





First time posting, I wanted to build a team around using Regidrago as a scarfed breaker and worked backwards from there. With DLC coming soon I thought it'd be a good time to get it peer-reviewed before it becomes irrelevant. Criticism and suggestions appreciated!

Tera dragon + dragon maw + dragon energy blows up anything remotely frail in the tier and opens up walls to be cleaned up lategame.


Realizing how bad hazardstacking is for Regidrago I decided cinderace to be my primary hazard control to function as a fairy resist and court changer.



Secondary hazard control via spin as well as setting up rocks of my own in matchups where court change isnt relevant. EQ allows it to chip steels that'd like to come in on my Regidrago and Glowking




Glowking allows the team to pivot in and around fairy types and specially offensive mons, coupled with Chilly Reception gives the team insane momentum to pivot back and forth between offensive threats





Zoroark-H is an amazing addition to the team that baits in fairies + steels in matchups where its prevalent to open up for RegiDrago, and baits in ghosts via turning into Glowking to handle Gholdengo + Dragapults that'd like to switch in on Glowking.






Not much to be said about zapdos that isn't stated in every other team build. Defensive Zapdos handles a lot of what my team needs to handle to open up for Zoroark-H and Regidrago while providing secondary support via threat of Static



Regidrago @ Choice Scarf
Ability: Dragon's Maw
Tera Type: Dragon
EVs: 252 SpA / 12 SpD / 244 Spe
Timid Nature
- Dragon Energy
- Draco Meteor
- Earth Power
- Explosion
Scarfed Regidrago is the primary opener of this team, functioning as a late game sweeper or an early game wall breaker with 150B dragon STAB. 244+ speed with a scarf lets it exactly outrun Dragapult, giving it more special bulk as there isn't a notable speed tier that scarfed 252+ speed needs to hit. Dragon Energy opens up anything that isn't a fairy type and 2-shots mons such as fully invested specially defensive Amoongus or Toxapex



Cinderace @ Heavy-Duty Boots
Ability: Blaze
Tera Type: Fire
EVs: 224 HP / 32 Atk / 252 Spe
Jolly Nature
- Pyro Ball
- U-turn
- Will-O-Wisp
- Court Change
Boots Cinderace is a perfect utility mon to handle hazards while also providing progress and momentum via U-turn and Wisp. 370 Speed lets it switch in on meta threats like Iron Valiant or Enamorus and get off free Court Changes or Wisps on physical switchins. Fast U-turn provides the team utility to further open up teams with Static Zapdos and Future Sight Glowking.



Great Tusk @ Leftovers
Ability: Protosynthesis
Tera Type: Water
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Close Combat
- Rapid Spin
Classic defensive utility Spintusk for secondary hazard control that cinderace isn't able to handle. Tusk slots in insanely well as it provides a physically bulky mon to reliably come in on physical threats and make progress via spin or EQ/CC chip. Tera Water Tusk is the teams reliable answer to the DD Baxcaliburs and Samurott-H's that've been running around.



Slowking-Galar @ Heavy-Duty Boots
Ability: Regenerator
Shiny: Yes
Tera Type: Grass
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Future Sight
- Chilly Reception
- Sludge Bomb
- Thunder Wave
The glue holding this team together, Glowking eats up any fairy STAB from threats like Iron Valiant & Enamorus and threatens back with Sludge Bomb and Thunder Wave. It consistently provides free momentum back and forth between all the teams offensive threats with Chilly Reception and Future Sight. Thunder Wave provides free speed control for mons like Zoroark to come in on Dragapult or Iron Valiant later in the game safely. Glowking acts as the mediator between Regidrago and Zoroark-H and does so extremely reliably with its key resistances, while its ghost weakness is mediated by Zoroark-H's immunity



Zoroark-Hisui @ Choice Specs
Ability: Illusion
Shiny: Yes
Tera Type: Ghost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Sludge Bomb
- Flamethrower
- Trick
Zoroark-H is the perfect mon for trapping threats that the team needs dealt with. Transforming into Regidrago allows you to bait in key fairy switch ins like Enamorus and Iron Valiant along with forcing Fairy teras on defensive pokemon like Garganacl. Zoroark-H's wide coverage allows it to bait in and trap steels such as Kingambit and Gholdengo with Flamethrower. Zoroark-H Illusion also compliments Glowking, as disguising as him also allows for Ghosts and Steels to come in on it. Zoroark-H is a key member of the team for dislodging opposing key defensive cores, and its the primary opener for Regidrago to close up lategame. In matchups where it isn't viable to bait in the opponent, Trick allows it to neutralize threats like Garganacl and Kingambit from being threatening lategame.



Zapdos @ Heavy-Duty Boots
Ability: Static
Tera Type: Steel
EVs: 252 HP / 104 Def / 152 Spe
Timid Nature
IVs: 0 Atk
- Roost
- Volt Switch
- Hurricane
- Heat Wave
Zapdos slots in amazingly as a sixth team member by providing great coverage to handle water types like Hamurott & Azumarill and great utility via Volt Switch and Static. Defensively invested Zapdos lets it come in on a pre-SD Kingambit and soak up hits while disrupting it via Heat Wave and Static. Zapdos's longevity allows it to consistently come in and provide necessary chip for Regidrago and Zoroark-H to clean up. Amazing mon that wins games via Static alone.
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