National Dex Ubers Punching Bag (Trick Room Lead Hatterene) [QC 2/2] [GP 1/1]

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Anchor9

Silksong Tomorrow!
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“If you’re too loud around it, you risk being torn apart by the claws on its tentacle. This Pokémon is also known as the Forest Witch.”
-Shield

“Let’s make this into a suicide Trick Room lead and Eject Pack Button user, LOL”
-Smogon

[SET]
name: Trick Room Lead
move 1: Trick Room
move 2: Healing Wish
move 3: Dazzling Gleam
move 4: Nuzzle / Mystical Fire
item: Focus Sash
ability: Magic Bounce
nature: Quiet
evs: 168 HP / 84 Def / 252 SpA
tera type: Ghost
IVs: 0 Atk / 0 Spe

[SET COMMENTS]
* Thanks to access to Healing Wish and an anti-entry hazard ability in Magic Bounce, Hatterene is the lead for Trick Room teams. Thanks to its low Speed, it can easily use Healing Wish or deal respectable damage under Trick Room to reduce passivity.
* Dazzling Gleam allows Hatterene to punish threats such as Zygarde and Mega Salamence that would otherwise easily set up on it. This often can bait out Tera Water or Fairy from Zygarde, allowing teammates such as Primal Kyogre and Melmetal to take advantage of this.
* Nuzzle allows Hatterene to cripple threats that would attempt to set up on it such as Zacian-C and Necrozma-DM that hasn’t used Ultra Burst yet. However, it may make threats such as defensive Primal Kyogre faster than teammates such as Primal Groudon and Calyrex-I under Trick Room. Mystical Fire prevents Calm Mind Arceus formes from setting up on Hatterene. It also greatly threatens Ferrothorn, which gives many Trick Room team trouble. In addition, it 2HKOes Zacian-C and deals respectable damage to Dragon Dance Necrozma-DM, discouraging setup and leaving both of them in range to be KOed by Tera Ice Glacial Lance Calyrex-I and Tera Steel Double Iron Bash Melmetal.
* The given EV spread maximizes Hatterene’s Special Attack to threaten Pokemon like Zygarde and Mega Salamence while avoiding a 2HKO from Dragon Dance Zygarde's Thousand Arrows.
* Tera Ghost allows Hatterene to escape trapping from Gothitelle. This is useful in situations where Magic Bounce would be useful throughout the game, such as when the opponent has a persistent entry hazard setter such as Ferrothorn. In most cases, Hatterene does not need to Tera and instead should save it for teammates such as Melmetal and Calyrex-I that need it to break past their checks.
* Hatterene should be used as a designated lead. On turn 1, Trick Room should be used almost always to take advantage of its Focus Sash and minimize risk of failing to set up. Against Pokemon that don’t immediately threaten it, such as Zygarde and Ferrothorn, Hatterene can instead use Dazzling Gleam or Mystical Fire to weaken these threats or force a Tera. On turn 2, Hatterene should usually use Healing Wish to create momentum and provide support for its teammates. However, it may be best to stay in against entry hazard leads such as Glimmora and defensive Primal Groudon. This allows Hatterene to punish these leads for using Spikes or Stealth Rock predicting Hatterene would use Healing Wish.
* Hatterene’s ability to deny entry hazards early-game is essential for Trick Room teams, especially as most don’t have a form of hazard removal. This is significant for Calyrex-I, as it is harder for Extreme Speed Arceus and Shadow Sneak Marshadow to revenge kill it. Primal Groudon and Primal Kyogre also appreciate this, as Eruption and Water Sprout being at full power greatly aids them in wallbreaking.
* Pokemon that appreciate Trick Room support such as Primal Groudon and Primal Kyogre make excellent teammates. Calyrex-I is an essential bulky and strong wallbreaker on Trick Room teams that greatly benefits from Hatterene keeping Stealth Rock off the field for it.
* Hatterene needs other Trick Room setters as teammates, as it isn’t sufficient to facilitate sweepers throughout the game, so Cresselia and Arceus make excellent partners.


[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/anchor9.652323/
Set(s) by:
https://www.smogon.com/forums/members/bobsican.434487/
Quality checked by:
https://www.smogon.com/forums/members/bumboclaat.523420/
https://www.smogon.com/forums/members/bobsican.434487/
Grammar checked by:
https://www.smogon.com/forums/members/autumn.384270/
 
Last edited:
Trick Room is QC ready to make mid-ladder worse. (Reserving Sash-Shadow afterwards to continue to help our mid-ladder friends)
 
As usual just give me a ping when you've applied the QC so I can review and stamp it. Good Job on this one.
add remove comment
[SET]
name: Trick Room Lead
move 1: Trick Room
move 2: Healing Wish
move 3: Dazzling Gleam
move 4: Nuzzle / Mystical Fire
item: Focus Sash
ability: Magic Bounce
nature: Quiet
evs: 168 HP / 84 Def / 252 SpA
tera type: Ghost
IVs: 0 Atk

[SET COMMENTS]

* Thanks to access to Healing Wish and an anti-hazard ability in Magic Bounce, Hatterene is theit will be leading most games an excellent lead Trick Room setter for Trick Room teams.
* Dazzling Gleam allows Hatterene to punish threats such as Zygarde and Mega Salamence that would otherwise easily set up on Hatterene. This often can bait out Tera Water or Fairy from Zygarde, allowing teammates such as Primal Kyogre and Melmetal to take advantage of this.
* Nuzzle allows Hatterene to cripple threats that would attempt to setup on it such as Zacian-C and Ultra Necrozma that hasn’t Ultra Bursted yet. However, it may make threats such as defensive Primal Kyogre faster than teammates such as Primal Groudon and Calyrex-I under Trick Room. Mystical Fire prevents Calm Mind Arceus formes from setting up on Hatterene. In addition, it 2HKOs Zacian-C and deals respectable damage to Dragon Dance Necrozma-DM, discouraging setup and weakening them for teammates such as Calyrex-I and Melmetal. In addition, Mystical Fire greatly threatens Ferrothorn, which gives many Trick Room team trouble. Mention that it leaves both within range of Tera Ice Glacial Lance (I say in range because a min roll of Mystical Fire -> Lance is 25% to OHKO) and Tera Steel Double Iron Bash. I'd also swap these around as dissuading Ferrothorn is definitely a bigger deal than the other two which are not massive threats to Trick Room teams.
* The given EV spread maximizes Hatterene’s Special Attack to threaten Pokemon like Zygarde and Mega Salamence while avoiding a 2HKO from Dragon Dance Zygarde's Thousand Arrows.
* Tera Ghost allows Hatterene to escape trapping from Gothitelle. This is useful in situations where Magic Bounce would be useful throughout the game, such as when the opponent has a persistent entry hazard setter such as Ferrothorn. In most cases, Hatterene does not need to Tera and instead should save it for teammates such as Melmetal and Calyrex-I that need it to break past their checks.
* Hatterene should be used as a designated lead. On turn one, Trick Room should be used almost always to take advantage of Focus Sash and minimize risk of failing to set up. Against Pokemon that don’t immediately threaten it, such as Zygarde and Ferrothorn, Hatterene can instead use Dazzling Gleam or Mystical Fire to weaken these threats or force a Tera.
* On turn 2, Hatterene should usually use Healing Wish to create momentum and provide support for its teammates. However, it may be best to stay in against entry hazard leads such as Glimmora and Deoxys-S. This allows Hatterene to punish these leads for using Spikes or Stealth Rock assuming Hatterene would use Healing Wish. This can be combined with the bullet above. I'd also focus more on the non HO matchups as those are where Hatterene has to weigh whether or not it is worthwhile to use Healing Wish. The point as written largely remains the same and you can mention Pokemon such as Primal Groudon and another entry hazard user of your choice. I'd also mention that Hatterene's ability to prevent entry hazards in the early game is incredibly important as Trick Room teams don't usually run any other hazard control. This makes a really big difference for Calyrex-I, but even Eruption & Water Spout remaining at full power during the early game is quite nice.
* Pokemon that appreciate Trick Room support such as Primal Groudon and Primal Kyogre make excellent teammates. With Hatterene’s anti-hazard support, Calyrex-I is an extremely bulky and strong wallbreaker that aids Trick Room teams. Reword the Calyrex-I bit as it currently reads that Calyrex-I is a decent option for Trick Room teams rather than the main reason it is viable.
* Hatterene needs other Trick Room setters as teammates as it isn’t sufficient to facilitate sweepers throughout the game, so Cresselia and Arceus make excellent teammates.


[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/anchor9.652323/
Set(s) by:
https://www.smogon.com/forums/members/bobsican.434487/
Quality checked by:
https://www.smogon.com/forums/members/bumboclaat.523420/

Grammar checked by:
[/QUOTE]
 
Apply the following for QC 2/2 and then proceed to GP stage, good job

Add Remove Comment
[SET]
name: Trick Room Lead
move 1: Trick Room
move 2: Healing Wish
move 3: Dazzling Gleam
move 4: Nuzzle / Mystical Fire
item: Focus Sash
ability: Magic Bounce
nature: Quiet
evs: 168 HP / 84 Def / 252 SpA
tera type: Ghost
IVs: 0 Atk / 0 Spe

[SET COMMENTS]

* Thanks to access to Healing Wish and an anti-hazard ability in Magic Bounce, Hatterene is the lead for Trick Room teams. should also note its very low Speed and utility minimizing passivity
* Dazzling Gleam allows Hatterene to punish threats such as Zygarde and Mega Salamence that would otherwise easily set up on Hatterene. This often can bait out Tera Water or Fairy from Zygarde, allowing teammates such as Primal Kyogre and Melmetal to take advantage of this.
* Nuzzle allows Hatterene to cripple threats that would attempt to setup on it such as Zacian-C and Ultra Necrozma that hasn’t Ultra Bursted yet. However, it may make threats such as defensive Primal Kyogre faster than teammates such as Primal Groudon and Calyrex-I under Trick Room. Mystical Fire prevents Calm Mind Arceus formes from setting up on Hatterene. In addition, Mystical Fire greatly threatens Ferrothorn, which gives many Trick Room team trouble. In addition, it 2HKOs Zacian-C and deals respectable damage to Dragon Dance Necrozma-DM, discouraging setup and leaving both of them in range to be KOed by Tera Ice Glacial Lance Calyrex-I and Tera Steel Double Iron Bash Melmetal.
* The given EV spread maximizes Hatterene’s Special Attack to threaten Pokemon like Zygarde and Mega Salamence while avoiding a 2HKO from Dragon Dance Zygarde's Thousand Arrows.
* Tera Ghost allows Hatterene to escape trapping from Gothitelle. This is useful in situations where Magic Bounce would be useful throughout the game, such as when the opponent has a persistent entry hazard setter such as Ferrothorn. In most cases, Hatterene does not need to Tera and instead should save it for teammates such as Melmetal and Calyrex-I that need it to break past their checks.
* Hatterene should be used as a designated lead. On turn one, Trick Room should be used almost always to take advantage of Focus Sash and minimize risk of failing to set up. Against Pokemon that don’t immediately threaten it, such as Zygarde and Ferrothorn, Hatterene can instead use Dazzling Gleam or Mystical Fire to weaken these threats or force a Tera. On turn 2, Hatterene should usually use Healing Wish to create momentum and provide support for its teammates. However, it may be best to stay in against entry hazard leads such as Glimmora and defensive Primal Groudon. This allows Hatterene to punish these leads for using Spikes or Stealth Rock assuming Hatterene would use Healing Wish.
* Hatterene’s ability to deny entry hazards early-game is essential for Trick Room teams, especially as most don’t have a form of hazard removal. This is significant for Calyrex-I, as it is harder for Extreme Speed Arceus and Shadow Sneak Marshadow to revenge kill it. Primal Groudon and Primal Kyogre also appreciate this, as Eruption and Water Sprout being at full power greatly aids them in wallbreaking.
* Pokemon that appreciate Trick Room support such as Primal Groudon and Primal Kyogre make excellent teammates. Calyrex-I is an essential bulky and strong wallbreaker on Trick Room teams. It greatly appreciates Hatterene keeping Stealth Rock off the field for it.
* Hatterene needs other Trick Room setters as teammates as it isn’t sufficient to facilitate sweepers throughout the game, so Cresselia and Arceus make excellent teammates.


[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/anchor9.652323/
Set(s) by:
https://www.smogon.com/forums/members/bobsican.434487/
Quality checked by:
https://www.smogon.com/forums/members/bumboclaat.523420/
https://www.smogon.com/forums/members/bobsican.434487/
Grammar checked by:
 
1/1 GP Team done
[SET]
name: Trick Room Lead
move 1: Trick Room
move 2: Healing Wish
move 3: Dazzling Gleam
move 4: Nuzzle / Mystical Fire
item: Focus Sash
ability: Magic Bounce
nature: Quiet
evs: 168 HP / 84 Def / 252 SpA
tera type: Ghost
IVs: 0 Atk / 0 Spe

[SET COMMENTS]
* Thanks to access to Healing Wish and an anti-hazard anti-entry hazard ability in Magic Bounce, Hatterene is the lead for Trick Room teams. Thanks to its low Speed, Hatterene it can easily use Healing Wish or deal respectable damage under Trick Room to reduce passivity.
* Dazzling Gleam allows Hatterene to punish threats such as Zygarde and Mega Salamence that would otherwise easily set up on Hatterene it. This often can bait out Tera Water or Fairy from Zygarde, allowing teammates such as Primal Kyogre and Melmetal to take advantage of this.
* Nuzzle allows Hatterene to cripple threats that would attempt to setup set up on it such as Zacian-C and Ultra Necrozma (is this Necrozma-DM pre-burst? it's only ultra once it's used it) that hasn’t used Ultra Bursted Burst yet. However, it may make threats such as defensive Primal Kyogre faster than teammates such as Primal Groudon and Calyrex-I under Trick Room. Mystical Fire prevents Calm Mind Arceus formes from setting up on Hatterene. In addition, Mystical Fire It also greatly threatens Ferrothorn, which gives many Trick Room team trouble. In addition, it 2HKOs 2HKOes Zacian-C and deals respectable damage to Dragon Dance Necrozma-DM, discouraging setup and leaving both of them in range to be KOed by Tera Ice Glacial Lance Calyrex-I and Tera Steel Double Iron Bash Melmetal.
* The given EV spread maximizes Hatterene’s Special Attack to threaten Pokemon like Zygarde and Mega Salamence while avoiding a 2HKO from Dragon Dance Zygarde's Thousand Arrows.
* Tera Ghost allows Hatterene to escape trapping from Gothitelle. This is useful in situations where Magic Bounce would be useful throughout the game, such as when the opponent has a persistent entry hazard setter such as Ferrothorn. In most cases, Hatterene does not need to Tera and instead should save it for teammates such as Melmetal and Calyrex-I that need it to break past their checks.
* Hatterene should be used as a designated lead. On turn one 1, Trick Room should be used almost always to take advantage of its Focus Sash and minimize risk of failing to set up. Against Pokemon that don’t immediately threaten it, such as Zygarde and Ferrothorn, Hatterene can instead use Dazzling Gleam or Mystical Fire to weaken these threats or force a Tera. On turn 2, Hatterene should usually use Healing Wish to create momentum and provide support for its teammates. However, it may be best to stay in against entry hazard leads such as Glimmora and defensive Primal Groudon. This allows Hatterene to punish these leads for using Spikes or Stealth Rock assuming predicting Hatterene would use Healing Wish.
* Hatterene’s ability to deny entry hazards early-game is essential for Trick Room teams, especially as most don’t have a form of hazard removal. This is significant for Calyrex-I, as it is harder for Extreme Speed Arceus and Shadow Sneak Marshadow to revenge kill it. Primal Groudon and Primal Kyogre also appreciate this, as Eruption and Water Sprout being at full power greatly aids them in wallbreaking.
* Pokemon that appreciate Trick Room support such as Primal Groudon and Primal Kyogre make excellent teammates. Calyrex-I is an essential bulky and strong wallbreaker on Trick Room teams (RP) It that greatly appreciates benefits from Hatterene keeping Stealth Rock off the field for it.
* Hatterene needs other Trick Room setters as teammates, (AC) as it isn’t sufficient to facilitate sweepers throughout the game, so Cresselia and Arceus make excellent teammates partners.


[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/anchor9.652323/
Set(s) by:
https://www.smogon.com/forums/members/bobsican.434487/
Quality checked by:
https://www.smogon.com/forums/members/bumboclaat.523420/
https://www.smogon.com/forums/members/bobsican.434487/
Grammar checked by:
 
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