AAA Terrakion [QC 2/2, GP 1/1]

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UT

Old habits die SCREAMING
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[SET]
name: Choice Band Adaptability
move 1: Close Combat
move 2: Stone Edge
move 3: Toxic / Stealth Rock
move 4: Earthquake / Megahorn / Stealth Rock
item: Choice Band
ability: Adaptability
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Terrakion is one of the most threatening physical breakers in AAA and is capable of battering through many defensive cores on its own. Rock- and Fighting-type STAB moves have near-perfect coverage by themselves, making Adaptability a fantastic damage amplifying ability for it. With a Choice Band equipped, very few defensive walls can safely switch into Terrakion. Dauntless Shield Mew is one of the most reliable answers as it is never 2HKOed by any of Terrakion's common moves without a critical hit, but even Dauntless Shield Corviknight fails to check Terrakion reliably as Stealth Rock damage is enough to let it get 2HKOed by Close Combat. Terrakion's base 108 Speed is enough to outpace all common defensive Pokemon and a number of common breakers, including Genesect and Tapu Lele, giving it plenty of Pokemon to force out if brought in via a slow pivot or after a KO. While Terrakion will almost always be using its STAB moves, Earthquake is a 100% accurate option to hit Toxapex without getting PP stalled, Megahorn lets Terrakion 2HKO Dauntless Shield Mew after Stealth Rock, and Toxic is a nice option to cripple walls that Terrakion cannot 2HKO like Dauntless Shield Mew and Hippowdon. Stealth Rock is also an option to let Terrakion get entry hazards up on a predicted switch if the opponent has a reliable answer to it. Terrakion runs maximum Speed and Attack investment with a Jolly nature to take advantage of its Speed tier and maximize the number of Pokemon it beats one-on-one.

Terrakion fits well on bulky offense teams that can provide it with many opportunities to switch in and fire off strong attacks. While almost nothing can safely switch into Terrakion, it is also true that Terrakion does not want to switch in on many Pokemon either. Therefore, slow pivots like Corviknight, Swampert, and Blissey provide the safe switch in that Terrakion needs and make excellent teammates. Defensive pivots also make good teammates as Terrakion is often forced out after it gets a KO due to its mediocre bulk and only slightly above-average Speed. Good offensive teammates include fast physical attackers that like to take advantage of the weakened or broken defensive cores that Terrakion creates such as Barraskewda, Zarude, and Genesect. Other good offensive teammates include Azelf and Tapu Koko, as they can draw out and pivot on RegenVest Pokemon that Terrakion can beat easily; Azelf can also set up Psychic Terrain to protect Terrakion from Triage. Lastly, Terrakion appreciates entry hazard support, as many of its checks can only check it from high health, and hazards help whittle them down until they can no longer switch in.


[STRATEGY COMMENTS]
Other Options
=============
Terrakion can run a Swords Dance set with either Tough Claws—with Megahorn to beat Mew—or Adaptability on more offensive teams to take advantage of the free turns it generates, but the Life Orb chip damage and increased risk of taking stray hits makes it less reliable on longer games against bulkier teams. A Sniper set with Laser Focus allows Terrakion to beat every common defensive switch in, but once the set is revealed the foe can stay in and attack to deny the Laser Focus turn.

Checks and Counters
===================

**Dauntless Shield Users**: Dauntless Shield Mew and Hippowdon are two of the few reliable switch ins to Adaptability Terrakion, as they are not 2HKOed by any move even with Stealth Rock up and can heal reliably, counter back with strong super effective attacks, or inflict Terrakion with status. However, they both must watch out for Toxic while switching in.

**Nidoqueen, Palossand, and Doublade**: While Terrakion threatens every common wall in the meta, it should be noted that dedicated walls for it do exist. Namely, Nidoqueen, Palossand, and Doublade and can reasonably check Terrakion over the course of a longer game.

**Physically Defensive Choice Scarf Users**: Choice Scarf Mew, Tapu Fini, and Galarian Zapdos are all able to take one hit from Terrakion and force it out or pivot in on it. With Regenerator, they are often able to do this multiple times per battle but can be overwhelmed if not kept at high HP.

**Protect Users**: Terrakion has a difficult matchup against defensive Pokemon that run Protect like Heatran and Tapu Fini as Protect both reveals which move Terrakion is locked into, enabling the opponent to pick the correct switch-in, and drains precious PP. Both of Terrakion's STAB moves have only 8 PP and are prone to being stalled out over the course of longer games, and Protect accelerates that. However, it can be risky to click Protect without sufficiently scouting if it's being used against setup Terrakion.

[CREDITS]
- Written by: [[UT, 523866]]
- Quality checked by: [[motherlove, 231750], [Osake, 524664]]
- Grammar checked by: [[Kris, 241023]]
 
Last edited:
add remove comment

[SET]
name: Choice Band Adaptability
move 1: Close Combat
move 2: Stone Edge
move 3: Earthquake / Megahorn / Stealth Rock
move 4: Toxic / Stealth Rock I'd switch move 3 and move 4 here because toxic is what most easily allows Terrak to make progress against hard counters on longer games, eq is just nice to have
item: Choice Band
ability: Adaptability
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Terrakion is one of the most threatening physical breakers in AAA and capable of battering through many defensive cores on its own. Rock and Fighting have near-perfect coverage by themselves, making Adaptability a fantastic damage-amplifying ability for it. With a Choice Band equipped, very few defensive walls can safely switch into it. Dauntless Shield Mew is the most reliable answer as it is never 2HKOed by any of Terrakion's common moves without a critical hit, but even Dauntless Shield Corviknight fails to check it reliably as Stealth Rock damage is enough to let it get 2HKOed by Close Combat. Terrakion's base 108 Speed is enough to outpace all common defensive Pokemon and a number of common breakers, including Genesect and Tapu Lele, giving it plenty of Pokemon to force out if brought in via a slow pivot or after a KO. While Terrakion will almost always be using its STAB moves, Earthquake is a 100% accurate option to hit Toxapex without getting pp stalled, Megahorn is enough to 2HKO Dauntless Shield mew after rocks and Toxic is a nice option to cripple walls that Terrakion cannot 2HKO such as Dauntless Shield Mew or Dauntless Shield Hippowdon. Stealth Rock is also an option to let Terrakion get hazards up on a predicted switch if the opponent has a reliable answer to it. Terrakion runs max speed/max attack Jolly to take advantage of its speed tier and maximize the number of Pokemon it beats one on one.

Terrakion fits well on bulky offensive teams that can provide it many opportunities to switch in and fire off strong attacks. While almost nothing can safely switch into Terrakion, it is also true that Terrakion does not want to hard switch in on very many things either. Slow pivots like Corviknight, Swampert, and Blissey provide the safe switch that Terrakion needs and make excellent teammates. Defensive pivots also make good teammates as Terrakion is often forced out after it gets a KO due to it's mediocre bulk and only slightly-above-average speed. Good offensive teammates include fast physical attackers that like to take advantage of the weakened or broken defensive cores that Terrakion creates, such as Barraskewda, Zarude, and Genesect. Terrakion also appreciates additional ways to help break down its primary checks including hazard support and a second wall breaking teammate, particularly one that threatens Mew and Corviknight, such as Blacephalon on paper a team with a terrakion/Blace breaking core doesn't sound that good at all tbh and it's not smt I've really seen either, terrakion appreciates more speed control options and specially offensive pivots such as koko or azelf that draw out regevestetrs imo. Azelf also makes it a lot less weak to every priority ever. But for the breaking having a more solid hazard game is infinetely better than slapping a second slow breaker on your team (in the good cores thread terrak is listed with koko, azelf and jirachi. Blace sounds like a very eh core).


[STRATEGY COMMENTS]
Other Options
=============
Terrakion can run a Swords Dance set with either Tough Claws (and Megahorn to beat Mew) or Adaptability to take advantage of all the free turns it generates. However, other than the mentioned Pokemon, it does not beat many other defensive answers and requires a turn to set up, it. I'd kinda rephrase that to make it mroe about the taking chip vs not taking chip issue which is most relevant for a mon that appreciates a long game like terrak. smt like "Terrakion can run a Swords Dance set with either Tough Claws (and Megahorn to beat Mew) or Adaptability on more offensive teams to take advantage of the free turns it generates, but the life orb chip makes it less reliable on longer games against bulkier teams"
A Sniper set with Laser Focus allows it to beat every common defensive switch in, but once the set is revealed the opponent can stay in and attack to deny the Laser Focus turn.

Checks and Counters
===================

**Dauntless Shield Mew**: Dauntless Shield Mew is one of the few reliable switch ins to the Adaptability Band set, as it is not 2HKOed by any move and can heal reliably, or counter back with Body Press and Will-O-Wisp. However, it must watch out for Toxic on the switch in.

**Tapu Fini + Rock Resist**: Another common strategy is to take advantage of Terrakion's Choice lock. A bulky Regenerator that resists one STAB and is not OHKOed by the other, like Tapu Fini, plus a second defensive mon that resists the other, like Kommo-o, can reasonably check it over the course of the match. Other options include Dhelmise + physically defensive Swampert.

**Protect**: Protect on defensive Pokemon like Heatran and Tapu Fini is an exceedingly difficult match up for Terrakion. It not only reveals which move Terrakion is now locked into, enabling the opponent to make the correct switch in, it also drains precious PP. Both of Terrakion's STAB moves have only 8 PP and are prone to being stalled out over the course of longer games, and Protect accelerates that.

- Worth mentionning dedicated counters such as nidoqueen, palo and claydol that can reasonably answer terrak throu the course of a game

[CREDITS]
- Written by: [[UT, 523866]]
- Quality checked by: [[username1, userid1], [username2, userid2]]
- Grammar checked by: [[username1, userid1]]
Looks good
 

Osake

Hasta Siempre
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add remove conjecture

[SET]
name: Choice Band Adaptability
move 1: Close Combat
move 2: Stone Edge
move 3: Toxic / Stealth Rocks
move 4: Earthquake / Megahorn / Stealth Rock
item: Choice Band
ability: Adaptability
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Terrakion is one of the most threatening physical breakers in AAA and capable of battering through many defensive cores on its own. Rock and Fighting have near-perfect coverage by themselves, making Adaptability a fantastic damage-amplifying ability for it. With a Choice Band equipped, very few defensive walls can safely switch into it. Dauntless Shield Mew is one of DS Hippo etc exists the most reliable answer as it is never 2HKOed by any of Terrakion's common moves without a critical hit, but even Dauntless Shield Corviknight fails to check it reliably as Stealth Rock damage is enough to let it get 2HKOed by Close Combat. Terrakion's base 108 Speed is enough to outpace all common defensive Pokemon and a number of common breakers, including Genesect and Tapu Lele, giving it plenty of Pokemon to force out if brought in via a slow pivot or after a KO. While Terrakion will almost always be using its STAB moves, Earthquake is a 100% accurate option to hit Toxapex without getting PP stalled, Megahorn lets it 2HKO Dauntless Shield Mew after Stealth Rocks, and Toxic is a nice option to cripple walls that Terrakion cannot 2HKO like Dauntless Shield Mew or Hippowdon. Stealth Rock is also an option to let Terrakion get hazards up on a predicted switch if the opponent has a reliable answer to it. Terrakion runs max Speed/max Attack Jolly to take advantage of its speed tier and maximize the number of Pokemon it beats one on one.

Terrakion fits well on bulky offensive teams that can provide it many opportunities to switch in and fire off strong attacks. While almost nothing can safely switch into Terrakion, it is also true that Terrakion does not want to hard switch in on very many things either. Slow pivots like Corviknight, Swampert, and Blissey provide the safe switch that Terrakion needs and make excellent teammates. Defensive pivots also make good teammates as Terrakion is often forced out after it gets a KO due to it's mediocre bulk and only slightly-above-average speed. Good offensive teammates include fast physical attackers that like to take advantage of the weakened or broken defensive cores that Terrakion creates, such as Barraskewda, Zarude, and Genesect. Other good offensive teammates include Azelf and Tapu Koko, as they can draw out and pivot on RegenVesters that Terrakion can beat easily. Perhaps mention how Psurge protects Terrak from Triage Lastly, Terrakion appreciates hazard support, as many of its checks can only check it from high health, and hazards help whittle them down until they can no longer switch in.


[STRATEGY COMMENTS]
Other Options
=============
Terrakion can run a Swords Dance set with either Tough Claws (and Megahorn to beat Mew) or Adaptability on more offensive teams to take advantage of the free turns it generates, but the Life Orb chip and increased risk of taking stray hits makes it less reliable on longer games against bulkier teams. A Sniper set with Laser Focus allows it to beat every common defensive switch in, but once the set is revealed the opponent can stay in and attack to deny the Laser Focus turn. Not sure if its relevant atm but Dazzling was ok at a time, to avoid rk from triage/glide, so I would mention it.

Checks and Counters
===================

**Dauntless Shield Mew**: Dauntless Shield Mew is one of the few reliable switch ins to the Adaptability Band set, as it is not 2HKOed by any move and can heal reliably, or counter back with Body Press and Will-O-Wisp. However, it must watch out for Toxic on the switch in. I would rework this to talk of DS in general, with DS Hippo/DS Skarm/DS Mew as examples that can check Terrak is they stay healthy, but can be easily chip down with hazards/toxic

**Tapu Fini + Rock Resist**: Another common strategy is to take advantage of Terrakion's Choice lock. A bulky Regenerator that resists one STAB and is not OHKOed by the other, like Tapu Fini, plus a second defensive mon Pokemon that resists the other, like Kommo-o, can reasonably check it over the course of the match. Other options include Dhelmise + physically defensive Swampert. However, you need to be careful against Swords Dance variants as they can easily own those builds.

**Nidoqueen, Palossand, and Doublade**: While Terrakion threatens every common wall in the meta, it should be noted that dedicated walls for it do exist. The aforementioned walls are rare, but viable, and can reasonably check Terrakion over the course of a longer game.

**Protect**: Protect on defensive Pokemon like Heatran and Tapu Fini is an exceedingly difficult match up for Terrakion. It not only reveals which move Terrakion is now locked into, enabling the opponent to make the correct switch in, it also drains precious PP. Both of Terrakion's STAB moves have only 8 PP and are prone to being stalled out over the course of longer games, and Protect accelerates that. However, it can be risky to click Protect against a Swords Dance Terrakion.

[CREDITS]
- Written by: [[UT, 523866]]
- Quality checked by: [[motherlove, 231750], [Osake, 524664]]
- Grammar checked by: [[username1, userid1]]
good job, QC 2/2
 

dhelmise

banend doosre
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[SET]
name: Choice Band Adaptability
move 1: Close Combat
move 2: Stone Edge
move 3: Toxic / Stealth Rock
move 4: Earthquake / Megahorn / Stealth Rock
item: Choice Band
ability: Adaptability
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]

Terrakion is one of the most threatening physical breakers in AAA and is capable of battering through many defensive cores on its own. Rock- and Fighting-type STAB moves have near-perfect coverage by themselves, making Adaptability a fantastic damage-amplifying ability for it. With a Choice Band equipped, very few defensive walls can safely switch into itTerrakion. Dauntless Shield Mew is one of the most reliable answers, as it is never 2HKOed by any of Terrakion's common moves without a critical hit, but even Dauntless Shield Corviknight fails to check it reliablyTerrakion reliably, as Stealth Rock damage is enough to let it get 2HKOed by Close Combat. Terrakion's base 108 Speed is enough to outpace all common defensive Pokemon and a number of common breakers, including Genesect and Tapu Lele, giving it plenty of Pokemon to force out if brought in via a slow pivot or after a KO. While Terrakion will almost always be using its STAB moves, Earthquake is a 100% accurate option to hit Toxapex without getting PP stalled, Megahorn lets itTerrakion 2HKO Dauntless Shield Mew after Stealth Rocks, and Toxic is a nice option to cripple walls that Terrakion cannot 2HKO like Dauntless Shield Mew orand Hippowdon. Stealth Rock is also an option to let Terrakion get entry hazards up on a predicted switch if the opponent has a reliable answer to it. Terrakion runs maximum Speed and Attack investment with a Jolly nature to take advantage of its sSpeed tier and maximize the number of Pokemon it beats one on -on-one.

Terrakion fits well on bulky offensive teams that can provide it with many opportunities to switch in and fire off strong attacks. While almost nothing can safely switch into Terrakion, it is also true that Terrakion does not want to hard switch in on very many things either. Sswitch in on many Pokemon either. Therefore, slow pivots like Corviknight, Swampert, and Blissey provide the safe switch in that Terrakion needs and make excellent teammates. Defensive pivots also make good teammates, as Terrakion is often forced out after it gets a KO due to its mediocre bulk and only slightly above average s-average Speed. Good offensive teammates include fast physical attackers that like to take advantage of the weakened or broken defensive cores that Terrakion creates, such as Barraskewda, Zarude, and Genesect. Other good offensive teammates include Azelf and Tapu Koko, as they can draw out and pivot on RegenVesters Pokemon that Terrakion can beat easily; Azelf can also can set up Psychic Terrain to protect Terrakion from Triage. Lastly, Terrakion appreciates entry hazard support, as many of its checks can only check it from high health, and hazards help whittle them down until they can no longer switch in.

[STRATEGY COMMENTS]
Other Options
=============

Terrakion can run a Swords Dance set with either Tough Claws—andwith Megahorn to beat Mew—or Adaptability on more offensive teams to take advantage of the free turns it generates, but the Life Orb chip damage and increased risk of taking stray hits makes it less reliable on longer games against bulkier teams. A Sniper set with Laser Focus allows itTerrakion to beat every common defensive switch-in, but once the set is revealed, the fopponent can stay in and attack to deny the Laser Focus turn.

Checks and Counters
===================

**Dauntless Shield Mew and HippowdonUsers**: Dauntless Shield Mew and Hippowdon are two of the few reliable switch ins to the Adaptability Band set-ins to Adaptability Terrakion, as they are not 2HKOed by any move, even with Stealth Rocks up, and can heal reliably, or counter back with strong super effective attacks, or inflict Terrakion with status. However, they both must watch out for Toxic on the switchwhile switching in.

**Nidoqueen, Palossand, and Doublade**: While Terrakion threatens every common wall in the meta, it should be noted that dedicated walls for it do exist. The aforementioned walls are rare, but viable, andNamely, Nidoqueen, Palossand, and Doublade can reasonably check Terrakion over the course of a longer game.

**Physically Defensive Choice Scarf Users**: Choice Scarf Mew, Tapu Fini and Galarian-, and Galarian Zapdos are all able to take one hit from Terrakion and force it out or pivot in on it. With Regenerator, they are often able to do this multiple times per battle, but can be overwhelmed if not kept at high HP.

**Protect**: Protect on Users**: Terrakion has a difficult matchup against defensive Pokemon that run Protect, like Heatran and Tapu Fini is a difficult match up for Terrakion. It not only, as Protect both reveals which move Terrakion is now locked into, enabling the opponent to make the correct switch in, it alsopick the correct switch-in, and drains precious PP. Both of Terrakion's STAB moves have only 8 PP and are prone to being stalled out over the course of longer games, and Protect accelerates that. However, it can be risky to click Protect without sufficiently scouting if it's being used against setup Terrakion.
GP 1/1
 
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