• Check out the relaunch of our general collection, with classic designs and new ones by our very own Pissog!

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

I would also not forget Hydreigon has perfectly serviceable physical attack.
The option to be mixed is there.

....that said, I think it's safe to assume we should get our fairy/steel and steel/flying gang out, at very least for the supportive side.
There would also be the option to run skill swappers to hit with ground moves obviously.
 
It'd be really funny if they try giving Hydreigon a Payapa Berry or something to enable Belch lol. Too disrupted by Knock Off, though. Tera Blast is definitely the more likely outcome.

Pure Poison w/ Levitate means Psychic is the only standard weakness, which is weak to STAB Dark Pulse.

gallade.gif

Gallade (M) @ Shell Bell
Ability: Sharpness
Tera Type: Psychic
EVs: 252 HP / 108 Atk / 148 Spe
Adamant Nature
- Psycho Cut
- Swords Dance
- Life Dew
- Mystical Fire

Gallade is not weak to Dark pre-tera, and has naturally high SpDef + Mystical Fire to withstand Hydreigon's attacks.

cresselia.gif

Cresselia (F) @ Shell Bell
Ability: Levitate
Tera Type: Psychic
EVs: 252 SpA / 148 SpD / 108 Spe
Modest Nature
IVs: 0 Atk
- Calm Mind
- Stored Power
- Moonlight / Lunar Blessing
- Light Screen

Cresselia's weak to Dark Pulse...but it's Cresselia. She doesn't fall for the super effective swindle. Should easily brute force through Hydreigon with CM + Stored Power.
 
Last edited:
cresselia.gif

Cresselia (F) @ Shell Bell
Ability: Levitate
Tera Type: Psychic
EVs: 252 SpA / 148 SpD / 108 Spe
Modest Nature
IVs: 0 Atk
- Calm Mind
- Stored Power
- Moonlight / Lunar Blessing
- Light Screen

Cresselia's weak to Dark Pulse...but it's Cresselia. She doesn't fall for the super effective swindle. Should easily brute force through Hydreigon with CM + Stored Power.
I think Cress may be a tad too risky since Dark Pulse flinch can mess you up expecially if that happens after stat wipe.
I think for Cress i'd consider Covert Cloak rather than Shell Bell.
 
Raid script is up: https://www.serebii.net/scarletviolet/teraraidbattles/event-mightyhydreigon.shtml

Earth Power but no fire coverage, and two scripted Nasty Plots plus a late Dragon Dance that's only helpful if Tera Blast has turned physical.

Malamar works well on this raid--as abysmal as its combination is with zero resistances, it's not actually weak to anything here, which is as good as you can hope for. Getting a boost off the opening Snarl is funny but inconsequential; as always with Malamar, you want to Skill Swap then intentionally faint to get Contrary back. Intimidate partners are actively bad here, since they'll keep boosting physical Tera Blast every time they faint, making it harder for Shell Bell to keep pace with the damage.

Stellar Tera Blast has an inordinately long attack animation, plus the two boost messages, so once you get to about +3 or +4 it's best to start attacking with Stored Power instead--the faster animation on that probably gives you time to squeeze more turns in, and you'll get wiped when the health drops to low green so it's also good to leave some PP to get your boosts back up for the closing stretch.
 
I wonder if Shuca Berry Magearna would spook Hydreigon enough to just spam dark pulse.

e: It did not spook it, RIP magearna
 
Last edited:
If the difference between the super effective move and the next best option is more than a 2:1 margin, then even after the berry reduction it still stands out as the more powerful move, and the berry doesn't fool anyone. Here we have Earth Power for 90, type 180, berry back to 90; while Dark Pulse is 80, STAB 120, type down to 60.
 
After trying a Gallade after hearing some success, and failing in the CPUs. I tried online
Corviknight, Malamar...Krookodile?
Mirror Armor Snarl , Light screen. Malamar got the skill swap.
unfortunately Gallade is just bad. Even at -4 from the eventual nasty plot i was taking almost half my damage? I genuinely don't get how this was possible. It's not like I was taking special defense drops; it wasn't even bothering with earth power.
 
2025110620475300_s.jpg

Azumarill and this Poison-weak/Fairy-heavy NPC squad soloed Hydreigon reasonably quickly in only a few attempts (after the given prep time of locking in some proper NPCs, and moving my EVs around from Def to HP). I was looking for Bellibolt for Light Screen + consistent Discharge support, but got all the other 3 opportune supports of Arboliva/Sylveon/Gardevoir for maximum healing and Moonblast for the only source of potential SpA drops to counter Nasty Plot (plus Charm post-shield-break).

2025110620375700_s.jpg

(One attempt right before failed to a Tera Blast crit.)

2025110619474000_s.jpg

Azumarill itself has the standard set of Shell Bell/Huge Power/tera Water STAB and Liquidation/Amnesia/Belly Drum setup, with Body Slam filling the last slot as a tera charger and potential paralysis in the stead of Mud-Slap thanks to Levitate. Muddy Water may have feasted well here but I don't use DLC TMs (or transfer-only options, basically just base game availability).

The gameplan here is pretty straightforward. Azumarill can use Liquidation or Body Slam T1 for tera charge and survive a Tera Blast while the NPC defense cheer goes through, then die on T2 while setting an offense cheer to perserve both stat cheers permanently as usual. Body Slam is technically riskier with the chance of early paralysis messing up the intentional faint, but I like to track my PP separately.

0+ SpA Tera Poison Hydreigon Tera Blast (80 BP) vs. 252 HP / 0 SpD Azumarill: 276-326 (68.3 - 80.6%) -- guaranteed 2HKO

After that, Azumarill just needs to gun it and set up to 3 Amnesias (if dead on T2, Hydreigon seems to get its Nasty Plot right before Amnesia 3), which is a lot easier to pull off with healing support and potential Moonblast drops. With no Life Dews, I have seen Azumarill die to a high roll +2 Tera Blast even at +4, but I would say this has a fair chance of success.

0+ SpA Tera Poison Hydreigon Tera Blast (80 BP) vs. 252 HP / 0 SpD Azumarill through Def Cheer: 186-218 (46 - 53.9%) -- 46.5% chance to 2HKO

1762484586586.png

From there, not much else to do but Body Slam and fish for paralysis, which can be triply helpful in terms of denying Hydreigon attacking turns on both Azumarill and any NPCs that could appreciate getting a heal off (and potentially Nasty Plot), as well as letting Azumarill and those NPCs outspeed to get more attacks/setup in (at least before Dragon Dance), and just needing one paralysis proc to stick for the rest of the fight thanks to there being no debuff resets afterwards. Fortunately I got the paralysis on my first Body Slam on this attempt, on top of some opportune heals.

1762484599676.png
1762484621911.png


From there I got Body Slam 2 off to get full tera charge, then sent the last two heal cheers back to back to try and set up safely for Belly Drum. Heal cheer 1 sent me from 149 to 310 HP (161 HP/40% heal), though I still went down to just above half HP from the incoming Tera Blast (232 HP), which was also right before the 55% time Nasty Plot that got denied by paralysis and might have saved me from not being able to Belly Drum here. Grassy Terrain tipped me up to 257 HP at the end of turn but I didn't get a Life Dew, which wouldn't be enough to drum and live another Tera Blast.

(Actually in hindsight, I could have terastallized and made it not super effective, facing this at 55 HP:
+2 0+ SpA Tera Poison Hydreigon Tera Blast (80 BP) vs. +6 252 HP / 0 SpD Tera Water Azumarill through Def Cheer: 46-55 (11.3 - 13.6%) -- possible 8HKO
So I guess it would have been fine to drum there and heal from Shell Bell afterwards, but it could have risked dying to max roll.)

1762484699019.png
1762484864491.png
1762484733979.png


Heal cheer 2 got me to full HP from 257 HP, with Tera Blast doing light damage after another Grassy Terrain heal. This is the point where I actually went for Tera Water Belly Drum.
1762484811158.png
1762485072086.png


1762485102137.png
1762485112250.png


Around this time, it seemed that Sylveon had procced one Moonblast drop as I was fully set up and ready to start the onslaught of outspeeding Liquidations. Hydreigon switched to some similarly neutral but ineffective Dragon Pulses, while two Liquidations was enough to barely just not break the shield (though the AI chipped it down anyway.)

+6 252+ Atk Huge Power Tera Water Azumarill Atk Cheer Liquidation vs. 0 HP / 0 Def Tera Poison Hydreigon: 1472-1732 (18.1 - 21.3% of 25x hp boss) -- possible 5HKO

+1 0+ SpA Tera Poison Hydreigon Dragon Pulse vs. +6 252 HP / 0 SpD Tera Water Azumarill through Def Cheer: 37-45 (9.1 - 11.1%) -- possible 9HKO
1762485235883.png
1762485252510.png


With the shield break came the HP% buff reset, so I took the free shieldbreak turn and the next outspeeding turn to set 2 Amnesias back up before Hydreigon could land another hit. After seeing the damage of a Dragon Pulse against +4 Azumarill do nothing while Life Dew brought me back to full, I decided to forgo a 3rd Amnesia and just go back for Belly Drum.

1762485319929.png
1762485343996.png


By now, Sylveon had landed another Moonblast proc as well as Charm to dissuade physical Tera Blast, while Azumarill was pretty much ready to end the fight.
2025110620465900_s.jpg
2025110620470000_s.jpg


2 more Liquidations was enough to end it, with a defense drop for good measure. Dragon Dance finally went through at 40% HP along with it going into the random double attack phase, but fortunately it wasn't able to capitalize on it for long.
1762485573574.png

1762485573626.png


2025110620483900_s.jpg

Overall, another pretty solid showing for Azumarill with a harsh first half to prepare for, but the actual damage dealing aspect being smooth sailing. I suppose only a 25x HP multiplier on the lower end and very little stat resets makes up for the double Nasty Plot here, but I won't be complaining about good luck with the matchup being tough enough as is.
 
Last edited:
:sv/frosmoth:
Frosmoth @ Shell Bell
Ability: Ice Scales
Tera Type: Ice
EVs: 4 HP / 252 SpA / 252 SpD
Modest Nature
- Ice Beam
- Struggle Bug
- Calm Mind
- Icy Wind

I've had the bug in the back of my mind for a while and finally we have a "fully" special attacker raid without super effective coverage on Frosmoth. Dragon Pulse on turn 1 does like a quarter and then you mostly spend the rest of the game invincible. The trick to beating Dragon Dance was to let Hydreigon keep +1 Special Attack off of Nasty Plots so Tera Blast never turns physical (which is probably where R_N fell with Gallade). Icy Wind just makes sure you get to move first, which I think is pretty handy on single-boost attackers like Frosmoth.

Calm Mind over Quiver Dance because it uses less time per click and you click it a lot. I think I used the full alloted time against Hydreigon.
 
The trick to beating Dragon Dance was to let Hydreigon keep +1 Special Attack off of Nasty Plots so Tera Blast never turns physical (which is probably where R_N fell with Gallade).
You know the CPU attempts did go real poorly even with paralysis support but yes you're right, I did forget that the special drops would eventually turn it physical.

I had a separate attempt with Blissey who was doing great until she started dying and that explains that too.




Actually I might try stored power blissey tomorrow, she was putting in the work before the tera blast change.
 
1762501414871.png

Hydreigon's detailed raid script from https://stevecooktu.github.io/sv_raid_lookup/. We have a classic flat 600 seconds/10 minutes for raid time, shield covering 40% HP, and the usual 50% random double attack phase after 40% HP. They really did give Hydreigon the most time and not a lot of HP to go through, but this script is also really similar to Garchomp's, thinking about it.
1762502276664.png
1762502294217.png


Coming back to raids after Z-A's release in general, I have to wonder if gamefreak liked the 0.7x shield damage multiplier so much they put it in all of Z-A, though the 0.3x multiplier when non-mega'd against a rogue mega is probably the closer parallel in terms of boss design (with a more lenient gimmick to use repeatedly). At the least being conscious of slow move animations is pretty transferable, but also I can't help but feel like Tera would be so much slower to do anything with if it was an option in Z-A.

EDIT:
Nrom7 from discord cleared Hydreigon with tera Psychic Eviolite Marill and Gardevoir/Sylveon/Bellibolt with Chilling Water in slot 4 and not a second to spare (with 3 deaths).
1762548265819.png
 
Last edited:
:SV/Tinkaton:
Tinkaton (F) @ Mago Berry
Ability: Pickpocket
EVs: 220 HP / 252 SpD / 36 Spe
- Skill Swap
- Light Screen
- Skitter Smack
- Helping Hand

This is a support Tinkaton set that is basically unkillable. By snagging Hydreigon's Levitate, Tinkaton becomes immune to 3/4 of Hydreigon's attacks, while also resisting Dark Pulse. Light Screen and Skitter Smack provide damage reduction, and Helping Hand is for damage support. For item I chose Mago Berry in case Tinkaton gets critted too bad but honestly it has activated so rarely that I'm thinking of swapping to Light Clay.
 
:SV/Tinkaton:
Tinkaton (F) @ Mago Berry
Ability: Pickpocket
EVs: 220 HP / 252 SpD / 36 Spe
- Skill Swap
- Light Screen
- Skitter Smack
- Helping Hand

This is a support Tinkaton set that is basically unkillable. By snagging Hydreigon's Levitate, Tinkaton becomes immune to 3/4 of Hydreigon's attacks, while also resisting Dark Pulse. Light Screen and Skitter Smack provide damage reduction, and Helping Hand is for damage support. For item I chose Mago Berry in case Tinkaton gets critted too bad but honestly it has activated so rarely that I'm thinking of swapping to Light Clay.
Does the first attack present any concern? Perhaps Air Balloon to make sure you don't take a stray Earth Power before stealing Levitate.

Is boss AI based on what move does the most damage, or just on what is the strongest coming from them? Only other mild concern I'd have is if you neuter Hydreigon's SpA too much, it could spam Poison Tera Blast for the Physical attack, which tacks on a bit of time for animation if you're cutting it close on the clock.
 
Does the first attack present any concern? Perhaps Air Balloon to make sure you don't take a stray Earth Power before stealing Levitate.

Is boss AI based on what move does the most damage, or just on what is the strongest coming from them? Only other mild concern I'd have is if you neuter Hydreigon's SpA too much, it could spam Poison Tera Blast for the Physical attack, which tacks on a bit of time for animation if you're cutting it close on the clock.
Tinkaton is a Steel type, unless you Tera into a different type Poison Tera Blast doesn't affect it and will thus not play its animation at all if used.
 
Tinkaton is a Steel type, unless you Tera into a different type Poison Tera Blast doesn't affect it and will thus not play its animation at all if used.
And for the other three members of the team who have to do the damage for this obviously-labeled Support Tinkaton?
 
And for the other three members of the team who have to do the damage for this obviously-labeled Support Tinkaton?
If you don't lower its Special Attack Tera Blast will be Special and it'll go for it just as often as any of the other moves unless you're weak to one of them. So if you're worried about the extra half second of animation difference per Tera Blast...

Also it has two scripted Nasty Plots, you need some way of reducing Special Attack unless you want to die, and hard lowering Special Attack with Skitter Smack is less disruptive to others (aside from Malamar) than something like Clear Smog.
 
Does the first attack present any concern? Perhaps Air Balloon to make sure you don't take a stray Earth Power before stealing Levitate.
The speed investment ensures that Tinkaton outspeeds Hydreigon and nabs Levitate before Hydreigon has the chance to hit you with EP. And you even get to avoid the turn 1 EP that way.

However, EP actually doesn't even deal that much damage to Tinkaton. I've been hit by +0 EP on the turn stats get reset, and the damage is entirely manageable, especially with Mago Berry as insurance.
Only other mild concern I'd have is if you neuter Hydreigon's SpA too much, it could spam Poison Tera Blast for the Physical attack
That is a valid concern. I've had ally Blissey that got hit by a physical Tera Blast after Hydreigon got nerfed too much, which was cumbersome.

You'll want to use Skitter Smack judiciously, mostly to counter the scripted Nasty Plots. And if your team resists Poison, then smack away to your heart's content.
 
:SV/Tinkaton:
Tinkaton (F) @ Mago Berry
Ability: Pickpocket
EVs: 220 HP / 252 SpD / 36 Spe
- Skill Swap
- Light Screen
- Skitter Smack
- Helping Hand

This is a support Tinkaton set that is basically unkillable. By snagging Hydreigon's Levitate, Tinkaton becomes immune to 3/4 of Hydreigon's attacks, while also resisting Dark Pulse. Light Screen and Skitter Smack provide damage reduction, and Helping Hand is for damage support. For item I chose Mago Berry in case Tinkaton gets critted too bad but honestly it has activated so rarely that I'm thinking of swapping to Light Clay.
What nature do you prefer? Speed or Sp. Def?
 
Alright Tinkaton piloting time.

Annihilape/Umbreon/Blissey
Unfortunately the umbreon & I lowered the special too much so the blissey would die if not careful. Unfortunately the umbreon was not careful.. And I kept missing the sktiter smacks when it did count. The Blissey wasnt a stored power user either. Annihilape died later on, I assume from a bad crit. I dunno this whole thing just went bad. We didn't even break the shield.

Arceus (Dark)/Annihilape/Gallade
Spoiler the Arceus just spammed Snarl and the two fighting types died badly. Constantly. The annihilape was hoenstly just awful. It used clsoe combat at one point, kept using bulk up at random times. Bro just take hits and spam rage fist thats all you need
At least we broke the shield this time.

Miraidon & 2 Malamar.
Well there was a point late int he fight where the Miraidon died again and the other Malamar, who went psychic tera, also died. So what could have potentially been a victory was aggressively not one.

And then a ton I didn't commit to. Saw all kinds of terrible ideas. Double terapagos. Iron Moth. Latias. Chien-Pao. Quaquaval. Garchomp.

I think I'm just going to try again later.

My primary thoughts on TInkaton are it is indeed invincible. Dark Pulse does chump change at basically all points of the fight. And Helping Hand/LS is great support in general. But unfortunately I really wish it had Life Dew or Heal Pulse. So often I wouldn't even bother with Skitter Smack (& 3 times i did use it, i missed) and just desperately wish I could heal the bozos without using a cheer.
 
Back
Top