So when the new meta game released on ladder I had a good amount of ideas I could implement.
Though through some trial and error this came down to being the final product of the team I used (I’d love to play it more if more people did)
Germinator (Ferrothorn) @ Leftovers
Ability: Iron Barbs
Tera Type: Ghost
EVs: 252 HP / 40 Def / 216 SpD
Impish Nature
- Snap Trap
- Leech Seed
- Stealth Rock
- Gyro Ball
Potential lead option to set up stealth rock. Really the only thing different than to a standard set is Snap Trap as a form of trapping mons with no way of dealing good damage to Fthorn and provide decent chip damage.
Doctoriking (Slowking-Galar) @ Assault Vest
Ability: Regenerator
Tera Type: Poison
EVs: 248 HP / 16 Def / 108 SpA / 136 SpD
Calm Nature
- Mortal Spin
- Lumina Crash
- Flamethrower
- Surf
Basic set of being a bulky special wall with access to hazard removal.. not much else to note other than filling in the gap of this team
Silk Song (Shedinja) @ Heavy-Duty Boots
Ability: Wonder Guard
Tera Type: Bug
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Powder
- Silk Trap
- Attack Order
- Spirit Shackle
A more niche pick, Shedinja can used as a (relatively safe) pivot into things. Spirit Shackle is a nice attacking move that could potentially score potential KOs on Pokemon that can’t hurt it. Powder can be useful to at the very least surprise fire types and other times completely disable them. Lastly, Silk Trap can be used as a cheeky form of protection to scout for moves or make the opponent slower to outspeed them with something else.
Granyte (Aerodactyl) @ Aerodactylite
Ability: Rock Head
Tera Type: Rock
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Accelerock
- Brave Bird
- Earthquake
- Mighty Cleave
Aerodactyl can be a fast threat to some teams. Accelerock to ensure going first, brave bird for a strong stab option, and Mighty Cleave to circumvent protection and things like burning bulwark and baneful bunker.
Metallica (Steelix) @ Leftovers
Ability: Sturdy
Tera Type: Steel
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
IVs: 0 Spe
- Salt Cure
- Shore Up
- Gyro Ball
- Precipice Blades
Originally Mega Scizor fell stinger and celesteela meteor beam sets, Steelix helps by not being utterly destroyed by fire and provide safety for aerodactly from electric type attacks while also having a physically defensive. Salt cure is able to chip away at bulky steel and water types it otherwise can’t deal with, while Shoreup is a good form of recovery.
Greninja Gaiden (Greninja) @ Heavy-Duty Boots
Ability: Battle Bond
Tera Type: Water
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Steam Eruption
- Fiery Wrath
- Water Shuriken
- U-turn
Finally, Greninja offers a fast, strong pivot option that could potentially snowball if the cards are right. Originally a shell smash Barbaracle with a critical hit set using surging strikes and protective pads, it got replaced due to being too inconsistent to actually set up.
Let me know what yall think of this, what I should and shouldn’t change
Though through some trial and error this came down to being the final product of the team I used (I’d love to play it more if more people did)
Germinator (Ferrothorn) @ Leftovers
Ability: Iron Barbs
Tera Type: Ghost
EVs: 252 HP / 40 Def / 216 SpD
Impish Nature
- Snap Trap
- Leech Seed
- Stealth Rock
- Gyro Ball
Potential lead option to set up stealth rock. Really the only thing different than to a standard set is Snap Trap as a form of trapping mons with no way of dealing good damage to Fthorn and provide decent chip damage.
Doctoriking (Slowking-Galar) @ Assault Vest
Ability: Regenerator
Tera Type: Poison
EVs: 248 HP / 16 Def / 108 SpA / 136 SpD
Calm Nature
- Mortal Spin
- Lumina Crash
- Flamethrower
- Surf
Basic set of being a bulky special wall with access to hazard removal.. not much else to note other than filling in the gap of this team
Silk Song (Shedinja) @ Heavy-Duty Boots
Ability: Wonder Guard
Tera Type: Bug
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Powder
- Silk Trap
- Attack Order
- Spirit Shackle
A more niche pick, Shedinja can used as a (relatively safe) pivot into things. Spirit Shackle is a nice attacking move that could potentially score potential KOs on Pokemon that can’t hurt it. Powder can be useful to at the very least surprise fire types and other times completely disable them. Lastly, Silk Trap can be used as a cheeky form of protection to scout for moves or make the opponent slower to outspeed them with something else.
Granyte (Aerodactyl) @ Aerodactylite
Ability: Rock Head
Tera Type: Rock
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Accelerock
- Brave Bird
- Earthquake
- Mighty Cleave
Aerodactyl can be a fast threat to some teams. Accelerock to ensure going first, brave bird for a strong stab option, and Mighty Cleave to circumvent protection and things like burning bulwark and baneful bunker.
Metallica (Steelix) @ Leftovers
Ability: Sturdy
Tera Type: Steel
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
IVs: 0 Spe
- Salt Cure
- Shore Up
- Gyro Ball
- Precipice Blades
Originally Mega Scizor fell stinger and celesteela meteor beam sets, Steelix helps by not being utterly destroyed by fire and provide safety for aerodactly from electric type attacks while also having a physically defensive. Salt cure is able to chip away at bulky steel and water types it otherwise can’t deal with, while Shoreup is a good form of recovery.
Greninja Gaiden (Greninja) @ Heavy-Duty Boots
Ability: Battle Bond
Tera Type: Water
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Steam Eruption
- Fiery Wrath
- Water Shuriken
- U-turn
Finally, Greninja offers a fast, strong pivot option that could potentially snowball if the cards are right. Originally a shell smash Barbaracle with a critical hit set using surging strikes and protective pads, it got replaced due to being too inconsistent to actually set up.
Let me know what yall think of this, what I should and shouldn’t change