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

:SV/Mew:

Mew @ Flame Orb
Ability: Synchronize
Tera Type: Fire
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Fling
- Reflect
- Life Dew
- Haze / Grassy Terrain / Transform

I wonder if a support oriented Mew like this could work. With Flame Orb Fling and Reflect, you will be able to neutralize Metagross's damage output completely, and then you can just spam Life Dew for sustenance.

The last slot is very flexible. Haze can remove Attack buffs from Hone Claws and Meteor Mash (but conflicts with partners' set-up). Grassy Terrain nerfs Earthquake and provides more healing. Transform can let you borrow your allies' power in the late raid. I use Tera Fire here since I assume Skeledirge would be a popular choice and a good Transform target.

:Jirachi: Jirachi could also use a similar set. Jirachi's Steel type stops Metagross from using Meteor Mash for Attack boosts which should help survivability. Iron Defence in the last slot would be the natural choice for staying alive.
 
:gouging fire:

If you give Gouging Fire a Shuca Berry, Metagross will use Zen Headbutt over Earthquake. This gives you a guaranteed Burn proc with Burning Bulwark. Been running Sunny Day and Dragon Cheer for further progress-making online, and threw on Weather Ball since the last slot is filler anyway and it hits the lower SpDef stat.
 
oinkologne.gif


Oinkologne @ Sitrus Berry
Level: 100
Bold Nature
Ability: Lingering Aroma
EVs: 252 HP / 252 Def
- Chilling Water
- Mud-Slap
- Helping Hand
- Sunny Day

This is a fun support option for Skeledirge or similar attackers. Since Metagross always picks Meteor Mash against this pig, Lingering Aroma gets rid of Clear Body for you and lets you spam Chilling Water to rack up the attack debuffs. The Sitrus Berry is intended to help with survival during the first few turns.

Note that only male Oinkologne get Lingering Aroma as an ability.

reshiram.gif

Reshiram @ Shuca Berry
Level: 100
Bold Nature
Ability: Turboblaze
EVs: 252 HP / 252 Def
- Breaking Swipe
- Helping Hand
- Reflect

Similar idea with Reshiram as a supporter, where Turboblaze lets you ignore Clear Body for Breaking Swipe to keep Metagross's attack down. There are some other options that might work in a similar way with Mold Breaker, like Haxorus or Veluza, but they're noticeably less bulky.


... and here is a nice infographic for these:
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(ignore the item for Reshiram -- apparently Shuca Berry works better)
 
Anyone tried Torkoal as support? Inferno (with Zoom Lens for accuracy) can burn through the shield, EQ probably isn't too threatening after that.

Inferno
Iron Defense
Sunny Day
Protect
 
Anyone tried Torkoal as support? Inferno (with Zoom Lens for accuracy) can burn through the shield, EQ probably isn't too threatening after that.

Inferno
Iron Defense
Sunny Day
Protect
It doesn't sound good. +1 EQ 2HKOes max Def Torkoal,, meaning without other supports, you're stuck heal cheering a lot. Even if you run Shuca Berry to dodge EQs, Zen Headbutt might flinch you down, and you then lose the accuracy boost from Zoom Lens.

If you want to burn through shield, Shuca Berry Gouging Fire can do that with Burning Bulwark 100% of the time. I even ran into a Smeargle running Burning Bulwark, Cotton Guard, and Coaching. Other options I've tried include Sacred Fire Ho-Oh (also has Reflect and Life Dew) and Flame Body + Scorching Sands Moltres, both holding Wacan Berry.
 
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shoutout to Jibaku for this one

:sv/skeledirge:
Skeledirge @ Shuca Berry
Ability: Unaware
Tera Type: Fire
EVs: 220 HP / 252 SpA / 36 Spe
Modest Nature
IVs: 0 Atk
- Torch Song
- Will-O-Wisp
- Slack Off
- Protect

I hit Protect turn 1 which was probably unnecessary, but beyond that it's just there for the reset turn should you want it. Otherwise, this is a pretty straightforward Unaware clear. Click Torch Song. Shuca Berry dissuades Metagross from using Earthquake, and Wisp makes Metagross look very sad. Make sure to PP Max Torch Song and Slack Off; you will run out of both if you don't. Since Metagross's debuff clear is HP-based, you can Wisp it post-shield and then Slack Off, trigger the debuff clear, then Wisp it again to make the back half of the fight very safe.
add Scorching Sands instead of Protect to make things more comfortable


I've also used with success support Milotic:

Milotic @ Leftovers
Ability: Marvel Scale
Tera Type: Water
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Haze
- Scald
- Life Dew
- Recover/Aqua Ring

Haze turn 1, then fish for burns from scald, life dew to keep everyone alive, you're bulky enough to handle the thunderpunches comfortably, being paralyzed helps because of marvel scale but it is not necessary. You won't do much damage but you're trying to keep everyone alive with this set.
If your partners are physical attackers then haze will also help by removing the Iron Defenses from Metagross.
 
Scream Tail @ Babiri Berry
252/0-/252+/0/4/0
Reflect
Psych Up
Sunny Day
Helping Hand

I do NOT recommend anyone use this set. It has exactly the problem you think it will have. I used this set to prove the raid to be possible with Scream Tail (with randos).

For some reason, no one is bringing Reflect, so just drop a Reflect and chill out. Mix in Sun/Def Cheer if safe. If you can Psych Up a +4 Def (guaranteed on Metagross after shield break), you will become a monster and can continue to more properly support.
 
Alright trying out Metagross with Skeledirge with scorching sands.

Attempt 1: Lugia, Quagsire, Armarouge??? Honestly, i was so curious what the gameplan was here that I did this just to see.
Quagsire was just slowly boosting itself until spamming earthquake, Lugia also boosted itself and then spammed recover as it slowly marched towards death. Armarouge had weak armor and died, badly, many times.
I got a turn 1 burn with Scorcing Sands so honestly I think we could have won that one if it was literally any other Pokemon than Armarouge.

Attempt 2: Quagsire, Iron hand--I'm out
Attempt 2.1: Corviknight...Zacian...Persian. both me & the corv dipped
Attempt 2.2: Azumarill, Skeledirge and then an Arceus. Sure alright. Originally there were skeledirge but oen got spooked by the azumarill. I think we could have had it.
Anyway I should have followed the third skeledirge and dipped. The arceus used Overheat, Judgement and Flare Blitz and the Azu was dying I presume from Thunder Punch after the belly drum.. Anyway both the bozos lost us this one.
You know, when I first went in the azu was a dragonite. Should have just stuck with that one....

Attempt 3: Skeledirge, Skeledirge & Skeledirge. God bless.
We did so much damage everythign got desynched I didnt even see the status cleanse message (someone set up a wil o wisp after i died).
Everyone died at least once but it didn't matter. We had the momentum and the gameplan. Caught in a beast ball.
 
shoutout to Jibaku for this one

:sv/skeledirge:
Skeledirge @ Shuca Berry
Ability: Unaware
Tera Type: Fire
EVs: 220 HP / 252 SpA / 36 Spe
Modest Nature
IVs: 0 Atk
- Torch Song
- Will-O-Wisp
- Slack Off
- Protect

I hit Protect turn 1 which was probably unnecessary, but beyond that it's just there for the reset turn should you want it. Otherwise, this is a pretty straightforward Unaware clear. Click Torch Song. Shuca Berry dissuades Metagross from using Earthquake, and Wisp makes Metagross look very sad. Make sure to PP Max Torch Song and Slack Off; you will run out of both if you don't. Since Metagross's debuff clear is HP-based, you can Wisp it post-shield and then Slack Off, trigger the debuff clear, then Wisp it again to make the back half of the fight very safe.

You can actually go simpler than this.

All you need with Skeledirge is Torch Song, Protect, Unaware, Shell Bell, and Arboliva as a partner (you'd also want a Skeledirge that has Defense focused, aka Bold Nature). You need Arboliva because its Grassy Terrain halves the damage from Earthquake.
  • Turn 1 & 2 do a Torch Song.
  • Turn 3 do an Attack Cheer.
  • Now if it looks like you're about to faint, let Skeledirge faint (I guess you can also try to heal if you have Slack Off).
  • Once Skeledirge is back (or looks to be in a good shape), just keep spamming that Torch Song until it disables Abilities.
  • Protect until next turn when Unaware re-activates, and from there you can safely spam Torch Song till the end.
Some additional things you can do is use Will-O-Wisp to weaken its Attack, Sunny Day to strengthen Torch Song, or Slack Off anytime you feel Skeledirge may not be in a safe range.

I also got lucky with the Arcanine partner Burning Metagross early on, a Critical Hit after its shield was dropped that topped off my Skeledirge's HP, and the Dudunsparce Paralyzing Metagross after it cleansed itself and it was unable to Move for one turn. At that point it just felt like we were picking on it, felt a bit bad for it actually, so I caught it in a Beast Ball.
 
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Ho-Oh @ Wacan Berry
Ability: Regenerator
Tera Type: Fire
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Reflect
- Sacred Fire
- Life Dew
- Psych Up

I think out of every support I’ve used, Ho-Oh is the most consistent Skeledirge partner. Unaware means Skeledirge ignores stat drops, so Reflect and Sacred Fire burns are conditions Skeledirge actually benefits from. What I like about Ho-Oh is even if I don’t get the burn right away, I at least have Reflect up as I fish for burns. Life Dew then keeps the Dirges healthy. Wacan Berry prevents Thunder Punch usage, and Ho-Oh being a Fire-type forces Metagross to use Zen Headbutt, so no Attack raises from Meteor Mash.

The last slot can be Sunny Day or Helping Hand, but I've also been enjoying Psych Up. You copy Metagross’s Iron Defense and Hone Claws boosts after the player stat reset turn, and not only do you benefit from the added bulk, which is nice for when Metagross starts attacking twice, but the accuracy boost allows Sacred Fire to always hit.
 
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Raid script from https://stevecooktu.github.io/sv_raid_lookup/. 500 seconds/8.3~ minutes is a bit longer than Tyranitar and Salamence's 450 seconds, and a small mercy of this raid is Metagross only has a mere 25x HP multiplier off a relatively weak 80 HP stat and only a 25% shield to break through, which I appreciate gamefreak for considering to make this raid possible compared to how it's set in every other aspect.

Despite not achieving a solo win just yet after a day, I decided I may as well post a preliminary update on Azumarill, because this is looking to be Azumarill's greatest challenge yet (ignoring Mewtwo). But with lots of practice and experience, I am confident that it is possible if not human-viable for Azumarill to do the impossible and bring down the oppressive robot. I have the ideal strategy pretty much down, it's just that the execution is very dependent on NPC team support or Metagross choosing to Earthquake or not.

Here are my best attempts with Arboliva/Arcanine, Arboliva/Drifblim, and Arboliva/Gardevoir, being just about 1 turn away from finishing at red HP, usually thanks to good luck and Metagross giving me free turns with Earthquake or so. Currently I am resetting/grinding for a team comp involving three fully beneficial NPCs instead of only two in order to maintain any advantage I can get, because I felt that if I need near-perfect RNG to succeed with an imperfect team, I may as well go for a near-perfect team as the only thing I can preserve. So far my NPC teams have been one mon short of everyone contributing, so there is still room for improvement in a way that I can actually influence. I have also been working on optimizing the resetting process by recognizing that both the Arboliva NPC and Gardevoir NPC have green hair.

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I will have more on Metagross itself and the exact Azumarill execution/gameplan when this actually finishes, but here's what I have settled on so far (similar to the Falinks set posted earlier but outsourcing 50% crits to Lansat Berry), as well as some general notes about the battle that may be of interest.

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As you may see, I have gone through a whole rebuild of Azumarill (with multiple iterations), because you can not afford to pull any punches and Azumarill needs every single advantage it can get, burning everything it can in its heart against the soulless machine that is Metagross. Up until this point, I've been satisfied with just tera STAB and a dream, but this fight has pushed me beyond the unwritten limits I've set for myself.

As a preview, the current set is 92 Attack / 252 Defense+ / 164 Speed (suggested by Arcticblast). Azumarill hitting a 177 Speed stat manages to outspeed Metagross by 1 (they tie if both are paralyzed and round down but ideally that shouldn't happen), which helps to set Defense Curl and Rest before it can move which can really save HP overall compared to being slower (unless you have the appropriate support to make up for it). 252 Defense with a positive nature is to try to stay as healthy as possible, as Azumarill needs all the help it can get when it has to take every attack raw with no way around it. 92 Attack is what's left over. (Some screenshots have 342 HP but I reallocated that into Attack later.)

As a note, here is what Azumarill faces on turn 1.

+1 0+ Atk Tera Steel Metagross Meteor Mash vs. 0 HP / 252+ Def Azumarill: 230-272 (67.4 - 79.7%) -- guaranteed 2HKO
Possible damage amounts: (230, 232, 236, 238, 242, 244, 246, 250, 252, 254, 258, 260, 262, 266, 268, 272)

Azumarill can barely avoid Lansat Berry triggering on its first life at a 10/16 chance with damage rolls (25% of 341 HP is 85 rounded down, so anything above 255 damage will trigger Lansat.)
Generally Azumarill will get in a Tera Blast to charge, and then set an offense cheer to die on its first life and preserve both cheers permnanently.

(I have also considered using another Tera Blast instead of a cheer to save a turn of charging as well as having an extra cheer for later, but I believe the damage is just worth it to be able to 5HKO instead of 7HKO with Tera Blast assuming the crits all work out well.)

The second phase (aka the shield/setup/midgame phase) is really played by ear and depends on NPC involvement/Metagross move choices as mentioned, but the goal is to set 2-3 Defense Curls, 2 tera charges, and also Belly Drum. This can end up requiring a cycle of Rest/heal cheers or even eating through sleep turns to save a heal cheer for later in the fight, but with burn or Life Dew support this time pressure can be lightened up. At worst I've had to use Rest to get enough HP to Belly Drum, and then Rest after Belly Drum again just to have enough HP to survive the turn post-buff reset.

This phase is also the point where I discover if Metagross is +2 Attack or not based on how much damage it's doing. After setting up Defense Curl (while outspeeding), Zen Headbutt/Thunder Punch together will do around 90-130 to a +1 Azumarill if Metagross is +2, and at +2 Defense Azumarill faces about 69-102 damage from the combination. +2 Earthquake does ~40 damage in Grassy Terrain against a +1 Azumarill and so Grassy Terrain's 21 HP heal basically makes it a non-issue, and even with Tera Fire Earthquake will do less than everything else while still in Grassy Terrain, though outside of Grassy Terrain it does become Metagross's strongest option. I mention this later but Metagross's move choices seem basically random after it sets up to at least +2 on a turn and stops using Meteor Mash.

You also need to actually get into 25% HP range at this point to set up Lansat Berry, which can be easier said than done if you have too much burn/Life Dew support and defense boosts going on. So sometimes you have to play it by ear and instead of stacking 3 Defense, only go for 2 or get a tera charge in instead. Belly Drum can help here, but with Grassy Terrain involved and Metagross being inconsistent with its move choices, the timing and HP range to survive a hit can be pretty tight to manage. But if I do have Lansat secured, then I like to tera ASAP even if it's just to use Rest, because super effective Earthquake in Grassy Terrain is preferred over super effective Thunder Punches (or Meteor Mash if it's still using that).

After Azumarill is all set up, ideally it will be blasting Metagross with these for a 5HKO. Usually this does not break the shield in one shot (barely falling short) but sometimes it can with some chip. If that happens (or a crit + noncrit breaks the shield) then you can potentially avoid the buff reset and getting attacked in the same turn, and potentially allow the AI to chip Metagross into the buff reset instead allowing Azumarill to set up Defense Curl safely on the free post-shield turn. Otherwise you may usually just end up taking a full powered hit without defense buffs up (unless Metagross is burned) and so want to be healthy before that point.

+6 92 Atk Huge Power Tera Fire Azumarill Atk Cheer Tera Blast (80 BP) vs. 0 HP / 0 Def Tera Steel Metagross on a critical hit: 1662-1956 (22 - 25.9% of 25x hp boss) -- 4.9% chance to 4HKO

After the shield breaks and Metagross resets Azumarill, this is where the plan is less stable but ideally Azumarill can get back to +2 Defense and set Belly Drum back, maybe even Rest and/or heal cheer and hopefully get enough crits and survive and win. This final phase is the most questionable and risky, but is also open to the most potential NPC support with status, as I will go over later.

AI notes:
I have consistently noticed that Metagross seems to see Meteor Mash as a setup threshold move and mostly avoids using it against anyone (until the random double attack phase after 40% HP) after the turn it gets to +2 or above, even with mons like Gardevoir on the field. This provides a fortunate amount of consistency in not using its strongest attack and what kind of damage to expect at minimum, though even against Azumarill it seems to randomly choose one of its other attacks (Thunder Punch/Zen Headbutt/Earthquake), with Earthquake in Grassy Terrain being pretty much a free turn choice.

This conversely means while Metagross is still +1, it seems to prefer Meteor Mash, and may well manage to proc the attack boost against multiple party members in the same turn to get to +3 or even +4 which is pretty much a reset.
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Theoretically you can prevent the Iron Defense setup with 2 25% paralysis procs. For Azumarill this would require a turn 1 30% Body Slam paralysis upfront, but assuming that goes through then you would have a 1/16 chance of both Iron Defenses being cancelled and a 6/16 chance of one being cancelled. (1.875% chance overall of Metagross ending up at +0) I tried playing against what was usually a +2 Defense Metagross for a while with Shell Bell/Leftovers for practice early on, but ultimately found it too slow and unwieldy to play around.

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I also even tested setting Freeze with Ice Punch to see if I could deal with waiting out the timer and Metagross attempting to use its moves while frozen, which would be a 10% * 80%^5 chance to maintain freeze across the 3 NPC turns and 2 scripted turns (I was running a slower Azumarill at this point so it would not attempt to thaw on my turn), ending up with a cool 3.2768% chance of success in comparison. However it turns out that scripted moves interact with freeze differently than paralysis, and so I waited out the timer but Metagross didn't attempt to do anything. It was only after Metagross actually thawed out when it finally used its queued up Iron Defenses. Well played game freak.

NPC notes:
Clear Body renders a lot of NPCs pretty much useless, and +4 Defense makes some even worse than others. However, some NPCs can still be extremely relevant here, and I will note my experiences here.

Arboliva: As mentioned, Arboliva is a great support for Fire types (though maybe not Earthquake users). Seed Sower into Grassy Terrain provides consistent healing almost all the time, and pretty much cancels out Earthquake's damage potential making it a free turn to set up with. Safeguard can protect against Thunder Punch paralysis and Earth Power is a solid chip damage move.

Gardevoir: Not the most reliable with Life Dew healing timing, but it can come through to save HP/healing turns in both the shield phase and the post-shield phase, which the next few important supports both lack in one area. Synchronize can also potentially paralyze off of Thunder Punch, though it's pretty unlikely and even more unlikely if you combo with Arboliva's Safeguard. Gardevoir is also smart enough to only use Dazzling Gleam instead of ever using Psyshock here.

Arcanine: Arcanine is actually a pretty interesting NPC to grind with. It doesn't press Leer because Intimidate reveals Clear Body, so it consistently goes for Flamethrowers which is relatively good chip damage (perhaps the best of the NPC options) before and after the shield, and has a 10% chance to burn Metagross which the chance of eventually proccing adds up over time and can change everything in making the setup phase more tolerable. Burn's 1/8 HP chip damage is actually relevant too the earlier you get it, even with doing 1/200 of the raid boss's HP a turn, it's still helpful against a shield upfront.

Overall I would say Arcanine can be helpful for setting up in the midgame/shield phase, but may not be as reliable to set burn again after the debuff reset.

Drifblim: Drifblim's Will-O-Wisp allows it to set burn after the shield/debuff reset making it a more consistent lategame support than Arcanine, and potentially active for the scariest part after Metagross removes Azumarill's defense buffs. Drifblim is also a strong sleeper pick for reasons I wasn't expecting.

Due to being immune to Earthquake, Metagross is forced to kill it with contact moves which proc Aftermath, letting Drifblim deal 1/4 of Metagross's base HP or 1/100 (1%) of Metagross's boss HP with every faint. This is also helpful chip damage against the early shield, and to demonstrate how strong this is in practice, I had an Arcanine/Drifblim/Arboliva combo without burn manage to almost break the shield on their own without me actually contributing other than 3 non-tera Tera Blasts to charge tera. Unfortunately this team was lost to a softlock early on, but I didn't really have much practice at that point either.

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Umbreon/Dudunsparce: Arboliva/Umbreon/Dudunsparce was the first team I locked in. These guys can help set paralysis with status moves after the shield. Umbreon has better chip damage with special moves/Dark Pulse but a 90% accurate Thunder Wave compared to Dudunsparce's Glare and Drill Run, but Umbreon can also proc Synchronize as well. They will waste some of their turns trying to paralyze against the shield though, unless someone like Arcanine manages to set burn OR you can set your own status somehow like with Body Slam (mentioned above).

Every other NPC mon performs kind of awfully here and only here for chip damage, but Bellibolt and Toxapex can at least hit unresisted on the special side which is better than every other mon being physical or Sylveon. Admittedly I have not played with Bellibolt seriously yet, so I do not know if it tends to spam Mud Shot or Discharge, but perhaps it could also be a source of midgame paralysis and Electromorphosis Charged Discharges if it does, though it will also waste turns on resetting Light Screen.

So that's where I'm at right now, trying to find 3 NPCs that will pull their weight and help make either setup phase more consistent.

Bonus: (This doesn't really fit as part of my final strategy or my best strategies but it was a part of the process.)
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After some dissatisfaction with the Body Slam setup early on, I even tried using Flame Orb Fling myself, just to see how setting a burn could improve my setup phase. Despite having no way around the +4 Iron Defenses with my item and 4th move slot both sacrificed, this attempt actually made it past the shield and into yellow HP, being the farthest progress I had ever made with Arboliva/Dudunsparce/Umbreon so far. Part of that might also be because the game just plays out a lot faster without all the Shell Bell/Leftovers healing in comparison, but it incited me to change further. This is what inspired me to fish for early burns with Arcanine and practice with different NPC teams, as well as swapping around my 4th move slot to Rest for healing/utility and instead devoting my item slot to Lansat Berry for raw damage.

tl;dr Azumarill is not done yet but it's not done for.
 
tl;dr Azumarill is not done yet but it's not done for.
Some general corrections/additions to make:

Burn does 1/16 HP these days, so it's 1/400 of the boss's HP which is not as much as I thought. Technically Metagross is also getting healed by Grassy Terrain for the same amount as well, so really it cancels out.

Outspeeding is also relevant to avoid Zen Headbutt flinches. Unfortunately NPCs are still prone to losing their turns to flinches or fainting.

Paralysis is an important status as the only thing that can really make Metagross lose turns without good old Mud-Slap. Burn's effect is more noticeably reliable though, but the swing of paralysis can help even NPCs by allowing them to live and get a move off when they otherwise wouldn't have.

The first phase can go poorly in a number of ways. Metagross can crit and OHKO Azumarill which can't be helped, or sometimes Metagross may not actually kill on turn 2 because it hit Earthquake in Grassy Terrain or got burned by Arcanine T1. Technically the latter can't happen if Arcanine is in NPC slot 1 and casts the defense cheer.

I realized that I didn't really go over why I used Tera Fire, and it may seem simple on the surface. It's because it makes Tera Blast Azumarill's strong super-effective offensive option, while also being defensively viable to resist Meteor Mash and Earthquake can be managed thanks to Grassy Terrain, or so I thought at first.

Looking back now and knowing Metagross doesn't favour Meteor Mash even in a neutral type matchup, I believe that Tera Ground may be the more optimal super effective typing to go for, which would improve my matchup against both Earthquake and Thunder Punch, though forcing more Zen Headbutts instead of potentially weaker Earthquakes during Grassy Terrain may be a double-edged sword, but it might be a change worth making to improve the worst-case scenarios. Getting randomly Meteor Mashed in the random double attack phase could hurt more as well, though random Earthquakes and Thunder Punches would hurt less.

The last important factor is how long Tera Ground's Tera Blast animation takes in comparison to Tera Fire, which I have not looked into deeply yet but may have more on later.

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I have now locked in a proper NPC team, adding Dudunsparce to the proven healing duo of Gardevoir/Arboliva to inflict lasting paralysis post-shield and improve the potential of surviving the lategame setup phase, so I will be making some more attempts later tonight. I have praised burn a lot previously, but I am willing to believe in Dudunsparce and the Glaring power of its spiral pattern to help me finally see this battle through to the end with sheer will. I have to admit that of all the physical NPCs, Dudunsparce's Drill Run is the best of the worst because it at least has a high critical rate and prefers it over Hyper Drill.
 
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After starting earlier on the hour (9 PM), it's over, just barely. Solo Azumarill has defeated the Metagross raid. The time on the clock is close to zero, but it's not zero, and that's all that matters to me.

tl;dr Azumarill is not done yet but it's not done for.

I have talked about Azumarill extensively earlier above, so I will complain about Metagross while I'm here. It puts up an instantaneous shield like its fellow Steel boss Blastoise, on top of Clear Body blocking stat debuffs in two forms already, and then it sets up early buffs that you can't get rid of. Metagross's 600 BST is also allocated very strongly physically with its 135 Attack and 130 Defense. As I mentioned before, the only mercy is this boss has a lower HP multiplier than usual and its HP stat is not as high as its other stats. But overall I would say this has probably been the most trying raid for Azumarill in terms of required preparations and effort involved to figure out and keep improving on, so I am happy to be done with it. Hopefully the future pseudolegendary raids can't get any worse than this, though I guess Dragapult could have Clear Body again.

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Quite a few attempts would usually fail on turn 1/2, but I did have an earlier attempt that failed by the skin of a damage roll that still made me confident in the amount of time that Dudunsparce and proper Life Dews could save me in letting me set Belly Drum up with only one Rest/healing cycle, or even none at all.

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The Tera Ground set worked as expected, with no Meteor Mashes (aside from when Metagross would get stuck at +1 which is not ideal) and Earthquakes being taken even more easily. I think it was for the better to be able to not fear Earthquake at any point even though I wouldn't see any Thunder Punches after teraing. I did end up teraing into an attempted Thunder Punch which was nice.

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This attempt went completely off plan thanks to things going both right and wrong, with getting tons of non-crits but being able to afford the time and not even need to click Rest in this run, but in the end it all still came down to needing a crit in the wire.


Battle log: Phase 1 went as usual, with Metagross showing a visible Meteor Mash boost on me T1 that I checked the status for and saw it was at +2, which it would remain at for the rest of the raid. I set the offense cheer on turn 2 and fainted.

I suppose you could set the offense cheer on turn 1 and Tera Blast on turn 2 if you want, but it really is just simpler to mash A through Turn 1 and see what happens afterwards rather than overcomplicate things.
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Phase 2: I wasn't really taking detailed notes/shots here, but generally Life Dews and Earthquake choices bought me free time, so much so that I clicked 3 Defense Curls, 2 Tera Charges, Belly Drummed early and was still waiting for Lansat Berry. So I decided to just start chipping with 2 regular old +6 Tera Blasts at the shield even without Lansat, and eventually Metagross would barely chip me into 25% range with Earthquake while a timely Life Dew put me in a safe position to get back in the fight.
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If I had broken shield at this point, I might have taken a big hit. But I ended up getting 2 more noncrits and traded a Life Dew with Zen Headbutts to be about even. I ended up getting a critical hit that broke the shield and put Metagross in buff reset range, but fortunately Metagross decided to use Earthquake in Grassy Terrain on me without my defense buffs, which Tera Fire Azumarill probably would not have taken well at all.
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Phase 3: On the free turn post-shield-break I set a Defense Curl, while the AI chipped Metagross into 60% HP for the debuff reset which removed paralysis. I went for a 2nd Defense Curl while Gardevoir Life Dewed me to safety once more. At this point with 198 HP and time running out, I decided to go for a heal cheer and hope it + Gardevoir's Life Dew would be enough to get near-full and Belly Drum. I ended up getting to full HP from the Cheer itself, and Gardevoir's Life Dew counteracted Zen Headbutt to let me end the turn at full HP.
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From there I managed to set Belly Drum while Metagross was finally fully paralyzed and entered phase 4 of just spamming Tera Blast and hoping all would end well.
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Unfortunately my next 2 Tera Blasts would be noncrits, but 2 more crits afterwards were enough to 2HKO without any time to spare past taking a scripted Light Screen and a singular non-double Zen Headbutt.
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Overall I used 3 non-tera Tera Blasts to build charge (I don't think SpA investment really matters here being resisted and reduced to 20% damage by the shield), used 2 +6 tera Tera Blasts until I got Lansat active, still lost 4 crit coinflips afterwards, but got the last 3 crits where they needed to count. So I feel those are pretty expected outcomes for those odds at least. But either way, that is Metagross done with for good and I do not want to see it again. Happy Mother's Day.

I'm still not sure if Ground Tera Blast's animation is faster or not, even though the animation feels like it's visually pausing before the hit, it still feels shorter than some other Tera Blast animations taking their sweet time to land.
 
I am now at 6 36 minutes and counting staring at Metagross without the UI showing up.

I also had this bug happen while I was playing yesterday - Ended up having to force close the game and restart. It was weird.

I honestly lost track of how many attempts I tried for this raid (Some logs from #OI at the bottom).

Tried Bronzong a few times, went to Orthworm a few times, but man oh man I was getting some bad partners. The absolute craziest was the Aurora Beam Magearna + Focus Blast Hydreigon. Got close with Skeledirges a handful of times, and then I *finally* got in to a game with 2 Skeledirges and the Bronzong I've used for a vast number of these raids.

Brongzong @ Light Clay
Body Press
Iron Defence
Reflect
Sunny Day

Threw up Reflect, then Sunny Day and then Iron Defence'd until I wasn't being hurt that much, then I mostly just tried to keep the Skeledirges alive. Threw in the occasional Body Press myself, but its definitely doable with this combo. The Skele's should probably still be Max Def/Max HP cause EQ hurts them a lot.

This raid was painful and was by far the hardest one of these so far. We all thought it might be with Clear Body in play. None of the rest of these guys have as good abilities for raids, so I'm not too worried going forwards for Chomp/Hydreigon.

DHR — 09/05/2025 20:53
Lets try the raid
Attempt 1
Terapagos/Skeledirge/Orthworm/Bronzong (me)
Absolutely wrecked
DHR — 09/05/2025 21:08
HMMM KommoO seems like a bad call
2 Skeledirges, KommoO and Orthworm
wait he swapped to Hands?
incinerate??
Oh we got obliterated idk what that Skeledirge was doing
DHR — 09/05/2025 21:19
Double Skeledirge + Arboliva
Interesting
HEATWAVE?
Oh thats bullshit
the HP and timer were both zero
DHR — 09/05/2025 21:30
oh well this is game over rofl
uhhh have I softlocked?
Yep
lost all menuing and no one has moved


Camara — 09/05/2025 21:40
arboliva isn't terrible, it has reflect as well, the main problem is that it is meteor mash bait
DHR — 09/05/2025 21:40
Yeah it was by far the closest Ive been to winning so far
Volt — 09/05/2025 21:40
EQ gets weakened by it and it's passive healing
DHR — 09/05/2025 21:40
This has been a shit show
Giratina93 — 09/05/2025 21:40
Yeah, this raid is dumb

Some ~Theorymonning~ various options including Torterra, Volcarona, Urshifu and a few others.

DHR — 09/05/2025 21:44
Orthworm and Forretress are the best two defensively that don't get obliterated, but Iron Defence + Body Press just doesn't hit that hard into +2/+4 Meta
Volt — 09/05/2025 21:45
A Fighting type that resists Psychic...
And has high def...
Camara — 09/05/2025 21:45
scrafty said hi
but it gets meteor mashed

DHR — 09/05/2025 21:56
Im gonna throw rocky helmet onto Orthworm anyway
Just to see if that chip helps
oh I wonder if scope lens would work rofl
Hydreigon?
Magearna????
yeah whatever fuck it we ball
DHR — 09/05/2025 22:01
Aaand Annihilape
SO LETS SEE
draining kiss :upthinking:
Oh yeah this is getting obliterated rofl
Volt — 09/05/2025 22:02
Lmaoooooooooo
DHR — 09/05/2025 22:03
AURORA BEAM {From Magearna)
Tera Fighting Focus Blst Hydriegon



DHR — 09/05/2025 22:11
its slow damage but were getting through
I got a crit body press at +6 as the timer ran out so I didnt get to see how much damage I did
We were closer than I thought then
Another Annihilape
aaaah
URSALUNA?
Well the Annihilap[e is already dead
so is the ursaluna
rofl
DHR — 09/05/2025 22:19
lol not even close
i was the only one who didnt die 2/3 times
Camara — 09/05/2025 22:21
btw I've seen a great reshiram in this, with reflect and breaking swipe, because turboblaze ignores clear body
DHR — 09/05/2025 22:28
FINALLY
Went back to bronzong
2 Skeledirges and an AI Corv
Reflect -> Sunny Day
Thank god thats over
 
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