I don't have a fancy graphic to post for this team so I guess I'll just get straight into talking about it, but theirs's a few things I want to clarify about this team and it's playstyle.
1.) It is intentionally chosen, and I'd prefer when possible to try and keep these mons with the exception(s) of
&
being mons I'm looking to replace, reworking everyone else, especially
.
2.) By no means at all will you ever convince me to remove
from my team. The Goat (image:
) disrespect will not be tolerated.
3.) I like to play subversion tactics and my only goal rating wise, is to break some of my favourite mons' into the top 500 (roughly 1700 elo.), so where possible, as evident by the team, I like to use off-meta or lower ranked Pokémon in conjunction with odd move sets (besides
) to bank on misplays combined with bad assumptions. The same weird picks & sets in
,
, with
's help, allow for this team to come out of nowhere to disrupt their entire team.
A common occurrence is
taking out 2-3 Pokémon with Horn Leech or High Horsepower, likely from a "what the hell could this
do?" mindset, when it's packing Choice Band and Chlorophyll over Sap Sipper/Serene Grace, giving it 489 Atk and 496 Spd, letting it out speed and OHKO potential switch-ins like
,
,
,
,
and getting 2HKO's on
,
,
,
,
and
. A hyper-niche interaction was (-1 Spd)
OHKO'ing +1 Def +1 Atk
with High Horsepower after a Roost.
This team tends to go down two paths, deciding what role certain Mons will fill/fall into.
stealth rock lead is my go to, salt curing until a counter comes in.
at which point, if it's a setup mon akin to
, i will send in
.
is meant to look like another hazard setter, which it partially is. The secondary, more evil purpose is to setup Sunny Day early and let
carve a hole in the teams core early, sacking it when the sun goes down most of the time.
is like a random grenade being thrown into a Bunker, as Scarf'd
is the only viable usage he had in any gen.
can also remove potential walls left in the endgame like
,
and
.
A combination of
,
and
is the other Route I tend to follow, chipping away and Stalling as this route typically comes with one or both Hazards having been successfully played.
sometimes being a cleanup artist when my Def or SpD Wall's fall with it's insane Scarfed 492 Speed, and Base 120 Attack.
I win maybe 6/10 matches, barely more than I lose, which is why I thought I'd make a forum post (this is my first one) asking for help. As this is the first team comprised of mostly just, mons i like, that's made it past 1300.
Team Time
Revenge-Killer/Cleanup Staraptor
Staraptor @ Choice Scarf
Ability: Reckless
Shiny: Yes
Tera Type: Fighting
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Double-Edge
- Close Combat
- U-turn
is mainly used to revenge kill whatever is responsible for the death of
.
The perk about
besides his cool design, is that if your opponent has never dipped his toes into the PU Tier, they'll be blissfully ignorant to his brutality as a revenge killer/cleanup artist with the Reckless Ability combined with Double-edge, Close Combat, & Brave Bird for triple 120 base power STAB, aided by Staraptor's rather decent 120 base attack.
I find the culprit behind his murder to usually be
, an opposing
,
, or occasionally
if it has EQ. Staraptor outspeeds everyone here with a choice scarf, including Dragapult, having 429 speed (8>) while scarfed. Tera-Fighting allows Staraptor to OHKO
, with Brave Bird + STAB + Reckless, this allows it to OHKO both
&
. (Double-Edge also takes out
, or
if Tera Ground)
Max speed EV's is a requirement as the only purpose for
is to avenge
, or force a switch if your opponent thinks
will OHKO. You'll notice I didn't mention
and we'll get to him in the difficulties part.
Offensive Support/Hazard Removing Conkeldurr
Conkeldurr @ Leftovers
Ability: Iron Fist
Shiny: Yes
Tera Type: Steel
EVs: 176 HP / 252 Atk / 80 SpD
Careful Nature
- Brick Break
- Poison Jab
- Ice Punch
- Defog
is my hazard remover, screen destroyer, and partial Wall Breaker.
inadvertently tends to make the opponent switch, which I guess is nice, as it allows for Defog to go off without problem. Sometimes,
isn't needed for clearing Hazards as this team runs 2 of it's own.
The playstyle I use with this team goes down two routes. If my own Hazards go up , I resort to a Offensive Support playstyle, using
as a Pivot to tank physical attackers with his natural bulk, as well as Special Attackers with added HP and an assault vest esque boost to SpD. (Not certain it helps)
is setup to take out
with a 4x Ice Punch. Ice Punch also acts as
coverage since
can typically tank Shadow Ball, Dragon Darts and Phantom Force to then OHKO with Ice Punch.
Poison Jab is meant to be coverage for
,
physical bulk letting it tank a single Ivy Cudgel given it's not Tera Typed, to then OHKO. (this guy only OHKO's).
I've considered Guts, to have some counter-play to
and
, the former I could switch in after Toxic Debris to avoid Toxic and force a switch,
could also turn into a Thunder Wave absorber with Guts, switching into
, the 80 SpD being enough to cling on 3%-7% from Psycho Boost.
Wall/Defensive Support Clodsire
Clodsire @ Heavy-Duty Boots
Ability: Unaware
Tera Type: Bug
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Earthquake
- Recover
- Amnesia
- Toxic
is brought for counter-play to any of the Booster Energy Pokemon, along with some stat boosters like
, and
.
I find
rarely getting much usage when I play offensive, besides coming out to Wall
,
,
and
, or to remove the toxic spikes from Toxic Debris.
When playing defensive, I tend to let this thing slowly die as a Pivot when my Hazards are up, or Stall out the good matchups it has, with Amnesia and Recover for some sustain in the few cases
becomes important.
I chose Tera Bug due to the extremely common Earth Power/Earthquake/Headlong Rush threats in
,
, and
. Tera Bug besides being an unexpected pick, get's rid of it's Psychic Weakness.
I have yet to Tera Type
in over 40 battles.
Lead/Wall Breaker Garganacl
Garganacl @ Leftovers
Ability: Purifying Salt
Tera Type: Fairy
EVs: 252 HP / 52 Def / 204 SpD
Careful Nature
- Recover
- Protect
- Salt Cure
- Stealth Rock
is my usual Lead,
being my backup lead to slow down the pace of an Offensive start with Scary Face lol, allowing for
or
(not under the sun) to out speed and damage or OHKO something(Curse Sets), or force a switch.
usually uses Stealth Rocks first, but I'll reverse the order and immediately Salt Cure if the opponent leads
,
, or
.
If
gets up 2 layers, or even 1 sometimes, of Toxic Spikes,
's great bulk with added investments let's it utilize Leftovers and Protect to recover quickly from non-boosted/non-super effective attacks, Recover being a good option into Tera Fairy in the case of an offensive switch into something like
or
, sometimes
. If Stealth Rocks, and Toxic Spikes go up, I can usually wrap the game up by taking out Rapid Spin users like
&
with an OHKO from
's STAB + Reckless Brave Bird, or Defog user's like
,
, and
with a mixture of STAB + Tera Fighting CC for
, and STAB Double-Edge for
&
. That isn't common however, the usual route being
adding Salt Cure, and stalling.
Only one complaint, this guy takes my Tera 98% of the time, Tera Fairy letting him survive and set up rocks or Salt Cure to force a switch on
,
,
,
,
, and
from experience. (Maybe I rely on him too much.)
Sawsbuck Enabler/Defensive Support/Pivot/Semi Wall/Stat Boost Ruiner/Does it all Chad Skuntank
Skuntank @ Rocky Helmet
Ability: Aftermath
Shiny: Yes
Tera Type: Flying
EVs: 168 HP / 252 Def / 88 SpA
Bold Nature
IVs: 0 Atk
- Sunny Day
- Venoshock
- Toxic Spikes
- Scary Face
Where do I even start with this hunk of pure testosterone.
has the Ability Aftermath combined with the Rocky Helmet for a load of positive interactions in this meta including:
,
,
,
,
,
,
,
teams,
teams (
can OHKO with High Horsepower, lack of sun makes it mid in Trick Room)
teams (
out speeds under the sun),
teams (if
can get up Sunny Day), and more specifically,
regretting ever being given Dragon Dance,
has to switch or it KO's from attacking while
does not (7 hits survives on 11ish% with a Tidy Up), Knock Off users tend (2 exclusions) to have no sustain leading to the opponent being hesitant later in the match to Knock Off
if they are a crucial role and need to maintain HP,
being even scarier when in KO range, taking 44% of the opponents HP if they make contact and trigger Aftermath.
Great Defensive Typing and Natural Bulk let the Goat
tank a lot of hit's specially, the added 252 Def letting
survive STAB Earthquakes/Earth Powers and especially a
Headlong Rush on 8% if caught lacking, and
is still needed for Hazard Control.
Speaking of
, besides propping up
,
is the main answer to
which may seem odd, but it's proven successful for me more often than not, the most common scenario being, Stealth Rocks with contact damage leaves it in range for a revenge kill from it's partner in crime
or
.
works so well against
due to my opponents never considering i'd sack him if it meant a mutual KO. (Mainly due to
usually being my opponents only form of Hazard Control)
In cases Great Tusk isn't KO'd, besides the obvious I lost,
being able to survive a Headlong Rush let's me Scary Face during it, (40% gone from contact). as well as Sunny Day now that i'm faster. Scary Face ensures
can out speed and do his job finishing
afterwards, Sun or Not.
I focus on
so much because my lead being stealth rock from
tends to warrant a
switch-in.
In the most common scenario, I swap into
to make contact off Rapid Spin, the following Headlong Rush putting Great Tusk in OHKO range, or potentially becoming a mutual KO through Rocky Helmet + Aftermath + Stealth Rocks (+ a Venoshock if
has no speed investment).
Offensive Support/Sweeper Sawsbuck
Sawsbuck-Winter @ Choice Band
Ability: Chlorophyll
Shiny: Yes
Tera Type: Dragon
EVs: 224 Atk / 96 Def / 96 SpD / 92 Spe
Adamant Nature
- Horn Leech
- High Horsepower
- Play Rough
- Double-Edge
is my main form of Disruption but can also have a secondary use in Sweeping under the right circumstances.
I could be using the term Disruption wrong, but
is a good check to some Dragon Types like
, and the rare
.
is given extra Spd Def EV's to help it survive hits from
,
,
(Dual Wingbeat), and in terms of why
? I simply like
, it has good base Spd (95), good base Attack (100) and can be a niche switch-in into
.
is given Horn Leech for sustain, as well as Stab (97.5 base Power), with specific coverage in High Horsepower, Play Rough and Double-Edge to take out
,
,
,
,
(Double-Edge, Horn Leech 2HKO's),
,
,
,
and other threats/supports.
Without the Sun,
becomes rather useless, only able to be useful against slower support's if the core has been disrupted by
or
.
Difficulties and Challenges from Gameplay
This team suffers immensely from setup teams, as one wrong move let's any in that format to plow through my team no issues, with the exception of maybe
picking up a KO.
has actually been able to grant me some reverse sweeps with
, it's natural bulk letting it tank hits from Booster Energy
or a
Headlong Rush, getting up Sunny Day, or Scary Facing the opponents Setup
, Tera-Water
, or for a no-sun
to finish off
.
Toxic Spikes and Aftermath/Rocky Helmet is great for stalling out a potential setup, as the opponent will worry about Hazards and contact damage, so while I have some counter-play to setup/hazard teams, my Gxe would probably be 50 against other hazard teams, not great.
is a Tera hog, I find myself usually Terastalizing
, somewhat commonly on turn one, which i'm unsure is a problem with him being a lead, or me being bad at choosing who to lead.
This was my first forum post I hope the formatting was proper, and something I didn't think to do was save replays, but i"m also unsure of how to get replay links as seen in other posts, critique, feedback and any help you feel like offering is much appreciated, thank you.
(Only peaked at 1487 Elo, now at 1302 Elo)
1.) It is intentionally chosen, and I'd prefer when possible to try and keep these mons with the exception(s) of

2.) By no means at all will you ever convince me to remove
3.) I like to play subversion tactics and my only goal rating wise, is to break some of my favourite mons' into the top 500 (roughly 1700 elo.), so where possible, as evident by the team, I like to use off-meta or lower ranked Pokémon in conjunction with odd move sets (besides

A common occurrence is
This team tends to go down two paths, deciding what role certain Mons will fill/fall into.
at which point, if it's a setup mon akin to
A combination of

I win maybe 6/10 matches, barely more than I lose, which is why I thought I'd make a forum post (this is my first one) asking for help. As this is the first team comprised of mostly just, mons i like, that's made it past 1300.
Team Time
Revenge-Killer/Cleanup Staraptor

Staraptor @ Choice Scarf
Ability: Reckless
Shiny: Yes
Tera Type: Fighting
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Double-Edge
- Close Combat
- U-turn

The perk about

I find the culprit behind his murder to usually be
Max speed EV's is a requirement as the only purpose for


Offensive Support/Hazard Removing Conkeldurr

Conkeldurr @ Leftovers
Ability: Iron Fist
Shiny: Yes
Tera Type: Steel
EVs: 176 HP / 252 Atk / 80 SpD
Careful Nature
- Brick Break
- Poison Jab
- Ice Punch
- Defog



The playstyle I use with this team goes down two routes. If my own Hazards go up , I resort to a Offensive Support playstyle, using



Poison Jab is meant to be coverage for

I've considered Guts, to have some counter-play to

Wall/Defensive Support Clodsire

Clodsire @ Heavy-Duty Boots
Ability: Unaware
Tera Type: Bug
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Earthquake
- Recover
- Amnesia
- Toxic
I find
When playing defensive, I tend to let this thing slowly die as a Pivot when my Hazards are up, or Stall out the good matchups it has, with Amnesia and Recover for some sustain in the few cases
I chose Tera Bug due to the extremely common Earth Power/Earthquake/Headlong Rush threats in
I have yet to Tera Type
Lead/Wall Breaker Garganacl

Garganacl @ Leftovers
Ability: Purifying Salt
Tera Type: Fairy
EVs: 252 HP / 52 Def / 204 SpD
Careful Nature
- Recover
- Protect
- Salt Cure
- Stealth Rock


If

Only one complaint, this guy takes my Tera 98% of the time, Tera Fairy letting him survive and set up rocks or Salt Cure to force a switch on
Sawsbuck Enabler/Defensive Support/Pivot/Semi Wall/Stat Boost Ruiner/Does it all Chad Skuntank

Skuntank @ Rocky Helmet
Ability: Aftermath
Shiny: Yes
Tera Type: Flying
EVs: 168 HP / 252 Def / 88 SpA
Bold Nature
IVs: 0 Atk
- Sunny Day
- Venoshock
- Toxic Spikes
- Scary Face
Where do I even start with this hunk of pure testosterone.
Great Defensive Typing and Natural Bulk let the Goat
Speaking of

In cases Great Tusk isn't KO'd, besides the obvious I lost,
I focus on
In the most common scenario, I swap into
Offensive Support/Sweeper Sawsbuck

Sawsbuck-Winter @ Choice Band
Ability: Chlorophyll
Shiny: Yes
Tera Type: Dragon
EVs: 224 Atk / 96 Def / 96 SpD / 92 Spe
Adamant Nature
- Horn Leech
- High Horsepower
- Play Rough
- Double-Edge
I could be using the term Disruption wrong, but
Without the Sun,
Difficulties and Challenges from Gameplay
This team suffers immensely from setup teams, as one wrong move let's any in that format to plow through my team no issues, with the exception of maybe
This was my first forum post I hope the formatting was proper, and something I didn't think to do was save replays, but i"m also unsure of how to get replay links as seen in other posts, critique, feedback and any help you feel like offering is much appreciated, thank you.
(Only peaked at 1487 Elo, now at 1302 Elo)
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