First team I'm finding success with this gen. Looking forward to hearing your opinions!
Hydreigon @ Choice Scarf
Ability: Levitate
Tera Type: Steel
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dark Pulse
- Draco Meteor
- Flash Cannon
- U-turn
This is my lead. Scarf to catch quicker threats like Dragapult and get some damage in quick. I generally only use Draco Meteor, since he's pretty fragile and needs to get the damage in quick. Often end up starting with a 6v5, which is always nice. Tera steel + flash cannon for some extra damage against fairies, but it's pretty rare that I use it. To round it out, U-Turn in case I get an unexpected matchup.
Amoonguss @ Rocky Helmet
Ability: Regenerator
Tera Type: Water
EVs: 252 HP / 172 Def / 84 SpD
Bold Nature
- Spore
- Giga Drain
- Sludge Bomb
- Clear Smog
Standard set, nothing revolutionary here. Honestly, shrooms here is the backbone of my team. Holds his own against Garganacl, while Clear Smog + tera Water helps clear DD Baxcalibur, Volcarona, etc. Spore is always helpful. Also helps against threats like Gholdengo, since he can usually tank a hit (and a bad guess there could be bad news).
Dragapult @ Leftovers
Ability: Infiltrator
Tera Type: Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Dragon Darts
- Sucker Punch
- U-turn
I had been using SD Garchomp for a while, but I got a bad matchup one time and completely pivoted my team. He's a good speed threat, plus a really good double for Zoro. Tera Dark + Sucker Punch to knock off fast guys that are ripping through my team, like aforementioned bad guess Gholdengo, Ceruledge, or Walking Wake. Have you started to notice that I really like U-Turn?
Cinderace @ Heavy-Duty Boots
Ability: Libero
Tera Type: Fire
EVs: 224 HP / 32 Atk / 252 Spe
Jolly Nature
- Pyro Ball
- U-turn
- Will-O-Wisp
- Court Change
I was using an offensive CInderace, but I've found way more success recently with a defensive version after giving up Sucker Punch to Dragapult. Most people expect Pyro Ball, so I can usually get a burn on Great Tusk, which makes him a non-factor. Court Change is also a crucial part of the set, since he's my only hazard clearer. Tera Fire for additional damage, though I've never used it.
Zoroark-Hisui @ Focus Sash
Ability: Illusion
Tera Type: Normal
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Shadow Ball
- Grass Knot
- Flamethrower
I love Zoroark. Hydreigon and Dragapult both make great substitutes for him, but I can usually trick opponents into thinking either he or Dragapult is spec'd. I usually save the big reveal for late in the fight and swap from Shadow Ball to Flamethrower on an unsuspecting Kingambit. He's been huge and carries a lot of my victories, but given the nature of his ability, it largely depends on me pulling off predictions correctly.
Gardevoir @ Assault Vest
Ability: Trace
Tera Type: Fire
EVs: 216 SpA / 76 SpD / 216 Spe
Timid Nature
IVs: 0 Atk
- Draining Kiss
- Future Sight
- Mystical Fire
- Psyshock
I originally created this set to combat Walking Wake, and I've found that Gardevoir is a pretty solid member of the team. Trace means I can often get some recovery through an opponent's Regenerator, and Future Sight hits surprisingly hard, letting me force opponents into predictable matchups and create synergy with Amoongus. Tera Fire just in case, but I should probably switch to a defensive tera type instead.
--
Ghost types and Fairies are pretty big threats to this team, and they're incredibly common, so most matchups rely on me out-predicting my opponent. I can usually get through most weather teams, though I have a much harder time against sun teams now than I did when I had Garchomp. I think Hydreigon is probably the weak spot on the team, but he's my only real counter to being outrun by a damage threat on turn 1, and he's really great for getting a quick head-start. Future Sight carries a lot of matchups, especially against stall teams.
Hydreigon @ Choice Scarf
Ability: Levitate
Tera Type: Steel
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dark Pulse
- Draco Meteor
- Flash Cannon
- U-turn
This is my lead. Scarf to catch quicker threats like Dragapult and get some damage in quick. I generally only use Draco Meteor, since he's pretty fragile and needs to get the damage in quick. Often end up starting with a 6v5, which is always nice. Tera steel + flash cannon for some extra damage against fairies, but it's pretty rare that I use it. To round it out, U-Turn in case I get an unexpected matchup.
Amoonguss @ Rocky Helmet
Ability: Regenerator
Tera Type: Water
EVs: 252 HP / 172 Def / 84 SpD
Bold Nature
- Spore
- Giga Drain
- Sludge Bomb
- Clear Smog
Standard set, nothing revolutionary here. Honestly, shrooms here is the backbone of my team. Holds his own against Garganacl, while Clear Smog + tera Water helps clear DD Baxcalibur, Volcarona, etc. Spore is always helpful. Also helps against threats like Gholdengo, since he can usually tank a hit (and a bad guess there could be bad news).
Dragapult @ Leftovers
Ability: Infiltrator
Tera Type: Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Dragon Darts
- Sucker Punch
- U-turn
I had been using SD Garchomp for a while, but I got a bad matchup one time and completely pivoted my team. He's a good speed threat, plus a really good double for Zoro. Tera Dark + Sucker Punch to knock off fast guys that are ripping through my team, like aforementioned bad guess Gholdengo, Ceruledge, or Walking Wake. Have you started to notice that I really like U-Turn?
Cinderace @ Heavy-Duty Boots
Ability: Libero
Tera Type: Fire
EVs: 224 HP / 32 Atk / 252 Spe
Jolly Nature
- Pyro Ball
- U-turn
- Will-O-Wisp
- Court Change
I was using an offensive CInderace, but I've found way more success recently with a defensive version after giving up Sucker Punch to Dragapult. Most people expect Pyro Ball, so I can usually get a burn on Great Tusk, which makes him a non-factor. Court Change is also a crucial part of the set, since he's my only hazard clearer. Tera Fire for additional damage, though I've never used it.
Zoroark-Hisui @ Focus Sash
Ability: Illusion
Tera Type: Normal
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Shadow Ball
- Grass Knot
- Flamethrower
I love Zoroark. Hydreigon and Dragapult both make great substitutes for him, but I can usually trick opponents into thinking either he or Dragapult is spec'd. I usually save the big reveal for late in the fight and swap from Shadow Ball to Flamethrower on an unsuspecting Kingambit. He's been huge and carries a lot of my victories, but given the nature of his ability, it largely depends on me pulling off predictions correctly.
Gardevoir @ Assault Vest
Ability: Trace
Tera Type: Fire
EVs: 216 SpA / 76 SpD / 216 Spe
Timid Nature
IVs: 0 Atk
- Draining Kiss
- Future Sight
- Mystical Fire
- Psyshock
I originally created this set to combat Walking Wake, and I've found that Gardevoir is a pretty solid member of the team. Trace means I can often get some recovery through an opponent's Regenerator, and Future Sight hits surprisingly hard, letting me force opponents into predictable matchups and create synergy with Amoongus. Tera Fire just in case, but I should probably switch to a defensive tera type instead.
--
Ghost types and Fairies are pretty big threats to this team, and they're incredibly common, so most matchups rely on me out-predicting my opponent. I can usually get through most weather teams, though I have a much harder time against sun teams now than I did when I had Garchomp. I think Hydreigon is probably the weak spot on the team, but he's my only real counter to being outrun by a damage threat on turn 1, and he's really great for getting a quick head-start. Future Sight carries a lot of matchups, especially against stall teams.