Hermione (Hatterene) @ Choice Specs
Ability: Magic Bounce
Tera Type: Fire
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Draining Kiss
- Psyshock
- Mystical Fire
- Dazzling Gleam
The star, choice specs hatterene. Hatterne has a high special attack and bulk so I decided to try specs on it. I have two fairy type moves, Dazzling Gleam for pure damage and draining kiss for recovery on mons that have low special defense. Psyschock is secondary stab and to hit special walls like Clodsire and mystical fire with tera fire is for gholdengo, the tera is to live make it rain.
Hedwig (Corviknight) @ Leftovers
Ability: Pressure
Tera Type: Water
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Brave Bird
- U-turn
- Roost
- Defog
Corviknight is my physical wall mostly meant for G Tusk and Chien-Pao. Defog is also nice for hazard removal although it isn't my only eay of hazard control. U-turn is nice for pivot, roost for recovery, I chose leftovers because of the roost nerf and Brave Bird is meant as a stab move so that Corviknight isn't useless in the end game and can damage mons.
Basilisk (Clodsire) @ Black Sludge
Ability: Water Absorb
Tera Type: Water
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Stealth Rock
- Earthquake
- Toxic
- Recover
My special wall mostly for Gholdengo. I choses water absorb so that it can wall rotom completely except if it is scarfed. Stealth rock is for some simple hazards, I don't want to go too crazy with hazards so Clodsire is my only stacker. The tera type is water since it was the default for the sample set and I don't really know what would work with water absorb.
Gawp (Great Tusk) @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Fighting
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Headlong Rush
- Close Combat
- Knock Off
- Rapid Spin
Main physical attacker and rapid spinner. Decided on Tusk instead of threads because it is more offensive and I already have good defensive hazard control in Corviknight and Hatterne. Headlong Rush is just for pure damage, I decided headlong rush against earthquake since I intend G Tusk to be very offensive. Knock off is for damage on Balloon Gholdengo and some utility.
Nicholas (Gholdengo) @ Choice Scarf
Ability: Good as Gold
Tera Type: Fighting
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Make It Rain
- Trick
- Focus Blast
Secondary special attacker and just good overall because of gholdengo's ability to block hazard moves and hazard removal methods. It completely walls Amoongus, Breloom and corviknight. Scarf is so that it can revenge kill and potentially sweep in the late game. Tera fighting is for removing weaknesses and gaining stab focus blast for walls that are low on health like Ting-lu.
Scabbers (Azumarill) @ Choice Band
Ability: Huge Power
Tera Type: Water
EVs: 116 HP / 252 Atk / 140 Spe
Adamant Nature
- Aqua Jet
- Play Rough
- Liquidation
- Superpower
Secondary Physical attacker. Mostly meant to be a fire and water resist since I don't really have one on my team. It is also a good revenge killer I can use against chien-Pao and potentially Iron Valiant. Azumarill is also meant to be purely offensive as it is choice banded and that is also why it has tera water. Aqua jet is the main attacking move but liquidation is there for pure damage against bulkier but slower mons and the rest is coverage.
I am curious to see what you think of this team. It is mostly meant to be a somewhat gimmicky team since it has specs Hatterene although I did try to make it competitivrly viable.
Ability: Magic Bounce
Tera Type: Fire
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Draining Kiss
- Psyshock
- Mystical Fire
- Dazzling Gleam
The star, choice specs hatterene. Hatterne has a high special attack and bulk so I decided to try specs on it. I have two fairy type moves, Dazzling Gleam for pure damage and draining kiss for recovery on mons that have low special defense. Psyschock is secondary stab and to hit special walls like Clodsire and mystical fire with tera fire is for gholdengo, the tera is to live make it rain.
Hedwig (Corviknight) @ Leftovers
Ability: Pressure
Tera Type: Water
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Brave Bird
- U-turn
- Roost
- Defog
Corviknight is my physical wall mostly meant for G Tusk and Chien-Pao. Defog is also nice for hazard removal although it isn't my only eay of hazard control. U-turn is nice for pivot, roost for recovery, I chose leftovers because of the roost nerf and Brave Bird is meant as a stab move so that Corviknight isn't useless in the end game and can damage mons.
Basilisk (Clodsire) @ Black Sludge
Ability: Water Absorb
Tera Type: Water
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Stealth Rock
- Earthquake
- Toxic
- Recover
My special wall mostly for Gholdengo. I choses water absorb so that it can wall rotom completely except if it is scarfed. Stealth rock is for some simple hazards, I don't want to go too crazy with hazards so Clodsire is my only stacker. The tera type is water since it was the default for the sample set and I don't really know what would work with water absorb.
Gawp (Great Tusk) @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Fighting
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Headlong Rush
- Close Combat
- Knock Off
- Rapid Spin
Main physical attacker and rapid spinner. Decided on Tusk instead of threads because it is more offensive and I already have good defensive hazard control in Corviknight and Hatterne. Headlong Rush is just for pure damage, I decided headlong rush against earthquake since I intend G Tusk to be very offensive. Knock off is for damage on Balloon Gholdengo and some utility.
Nicholas (Gholdengo) @ Choice Scarf
Ability: Good as Gold
Tera Type: Fighting
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Make It Rain
- Trick
- Focus Blast
Secondary special attacker and just good overall because of gholdengo's ability to block hazard moves and hazard removal methods. It completely walls Amoongus, Breloom and corviknight. Scarf is so that it can revenge kill and potentially sweep in the late game. Tera fighting is for removing weaknesses and gaining stab focus blast for walls that are low on health like Ting-lu.
Scabbers (Azumarill) @ Choice Band
Ability: Huge Power
Tera Type: Water
EVs: 116 HP / 252 Atk / 140 Spe
Adamant Nature
- Aqua Jet
- Play Rough
- Liquidation
- Superpower
Secondary Physical attacker. Mostly meant to be a fire and water resist since I don't really have one on my team. It is also a good revenge killer I can use against chien-Pao and potentially Iron Valiant. Azumarill is also meant to be purely offensive as it is choice banded and that is also why it has tera water. Aqua jet is the main attacking move but liquidation is there for pure damage against bulkier but slower mons and the rest is coverage.
I am curious to see what you think of this team. It is mostly meant to be a somewhat gimmicky team since it has specs Hatterene although I did try to make it competitivrly viable.