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Project RarelyUsed Teambuilding Competition: Week Fifteen - Mienshao

SpinMence Hazstack
:salamence: :reuniclus: :jirachi: :umbreon: :chesnaught: :gastrodon:

:salamence: I discovered this set a little while ago and thought it was fun, and built a decently similar hazard stack that had some success in Swiss. The main idea is to try to catch something that may want to switch in, think a Slowbro trying to absorb a Draco Meteor before pivoting out to something else, a Gweezing attempting to Defog after Terastallizing to a Steel type, or even a greedy Wo-Chien attempting to remove your boots. I thought this set, with some hazard support, seemed really interesting. This team is an attempt to sort of rebuild it with some similar aspects.

:reuniclus: The team lacks any removal, so a bootspam-esque style has to be taken. Reuniclus gives this idea while not losing the item slot it desires, and bulky Calm Mind Reuniclus serves as an excellent wincon with the support of hazards. Shadow Ball is used to beat other Psychic-type Calm Minders, though the matchup into the other darks types can be a wee-bit sketchy. The rest of the team is built with this weakness in mind. Tera Water let’s you cosplay as Slowbro if you want, really only here to give you a slightly better matchup into the already rare Rain, as well as new threat on the block Specs Volcanion.

:jirachi: Rocker of the team, useful utility in Encore. IDK how to build without it.

:umbreon: Boots are ran over Leftovers to help versus spike stacking. Additionally running Moonlight because I don’t think that Wish support is super needed on the team. Roar is nice as an anti-setup tool, and synergizes really nicely with the vision of the team.

:chesnaught: I needed a knocker, and a solid switch in to Dark-types, so Chesnaught proved to fit the role quite nicely, however, I already had a spikes user that I wanted to slot in last, so I thought it would probably be best to forgo them. I watched a game that MJ had played for Seasonal where ID Chesnaught essentially 6-0d HO, so I thought it could be fun to run as a way to have both a generally solid switch in to physical attackers bar Gapdos, and a potential late game sweeper. Tera Ghost, while somewhat counterintuitive in its mission to switch in to Dark-type attacks, does mean you wall Zoroark-Hisui, which can be a threat if Umbreon drops, as well as turning it into a spin blocker.

:gastrodon: The main Knock Off switch in on the team comes in the form of PhysDef Sticky Hold Gastrodon, rocking another fresh pair of Tim’s. Switching into Knock Offs are its main goal, so the coverage of Ice Beam, and STAB Earth Power attempts to jeopardize these Knockers, like Gapdos, Krookodile, or even more niche stuff like Empoleon. Tera Ghost screws over spinners, as well as gives you an out into CCs in a pinch.

https://replay.pokemonshowdown.com/gen9ru-2300275940- qm0uhfw5hghfoml7an5akmkuc8aaf54pw
Mence 1v1s a Chansey and Amuk and wins against both
 
Utility Mence + Hoodra Balance
:Salamence::Goodra-Hisui::Weezing-Galar::Basculegion-F::Bisharp::Flygon:
:Salamence: I always wanted to use Tsuki's mence since I saw it, but Cobalion rose a while ago rip. 208 speed on mence outruns +spd 80s and slither. Breaking Swipe can improve MUs for itself and the rest of the team.

:Goodra-Hisui: Works well together with mence defensively. It covers mence's ice, dragon, and fairy weakness, while mence can switch into ground and fighting moves. Body Press 2HKOs Bisharp, and Knock Off can act as a fuck-you button if sharp teras into ghost. Mence can 2-3HKO sharp with eq, but you can't switch into it, and sharp will break through it eventually.

:Weezing-Galar: Walls zap and mamo, two of the biggest threats for the previous two mons. It also removes hazards, so the team can better pivot around.

:Basculegion-F: Realzing hippo is a bit of a problem (checks hoodra, mence has to rely on an inaccurate Hurricane, and Wheezing 4HKOs), basc checks it along with non-scarf krook, wheezing, and bro.

:Bisharp: My team lacks a ghost resistance at this point, so sharp is my best option. It is a late-game sweeper that benefits from sr and will-o chip. Physical walls like hippo and quag check it with eq, so it pairs well with basc.

:Flygon: Finally, I needed a rocker to synergize with hoodra's Knock Off and put more pressure on the opponent as they switch around. It can pivot into basc against bro and weezing, two of its checks. Flygon also appericates basc's ability to spinblock, keeping rocks up longer and racking more entry damage.

 
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https://pokepast.es/c745462b8e5ec1a5
i'm gonna be quick. Main idea is that it's a spikestack team with a voltturn core that has Mence be a cleaner and sweeper

:salamence: Salamence is a funny set inspired by Canard's critdra set, DD helps it boost it's speed, Focus Energy allows 100% crit chances on Draco and Hurricane.

:empoleon: Empoleon is our SR setter, and it's also the resident special wall, sporting a regular set, and serving as the team's defog abuser.

:chesnaught: Chesnaught is the spikes setter, also running the standard set, to match with the SR of Empo and punish cyclizar and assorted physical attackers.

:electrode-hisui: Helectrode is here to serve as the Volter, notably having a very strong stab to compliment it's volt switches, with the ability to deal big damage into switch-ins, spread para to allow Mence to outspeed threats, punish physical attackers with static, and taunt setup sweepers and hazard setters and the like.

:slither-wing: Slither Wing is the Turner, running a CB set with the intent to kill.

:avalugg: Avalugg is our spinner, as I didn't want to use Cyclizar and I wanted something into opposing mences.
 
Welcome back and thank you to all of our participants this week! We got another wide variety of teams to choose from; please nominate your two favorites before the deadline of Monday, February 17th at 7am GMT -6.

:politoed::barraskewda::salamence::forretress::bellibolt::basculegion-f: Triple Choice Rain by Heatranator
:salamence::bisharp::hippowdon::klefki::slowbro::talonflame: Mixed Salamence + CB Klefki BO by Squeeby
:muk-alola::weezing-galar::slither-wing::salamence::registeel::raikou: Mixed Salamence + 3 Attack Muk-A by Sneakyplanner
:salamence::umbreon::gardevoir::jirachi::volcanion::golurk: Facade Salamence + SubLurk BO by THE_CHUNGLER
:salamence::reuniclus::jirachi::umbreon::chesnaught::gastrodon: Trapper Salamence BO by HoopsspooH
:salamence::goodra-hisui::weezing-galar::basculegion-f::bisharp::flygon: Utility Salamence + AV Hoodra BO by Tubular
:salamence::empoleon::chesnaught::electrode-hisui::slither-wing::avalugg: Scope Lens Salamence Spikes by Elec-ant1234

My votes go to Squeeby (no bias after getting cooked..) and HoopsspooH, who made a sweet Trapper Salamence and CM Reuniclus team.
 
Thank you to all of our participants who submitted teams and voted this week, and congratulations to HoopsspooH for winning a tight race with Squeeby!
:salamence::reuniclus::jirachi::umbreon::chesnaught::gastrodon: Trapper Salamence BO by HoopsspooH

New round up soon!
 
:psychic-seed::misty-seed::grassy-seed::electric-seed: Week Three: Terrain Seeds :electric-seed::grassy-seed::misty-seed::psychic-seed:

1739801903329.png

This week we're going to shift gears a little bit and focus less on a specific Pokemon and more on a teambuilding concept: Terrain! While Terrain teams are generally viewed as cheesy, they do offer tremendous upside as several of our premiere setup sweepers are enabled by the boosts they provide. Psychic Terrain in particular is quite useful in neutralizing incredible offensive priority users like Bisharp and Slither Wing; Misty Terrain, alternatively, can enable these two by providing impunity to status, allowing them to setup care-free against foes like Slowbro and Galarian Weezing. Grassy Terrain provides exceptional longevity for grounded Pokemon, reducing damage taken from Earthquake while providing several turns of reliable recovery. Electric Terrain has seen usage in the past but has fallen out of favor with our Quark Drive users limited to just Iron Thorns, but creative minds just might figure out how to still make it work..
Regardless of the direction you go, there are plenty of opportunities to showcase your imagination with the Terrain Seeds. I look forward to seeing what our brilliant minds can accomplish here! The submission deadline will be Friday, February 21st, at 3pm GMT -6.
 
Double Grassy Glide Spam
:thwackey: :oricorio pom pom: :torterra: :mimikyu: :armarouge: :chansey:
FlamPoke please never choose something this horrible again, I think I lost years off my life just trying to test this team.

:pmd/thwackey: Standard g-terrain setter, taunt allows thwackey to do a bit better against defensive teams. Tera grass allows grassy glide to hit surprisingly hard and allow thwackey to clean up weakened teams.

:pmd/oricorio pom pom: Oricorio pom pom is the main sweeper of the team, utilising grassy seed alongside quiver dance in order to sweep teams. Air slash+taunt can shut down a lot of defensive counterplay, with tera steel also ignoring toxic from pokemon such as umbreon.

:pmd/torterra: Torterra is here to help against defensive teams and offensive teams alike. I decided to go with grassy glide as the main grass stab option here, which can help pick off faster opponents while dealing good damage under g-terrain at +2. Stone edge can hit flying types such as talonflame that may be able to switch into its stab options. LO also helps torterra's damage output, while the recoil damage is negated by g-terrain recovery. Tera rock does well defensively while also boosting stone edge damage.

:pmd/mimikyu: Mimikyu is our anti offense mon, which is valuable for a team who has a lack of those options. Wood hammer allows mmq to annihilate the bulky grounds of the tier such as quagsire and hippowdon with ease, which is helped out by the grassy terrain boosting its power by 1.3x. Everything else about it is standard, with tera ghost increasing the power of shadow sneak.

:pmd/armarouge: Armarouge is our main special breaker of the team. Its primarily a standard set, which appreciates g-terrain reducing earthquake damage and the added power to energy ball for water types. Tera fairy stops dragon tail cyclizar from phazing it out, which might otherwise wall oricorio.

:pmd/chansey: Finally, we have the main defensive pokemon of the team, chansey. Chansey's main job is to get up rocks and sponge special hits. Seismic toss does consistent damage to opponent and soft boiled helps keep chansey healthy. Healing Wish can help a teammate come back from the brink of death to attempt another sweep.
 
Misty Terrain Physical Spam
:weezing-galar::sceptile::feraligatr::slither wing::bisharp::necrozma:
The goal of this team is to sweep with one of the 4 physical sweeper, which can all take advantage of the Misty Terrain brought by Galarian Weezing to avoid status like burn or paralysis and beat the some of the most important physical walls of the tier in Slowbro, Galarien Weezing itself and Quagire or even activate Unburden from Sceptile to get the Speed boost.

:weezing-galar:- Sets Misty Terrain to enable our sweeper to setup and punch holes or even clean the game. It's typing and bulk also allow it to check stuff like Slither Wing, Mimikyu or Terrakion. 84 EVs in Speed allows it to outspeed base 70 Speed like Wo-Chien. Flamethrower hits stuff like Bisharp or Jirachi, you can't play Will-O-Wisp because of Misty Terrain. Taunt is useful against defensive Pokemon or setup sweeper like Wo-Chien, Umbreon or Fezandipiti.

:sceptile:- Takes advantage of Misty Terrain thanks to Misty Seed and Unburden which allows it to outspeed almost all the tier, even Choice Scarf
users like Galarian Zapdos or Gengar. Thanks to Misty Terrain it can also set Swords Dance on Slowbro or Quagire without fearing to get statused. The Speed EVs allows it to outspeed Timid Basculegion-F under Rain. Acrobatics hits Slither Wing, Chesnaught and Galarian Weezig and does good neutral damages thanks to Tera Flying. Earthquake hits Steel and Fire-types like Jirachi, Bisharp and Volcanion.

:feraligatr:- Secondary setup sweeper, that setup very easily on the aforementioned physical walls thanks to Misty Terrain, and deal enormous damages with Sheer Force and Life Orb-boosted attacks. Tera Water allows Liquidation to hit stuff like Bisharp or Fezandipiti harder. Crunch hits Slowbro and Basculegion. Ice Punch hit Grass-types and surprises Salamence and Noivern, which also benefits Sceptile and Slither Wing.

:slither wing:- A set I wanted to test and I'm honestly disappointed. Besides checking Krookodile, Mamoswine and Rhyperior, this sets hits really hard thanks to the Atk boost from Protosynthesis and Bulk Up, can thanks to Flame Charge it can quickly snowball teams. Tera Fire allows it to setup easily against Galarian Weezing and Armarouge. A Jolly Nature was chosen to outspeed and surprise Jolly Mamoswine.

:bisharp:- Classic Bisharp that benefits a little bit less from the Misty Terrain but brings a lot a cool tools to the team, as its Dark-Steel typing allows it to check Ghost, Dragon and Flying-types that may cause trouble to the team. Tera Flying helps against Hippowdon and Galarian Zapdos. Jolly with this EV spread outruns 252 Speed Adamant Bisharp and (almost) kills it with Low Kick.

:necrozma:- I really love this set and I though it could round up this 6 pretty well, and actually it does ! Stealth Rock setter that does well against most removers, a physically bulky set helps against Galarian Zapdos, Salamence, etc... and Rocky Helmet punished contact very efficiently. Also you should not underestimate Photon Geyser's damages, it hits pretty hard even for a defensive set. Tera Fairy give an appreciated Dragon immunity and Dark resistance. Knock Off adds utility in removing items from Cyclizar, Jirachi, etc...

Replays : only one replay for the moment, might add some later.
https://replay.pokemonshowdown.com/gen9ru-2304396105-vkdvamcuamb1t7mmk4t4snex8uvk92lpw?p2
Bisharp does Bisharp things and Sceptile cleans the game thanks to Unburden and Swords Dance.
 
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Psyterrain HO
:ss/indeedee: :sv/armarouge: :sv/maushold: :sm/necrozma: :rb/hitmonlee: :gs/forretress:

This is a remake of a team I made during RULT last year but with Forrestres on Iron Leaves, it was quite good so I'm posting (not sure it's still any good tho).

:pmd/indeedee: The terrain setter, there's nothing crazy with the set, just what to hit and support.

:pmd/armarouge: The main psyterrain abuser, this is a classic Endure + WP set but with Expanding Force instead of Psyshock. It's a really nice noob trap.

:pmd/maushold: Hippowdon :hippowdon: is a pain in the ass for the two others physical sweeper so I used the anti-Edgeless-Hippo set (very long name ik). Beware tho that after terastallizing into flying type you can't be protected from priority by psyterrain. It's also a way to get rid of entry hazards in addition to Forretress' Rapid Spin.

:pmd/necrozma: Classic DD set with X-Scizor to deals more damage to Slowbro :slowbro: which is even more popular since Mamoswine :mamoswine: dropped. It's also good into stall thanks to Photo-Geyser.

:pmd/hitmonlee: Finally the abuser with the seed, with Psychic Seed :psychic_seed: and it's great SpDef it can easily set up on specially hitting mons. Beware of its very bad Def tho.

:pmd/forretress: The lead, it doesn't need the Focus Sash :focus_sash: since it got Sturdy, that's why I use Mental Herb :mental_herb: to prevent Taunt and Encore. Big Splash is here to stop being too passive and Volt Switch allows to pivot and since Forretress is slow af it's a safe way to switch into the other.

Replays :
Noob trap noob trapping
Noob trapping + Hitmonlee gaming
Some noob again
 
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Fuckass Grass HO

:thwackey: - your standard terrain setter. 128 attack lets it OHKO spdef gastrodon with grassy glide. taunt is used over wood hammer to stop slower hazard setters like chesnaught, but wood hammer could be used as well

:chesnaught: - belly drum chesnaught is the main grassy terrain abuser with grassy glide backed by a massive attack stat and the ability to keep on trucking thanks to its good bulk and drain punch. speed evs let it outrun max speed modest magnezone, while zen headbutt lets it hit poison guys like gweezing as well as slither wing and gapdos. tera fire removes a lot of its weaknesses and makes it immune to burns

:necrozma: - apparently necrozma is a really popular choice for terrain teams, oops. anyway this spread outruns timid volcanion, which i've noticed is gaining steam as of late, but a bold nature can be used instead for more bulk. can run away with games pretty easily

:oricorio-pom-pom: - that fucking bird that we hate, acts as a stallbreaker with taunt and air slash flinches. tera water improves the team's shaky rain mu, but steel can be used too

:bisharp: - benefits greatly from grassy terrain thanks to its recovery + the fact that it halves eq damage. evs outrun max speed jolly crawdaunt, but like necrozma a bulkier spread can be used. fairly standard bisharp otherwise

:maushold: - helps wear down other physical walls for chesnaught and bisharp and can cripple them with encore. bullet seed not only appreciates the gterrain boost but also isnt affected by rocky helmet. bite really only hits h-zoroark (made of paper) and gengar anyway
 
Diancie Misty Terrain Offense
:Weezing-Galar::Quagsire::Diancie::Slither Wing::Mamoswine::Jirachi:
:Weezing-Galar: - I stole Hyper bol's ev spread lol. Flamethrower hits steel types like rachi and Bisharp, as Misty Terrain blocks will-o. Pain Split allows it to stay in longer as its teammates abuse the terrain.

:Quagsire: - This set is a bit of meme, but it has Water Absorb to wall volc and is specially defensive to better handle special attackers like fez, basc, and emp. Counter can be replaced with Encore, Spikes, or Haze, but Counter can beat physical attackers that the team may struggle with such as Bisharp and zap. Tera poison allows it to wall Grass Knot emp and arma's Energy Ball
252 Atk Zapdos-Galar Close Combat vs. 252 HP / 4 Def Quagsire: 217-256 (55 - 64.9%) -- guaranteed 2HKO
252 Atk Choice Band Zapdos-Galar Close Combat vs. 252 HP / 4 Def Quagsire: 325-384 (82.4 - 97.4%) -- guaranteed 2HKO
148+ SpA Empoleon Grass Knot (80 BP) vs. 252 HP / 252+ SpD Quagsire: 296-352 (75.1 - 89.3%) -- guaranteed 2HKO

:Diancie: - Hoo boy, where do I start with you? It was a struggle trying to find a sweeper that fits this team. It was necro with Stored Power, but that wasn't cutting it. I thought of doing Bulk Up + Flame Charge slither with Misty Seed, but Skylerddd suggested Diancie. Diancie has good bulk that allows it to set up, and Misty Seed gives it a head start in sweeping potential. What sets it apart from cress is that it's grounded to shrug off poison and has Clear Body to block stat drops. Tera water is to resist steel and water mons while having ground neutrality. It's best to preserve it for the late game or when there are no taunt or encore users.

:Slither-Wing: - It addresses krook, emp, and hoodra for geezing and can slow pivot into wallbreakers.

:Mamoswine: - Mamo is terrifying as it is, so why not make it more so? Oblivious blocks any method of hindering mamo on top of misty. Trailblaze also patches up its speed and hits water/ground mons.

:Jirachi: - Rachi provides nice resistances for the team, such as flying and psychic moves for slither. Trick shuts down would-sweepers and defensive checks such as Registeel, zong, and bro. Healing Wish can give wallbreakers or Diancie another opportunity to punch holes/sweep or to geezing to provide misty for longer.

Defensive mons such as Registeel, zong, and bro and special attackers like arma can be problematic, but you can break through with careful pivoting.

Replay:
https://replay.pokemonshowdown.com/gen9ru-2304784752-sxl85mdqmjn4mv0ujg5cy656oxxmk6xpw?p2
Quag murks Bisharp with Counter, and mamo beats gar, allowing Diancie to sweep the team.
 
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Tera Psychic Lilligant Psyterrain
:indeedee::grafaiai::armarouge::lilligant-hisui::reuniclus::krookodile:
I normally hate building HO, I normally hate playing HO, so this week I just let out all my anger into a team built for misery.
:lilligant-hisui: This week's clickbait is tera psychic Liligant. With everyone seemingly running Gweezing these days, it just feels good to +1 252 Atk Hustle Tera Psychic Lilligant-Hisui Tera Blast (80 BP) vs. 252 HP / 252+ Def Weezing-Galar in Psychic Terrain: 416-492 (124.5 - 147.3%) -- guaranteed OHKO. Normally tera psychic is a linear gimmick that beats poison types and nothing else, but on psyterrain it does some insane damage to neutral targets too. Just remember to hit your 88%s though.
:krookodile::indeedee: These are the support buddies. Indeedee is needed for psyterrain, and I like Krook on psyterrain a lot because it's a rocker that covers all the weaknesses you normally have when stacking psychic types.
:armarouge: This is an evil set. Endure weakness policy with destiny bond. Oftentimes you will end up facing teams with one major roadblock to your psychic spam. A single dark type that frustrates you, a hoodra that takes nothing from armor cannon or an assault vest reun that keeps regenerating off all the damage you do to it. That's what destiny bond helps with. If you can take down that wall with Armarouge, then Reun is often able to clean up with no resistance.
:reuniclus: the other expanding terrain nuke. trick room Reuniclus is absolutely amazing vs offense. It can just clean up lategame scenarios or rip a team in half early on and leave it weak to Lilligant or Armarouge.
:grafaiai: The seed sower on this team, Grafaiai is just here for vibes. You got some good coverage attacks and it always feels good to win with the aiai. The team needs a psychic seed mon to be submitted, and Grafaiai does have a psychic seed.
 
Demon Necrozma + Meteor Beam Jirachi Psyterrain Offense
:indeedee::necrozma::jirachi::fezandipiti::flygon::zapdos-galar:


:indeedee: Big Indeedee. Sets Psychic Terrain like it needs to, can do some decent damage as well, then Healing Wish when you get low. Healing Wish can remove all the chip on your recoveryless guys.
:necrozma: Pure Evil. If it gets to get the right boosts it will NOT die. Don’t worry about getting phased since Expanding Force does 85-100 to Hippowdon in terrain and you can Tera Fairy on Cyclizar. Dark types aren’t real.
:jirachi: Jirachi’s coverage lowkey goes crazy. Super nice defensive utility being a Steel-type and all. The team doesn’t have many hard walls so it relies on temporary switch ins like Jirachi to handle stuff.
:fezandipiti: Destroys Umbreon which would otherwise be incredibly annoying. You get to pivot around a lot to get your strong guys in and can function as a nice wincon. You could go for Galarian Weezing to remove hazards and check Krookodile better, but I like Fezandipiti for the pivoting and being less passive.
:flygon: Another offensive guy who’s good for defensive utility and hazards. Also our Ground-type and Ground-immune. Good for emergency checking guys like Armarouge and Raikou. Pivots to keep momentum.
:zapdos-galar: Our speed control, pivots around to get Necrozma and Jirachi on passive walls like Hippowdon and Weezing-Galar. Also can check Krookodile and threaten Dark-types.
 
Webs psychic terrain utilizing psychic seed krook
https://pokepast.es/2d978346eb6c6de8
:indeedee: The usual terrain setter load out, expanding force for chip and dazzling gleam to hit dark type targets without having to tera, encore to help stop fat set-up, and healing wish to potentially restart a sweep/offensive threat.

:ribombee: At the conceptualization stage of this team, I knew I wanted to utilize Hviary and krook with some interesting, rather slow sets. This has been slapped on as the best webber in the tier to fix our speed issue. Basic web set with stun spore to cripple any scarfers or flying types that might hope to fly above the webs. Moonblast and psynoise for decent chip, and tera for some threatening power to dark types or late game sweeps (even if rare).

:forretress: Big forre is here to help with hazards, which proved to be quite the issue on this team. Stealth rock compression is nice, and along side helping break sashes, also lets hviary OHKO cyclizar (as shown below). Body press and volt switch help this team get chip on necessary targets, while also giving safe switch ins. Tera ghost to stop any spinners if it gets to that point.
4 Atk Life Orb Braviary-Hisui Close Combat (120 BP) vs. 104 HP / 0 Def Cyclizar: 276-325 (89.9 - 105.8%) -- guaranteed OHKO after Stealth Rock.

:braviary-hisui: I've always loved this mon, even if it isn't the greatest. Terrain boosting as well as sheer force life orb turns psychic into a giant nuke leading to great chip or OHKOS on tanky mons. Air slash is often nice middle-ground chip, covering switches whilst still doing big neutral damage. Now, close combat, a concept I've been trying to make work for ages. Close combat (especially so when tera fighting) enables hviary to 2HKO most of the special walls that would otherwise stop it in it's tracks. Combined with sticky webs, this can be an extremely threatening late game sweeper, or an effective mid-game breaker. As mentioned above, it can also bait in and OHKO cyclizar, helping keep webs up. U-turn was kinda thrown on, but it helps switch out into other breakers if necessary, could be switched for either shadow ball to deal with psychics like garde and jirachi or esper wing to outspeed gzap and some other scarfers when boosted. A minus defense nature is due to us needing all the dmg we can get for cc, while most physical mons that threaten this get neutralised or forced to tera due to webs.
4 Atk Life Orb Tera Fighting Braviary-Hisui Close Combat (120 BP) vs. 248 HP / 0 Def Goodra-Hisui: 289-343 (79.6 - 94.4%) -- 6.3% chance to OHKO after Stealth Rock
4 Atk Life Orb Tera Fighting Braviary-Hisui Close Combat (120 BP) vs. 56 HP / 252+ Def Eviolite Chansey: 382-452 (58.3 - 69%) -- guaranteed 2HKO after Stealth Rock
4 Atk Life Orb Tera Fighting Braviary-Hisui Close Combat (120 BP) vs. 252 HP / 4 Def Umbreon: 265-315 (67.2 - 79.9%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery


:Armarouge: Standard set, similar to others listed here, endure+wp in hopes to boost up and sweep while being immune to priority thanks to terrain. Tera fairy was my decided defensive tera, but it could be switched for tera ghost.

:Krookodile: Now, this set might look terrible, but that's because this idea was at first a joke, but after a couple of games, I realised it could be funny. This is our seed user on the team, using psy seed to get +1 spdef, which, when combined with intimidate, and heavy HP investment, gives us ample opportunity to start setting up on a weakened team. Krook is naturally 1 speed faster than a base 100 mon at -1, like jirachi, so speed investment was turned aside for more bulk. Given more time, I think this set could be improved, but it has plently tools to sweep late game with an unexpected power trip snowball.

https://replay.pokemonshowdown.com/gen9ru-2305286689 I know this game is really low ladder, but it's the best example I could get in the limited time I gave myself on my alt, and is proof of concept (If you couldn't already tell I made this team and post last minute).
 
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