Terrakion (Revamp)

art3mis

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We're the abandoned kids, we escape this life through over-counter prescriptions, and under-counted addictions.

QC: p2 / AM / TDK
GP: Lemonade. / The Dutch Plumberjack

[OVERVIEW]

Terrakion is one of OU's most fearsome and underrated wallbreakers, and at a quick glance, it isn't difficult to see why. With a respectable Attack stat and extremely high-powered STAB attacks that have phenomenal coverage, Terrakion is an absolute nightmare to switch into. Furthermore, its ability, Justified, makes opponents fear using Dark-type moves multiple times, as Terrakion is able to get a free Attack boost off of these resisted attacks. As a result, Terrakion is a decent check to Weavile, Tyranitar, and Bisharp for offensive teams. Its Speed tier is just enough to revenge kill base 100s, especially the likes of Manaphy, Charizard, Jirachi, and Mega Gardevoir.

However, while Terrakion is a menace offensively, its typing and mediocre bulk leave it wanting more in terms of defensive prowess. Being weak to common offensive attacking types, such as Ground, Fairy, Fighting, Water, and Steel, means switching Terrakion in is difficult, even on certain Knock Off users. On top of this, Close Combat's defense drops make it even easier to revenge kill with priority from the likes of Azumarill, Scizor, and Talonflame. Choice Scarf Terrakion lacks the raw firepower to break past the likes of Clefable, Hippowdon, Slowbro, and Landorus-T, while other more powerful sets are easily revenge killed due to their Speed. Nevertheless, even with its downsides, Terrakion proves itself as one of the most devastating wallbreakers in the tier and is a strong choice for most offensive teams.

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Close Combat
move 3: Stone Edge
move 4: Substitute / Rock Polish
item: Life Orb
ability: Justified
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========

Swords Dance is Terrakion's main setup move, boosting its Attack to sky-high levels. This allows Terrakion to blow through general checks, especially the likes of Skarmory, Hippowdon, and Garchomp. Close Combat is an extremely high-powered STAB move that tears apart Pokemon that do not resist it. Stone Edge provides fantastic neutral coverage with Close Combat, nailing Flying-types, such as Tornadus-T and Talonflame, if they attempt to switch in. Substitute prevents status from the likes of Mega Sableye, Thundurus, and Klefki, which can give Terrakion an opportunity to sweep. On the other hand, Rock Polish boosts Terrakion's Speed to astronomical levels, allowing it to easily outpace the entire unboosted metagame. Stealth Rock is another possibility, used to wear down Pokemon as they switch in, and Terrakion can set it up on a predicted switch. Quick Attack is a final option that gives Terrakion some form of priority and picks off faster, weakened targets. However, it is extremely weak, even at +2.

Set Details
========

Maximum investment in Terrakion's Attack and Speed stats with a Jolly nature lets it hit as hard as possible and outpace base 100 Speed Pokemon, such as Charizard, Manaphy, and Gardevoir, while Speed tying with Keldeo and other Terrakion. An Adamant nature can be used over Jolly, allowing Terrakion at +2 to OHKO Hippowdon, Calm Mind Manaphy, defensive Garchomp, Slowbro, and Gliscor. Sadly, missing out on outspeeding opposing base 100 Speed Pokemon, which often run maximum Speed and a positive nature, is a huge thorn in Terrakion's side, leaving Jolly as the preferred nature for the majority of the time. Life Orb is the best item for Terrakion, sacrificing a small amount of HP each turn while providing a significant increase to attacking prowess. Justified is Terrakion's only ability, and it is useful when Terrakion is hit by a Dark-type move.

Usage Tips
========

Instead of setting up with Swords Dance turn one, Terrakion's best play early-game is to use Close Combat or Stone Edge. This whittles down defensive walls very quickly, allowing Terrakion to muscle through them with Swords Dance-boosted attacks later. Against offensive teams, boosting Attack isn't as important as blowing through frailer Pokemon with its dual STAB combination, as most of such teams will have a solid way to defeat Terrakion due to its questionable Speed. When using Close Combat, be wary of the defense drops that come along with it. Lowering Terrakion's mediocre defenses even further makes it extremely vulnerable to priority from the likes of Azumarill, Scizor, and Talonflame and to revenge killers, such as Latios, Mega Manectric, Mega Metagross, and most Choice Scarf users. Terrakion is best switched in through a slow U-turn or Volt Switch from a teammate, as predicting wrong is very costly.

Team Options
========

Terrakion has very limited switch-ins, and the majority of them, particularly the likes of Celebi and Slowbro, are heavily pressured by various Dark-type Pokemon, such as Weavile and Bisharp. Latios and Latias appreciate Terrakion's ability to check Tyranitar and Bisharp, and, in return, the duo is able to defeat most bulky Ground- and Water-types that threaten Terrakion. Grass-types, such as Serperior, Mega Venusaur, and Celebi, pressure Ground- and Water-types with their respective STAB attacks. Celebi, in particular, is able to bait Pursuit from the likes of Tyranitar and Bisharp and evade it with Baton Pass, allowing Terrakion to get a free Attack boost. Fairy-types, such as Mega Altaria, Clefable, and Mega Gardevoir, are capable of defeating Mega Sableye with ease, and they can also break down physical walls such as Garchomp and Hippowdon. Magnezone traps Mega Scizor and Skarmory, the former being difficult for certain offensive teams to properly handle, allowing Terrakion to bust through the opposing team once they are eliminated.


[SET]
name: Choice Scarf
move 1: Close Combat
move 2: Stone Edge
move 3: Rock Slide / Toxic
move 4: Iron Head
item: Choice Scarf
ability: Justified
nature: Jolly
evs: 4 Def / 252 Atk / 252 Spe


[SET COMMENTS]
Moves
========

Close Combat is Terrakion's most devastating move and, even without a boosting item, tears through weakened Pokemon that don't resist it. However, it comes with the cost of lowering Terrakion's defenses after its use. Stone Edge provides phenomenal coverage with Close Combat, targeting Flying-, Ghost-, and Psychic types, especially the likes of Talonflame, Latios, Mega Charizard Y, Tornadus-T, and Mega Sableye. Rock Slide provides Terrakion with a more accurate way of finishing off weakened targets and does not have the nasty side effect of lowering its defenses. However, the power drop between this and Terrakion's other options is quite noticeable. On the other hand, Toxic cripples bulky walls, such as Hippowdon, Slowbro, Garchomp, and Landorus-T, as they switch in to handle an attack. Iron Head gives Terrakion a way to deal heavy damage to Fairy-types, doing decent damage to Clefable, OHKOing Mega Diancie, and OHKOing Mega Gardevoir after Stealth Rock damage.

Set Details
========

Maximum Attack investment allows Terrakion to deal as much damage as possible. A Choice Scarf lets Terrakion outspeed the unboosted metagame and revenge kill Pokemon such as Tornadus-T, Mega Lopunny, and +1 Mega Charizard X, and maximum Speed investment with a Jolly nature allows it to stay in its crucial Speed tier if it happens to lose its Choice Scarf to Knock Off. Justified is Terrakion's only ability and gives Terrakion an attack boost if it is hit by a Dark-type move.

Usage Tips
========

When using Terrakion late-game to clean up, make sure you don't overestimate its firepower. While its moves have high Base Power, sometimes even such power isn't enough to KO a target. Make sure everything is weakened to a degree that Terrakion can break past it. Terrakion serves as a fantastic revenge killer to certain Choice Scarf Pokemon, such as Tyranitar and Jirachi, as well as most Dragon Dance users. This includes Dragonite, a weakened Mega Altaria, and Mega Charizard X. Terrakion's already mediocre defenses are lowered even further by Close Combat's drops, so if the opponent has a powerful priority user such as Scizor or Azumarill, be wary of mindlessly clicking it. Although Terrakion has access to Justified, switching directly in to Knock Off is generally an unfavorable play; due to the nature of offensive teams, Terrakion desperately wants to keep its Choice Scarf to be able to outspeed otherwise faster Pokemon.

Team Options
========

Grass-types, such as Serperior, Mega Venusaur, and Celebi, break down the likes of Hippowdon, Azumarill, Quagsire, and Suicune, which are all decent checks to Terrakion. Latios and Latias provide Defog support, and Healing Wish support in the latter's case, and check Water-, Fighting-, and Ground-types for Terrakion. In return, Terrakion handily defeats Bisharp and Tyranitar. Water-types, such as Manaphy, Azumarill, and Starmie, handle Ground-types that Choice Scarf Terrakion might not have the power to break through before they are weakened. Fairy-types, such as Clefable, Sylveon, and Mega Gardevoir, hit physical walls hard with their respective STAB attacks and easily defeat one of Terrakion's most prominent counters, Mega Sableye. Dark-types such as Bisharp, Weavile, and Hoopa-U pressure defensive walls, such as Garchomp and Hippowdon, early on, so that Terrakion has an easier time defeating them. Hoopa-U in particular, with its massive wallbreaking potential, breaks down sturdier walls, such as Clefable and Mega Venusaur, and appreciates Choice Scarf Terrakion's ability to outspeed and OHKO Tornadus-T. Magnezone traps Mega Scizor and Skarmory, as Terrakion lacks the power to defeat them if they are near full health.


[SET]
name: Choice Band
move 1: Close Combat
move 2: Stone Edge
move 3: Rock Slide / Iron Head
move 4: Quick Attack
item: Choice Band
ability: Justified
nature: Jolly
evs: 4 Def / 252 Atk / 252 Spe

[SET COMMENTS]
Moves
========

Close Combat is Terrakion's most powerful STAB attack, and it heavily damages even Pokemon that resist it and plows through offensive checks. Stone Edge targets the likes of Azumarill, Tornadus-T, Talonflame, Landorus-T, and Mega Sableye if they attempt to switch in. Rock Slide provides Terrakion with a more accurate Rock-type STAB attack that is better when you're finishing off a weakened target; however, the power difference compared to Stone Edge is extremely noticeable, and it fails to KO certain targets that Stone Edge would. Iron Head lets Terrakion heavily pressure the likes of Clefable without having to rely on the shaky accuracy of Stone Edge. Quick Attack gives Terrakion some form of priority, allowing it to revenge kill a heavily weakened Charizard X or Mega Lopunny. However, even with a Choice Band, the move is extremely weak, and it should only be used when the target is guaranteed to be KOed by it. Earthquake is another option, targeting the likes of Jirachi, Metagross, and Klefki, damaging them a bit more than Close Combat and also not lowering Terrakion's defenses. Unfortunately, Earthquake is a terrible move to be Choice locked into, as Flying-types and Pokemon with the ability Levitate are immune to it, and it is fairly weak against bulkier walls.

Set Details
========

Maximum investment in its Attack stat provides Terrakion with as much physical prowess as possible, and maximum Speed investment with a Jolly nature allows it to outpace base 100 Speed Pokemon and Speed tie with Keldeo. When it has a Choice Band equipped, Terrakion's Attack stat soars to sky-high levels, and it is able to blow past a large portion of the meta. Justified is Terrakion's only ability and is sometimes situational, but it allows Terrakion to get an Attack boost off a Dark-type move.

Usage Tips
========

Bring Terrakion in during the early game, if possible. Thanks to its insane power with a Choice Band, Terrakion is able to heavily weaken most foes, giving teammates an easier time to sweep later on. Unless Terrakion has a guaranteed KO on the opposing Pokemon, try not to leave it on the field after a use of Close Combat, as its defenses become pathetic afterwards. Terrakion is best switched in after a teammate's slow U-turn or Volt Switch, as its mediocre typing prevents it from switching directly into hard-hitting attacks.

Team Options
========

Pokemon that appreciate Choice Band Terrakion's natural wallbreaking potential, such as Swords Dance Talonflame, Weavile, Mega Scizor, and Mega Lopunny, make good teammates. The last forms a fantastic Fighting-spam core and together they break down each other's checks and counters. Latias and Latios are able to safely switch into Fighting-, Water-, and Ground-type attacks targeted at Terrakion, and Terrakion is able to get a Justified Attack boost from Dark-type attacks aimed at the duo. Grass-types, such as Serperior, Mega Venusaur, and Celebi, are able to defeat the likes of Azumarill, Hippowdon, Slowbro, Suicune, and Landorus-T. Electric-types such as Mega Manectric, Rotom-W, Thundurus, and Raikou handle Water-types that are able to stomach Terrakion's attacks. Dark-types, such as Bisharp and Weavile, defeat Slowbro and Celebi and pressure Hippowdon and Gliscor. Fairy-types, such as Mega Altaria, Clefable, and Mega Gardevoir, maul physical walls and Mega Sableye, allowing Terrakion to go wild late game with Close Combat. Magnezone traps and KOes Mega Scizor, Skarmory, and Ferrothorn, which can all handle a Terrakion locked into the wrong move. Hazard setters such as Klefki, which can provide speed control with Thunder Wave, Tyranitar, which gives Terrakion a Special Defense boost but shares awful typing synergy with it; and Landorus-T, which help Terrakion achieve OHKOs or 2HKOs it could not normally get.

[STRATEGY COMMENTS]

Other Options
=============

Terrakion's movepool is quite shallow, so it struggles to find moves to use outside of its standard sets. Hidden Power Ice targets defensive Garchomp, Landorus-T, and Gliscor, also preventing Terrakion from taking recoil damage from the former; however, it has very limited uses outside of hitting these targets and, for the most part, you're better off using one of Terrakion's STAB attacks to handle them. A set with a Focus Sash and Stealth Rock can be used to make Terrakion a decent suicide lead.

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

**Priority**: Priority from the likes of Azumarill, Breloom, Scizor, and Talonflame can cut Terrakion's sweep short, as Terrakion lacks the bulk to take these hits efficiently and has no priority of its own outside of the weak Quick Attack.

**Revenge Killers**: Since Terrakion is in a middling Speed tier, teams with hard-hitting Pokemon such as Alakazam, Latios, Mega Lopunny, Mega Metagross, Mega Diancie, and Serperior can all defeat a weakened Terrakion without a Rock Polish boost. Most Choice Scarf Pokemon have no issue defeating a weakened Terrakion either.

**Physically Defensive Pokemon**: Although shakier checks against a Terrakion with a Swords Dance boost, most physically defensive Pokemon, such as Hippowdon, Landorus-T, and bulky Garchomp, are able to defeat Terrakion in a one-on-one situation; however, both Landorus-T and Garchomp are heavily pressured by Hidden Power Ice variants.

**Mega Medicham**: Mega Medicham is one of the best offensive checks to Terrakion, as it is not 2HKOed by any of Terrakion's moves and can OHKO back with its STAB attacks.

**Mega Sableye**: Mega Sableye is immune to Terrakion's Close Combat, can reflect Stealth Rock, and can avoid the 2HKO from non-Adamant Life Orb Stone Edge. Mega Sableye also hard counters Choice Scarf variants and can burn Terrakion or set up against it.

**Slowbro and Mega Slowbro**: Mega Slowbro fears nothing from Terrakion and can easily OHKO with Scald or Psyshock after any prior damage. Slowbro takes on any Terrakion set, with the exception of Adamant Swords Dance, and can recover any damage by switching out thanks to Regenerator.
 
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Albacore

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imo Adamant should be slashed on SD Terrakion, it loses the ability to oustpeed base 100 but in return wallbreaks significantly better, for instance it can 2HKO Phys Def Unaware Clefable and OHKO stadnard Hippowdon at +2 much more easily.

Also I would definitely give Scarf a full set, it's a pretty decent revenge killer, and I find it more viable than than Band which is mostly inferior to SD when it comes to wallbreaking.
 

EraiMHFU

formerly Erai14
I agree with albacore, a Choice Scarf set is worth since terrakion has a decent speed tier and it would be able to revenge kill speed demons like mega zam, mega sceptile, mega mega lopunny and mega manectric.

I feel that X-Scissor is worth mentioning on the other options because it hits fat psychics a bit harder and destroys celebi and hoopa-u.
 
On the SD set i'd deslash adamant as auto-losing to stuff like manaphy and garchomp and auto-losing the speed tie to opposing terak and pony blows. Even with Rock Polish, that extra speed before a boost is greatly appreciated. Leave in set details only imo
 

Karxrida

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You don't auto-lose since many Base 100s + Garchomp don't run max Speed nowadays, but losing that insurance against them can definitely be annoying. I personally see no issue with it being slashed.
 
While I recognize this is still a WIP, Manaphy and Serperior should be mentioned as teammates for their ability to put direct pressure on most Grounds. Also mention LO Hoopa-U as a teammate for the Scarf set, since it wears down bulky Pokemon fairly easily and would appreciate being paired with a Scarf user that can OHKO Tornadus-T.
 

art3mis

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Alright, this should be qc ready, sorry for the wait, exams are killer.
 
  • Hazard setters like Klefki and Skarmory help terrakion wallbreak
Choice Scarf Terrakion is not a wallbreaker, but a revenge killer. It benefits from hazards because it helps wear down the opposing team enough for Terrakion to KO targets that are not naturally weak to its STABs.

You might also want to mention Pokemon that appreciate Swords Dance Terrakion's busting capabilities, specifically Mega Lopunny, who literally appreciates having every defensive check except for Slowbro severely weakened.
 

p2

Banned deucer.
this mostly looks fine

mention ttar in TO because sand is nice, allowing terrakion to survive a hpump from scarf keldeo and ohko back after sand + sr damage (terrak is likely to die in the process but its better than nothing)
252 SpA Keldeo Hydro Pump vs. 0 HP / 4 SpD Terrakion in Sand: 260-308 (80.4 - 95.3%) -- guaranteed 2HKO

along with the ttar mention, say more about dark types and how dark types break bulky psychics for terrakion while they both overwhelm the likes of lando-t, chomper, keldeo, and hippo etc etc.

1/3
 

Reymedy

ne craint personne
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I really dislike the way the sets are organized.
I'm also really doubtful @ the first set, I don't get why it'd be first, I swear that I can't think of any good/relevant tournament team ever both in XY and ORAS using SD+RP Terrakion (or even RP Terrakion for that matter). Double Dance really looks silly in this metagame, priorities are everywhere and Terrakion eats them all the way. On top of that, there is no way something like Terrakion ever sets up both, even though I get it that it's supposed to be a set where "sometimes you SD" and "sometimes you RP" depending on the matchup. I'm not a fan of this argument, I don't think that defensive teams get "swept" by a SD Terrakion, and I don't think that offensive teams get "swept" by a +2 Speed Terrakion either so you rather focus on doing one thing, but correctly.
To be honest, Terrakion rather be CB or LO without 2 boosting moves to pressure defensive slow teams and it rather be Scarf to clean up offensive team, than double set up.

I think the first set should either be Scarf or the LO without 2 setup moves (and an utility move like Taunt, SR or even QA). Scarf is the only one I ever use, because it is one of the few airtight revenge killer to things like CharX, and it doesn't get pressured out by Lopunny's repeated Fake Out. It also kills Gyarados after a DD, be it Mega or not. It really puts a decent amount of work against offense, you simply have to have a good defensive backbone for priorities (Amoonguss or VenusaurM come in mind, so you can deal with Breloom and Azumarill just fine, now you just need something for Bullet Punch).
I think SR Lead should be here (by here I mean, have a full set), it's not amazing, but I dont think it's less viable than a RP set. SableyeM makes it look funny but yea, it does make almost any suicide lead look funny anyway. It's still a metagame where the huge majority SRers are Landot/Chomp/Heatran/Hippo that you can outspeed and Taunt+SR easily.

Hmm, I'm not a fan of the EQ option on the choice sets. The only perk of this move is that you don't lower your defense (which I doubt is often relevant in the case of a Fighting/Rock Pokémon), but you lock yourself into an awful move that your usual switch ins will laugh at. You hardly hit any stronger the targeted Pokémons. This last slot is not often relevant, but I think Facade, Sleep Talk, Rock Slide or even Toxic (not for the CB in the case of Toxic) are all better options.

Oh yea, you should totally mention MedichamM somewhere in the check section because that's by far one of the worst. I mean, it is 2HKO'd by the LO but that's so terrible to face a MedichamM that you can't OHKO with your offensive Pokémon since it resists Terrakion's stabs, you really need to have a decent MedichamM switch or you're going to lose your Terrakion + more. Finally it usually packs up BPunch so it has both the typing, and the movepool to be annoying for any Terrakion?

fleggumfl : I'd mention Hippo for Sand instead of Ttar because with Ttar+Terrak as a core, your team really starts off on the wrong foot, good luck ever covering what their crapping typings are both weak to.

I hope it helps.
 

art3mis

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Hi AM hope that looks decent, tested it out and this is what i found works best
Just a small notice but I have no idea why Sleep Talk would be preferred over Rock Slide or Facade (or even eq to be honest) so I didn't include that anywhere. Didn't add a lead set either but if you're really adamant about that set then I'll gladly add it in, but it's definitely going to be the last set if I do.
do your qc magic
 
I'd probably remove a lot of the less than relevant stuff under team options and checks and counters like Chesnaught, Cresselia, and Shaymin. You can mention a bulky grass section under the checks and counters section cause stuff like Defensive M-Venusaur and Celebi are theoretically speaking ok at checking Terrakion variants.

Garchomp needs a lot more love in all of these team options sections cause it's really good as a rocker for builds Terrakion will find themselves on. I think Terrakion is a pretty bad rocker and any mention of it seems offputting to me but I'll let a final QC check from someone else make that distinction. You mention darks as ways to break past fat grounds but they're not as effective in handling grounds in comparison to the grass, water, or ice options available. I'd put Gliscor in the team options more as well and emphasis lots of grounds like Chomp, Lando-T, and Gliscor are just good with it in general.

Magnezone should be in team options especially for sets that can't break through Mega Scizor and Skarmory well.

I'd just clean up a lot of the team options sections and keep it to stuff that's generally relevant in the metagame. Irrelevant stuff like Chesnaught and Cresselia are irrelevant for a reason because most times they're too specific or just bad in general.

I actually think Tyranitar is a bad team option for Terrakion regardless of the sand boost it gives for the reasons Reymedy stated above. Being weak to like 5 different categories of typings between those two and compensating for that weakness makes building for those two a pain and I think emphasis should be more on what works well to improve Terrakions offensive output.

I'm pretty sure almost all of the fairy types in the tier work well with Terrakion, such as Mega Altaria and Mega Gardevoir.

Long story short, expand team options, take out mediocre stuff, emphasis on the good without sugar coating.

Once you do all that consider it QC 2/3
 
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art3mis

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screams ok this is finally written, sorry for the long wait. I really have no excuse for it other than schoolwork.
 
Sub + Swords Dance probably deserves a mention, beating Will-o-Wisp users like Mega Sableye or Knock Off Mew is the main bonus. It's also nice for punishing Protect which stuff like Fairies can use to avoid the 2HKO from Stone Edge (via Leftovers recovery). I know you can Swords Dance on Protect as well but that's a lot riskier.
 

TDK

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Overview:

It's solid and all but I have two small gripes; I feel like you're focusing a little too much on Justified. While it is a good reason to make opponents wary of using a Dark-type move, people are still capable of spamming Knock Off without a ton of drawbacks most of the time they face a Terrakion. A lot of teams will have reliable means of revenging a +1 Terrakion and unless they Knock Off a Life Orb they know stuff like Latios will be able to come in and take it out, albeit not directly, and even then it's not always RP. Justified is very threatening and some balance teams will not want to give it any boosts at all, though, so it is important to mention in the Overview.

The other thing is I think you should expand a tiny bit on why Terrakion struggles; while I am a huge advocate of Terrakion, it has its faults. It should be mentioned how Terrakion either will greatly struggle handling balanced builds and thus being walled by quite a few Pokemon or being slow enough that it gets revenged killed quite a lot. Scarf Terrakion is too weak to threaten a lot of Pokemon, such as Landorus-T, Slowbro, and even Clefable to an extent (Iron Head does about 55 max), while offensive sets like Life Orb and Band are just so easily revenge killed, albeit tough to switch into.

Swords Dance:

I think LO SD is Terrakion's best set, but the last move on it is just kinda... there. No one really uses it and I generally would try to avoid relying on Terrakion as your rocker. It'll work in some places but it's really not optimal; Terrakion forces a lot of teams to switch around and it chunks walls, but it also invites in some 'Mons and you'll want to hit them but you also will really want to get up Rocks. When talking about SR on this set, I think you should talk about how a lot of the time it's not best to run SR on LO Terrakion, but it can work on the right offensive teams. I agree with Reymedy in regards to the fact very rarely will you want both SD and RP on the same set, however considering how niche some of the other moves Terrakion can run in the last slot, generally it's just better to run RP on the rare scenario where Terrakion can sweep an offensive team. Taunt and Quick Attack, to be blunt, are almost never needed. Taunt I'm drawing a blank on when you'd actually want to use it; all I can think of is a near endgame scenario where you want Clefable / Slowbro to not be able to heal vs you rather than Edging twice or more vs them or when you want to force a Mega Scizor to kill you and preventing it from SDing or Roosting. Quick Attack is still super weak from LO +2 Terrakion, failing to kill Weavile or SDef Talonflame after Rocks. I think the best course of action is to combine the two Life Orb sets and make the fourth moveslot Substitute / Rock Polish with Stealth Rock mentioned in Moves. Although you'll rarely want to actually use RP, you'll also rarely want to run something like Taunt. If you think Quick Attack should have a mention somewhere I'm fine with that but I'm not a fan of Taunt. I would also keep the mention of Adamant in Set Details when you're using Double Dance; although I'm a huge advocate of speed, the power boost in Adamant over Jolly on Terrakion is quite noticeable. Adamant Terrakion has a 56.3% to OHKO standard Hippowdon after one SD, while Jolly can't do this. After Rocks, it's a 93.8% roll in Terrakion's favor. Adamant Terrakion also has a chance to OHKO Slowbro after rocks, 100% OHKOs Tank Chomp at +2, 100% OHKOs Latios after Rocks, and OHKOs Keldeo with CC after Rocks. While it shouldn't even be slashed on the analysis, these things make it worth mentioning how Adamant is justifiable. Be sure to talk about how relevant the speed drop is and how often base 100s just run max Speed.

Choice Scarf:

I think your first sentence is somewhat inaccurate. Firstly, if a team doesn't have a Fighting resist, it's probably not a good team. Although almost every team will have a Fighting resist, a lot of teams, mostly offensive ones, don't enjoy switching into Terrakion, even if it's Scarf. The combination of CC + Edge makes Terrakion annoying to switch into, even from Scarf vs a more balanced team. However, Terrakion does get walled by quite a few common balance 'Mons, such as Clefable, Landorus-T, and even SDef Gliscor all can switch into Terrakion once they know it's not Life Orb or Banded. When you're talking about Terrakion's STABs, talk about how the two together have next to no resists and few reliable switchins and how those two moves are just the best STAB moves to run on Terrakion by far. Running Rock Slide alone is just not worth it, it's too weak in comparison (it's a roll to OHKO 96 HP Torn-T which is laughable). Personally I'd never use EQ, it just barely does more than CC and is generally a worse move to be locked into than CC is. If you believe it should be mentioned in Move details that's perfectly fine but I'd personally just remove it.

Choice Band:

This looks fine outside of Facade. I understand some teams will try to status Terrakion, with stuff like Rotom Wisp or Clefable Thunder Wave, but generally if it gets statused at all Terrakion basically becomes a top death fodder, even if you have Facade. The third moveslot should probably just be Rock Slide slashed with Iron Head, as Iron Head lets you pressure Clefable super hard without having to use Stone Edge. Earthquake is more justifiable on Band, I think it's alright to mention, but I still can't imagine myself using it.

Other Options:

OO looks fine, I'd talk a little bit more in depth about HP Ice though. It's justifiable on the first set, as it 2HKOs defensive Landorus-T, doesn't force you to take a lot of recoil vs Tank Chomp, and it doesn't make you risk Edge vs weakened Landorus-T or Gliscor.

Checks and Counters:

Remove the mention of Conkeldurr; it's not relevant.

When talking about revenge killers, mention Mega Diance. I'd remove Tornadus-T as Terrakion can tank any hit from AV without a CC drop and LO needs to either a CC drop or two LO hits to kill or has to run Focus Blast, which is super rare on LO. Also say pretty much every Choice Scarf Pokemon revenges Terrakion with ease unless Terrakion is also Scarf; even then virtually every Scarfer has the bulk to take on Terrakion outside of Scarf Hoopa and Scarf Kyurem.

I would break Bulky Ground types into two parts; mention how Defensive Landorus-T and Hippowdon both can switch into even LO unless they face either HP Ice or Adamant SD. In the second part mention how stuff like Gliscor and Garchomp can handle an unboosted Terrakion with ease. I wouldn't mention Quagsire because it gets 2HKO's by LO CC but it can be annoying to it.

I don't think your Fairy-type section is that big in regards to mentioning. Clefable can annoy Terrakion and all but Unaware Clefable is just not good and Clefable only switches into Scarf Terrakion reliably. Defensive Mega Altaria has kinda died down now and it's not very reliable vs Terrakion; only switches into Scarf when Rocks are up and even then it gets chunked. Clefable deserves a mention as it can wall Scarf Terrakion but I don't think Fairy-types in general should be a section.

There's no Slowbro at all in C&C which is an issue; Mega Slowbro never dies to Terrakion without being weakened and regular Slowbro is super reliable unless they run into Adamant LO SD; even if Banded Edge can 2HKO after Rocks they just switch out and heal off all the damage so it doesn't even matter.

You can either change Ground-types into Physically Bulky Pokemon and remove Gliscor and say Scarf Terrakion gets annoyed by Clefable and Tank Garchomp or make Slowbro its own section and find somewhere else to put Clefable.

solid stuff, 3/3

edit: ok i forgot a few things I told myself I'd write about later on but I forgot;

Talk about how Scarf should virtually never switch into a possible Knock Off in usage tips; the main two knock users, weavile and bisharp, are virtually always on offensive teams where Terrakion will need its scarf. Really every Terrakion set needs its item but Scarf is the most important to prevent from getting Knocked.

I don't really like having Grass types as a Terrakion check, Mega Venu kinda gets obliterated by banded or LO and Celebi takes a lot from +2 Edge / gets 2HKO'd by band.

and for Team Options as a whole: make sure you mention how important it is for your team to handle Mega Scizor & Latios; giving those two free turns can be troublesome for some offensive teams and even some balanced ones, but Terrakion teams need to handle them well as Terrak can be forced out by them quite a lot.
 
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On the Scarf set, maybe mention Poison Jab as an alternative to Iron Head. Iron Head does get the OHKO on M-Diancie, and the flinch chance helps against Clefable, but Poison Jab still pressures Fairies while being dangerous for Terrakion's standard counters to switch into.
 

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