So like, I got a mean Cyclizar set:
Cyclizar @ Life Orb
Ability: Regenerator
Tera Type: Dark
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Double-Edge
- Knock Off
- Rapid Spin/Draco Meteor
- Overheat/Draco Meteor
Mixed attackers are really good right now because they can take out some of the walls that would otherwise block them. It's a great way to make progress into a lot of cores. Cyclizar appealed to me as a LO candidate because it has access to high BP moves, Regenerator, and similar attacking stats to D-speed. Although it does requires more EVs in speed investment, I found full attacking investment to be mostly sufficient.
The main move you are going to click is Double Edge. With the bonus multipliers on that 120 BP, it hits very hard. Knock Off also hits hard when Tera Dark, but you'll need to pick and choose your Tera spots for when it makes sense. Either way, it's really good for chip and making progress.
The other two moves are really based on preference. In my initial testing, I did not have Rapid Spin. You can run it with just the other 4 attacks and it works ok. But it's obviously good for hazard clear to spin. Additionally, getting one RS off is very useful for dealing with teams that have faster mons like Pult. This also includes stuff like scarf Meow or BE speed Valiant. It means that they can't just come in and threaten to RK you.
My opinion is you want to keep Overheat. It gives you another way to hit Ghold, as well as other non-Heatran steels like the Metal Birds and Crown. Being able to hit Ghost types with Knock Off and Steel types with Overheat has really good synergy with the STAB Double Edge. There also aren't that many rock types to worry about besides Garg and maybe Glimm.
Draco is better against neutral targets because it is STAB. So you hit things like Dozo and Zama harder. I suppose it depends on your team what you need more. But in my testing, I found myself clicking Draco Meteor a lot less than Overheat. This includes tests when I had both and tests when I just had one or the other with spin. There are also a lot of Fairy types and Tera Fairy mons out there that make a set with both Dragon STAB and Knock Off generally less ideal. Depending on your team comp and needs, you may still decide you want Draco Meteor. So I left it as an option.
Well, yeah. I'm not saying that it's the item to end all items, it's not even splashable. Just that here has been quite a few posts popping up that's been singing praises of AV on various mons. People have been experimenting. Luna, Dark, Crown, Slither. Of course, a few of these had been tried before, but a common pattern now seems to center around AV.
And of course, boots spam isn't an odd choice. The point was, we can afford to be creative with our item choices. The whole reason monoclaw even worked at all was because the mons in questions were solid without an item. Same for bootspam, I think. 5 boots vs a team that doesn't even use hazards means you're basically playing an item less team (Toxic Orb doesn't count). Yet it's still a worthwhile strategy, even when it doesn't pan out.
There are mons that are just made for AV, and they seem to be springing up more these paat few days.
As an aside, I asked on Discord how well AV Luna would work, and was told that I'm better off sticking to its offensive presence. I'm glad I didn't listen to them.
I remember using AV Ursaluna much earlier in the gen. I liked Tera Poison Gunk Shot. Tera Poison was good for the Fighting and Grass moves you'd often see while hitting fairies. Gunk Shot was just a really nice high BP move with a chance to poison. I don't know if I would run it now with Gliscor and Lando-T being so common. I think you'd probably want like Avalanche and/or maybe Supercell Slam for the metal birds.
And while we are talking about boots spam, I just want to say that I back you up on this. I personally don't believe in spamming like 5 boots on a non-stall team. You should be able to structure it so you have 3 at most and take advantage of other items. There are a lot of really good hazard resistant glue mons like Gliscor, Gambit, Crown, Skarm, Corv, Tusk, Treads, Glowking, Clodsire, and Clefable. Most teams can fit at least 1 or 2 of these 10 mons on their teams without needing to run boots on it.
Most teams that aren't stall don't need access to all 6 mons constantly regardless of the current hazard situation. Players should be able to have a rotation of like 3-4 mons for that situation until they can deal with it. And in the first place, if you aren't stall, your team shouldn't be so passive that you are constantly letting them get up crazy levels of stacked hazards on you all the time. And by you, I mean people in general. Not you specifically.
Hello all it is once again time for a shitmon spotlight and today it is one from all the way back in rby
Tentacruel @ Leftovers
Ability: Liquid Ooze
Tera Type: Dark
EVs: 252 HP / 104 Def / 152 Spe
Jolly Nature
- Flip Turn
- Knock Off
- Rapid Spin
- Toxic Spikes
Anyone who's played old gens knows
As far as I'm concerned, you could've stopped it right there. I got you. We know. Tentracruel used to sometimes even be seen in Ubers in some earlier gens due to its abilities as a special wall. I greatly approve of this.