Im looking for lots of critique on this team, I dont know how great it works in the meta right now. Dont hold back, be as harsh as you need to be!
The team:
Always Benched (Cinderace) @ Heavy-Duty Boots
Ability: Libero
Tera Type: Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Pyro Ball
- High Jump Kick
- Taunt
Cinderace acts as my lead, gaining momentum with u-turn and taunting hazard leads. HJK is to deal with Ting-Lu and Garg, and do extra damage to the likes of Rotom-W and Garchomp, who I found myself struggling against. He also serves as a switch in for will-o-wisp and deals with steel types that otherwise wall my main breaker's
The Loom (Breloom) @ Focus Sash
Ability: Technician
Tera Type: Fire
EVs: 252 Atk / 6 SpD / 252 Spe
Jolly Nature
- Mach Punch
- Bullet Seed
- Spore
- Stone Edge
Breloom is useful for revenge killing and the utility of his spore. He acts as a counter to set up sweepers with his sash/spore combo. Stone edge is used to hit fire types, especially the volcarona’s. It also serves as a way to deal with Kilowattrel which is very strong against this team.
Wailord 2.0 (Dondozo) @ Heavy-Duty Boots
Ability: Unaware
Tera Type: Grass
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Liquidation
- Body Press
- Rest
- Sleep Talk
Dondozo and Breloom work together great to stop troublesome set-up sweepers. Liquidation/Body press lets Dondozo wall a lot of mons. Rest and sleep talk, of course, is for healing. Tera Grass is to gain a resistance to electric and grass types, which annoy Dozo.
Vomit Bird (Espathra) @ Leftovers
Ability: Speed Boost
Tera Type: Fairy
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Protect
- Dazzling Gleam
- Calm Mind
- Stored Power
Espathra is the set up sweeper of the team. Hp/def are used to survive the rampant physical priority moves that are rampant. Protect/CM are to boost Espathra’s stats while Stored Power and Dazzling gleam are for sweeping. Tera fairy is used to boost gleam while also just giving Espathra a slightly better defensive typing. Espathra is typically saved for the end but ive found that I can also bring her in mid game to deal with remaining checks and allow Hydriegon to then sweep.
Puppet Master (Hydreigon) @ Sitrus Berry
Ability: Levitate
Tera Type: Poison
EVs: 252 SpA / 88 SpD / 168 Spe
Timid Nature
IVs: 0 Atk
- Belch
- Dark Pulse
- Flash Cannon
- Earth Power
Hydreigon is the most oddball mon on the team, but very effective. Dark pulse is a very strong stab move, while flash cannon and earth power act as coverage. Tera poison gives Hydreigon a resistance to both fighting and fairy, and makes belch stab for even more power. This tera allows for a lot of reads against tera fairy mons, and the many faster fighting types. 168 speed allows Hydreigon to outspeed all relevant mons that he could outspeed anyhow while reserving some evs for bulk.
Tink's Victim (Corviknight) @ Rocky Helmet
Ability: Pressure
Tera Type: Ground
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Defog
- Roost
- Brave Bird
- U-turn
Last but not least, Corviknight is the teams 2nd pivot, and entry hazard removal. This team needed a good fairy type resist as well as another bulkier mon I could switch to, so Corviknight was my answer. I chose brave bird over body press to handle fighting types that were still troublesome, as well as having a better backup answer for dnite/dragapult/amoonguss. Tera ground is used to gain an electric immunity if needed.
This is the first team I've built for gen 9 and I only built one team for gen 8 - so, it's been a while. I don't know where this team's glaring weaknesses are or if there is something that destroys this team. Any help is greatly appreciated!!
The team:
Always Benched (Cinderace) @ Heavy-Duty Boots
Ability: Libero
Tera Type: Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Pyro Ball
- High Jump Kick
- Taunt
Cinderace acts as my lead, gaining momentum with u-turn and taunting hazard leads. HJK is to deal with Ting-Lu and Garg, and do extra damage to the likes of Rotom-W and Garchomp, who I found myself struggling against. He also serves as a switch in for will-o-wisp and deals with steel types that otherwise wall my main breaker's
The Loom (Breloom) @ Focus Sash
Ability: Technician
Tera Type: Fire
EVs: 252 Atk / 6 SpD / 252 Spe
Jolly Nature
- Mach Punch
- Bullet Seed
- Spore
- Stone Edge
Breloom is useful for revenge killing and the utility of his spore. He acts as a counter to set up sweepers with his sash/spore combo. Stone edge is used to hit fire types, especially the volcarona’s. It also serves as a way to deal with Kilowattrel which is very strong against this team.
Wailord 2.0 (Dondozo) @ Heavy-Duty Boots
Ability: Unaware
Tera Type: Grass
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Liquidation
- Body Press
- Rest
- Sleep Talk
Dondozo and Breloom work together great to stop troublesome set-up sweepers. Liquidation/Body press lets Dondozo wall a lot of mons. Rest and sleep talk, of course, is for healing. Tera Grass is to gain a resistance to electric and grass types, which annoy Dozo.
Vomit Bird (Espathra) @ Leftovers
Ability: Speed Boost
Tera Type: Fairy
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Protect
- Dazzling Gleam
- Calm Mind
- Stored Power
Espathra is the set up sweeper of the team. Hp/def are used to survive the rampant physical priority moves that are rampant. Protect/CM are to boost Espathra’s stats while Stored Power and Dazzling gleam are for sweeping. Tera fairy is used to boost gleam while also just giving Espathra a slightly better defensive typing. Espathra is typically saved for the end but ive found that I can also bring her in mid game to deal with remaining checks and allow Hydriegon to then sweep.
Puppet Master (Hydreigon) @ Sitrus Berry
Ability: Levitate
Tera Type: Poison
EVs: 252 SpA / 88 SpD / 168 Spe
Timid Nature
IVs: 0 Atk
- Belch
- Dark Pulse
- Flash Cannon
- Earth Power
Hydreigon is the most oddball mon on the team, but very effective. Dark pulse is a very strong stab move, while flash cannon and earth power act as coverage. Tera poison gives Hydreigon a resistance to both fighting and fairy, and makes belch stab for even more power. This tera allows for a lot of reads against tera fairy mons, and the many faster fighting types. 168 speed allows Hydreigon to outspeed all relevant mons that he could outspeed anyhow while reserving some evs for bulk.
Tink's Victim (Corviknight) @ Rocky Helmet
Ability: Pressure
Tera Type: Ground
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Defog
- Roost
- Brave Bird
- U-turn
Last but not least, Corviknight is the teams 2nd pivot, and entry hazard removal. This team needed a good fairy type resist as well as another bulkier mon I could switch to, so Corviknight was my answer. I chose brave bird over body press to handle fighting types that were still troublesome, as well as having a better backup answer for dnite/dragapult/amoonguss. Tera ground is used to gain an electric immunity if needed.
This is the first team I've built for gen 9 and I only built one team for gen 8 - so, it's been a while. I don't know where this team's glaring weaknesses are or if there is something that destroys this team. Any help is greatly appreciated!!