National Dex Riki's Car Wash, an electric rider team. (1666 peak)

Welcome to Riki's Car Wash

Paste: https://pokepast.es/cf53d31b1d6320ed

Good ol' electric rider team with new abusers thanks to the Quark Drive mons released this gen. Electric Terrain boosts electric type moves by 30%, which we are spamming, and also prevents Pokemon from falling asleep! Zapdos and Dragonite are not protected or boosted by terrain unless tera’d (will get more into that later). Terrain usually lasts for 5 turns, but with booster, we’re getting 8.


:ss/tapu-koko:

Kapu-Riki (Tapu Koko) @ Terrain Extender
Ability: Electric Surge
Happiness: 0
Tera Type: Grass
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- U-turn
- Thunderbolt
- Dazzling Gleam
- Grass Knot


Sets up terrain for the whole team, and ev’d to dish out as much damage as possible. Can also be used as a scout for scarfers (if the enemy has an ability that activates when it comes out, check to see if Koko’s terrain activated first). U-turn for momentum. Thunderbolt (boosted) and Dazzling Gleam is STAB. Grass Knot for bulky grounds. Tera Grass to help deal with grounds (specifically MSwampert, Gastrodon and Hippo). If conditions are right, don’t be afraid to sack this mon if terrain can also be set up.

:ss/Zapdos:

Électhor (Zapdos) @ Flyinium Z
Ability: Static
Tera Type: Electric
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Heat Wave
- Hurricane
- Thunderbolt
- Roost​


I went with offensive Zapdos here just because it can be a surprise while still being able to wall certain mons due to its awesome typing. Heat Wave is for MSciz, Ferro, and other annoying steels. Thunderbolt is STAB. Hurricane is STAB but also used with our Z crystal for a nice 185BP move. Try to use the Z move against the enemy’s ground types! Roost is to continuously wall mons like Tusk, Rillaboom, Kartana, Lando-T, MSciz, and non-Toxic Gliscor. Static is an amazing ability, and helps with punishing U-turn. Zapdos can be used for Knock Off / Fake Out bait. Zapdos can’t Tera due to Z move. The EVs are from the sample set posted here on Smogon. I ran many calcs and most 2hkos stay the same if we max out SpA vs 184. Seeking advice for the optimal EV spread.


:sm/Raichu-Alola:


#026 (Raichu-Alola) @ Life Orb
Ability: Surge Surfer
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Nasty Plot
- Rising Voltage
- Psychic
- Surf​


Most of us know how annoying this mon can be. Surge Surfer doubles our speed in terrain, and lets us outspeed most mons at +2. Nasty Plot can be tricky to pull off, but I’ve done it in the face of some Blisseys. Rising Voltage is an absolutely insane move with terrain boosting it to 182bp if the target is also grounded! This 1hkos many mons in the tier hitting them neutrally! Psychic is our secondary STAB. Surf is for grounds. This Pokemon is very fragile, and you definitely don’t want to take a U-turn/Sucker. Tera Fairy can help if your opponent brings out their Kingambit early before you take too much chip. This might be a useful calc

252+ SpA Life Orb Tera Fairy Raichu-Alola Rising Voltage (140 BP) vs. 112 HP / 0 SpD Kingambit in Electric Terrain: 391-461 (105.9 - 124.9%) -- guaranteed OHKO
252+ Atk Black Glasses Supreme Overlord 5 allies fainted Kingambit Sucker Punch vs. 0 HP / 0 Def Tera Fairy Raichu-Alola: 201-237 (77 - 90.8%) -- guaranteed 2HKO



:sv/iron_treads:


Eisenrad (Iron Treads) @ Assault Vest
Ability: Quark Drive
Tera Type: Dark
EVs: 252 Atk / 48 SpD / 208 Spe
Jolly Nature
- Earthquake
- Knock Off
- Rock Tomb
- Rapid Spin​


This was an experimental mon I used for another team which I plugged into this one. Quark Drive gives us a nice SPE boost under terrain (495) and without terrain (330). The 330 benchmark is important here because this is our answer to some of the stronger 100 base speed mons in the tier. Assault Vest is used for longevity. Earthquake is powerful STAB. Knock Off is helpful for Rocky Helmet users and scarf Lele. Rock Tomb is used for ZardY, Volcarona, and other Pokemon trying to set up against us by keeping their speed manageable. Rapid spin for hazard removal. Tera Dark is to help against the psy spam from Tapu Lele if you can make that prediction (sadly resisting isn't enough lol) and can help with Dragapult. Went with tera dark because 5/6 of our Pokemon resist fighting already. This is the only form of hazard removal

:sv/iron_valiant:


Eisenkrieger (Iron Valiant) @ Expert Belt
Ability: Quark Drive
Tera Type: Fighting
EVs: 40 Atk / 216 SpA / 252 Spe
Naive Nature
- Close Combat
- Moonblast
- Thunderbolt
- Psyshock​


This is our biggest threat, and our best answer to Kingambit’s Sucker Punches. Another Quark Drive mon whose speed reaches 546 which outspeeds some rain/sun abusers. Expert Belt is a nice item here and I think most people assume we’re using specs. Close Combat and Moonblast are STAB. Thunderbolt is boosted. Psyshock is for Clodsire. This mon has the physical bulk to switch in once. Protect this mon at all costs if your opponent has Kingambit. Tera Fighting for more power. A calc:

40 Atk Expert Belt Iron Valiant Close Combat vs. 252 HP / 252+ Def Blissey: 730-859 (102.2 - 120.3%) -- guaranteed OHKO

:sv/dragonite:


Kairyu (Dragonite) @ Heavy-Duty Boots
Ability: Multiscale
Tera Type: Normal
EVs: 144 HP / 252 Atk / 112 Spe
Adamant Nature
- Dragon Dance
- Extreme Speed
- Earthquake
- Roost​


Just an all around powerful mon with some useful resists/immunities. Our only form of priority. 144 HP EVs allow Dragonite to survive Tera Fairy Iron Valiant's Moonblast at +1 through Multiscale. Opposing Valiants can be a big problem for this team if Raichu has fainted. Often I use Dragonite just for chip damage. This is also our Heatran / ZardY / Volcarona switch-in. Dragon Dance to potentially set up and sweep. E-Speed is priority. Earthquake is for steels. Roost as recovery. Some opponents will realize they lost after our first Roost. Tera Normal of course, and with terrain up, can protect you from sleep! Air Balloon Gholdengo is untouchable, so beware!

Strategy:

The idea is to set up terrain with Koko, and U-turn out. Zapdos, Dragonite, and Iron Treads make a pretty decent core and sometimes the least useful mon has to be sacked. Raichu, and Valiant are both immediately threatening, so get them in safely. The longer the match goes, the harder it gets. Games usually end in under 20 turns with this team.

Threats/Problems:

:tapu-lele: - probably stands out the most considering it can nuke every mon AND change the terrain.
:Garchomp: is also a problem for this team, but it’s a great target for our Z move.
:kingambit: valiant is our best answer to dealing with him
:clodsire: Treads and Valiant are the best answers to dealing with this mon. Raichu can scout its ability though.
:iron_valiant: uses our terrain against us, but raichu outspeeds
:rillaboom: :tapu-bulu: both walled and destroyed by Zapdos, but keep Koko alive if they have not fainted.
:tapu-fini: is weak against most of our team so they’re not as threatening, but can be annoying because of misty terrain.
:focus_sash: we don't lay down any hazards so sash can be annoying.


Opposing teams with dual ground types and/or hippo/skarm core can be problematic. The team is pretty one dimensional, and your opponent sees your strategy during team preview. But can they stop it?

Replays with short description:

I failed to recognize my opponent’s Mold Breaker activated before Electric Terrain, so I lost Koko turn 1 and still won
https://replay.pokemonshowdown.com/gen9nationaldex-1837845420

Against 2 terrain setters, noticed Lele wasn’t scarfed
https://replay.pokemonshowdown.com/gen9nationaldex-1839554836-cbmj182ealig67nrjst9z06uhitvywrpw


Against another Eterrain team. Predicted Shuckle would Encore
https://replay.pokemonshowdown.com/gen9nationaldex-1837646842-4tbvsiwfr495e707raj71x0srrdbsdopw

Valiant showed its versatility here
https://replay.pokemonshowdown.com/gen9nationaldex-1839551267
 
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