Pokepaste: https://pokepast.es/33d8e258ae8b4e91
Hey all! I’ve been teambuilding again recently and what caught my eye was the amazing wallbreaking potential of Waterpon. I wanted to finally abuse it for myself. Its power is incredible and power whip can reach nuclear levels in grassy terrain along with the recovery helping it out a lot with its longevity problem in longer games. It is amazing at forcing chip on physical walls like Skarmory for Kingambit or Rillaboom to clean later. At the same time opponents are pressured through the special side with magma storm Heatran being a great stealth rock setter and possibly paving the way for CM Val to sweep in the late game. Here’s the team one by one:
Ogerpon-Wellspring (F) @ Wellspring Mask
Ability: Water Absorb
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Ivy Cudgel
- Power Whip
- Play Rough
It’s very threatening to bulky teams that can only really answer it with something like a Skarmory which is normally also their only Kingambit or Rillaboom check. This means in the long term against most balance structures you will be able to win the game eventually. Grassy terrain recovery is also great for longer games.
Great Tusk @ Rocky Helmet
Ability: Protosynthesis
Tera Type: Water
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Bulk Up
- Ice Spinner
- Rapid Spin
- Earthquake
Bulk Up lets Tusk check threats more easily and also lets it be a win condition at the end of the game. It’s the team’s hazard control and main Kingambit check. Grassy Terrain recovery makes it really hard to kill.
Kingambit @ Leftovers
Ability: Supreme Overlord
Tera Type: Fire
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Swords Dance
- Kowtow Cleave
- Iron Head
- Sucker Punch
A great form of speed control, sweeper, beneficiary of Oger’s wallbreaking and the ghost resist of the team, it can reverse sweep with ease against practically any archetype and Tera Fire can give free turns against annoying Will-o-Wisp users and get up a free SD.
Iron Valiant @ Booster Energy
Ability: Quark Drive
Tera Type: Ghost
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Shadow Ball
- Encore
Good secondary speed control, Val also is a good late game cleaner in case Heatran traps and removed an opposing special wall. It can also threaten gking by itself with Tera ghost shadow ball and encore helps out a lot against lots of archetypes.
Heatran @ Leftovers
Ability: Flash Fire
Tera Type: Grass
EVs: 252 HP / 4 Def / 212 SpD / 40 Spe
Calm Nature
IVs: 0 Atk
- Magma Storm
- Earth Power
- Taunt
- Stealth Rock
The main special wall of the team, Heatran has amazing synergy with Rillaboom, gaining leftovers recovery and reduced damage from ground attacks and also being a great Rocks setter since it pressures the main hazard removers of the tier.
Rillaboom @ Choice Band
Ability: Grassy Surge
Tera Type: Grass
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Grassy Glide
- Wood Hammer
- Knock Off
- U-turn
The best speed control in the entire tier, Wood Hammer deals huge damage, knock provides great utility and U-turn can bring in Heatran for free against its checks.
If anyone has any improvements to make, please tell me. This team has great matchups into offence and balance, but not exactly the greatest hazard stack matchup. Thanks players!
Hey all! I’ve been teambuilding again recently and what caught my eye was the amazing wallbreaking potential of Waterpon. I wanted to finally abuse it for myself. Its power is incredible and power whip can reach nuclear levels in grassy terrain along with the recovery helping it out a lot with its longevity problem in longer games. It is amazing at forcing chip on physical walls like Skarmory for Kingambit or Rillaboom to clean later. At the same time opponents are pressured through the special side with magma storm Heatran being a great stealth rock setter and possibly paving the way for CM Val to sweep in the late game. Here’s the team one by one:

Ability: Water Absorb
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Ivy Cudgel
- Power Whip
- Play Rough
It’s very threatening to bulky teams that can only really answer it with something like a Skarmory which is normally also their only Kingambit or Rillaboom check. This means in the long term against most balance structures you will be able to win the game eventually. Grassy terrain recovery is also great for longer games.

Ability: Protosynthesis
Tera Type: Water
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Bulk Up
- Ice Spinner
- Rapid Spin
- Earthquake
Bulk Up lets Tusk check threats more easily and also lets it be a win condition at the end of the game. It’s the team’s hazard control and main Kingambit check. Grassy Terrain recovery makes it really hard to kill.

Ability: Supreme Overlord
Tera Type: Fire
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Swords Dance
- Kowtow Cleave
- Iron Head
- Sucker Punch
A great form of speed control, sweeper, beneficiary of Oger’s wallbreaking and the ghost resist of the team, it can reverse sweep with ease against practically any archetype and Tera Fire can give free turns against annoying Will-o-Wisp users and get up a free SD.

Ability: Quark Drive
Tera Type: Ghost
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Shadow Ball
- Encore
Good secondary speed control, Val also is a good late game cleaner in case Heatran traps and removed an opposing special wall. It can also threaten gking by itself with Tera ghost shadow ball and encore helps out a lot against lots of archetypes.

Ability: Flash Fire
Tera Type: Grass
EVs: 252 HP / 4 Def / 212 SpD / 40 Spe
Calm Nature
IVs: 0 Atk
- Magma Storm
- Earth Power
- Taunt
- Stealth Rock
The main special wall of the team, Heatran has amazing synergy with Rillaboom, gaining leftovers recovery and reduced damage from ground attacks and also being a great Rocks setter since it pressures the main hazard removers of the tier.

Ability: Grassy Surge
Tera Type: Grass
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Grassy Glide
- Wood Hammer
- Knock Off
- U-turn
The best speed control in the entire tier, Wood Hammer deals huge damage, knock provides great utility and U-turn can bring in Heatran for free against its checks.
If anyone has any improvements to make, please tell me. This team has great matchups into offence and balance, but not exactly the greatest hazard stack matchup. Thanks players!