Pokémon Day 7* Tera Raids (Paldea Starters and Pseudos)

I ran into an interesting Drifblim in one of my earlier shots at pubs:

:sv/drifblim:
Drifblim @ Leftovers
Ability: Aftermath
Tera Type: ???
EVs: 212 HP / 252 Def / 44 Spe (assumed)
Bold Nature
- Clear Smog
- Strength Sap
- Sunny Day
- Trick Room

I queued into this with Bellibolt, an ally Bellibolt, and I think a Meowscarada? Drifblim actually put in a ton of work. Clear Smog turn 1 is always welcome, but Trick Room basically ensured that Quaquaval could never snowball after a debuff clear, because everyone else went first due to all the Aqua Step boosts. It only ever used Clear Smog after Bulk Ups; beyond that, it was just using the right support moves for the occasion. I don't even remember seeing it try to side Strength Sap honestly.

In other news, I've been running pubs mostly with Bellibolt and this support Gyarados:

:sv/gyarados:
Gyarados @ Leftovers
Ability: Intimidate
Tera Type: Water
EVs: 220 HP / 252 Def / 36 Spe
Lax Nature
- Chilling Water
- Sunny Day
- Helping Hand
- Body Slam

It's okay. The idea is Intimidate clears the immediate Bulk Up and you outrun it for your first Chilling Water, so you get a pretty painless start for the whole team. Sunny Day stops the rest of the team from getting one shot out of nowhere, and the other moves are honestly just there to fill slots. It's nice for facilitating Miraidons, but some lobbies are truly doomed.
 
:SV/Dedenne:
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.
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.
 
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.
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 challenging
 
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:

:sv/slowbro:
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.
 
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:

:sv/slowbro:
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.
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).

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).
 
:gouging fire:
Gouging Fire @ Sitrus Berry
Ability: Protosynthesis
Tera Type: n/a
EVs: 252 HP / 252 Def
Impish Nature
- Burning Bulwark
- Breaking Swipe
- Sunny Day
- Howl

Once again, my favorite raid support turns out to do well here. Bulwark to burn through shield, Sunny Day to boost my own defense and weaken Aqua Step, and breaking swipe to lower Attack further. I have Howl here to actually help Stored Power users, making them 20BP stronger with each Howl, but this slot can be whatever; Morning Sun, Leer, Dragon Cheer, etc.
 
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).

This suggestion for Skill Swapping Hadron Engine after Miraidon goes Tera is a fantastic pro tip! I have used it in 4 or 5 online raids in a row, and in one raid it was literally the move that won the raid as we were at the very end of the timer and the boost from terrain allowed Miraidon to just barely KO the boss at the very last second. Thanks pika pal!
 
grumpig.gif

Grumpig @ Shell Bell
Ability: Thick Fat
Tera Type: Psychic
Bold Nature
EVs: 252 HP / 252 Defense / 4 Sp. Attack
- Mud Slap / Chilling Water
- Stored Power
- Simple Beam
- Calm Mind

Alright so I was messing around with mon that could solo Quaquaval and after winning a match using Latios with Simple Beam + 2 Intimidators, I figure I try another Simple Beam user to have some fun. What followed was one of the weirdest interaction I seen within a 7 star raid as Quaq just spammed Ice Spinner for like 99% of the match. Like for some unknown reason it couldn't stop using Ice Spinner on Grumpig despite having better options in Aqua Step or Brave Bird.

Edit: After some more testing, with one intimidator or two it seem Quaq isn't 100% brain dead and will use Aqua Step and/or Brave Bird during the beginning moment. However after the shield and near the end he just spammed Ice Spinner despite my ability.
 
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Solo'd with Tera Poison Venusaur, which seems like it shouldn't have worked. It was supposed to be a test run, but I barely cleared on my first attempt with the build I already had sitting around.

Started with Worry Seed, then Acid Spray and Sludge Bomb with a shell bell and that was it. Brave Bird hits hard at the beginning and I fainted once, but I had 1 intimidate NPC and once I went Tera Poison it was just a race against the clock. I meant to run Mega Drain as my last slot, but I forgot and had Synthesis there which I never managed to use.

Never found anything I had that felt like it would be great support online. Used a defensive unaware Clefable which worked out okay with Chilling Water and Life Dew to keep others alive, managed the clear but it wasn't optimal.
 
:archaludon:
Archaludon @ Shell Bell
Ability: Stamina
Tera Type: Electric
EVs: 4 HP / 252 Def / 252 SpA
Modest Nature
- Breaking Swipe
- Thunderbolt
- Electro Shot
- Metal Sound / Iron Defense

Stole this set from a youtube video. It's a really good solo, but you'll need an Intimidater. Breaking Swipe until you get Tera, Thunderbolt until the rain starts, then start using Electro Shot.

Edit: Iron Defense can work without Intimidate support. Once the boss resets your stats, and you're at Tera Electric, use Iron Defense.
 
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Brought out the Bronzong again for this raid.

Iron Defence
Body Press
Sunny Day
Reflect (later swapped to TR)

I did not realise the duck had Brick Break so was kinda surprised it used it immediately on the Reflect, my bad for not actually looking at the movepool! Still cleared first time with a Miraidon, Bellibolt and Iron Hands; fully expected the fail, but Bellibolt kept us in the match with Chilling Waters. Later tried again with TR and it worked a charm, Bronzong barely took any damage and if no one dies Moxie doesn't start scaling. Iron Def/Body Press were the attacking option of choice, but I was mostly dealing chip. Sunny Day just helped take the edge off of the Aqua Steps as well.

A lot less trying than I first expected to be honest.
 
Went with an unorthodox choice for Quaquaval, and glad i did! Loved this mon since Gen V but not had a need to breed one before now! Moveset should be self-explanatory, and this set makes for an easy solo if you have an ally or two with intimidate. Took Quaquaval down on the first attempt:

eelektross.gif

Eelektross @ Shell Bell
Ability: Levitate
Tera Type: Electric
Modest Nature
EVs: 4 HP / 252 Defense / 252 Sp. Attack
- Acid Spray
- Gastro Acid
- Discharge
- Sunny Day
 
stantler.gif

Stantler (The Gunch) @ Eviolite
Ability: Intimidate
Tera Type: Psychic (doesn't matter)
Jolly Nature
EVs: I had a weird spread from some other raid but 252 HP / 252 Spe / 4 whatever is fine
-Skill Swap
-Role Play
-Helping Hand
-Psyshield Bash

I duoed Quaquaval with this Stantler set, while my friend brought Miraidon. Honestly one of my favorite support mons, it's so funny to use. Skill Swap to steal Moxie, Role Play to get Intimidate back, and (if you got lucky) cycle Skill Swaps with Intimidate npc allies. IDK if Skill Swap can be used on Hadron Engine, but Role Play definitely can if you want to reset it. I usually have Reflect/Light Screen in the Helping Hand slot but screens weren't ideal for this raid.
 
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.
 
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.
It's still up for another day if you can connect online. These events are active the whole week.
 
1000016760.jpg

Tyranitar is coming next with Ghost Tera type.
The Tyranitar raids will be active on the following days:
- March 28th 2025 - March 30th 2025
- April 4th - April 6th 2025

The 5 star Blissey raids will also return during the second weekend.
 
The question will be what will stop us from running funny bulky dark or fighting type.

Probably not Kingambit, I would assume it'll at very least have Low Kick or similar coverage...
I don't know why something is telling me Okidogi. Don't question it, I just feel it.

Rock Stab / Crunch / Probably fighting coverage with Dragon Dance as extra move is honestly a given, only question is what the last coverage move will be.
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)

(Also it won't actually have Sand Stream I assume since it's not HA and regardless the Tera would negate the benefit, which is funny considering that's basically TTar's signature feature)
 
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.
 
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)
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).
 
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.
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).
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.
 
If Tyranitar is running a crit build, here’s a possible set:

Krookodile @ Shell Bell
Tera type: Dark
Ability: Anger Point
EVs: 252 HP / 252 Atk / 4 Def
- Taunt
- Power Trip
- Breaking Swipe
- Bulk Up / Crunch / Bulldoze

Get crit, smack Ttar with + 6 140 BP STAB Super Effective Power Trip. Taunt stops it setting up more Dragon Dance / Hone Claws or whatever. Last slot is filler. Krook’s typing lets it resist Rock, Dark and Ghost.
 
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Alternatively, what about

:torterra: Torterra @ Shell Bell
Ability: Shell Armor
Tera Type: Dark
EVs: 252 HP / 252 Atk / 4 Def
Impish Nature
- Crunch
- Curse
- Mud-Slap
- Synthesis / Reflect / Leech Seed / Giga Drain / honestly whatever

Relevant calcs:
0+ Atk Tera Ghost Tyranitar Stone Edge vs. 252 HP / 4+ Def Torterra: 66-78 (16.7 - 19.7%) -- guaranteed 6HKO
0+ Atk Tera Ghost Tyranitar Shadow Claw vs. 252 HP / 4+ Def Torterra: 93-111 (23.6 - 28.1%) -- 89.4% chance to 4HKO
0+ Atk Tera Ghost Tyranitar Crunch vs. 252 HP / 4+ Def Torterra: 106-126 (26.9 - 31.9%) -- guaranteed 4HKO

Stone Edge and Shadow Claw are non factors, if it's running Crunch I would recommend having 4th move slot dedicated to Leech Seed and swap to Covert Cloak to avoid defense drops from Crunch pre-tera.
Once you tera (can use Mud-Slap to stack it up) it'll prefer using Stone Edge which will get even further bothered by the accuracy drops.

There is also the option they give it Smack Down as rock stab in which case honestly there's valid reasons to just use one of the many actual dark types as who cares for Smack Down anyway.
 
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