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

Annihilape also works well online as long as your lobby isn't quick-dying teammates. It's self-sufficient and survivable, so the main concern is they don't eat the Clock.

I'm running RF/Focus Energy/Screech, not sure if there's a better 4th move option available.
 

Boi if this one ends up having Clear Body we're up for a ride.

My bet for moveset: mixed Dragon Darts / Shadow Ball / Flamethrower / X (could be Dragon Pulse or Tera Blast or just a random physical coverage)

I don't think we'll see Shadow Force, i'm quite sure it would play extremely weirdly with the raid mechanics.
Very likely to have scripted Dragon Dance, and I can see a Draco Meteor + stat reset combo at some point.
(Will-o-wisp + Hex would also be a funny combo but i don't really see it)

The good news is that Dragapult has fuck nothing to hit Fairies supereffectively, so that's a very good starting point.
 
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Wigglytuff @ Metronome
Ability: Competitive
Tera Type: Fairy
EVs: 4 Def / 252 SpA / 252 SpD
Modest Nature
IVs: 0 Atk
- Nasty Plot
- Draining Kiss
- Amnesia
- Fake Tears / Light Screen

Wigglytuff of all mons will be phenomenal here. Immune to both of Dragapult's STABs pre-Tera, and will take little from its other moves. Worst case scenario would be a +SpA Hydro Pump or Fire Blast, and even then it doesn't do a lot and can miss:

0+ SpA Tera Dragon Dragapult Hydro Pump vs. 0 HP / 252 SpD Wigglytuff: 103-122 (24.4 - 28.9%) -- 99.7% chance to 4HKO

It has Nasty Plot to quickly boost its SpA, along with STAB Draining Kiss for healing. To run Fake Tears or Light Screen depends on whether Dragapult has Clear Body or not. Amnesia further boosts SpDef to make Wigglytuff impenetrable.

Edit: remembered that Metronome is broken with Draining Kiss lol
 
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Wigglytuff @ Fairy Feather
Ability: Competitive
Tera Type: Fairy
EVs: 4 Def / 252 SpA / 252 SpD
Modest Nature
IVs: 0 Atk
- Nasty Plot
- Draining Kiss
- Alluring Voice / Dazzling Gleam
- Fake Tears / Light Screen

Wigglytuff of all mons will be phenomenal here. Immune to both of Dragapult's STABs pre-Tera, and will take little from its other moves. Worst case scenario would be a +SpA Hydro Pump or Fire Blast, and even then it doesn't do a lot and can miss:

0+ SpA Tera Dragon Dragapult Hydro Pump vs. 0 HP / 252 SpD Wigglytuff: 103-122 (24.4 - 28.9%) -- 99.7% chance to 4HKO

It has Nasty Plot to quickly boost its SpA, along with STAB Draining Kiss for healing. Alluring Voice in the event Dragapult boosts in front of you so you can confuse it, but Dazzling Gleam has the same base power and doesn't require DLC. To run Fake Tears or Light Screen depends on whether Dragapult has Clear Body or not.
If Skill Swap proves necessary, you could forgo Competitive for Frisk to pass it to Dragapult for Intimidate AI maybe.

Another thing depending on coverage/move type is Tinkaton's Mold Breaker can allow it to debuff with Skitter Smack through Shield and Clear Body. Immunity to Dragon while debuffing Shadow Ball and relatively-low-SpA Flamethrowers

:Grimmsnarl:
Grimmsnarl @ Shell Bell
Level: 100
Careful/Calm Nature
Tera Type: Steel
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
- Play Rough/Spirit Break/Draining Kiss
- Bulk Up/Nasty Plot
- Chilling Water
- Misty Terrain/Reflect/Light Screen

Grimmsnarl can't remove Clear Body itself, but it has a good suite of moves in the event someone else does. Spirit Break is a power drop vs Play Rough, but with Perfect Accuracy and SpA drops if eligible while Bulk Up shores up Physical Bulk too. Alternatively, you can go Draining Kiss with the 60 BP Tera boost and Nasty Plot for faster boosting off a still-okay Special stat for better sustain and completely ignore stat dropping. If it's like "Special except for Dragon Darts" you could run a -DEF/+Offense Nature and carry both for emergencies, or use Spirit Break as your Tera-Charge move on a Special Set.

A less bulky, potentially more-debuff-supportive alternative to Wigglytuff. Might make more efficient use of Draining Kiss/Shell Bell heals thanks to stat distro. Definitely like this idea more if it's Infiltrator Dragapult (ironic given Grimmsnarl's infamous for Prankster Screens).
 
I'm personally hoping for Cursed Body just because I think bringing multiple offensive moves for backup or taking 3 turns off is more interesting to play around, and also I would rather deal with RNG than another Clear Body boss.

After all the off-types have been represented so far, I wasn't expecting Dragon, but I guess it makes sense to avoid repeating Ghost again and also capping off the announced SV raids with another Dragon. Maybe we might get some reruns or a prolonged paradox raid after this.

It's worth noting the 6-star Dragapult in base Violet runs Shadow Ball/Dragon Pulse/Thunderbolt/Flamethrower which is pretty solid on its own, plus scripted Reflect and Light Screen. I agree with it probably going mixed and I'm sure Thunderbolt will appear just to be anti-Azumarill, but maybe the meanest thing they could do is throw in a Double Team somewhere. Plenty of options for a random off-type TM drop or not.

Speaking of which I'm just going to call it before what may be the last time, Azumarill solos. I also think this might be Azurill's next best chance for a final showing if it doesn't take Clear Body.
 
There are 2 weekends left in the year after this. They could still do a Christmas event, but with Iron Bundle 7-star and Delibird outbreaks both already accounted for, there's not much that would make sense other than reruns of one or both. H-Goodra would neatly use up both weekends if they wanted to do that, or perhaps an abbreviated 1-week run to reflect its status as a bonus throw-in, leaving one week free for something else.

On the battle side, the ranked ladder will have its final, eternal season starting January 2026, mirroring how the Sword/Shield wind-down went. In those games, they ran a brief event with uncatchable Glastrier/Spectrier, where the main draw was the ability to get rare berries like Custap, just before the end-of-active-maintenance event with a bunch of G-maxes (which was concurrent with the final battle season). Walking Wake/Iron Leaves would make the most sense to be the final event, giving them the same ongoing accessibility as the rest of their trios. We already had uncatchable treasures of ruin a while back, and I don't think event raids can actually show up in Kitakami, but since the Custap cycle are available from Ogre Oustin' here, maybe a quick uncatchable Loyal Three run to tie in with that?
 
There are 2 weekends left in the year after this. They could still do a Christmas event, but with Iron Bundle 7-star and Delibird outbreaks both already accounted for, there's not much that would make sense other than reruns of one or both. H-Goodra would neatly use up both weekends if they wanted to do that, or perhaps an abbreviated 1-week run to reflect its status as a bonus throw-in, leaving one week free for something else.
Last year for christmas we did a Shiny Rayquaza raid. it wasn't a 7* or winter related but it was clearly meant as that year's "christmas" event, so I think there's anything it could do so long as it was fanciful enough.


Anyway I think the final raid series should honestly be the Regi. When they added all of them back in with Indigo Disc but conspicuously didn't have any of them available through Snacksworth it stood out to me as a really obvious thing, with a series of 5* Regi raids culminating in a 7* Regigigas.
 
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One more hurrah for solo Azumarill, the holy diver of Paldea.

Dragapult is pretty mixed, but that just leaves it all the more vulnerable to a variety of useful NPC debuffs, not present here but Sylveon and Bellibolt can feast very well again. Fairies like Azumarill only need to fear Acrobatics on the physical side, so an Intimidate partner is pretty perfect here, and Mud-Slap covers all attacks anyway plus saves time.

It's another standard 252 HP/Atk Huge Power Shell Bell Adamant Azumarill as usual. Tera Blast fills the last slot as a 100% accurate move and alternative to Play Rough (that you can use as the main STAB honestly), a first for this particular Azumarill but necessary to main momentum against the risk of Cursed Body.

I tried running some alternative movesets involving Chilling Water/Amnesia and/or forgoing Belly Drum to fit in both Tera Blast dual STAB along with it, but I think without Belly Drum Azumarill is too slow to win (and it only outheals with an attack cheer and/or damage mitigation anyways), and Shadow Ball just hurts too much without some form of mitigation from either Sylveon or Amnesia, so I just settled for classic Mud-Slap to handle it all for me (+ save time) and went for a general Intimidate NPC setup to cover the physical side as well. Dudunsparce can provide paralysis support post-shield-break as well.

My strategy ended up not involving an early faint into permanent cheers for once, partly because Dragapult didn't do enough damage before its buff reset. Though I guess I could have set it up myself with Belly Drum, but oh well. Here I just went for 3 Mud-Slaps to start the battle (and fortunately not getting Cursed Body procs), then burnt 2 heal cheers to full and dodged 2/3 hits while going for Belly Drum into tera Tera Blast Play Rough.

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Two Play Roughs ended up barely not breaking the shield, so I went for a Tera Blast third and I ended up breaking shield and hitting the 55% HP buff reset but not the 43% HP debuff reset, so I had time to Belly Drum again while Dragapult still had its accuracy debuffs.
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Two more Tera Blasts later, Dragapult ended up living on a sliver. I want to say this wouldn't have happened with Play Rough, but Play Rough really disappointed me in some test attempts earlier with constant misses, so I guess this is for the better.

Still, there wasn't much more to the battle, but it did get me with a +1 Acrobatics which could have gone worse if it had gotten some back to back crits, I guess. In the end Cursed Body didn't actually proc on me in this run, but it's the thought that counts and I was prepared for it.
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A last thing I want to note is that Serebii currently lists it with a Mild nature (+SpA/-Def) but I can personally attest to catching it as Naive (+Speed/-SpD). It honestly doesn't make too much of a difference but it got my hopes up a little bit.
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This took 5 attempts with Fairy Arceus (with screens, acid spray, judgement). 3 online, 2 offline. The winner was 2 Arceus, 2 Sylveon.

Honestly? Very frustrating due to Cursed Body presumably ruining a bunch of movesets and Arceus having no sustain. I also rolled terrible partners for the offline attempts.

And then, on the first attempt online, the game glitched out so bad that it did the end of battle sequence, got stuck on a white screen, replayed the end of battle sequence, then got stuck on a white screen AGAIN and I had to restart the whole ordeal!


but whatever, it's done. Caught in a Sport Ball
 
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Wigglytuff @ Metronome
Ability: Frisk
Tera Type: Stellar
EVs: 4 HP / 252 Def / 252 SpA
Quiet Nature
IVs: 0 Atk
- Draining Kiss
- Nasty Plot
- Wish
- Skill Swap

beat it with this proprietary wigglytuff technology i invented that i've since learned everyone in this thread has beaten me to already... oops! wish is probably unnecessary here, i think chilling water or fake tears could work better since it clears its own stats so late and i only really clicked wish once at the start. also stellar is for sure optimal to retain ghost immunity but i was lazy and just went with tera fairy and it still worked out :)
 
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I called one shot, and now to deliver on the other. Solo Azurill returns for one last personal clear, probably.


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The Azurill set is pretty similar to Azumarill, though also based on the locked in NPC team I settled on. Without Gardevoir in play, Shell Bell is here for survivability in the long run and lategame room to take stray random double attacks. Having more HP to survive is better than Eviolite when playing to win, even if it takes a while to actually get on the offense for it to matter. Unlike its evolutions, Azurill can't actually learn Play Rough for whatever reason, and it doesn't get any other physical Fairy moves to fill in for it, so Protect takes the 4th slot here to help stall out 2 out of 3 Cursed Body turns.

My EVs seem to be 12 HP/252 Attack/180 Defense/64 SpD, left over from the last time I used Azurill which seems to be all the way back from Rayquaza, or rather Torterra since I left the same EVs from there as well.

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I had some early attempts with a NPC team of Sylveon/Weavile/Arboliva, but I decided to reset for a better team after seeing that I could break shield but before the 43% HP debuff reset with 3 Tera Blasts, if Weavile didn't hit Leer T1. I also wanted an Intimidate user since I was forced to run Charm in slot 4 to mitigate Acrobatics and I could use that turn for a T1 Mud-Slap for tera charge and reliability instead. Ironically my final run would not make use of the former fact, as I ended up with Weavile/Arcanine/Sylveon which added another Leer user/Intimidate source/potential Flamethrower burner, which are all appreciated factors, and so Azurill would end up taking advantage of the T1 Leer to do more damage and hit both resets at the same time, as well as not actually setting up again and instead going straight to debuffing post-reset.

(EDIT: Expanded on the last sentence.)

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After some very close test runs, I was pretty confident in Azurill's chances to score a win with this team, even without a passive healing source. 2 heal cheers would just have to do to pull off a Belly Drum midgame, and Shell Bell would handle the rest.

Compared to Azumarill, Azurill most definitely has to intentionally faint and get both cheers preserved, but can still get a T1 Mud-Slap in for charge. Fainting on T2 early is common and also ideal because otherwise the early timed buff clear will wipe the cheers off, but if Dragapult hits Flamethrower T1 or low rolls Acrobatics then Azurill probably faints T3. Even still I don't really get an extra hit off and still just offense cheer T2, because more Mud-Slaps means potentially missing and not actually dying. I suppose this could be an opportunity for Aqua Jet priority tech on the fainting turn but I think Protect is more consistent overall.

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On this attempt I got my 3 Mud-Slaps in and also a burn and Moonblast proc. Still, I had to run through my last 2 cheers for healing and a safe Belly Drum, and still had to want for a couple dodges. My last cheer ended up putting me at 237 HP and on an Acrobatics miss turn, so all I could do was Belly Drum. Or Protect and stall for some more offense debuffs maybe, but in retrospect I did not have the spare time to use on that.

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-1 0 SpA Tera Dragon Dragapult Flamethrower vs. 12 HP / 64 SpD Tera Fairy Azurill through Def Cheer: 51-61 (20.9 - 25%) -- 0% chance to 4HKO
Possible damage amounts: (51, 52, 53, 53, 54, 54, 55, 56, 56, 57, 57, 58, 59, 59, 60, 61)

Dragapult ended up landing a Flamethrower (57 HP), but Azurill was able to get the Belly Drum (-122 HP) off into 58 HP, with my calc up I knew that I had a fair shot at surviving this next hit. Maybe I could have Protected to fish for another Moonblast, but oh well.

And honestly, if it wasn't burned I would probably be doomed with an Acrobatics hit, but on the other hand random Acrobatics hits while burned would be pretty preferable.
-1 0 Atk Tera Dragon Dragapult Acrobatics (110 BP) vs. 12 HP / 180 Def Tera Fairy Azurill through Def Cheer: 61-72 (25 - 29.5%) -- guaranteed 4HKO
-1 0 Atk burned Tera Dragon Dragapult Acrobatics (110 BP) vs. 12 HP / 180 Def Tera Fairy Azurill through Def Cheer: 30-36 (12.2 - 14.7%) -- possible 7HKO

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But all was well, Azurill took a 51 damage Flamethrower (actually a min roll) and struck back with a huge (power) Tera Blast, helped by a -1 Leer set by Arcanine all the way back from Turn 1. Unfortunately Cursed Body procced immediately, but Protect/Mud-Slap/Protect put us right back in business with only a Flamethrower taken to show for it.
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One more Tera Blast knocked Dragapult into double reset + Dragon Dance + random double attack range, and I was kind of conflicted. But based on my most recent last attempt, I figured that this free shield break turn was the time to set Mud-Slaps, and I ended up going for two after some hesitation. Now that the shield was down, the AI would be free to Leer and Charm as they pleased, and that seemed like the more viable route for getting more damage in, over trying to hope for the unlikely opening to Belly Drum and survive or lose everything at that point.
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Also, Mud-Slap got disabled by Cursed Body after two hits, so my hand was forced to move off it anyway, but fortunately this also meant my final Tera Blasts would be undisableable in turn for the next 3 turns. Fortunately by then Arcanine had fainted and respawned in time to get an Intimidate and back its Attack down to neutral.
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In the end, I went for a Tera Blast, and got hit by Acrobatics, but the Shell Bell healing was still enough to get to full, even as I did get hit by a random second move Acrobatics as well. Unlike her namesake, Machyua does not have Vantage to always hit first in the turn (and is also getting doubled), but that's a positive here when you need to heal between hits. Azurill may not be able to take 3 hits back to back, but it sure can take 2, as long as they don't crit.

Or highroll Shadow Balls, apparently. But I didn't end up seeing those.
0 SpA Tera Dragon Dragapult Shadow Ball vs. 12 HP / 64 SpD Tera Fairy Azurill through Def Cheer: 103-123 (42.2 - 50.4%) -- 1.2% chance to 2HKO
0 Atk Tera Dragon Dragapult Acrobatics (110 BP) vs. 12 HP / 180 Def Tera Fairy Azurill through Def Cheer: 90-107 (36.8 - 43.8%) -- guaranteed 3HKO
0 SpA Tera Dragon Dragapult Flamethrower vs. 12 HP / 64 SpD Tera Fairy Azurill through Def Cheer: 78-92 (31.9 - 37.7%) -- 91.5% chance to 3HKO

The 10% time warning also triggered around this time, so all I could do was mash into Tera Blast and hope for more Leers. Though I feel like the NPCs hitting Ice Punches and Moonblasts were contributing about as much as well, either way.

252+ Atk Huge Power Tera Fairy Azurill Atk Cheer Tera Blast (80 BP) vs. -1 0 HP / 0 Def Tera Dragon Dragapult: 844-996 (7.6 - 8.9% of 35x hp boss) -- possibly the worst move ever
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Dragapult tried hitting one last Flamethrower, but Azurill held strong and landed the finishing blow in time, even without a Belly Drum to back it up in the end. I'm glad I could get Azurill what may be its last win in this campaign of raids for the generation, and also a first successful solo for the year by my own hand even if Nrom7 has been representing it/Marill well enough. It's been fun to have a mode where you can play around like this with mons that don't really have much point in battle otherwise. Though I do have to admit Mud-Slap has carried many a time, and Belly Drum is a very efficient boosting move. I think this all really goes to show that Gen 2 had some cutting edge move ideas for its age.

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These last drops were pretty solid too. Though fun fact about the drops that mattyoukhana noticed, the usual Star Piece drop was lowered from x2 to x1 and its weight from 8% to 2.13% with everything else also being slightly incerased compared to the last 7-star raids.
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On a last note, it seems like https://stevecooktu.github.io/sv_raid_lookup/'s data source it fetches has removed its raid data and also hasn't updated since Goodra, so there probably won't be another individual raid script shot to post. At this point the bosses had been following a usual trend anyway and most of it was on Serebii, but it was nice to note some smaller details like with Goodra changing up the double attack phase threshold randomly. I imagine Dragapult might follow the old ways since it does have a 40% HP action. It seems like the raid event files are at least eventually archived by projectpokemon as well with their parameters visible, at least, so if anyone's wondering about these stats in the future then it's covered somewhere.
 
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