of the raid. Should be a fun spice choice.
I will double this. That Dendenne set is pretty good at stopping the raid cold as long as you get 1 Intimidate NPC trainer. I happened to get two (Staraptor and Tauros) and the fight wasn't even slightly challengingGotta mark a W for Dedenne solo. As long as you have an Intimidate partner NPC or a general supporter that isn't brain dead, Dedenne can sweep pretty cleanly. Sitrus Berry certainly seems like the preferred choice for the item.
One alternative I'll shout out for Iron Defense (in case the party has other debuff bots to neuter Quaq's damage faster) is Sunny Day to get rid of the Rain boost, which discourages Aqua Step from the Tera STAB damage option late in the fight when your own Teras might otherwise encourage it (like Miraidon shedding its Dragon typing).After seeing Arcticblast mention how effective Trick Room was in this Quaquaval raid, I decided to give the definitive “slow pokemon” a try. This thing has worked VERY WELL in a support role in online raids. It has made many marginal teams into easy winners, and it has never come close to fainting! Here’s the set:
Slowbro @ Leftovers
Ability: Regenerator
Tera Type: Water
Bold Nature
EVs: 252 HP / 252 Defense
- Chilling Water
- Trick Room
- Skill Swap
- Iron Defense
The real gem of this set is Trick Room. Lots of random teams can handle the stuff Quack does, if they can just move first. So many teammates appreciate getting off a move before the hit from Quack — whether it be a healing attack (Parabolic Charge by Bellibolt or Miraidon, Drain Punch by Iron Hands, etc), or an attack-lowering move (Chilling Water by Belli and others, Breaking Swipe by Zekrom, etc) or whatever. The fact is, moving first is a huge help and unfortunately because of the oft-used Aqua Step in this raid, normally every player must relegate themselves to the fact that they will be moving last every turn after the first one. Well, Trick Room changes all that, and WOW what a difference it makes!
Here’s the general playbook for this Slowbro:
- Turn 1 I set Trick Room, and probably eat a Brave Bird for a little more than 20% damage, if no one else debuffed the boss already
- Turn 2 I move first and Chilling Water to lower attack and help the team, even if other mons are also debuffing the boss
- At this point, it depends on what teammates I have and what they are doing, but it’s pretty much a choice between Chilling Water again or Skill Swap if the shield isn’t up. I’d say 3 out of 4 times, I just go with ChillWater and forget about Skill Swapping Moxie. The fact is, moving first and lowering the boss attack is such a big help, removing Moxie just isn’t that big of a deal. But if I have really offensive teammates that might get snowballed by Moxie later in the battle, I will prioritize Skill Swap to give the team an ace in the hole later if teammates start fainting.
- After the player reset, I Iron Defense once or twice to make Bro basically invulnerable the rest of the battle.
- I watch the timer and keep track of my Trick Room turns, and make sure to reset Trick Room when it runs out
- From there I’m usually just a Chilling Water and Cheer bot for the team, so they can KO the boss
The build is max defensive Slowbro, so it can support the team without fear of fainting. I don’t think I’ve ever been below about 70% green health in any battle, even ones where we lost. I sometimes even forget to go Tera, unless I’m on a team with a lot of Acid Sprayers where the Chilling Waters from Bro can help do some chip damage to the boss. Even going Tera Water and losing the resistance to Brick Break, Brave Bird still does more damage. So from a defensive standpoint, going Tera or not, it’s not really an issue.
Also watch for Big Brain plays on any mon not needing its ability. I had someone with this Slowbro in my lobby (3 Supports and a Miraidon basically), and after Ice Spinner ripped up the Electric Terrain, it Skill Swapped Miraidon to Steal Hadron Engine and reset the Terrain (which also let my Bellibolt put in decent damage with Tera Electric Parabolic), and repeated when the Terrain wore off again (everyone was in Teras that made Ice unappealing so it didn't get ripped again).
It's still up for another day if you can connect online. These events are active the whole week.My stupid ass forgot about Quaquaval.
That means that now I'm missing literally the very last of the 30 starters that I started collecting over two years ago with Cinderace, and unlike Charizard, it will probably not be rerun. I fucking hate it. It's gonna bother me forever.
So Shadow Claw? Cause that's the only attacking Ghost move it learns in SV, since I doubt they'd give it Spite or Curse in a main slot (or at all in the case of Curse since it's Tera Ghost).Earthquake I would assume is the most likely 4th move but it does also have all the Elemental Punches + obviously could have a ghost move (either as 4th or over Crunch)
I could see Focus Energy as turn 0 move, with Shadow Claw and Stone Edge to benefit from guaranteed critical hits. Dragon Dance is also a good option.
Since Tyranitar has good special attack and a very wide movepool, we can likely expect some special moves in the mix. If Shadow Claw is not chosen, then Tera Blast could be a likely choice to take advantage of its mechanic to become a special attack if physical attack has been debuffed.
Ngl I would actually take Shadow Claw + Stone Edge shenenigans over Rock Slide + Crunch. Dealing with crits is overally easier than having to deal with defense drops and flinches, I am not a big fan of having to run Covert Cloak if I can't abuse draining moves in raids.So Shadow Claw? Cause that's the only attacking Ghost move it learns in SV, since I doubt they'd give it Spite or Curse in a main slot (or at all in the case of Curse since it's Tera Ghost).