Initial Thoughts:
Little bit late to the party here, but here are my generalizations on Gengar before a dedicated laddering session. As of current, I see very little reason to use Gengar over Horoark, as they are essentially the same thing in my eyes, both are hard hitting special attackers that like rocking a Choice Scarf, and on rarer occasions stuff like Choice Specs to truly nuke some things. However, in most occasions you find more use from the cheese potential of Horoark over the 30% odds of a Cursed Body proc. Horoark also is able to utilize U-turn, something Gengar noticeably lacks. However, despite these draws against it, it can also have some advantages over Horoark. SubHex Gar is probably the most notable of them, with Gengar's ability playing in to advantage it in this role over Illusion, which Horoark really wants to keep over the course of the game. Additionally, Gengar has the ultimate gotcha move in Destiny Bond, allowing for it to make a potentially positive trade for a team, or just disincentivize taking it as a kill. With these benefits, I can definitely see the merit in running Gengar, but as of right now, I would probably prefer Horoark in most roles over it.
Here are the sets that seemed most interesting to me off the top of my head:
Gengar @ Choice Specs
Ability: Cursed Body
Tera Type: Fighting
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Sludge Wave
- Focus Blast
- Destiny Bond / Trick
I'm not super interested in running Scarf sets, as I feel that covers territory that has already been thoroughly tread. Specs, on the other hand, sounds interesting with great STABs plus Focus Blast to cover Steels and the bike. I think that Destiny Bond has some greater merits over Trick, as a bad Trick can make a special attackers very threatening, Destiny Bond, as I said previously, can be a catch-all and give more worth out of a Gengar. I'm not sure which is better as of yet, so hopefully I can gain some valuable insight as time goes on. I'm think of just pasting this in on an already decently standard team with a decent amount of pivoting to get it in.
Gengar @ Leftovers
Ability: Cursed Body
Tera Type: Dark
EVs: 4 HP/ 248 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Hex
- Focus Blast
- Thunder Wave / WoW
I would say this is the main way I would consider using Gengar, it gives you the most bang for your buck in terms of usage on a team. You just go absolutely nuclear with boosted Hex, and can do well into checks like Cyclizar by neutering their speed, or make it so that Knock Off is unable to break sub after a tera. I think Tera Dark probably works the best, as it not only gives you a resistance to Knock Off, but also an immunity to Psychic Noise which is troublesome otherwise. I’ve built a status spam with SubHex Gengar before, but I think it kind of sucked, so I’m hopefully going to be able to redeem it.
Gengar @ Life Orb
Ability: Cursed Body
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Dazzling Gleam
- Shadow Ball
- Sludge Wave
Saw this set in an SPL replay and thought it looked cool, doing essentially the same as Focus Blast without having to rely on the low accuracy of the move. You do kind of blank into stuff like Hoodra a little bit more, but I think that it's a decent sacrifice to make. If you're able to get by Gengar's lackluster bulk and set up a Nasty Plot, you can absolutely go to work, with this set doing well into stuff like Chansey which has seen a rise in popularity as of late. I think that this set can probably fit on a lot of team comps, but I think the one that sounds most interesting to me would be Webs, as you have such an incredible speed tier already.
Overall think that Gengar will be interesting, and although I don't know if I'll be as blown away with it as I was Hoodra, I think that I can definitely be an interesting choice to consider in the future.
Teams I'll Use:
Little bit late to the party here, but here are my generalizations on Gengar before a dedicated laddering session. As of current, I see very little reason to use Gengar over Horoark, as they are essentially the same thing in my eyes, both are hard hitting special attackers that like rocking a Choice Scarf, and on rarer occasions stuff like Choice Specs to truly nuke some things. However, in most occasions you find more use from the cheese potential of Horoark over the 30% odds of a Cursed Body proc. Horoark also is able to utilize U-turn, something Gengar noticeably lacks. However, despite these draws against it, it can also have some advantages over Horoark. SubHex Gar is probably the most notable of them, with Gengar's ability playing in to advantage it in this role over Illusion, which Horoark really wants to keep over the course of the game. Additionally, Gengar has the ultimate gotcha move in Destiny Bond, allowing for it to make a potentially positive trade for a team, or just disincentivize taking it as a kill. With these benefits, I can definitely see the merit in running Gengar, but as of right now, I would probably prefer Horoark in most roles over it.
Here are the sets that seemed most interesting to me off the top of my head:
Gengar @ Choice Specs
Ability: Cursed Body
Tera Type: Fighting
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Sludge Wave
- Focus Blast
- Destiny Bond / Trick
I'm not super interested in running Scarf sets, as I feel that covers territory that has already been thoroughly tread. Specs, on the other hand, sounds interesting with great STABs plus Focus Blast to cover Steels and the bike. I think that Destiny Bond has some greater merits over Trick, as a bad Trick can make a special attackers very threatening, Destiny Bond, as I said previously, can be a catch-all and give more worth out of a Gengar. I'm not sure which is better as of yet, so hopefully I can gain some valuable insight as time goes on. I'm think of just pasting this in on an already decently standard team with a decent amount of pivoting to get it in.
Gengar @ Leftovers
Ability: Cursed Body
Tera Type: Dark
EVs: 4 HP/ 248 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Hex
- Focus Blast
- Thunder Wave / WoW
I would say this is the main way I would consider using Gengar, it gives you the most bang for your buck in terms of usage on a team. You just go absolutely nuclear with boosted Hex, and can do well into checks like Cyclizar by neutering their speed, or make it so that Knock Off is unable to break sub after a tera. I think Tera Dark probably works the best, as it not only gives you a resistance to Knock Off, but also an immunity to Psychic Noise which is troublesome otherwise. I’ve built a status spam with SubHex Gengar before, but I think it kind of sucked, so I’m hopefully going to be able to redeem it.
Gengar @ Life Orb
Ability: Cursed Body
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Dazzling Gleam
- Shadow Ball
- Sludge Wave
Saw this set in an SPL replay and thought it looked cool, doing essentially the same as Focus Blast without having to rely on the low accuracy of the move. You do kind of blank into stuff like Hoodra a little bit more, but I think that it's a decent sacrifice to make. If you're able to get by Gengar's lackluster bulk and set up a Nasty Plot, you can absolutely go to work, with this set doing well into stuff like Chansey which has seen a rise in popularity as of late. I think that this set can probably fit on a lot of team comps, but I think the one that sounds most interesting to me would be Webs, as you have such an incredible speed tier already.
Overall think that Gengar will be interesting, and although I don't know if I'll be as blown away with it as I was Hoodra, I think that I can definitely be an interesting choice to consider in the future.
Teams I'll Use:
Gengar @ Choice Specs
Ability: Cursed Body
Tera Type: Fighting
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Sludge Wave
- Focus Blast
- Destiny Bond
Cyclizar @ Assault Vest
Ability: Regenerator
Tera Type: Fairy
EVs: 164 HP / 116 SpD / 228 Spe
Timid Nature
- Rapid Spin
- Knock Off
- U-turn
- Dragon Tail
Slowbro @ Covert Cloak
Ability: Regenerator
Tera Type: Poison
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Calm Mind
- Psychic Noise
- Scald
- Slack Off
Jirachi @ Leftovers
Ability: Serene Grace
Tera Type: Water
EVs: 252 HP / 32 Def / 224 Spe
Jolly Nature
- Thunder Wave
- Iron Head
- U-turn
- Encore
Slither Wing @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Electric
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- U-turn
- First Impression
- Morning Sun
Salamence @ Heavy-Duty Boots
Ability: Intimidate
Tera Type: Steel
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Roost
- Earthquake
- Draco Meteor
- Hurricane
Ability: Cursed Body
Tera Type: Fighting
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Sludge Wave
- Focus Blast
- Destiny Bond
Cyclizar @ Assault Vest
Ability: Regenerator
Tera Type: Fairy
EVs: 164 HP / 116 SpD / 228 Spe
Timid Nature
- Rapid Spin
- Knock Off
- U-turn
- Dragon Tail
Slowbro @ Covert Cloak
Ability: Regenerator
Tera Type: Poison
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Calm Mind
- Psychic Noise
- Scald
- Slack Off
Jirachi @ Leftovers
Ability: Serene Grace
Tera Type: Water
EVs: 252 HP / 32 Def / 224 Spe
Jolly Nature
- Thunder Wave
- Iron Head
- U-turn
- Encore
Slither Wing @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Electric
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- U-turn
- First Impression
- Morning Sun
Salamence @ Heavy-Duty Boots
Ability: Intimidate
Tera Type: Steel
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Roost
- Earthquake
- Draco Meteor
- Hurricane
Gengar @ Leftovers
Ability: Cursed Body
Tera Type: Dark
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Hex
- Focus Blast
- Thunder Wave
Weezing-Galar @ Rocky Helmet
Ability: Levitate
Tera Type: Steel
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Defog
- Strange Steam
- Toxic
Jirachi @ Leftovers
Ability: Serene Grace
Tera Type: Water
EVs: 252 HP / 24 Def / 232 Spe
Jolly Nature
- Stealth Rock
- U-turn
- Body Slam
- Iron Head
Umbreon @ Leftovers
Ability: Inner Focus
Tera Type: Poison
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Foul Play
- Wish
- Protect
- Thunder Wave
Volcanion @ Heavy-Duty Boots
Ability: Water Absorb
Tera Type: Ground
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Steam Eruption
- Flamethrower
- Sludge Bomb
- Taunt
Zapdos-Galar @ Heavy-Duty Boots
Ability: Defiant
Tera Type: Fighting
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Close Combat
- Brave Bird
- Knock Off
Ability: Cursed Body
Tera Type: Dark
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Hex
- Focus Blast
- Thunder Wave
Weezing-Galar @ Rocky Helmet
Ability: Levitate
Tera Type: Steel
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Defog
- Strange Steam
- Toxic
Jirachi @ Leftovers
Ability: Serene Grace
Tera Type: Water
EVs: 252 HP / 24 Def / 232 Spe
Jolly Nature
- Stealth Rock
- U-turn
- Body Slam
- Iron Head
Umbreon @ Leftovers
Ability: Inner Focus
Tera Type: Poison
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Foul Play
- Wish
- Protect
- Thunder Wave
Volcanion @ Heavy-Duty Boots
Ability: Water Absorb
Tera Type: Ground
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Steam Eruption
- Flamethrower
- Sludge Bomb
- Taunt
Zapdos-Galar @ Heavy-Duty Boots
Ability: Defiant
Tera Type: Fighting
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Close Combat
- Brave Bird
- Knock Off
Gengar @ Life Orb
Ability: Cursed Body
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Dazzling Gleam
- Shadow Ball
- Sludge Wave
Araquanid @ Custap Berry
Ability: Water Bubble
Tera Type: Ghost
EVs: 72 HP / 184 Atk / 252 Def
Impish Nature
- Liquidation
- Sticky Web
- Endeavor
- Endure
Bisharp @ Eviolite
Ability: Defiant
Tera Type: Ghost
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Low Kick
- Sucker Punch
- Iron Head
Necrozma @ Power Herb
Ability: Prism Armor
Tera Type: Ground
EVs: 28 HP / 252 SpA / 228 Spe
Modest Nature
- Stealth Rock
- Meteor Beam
- Photon Geyser
- Earth Power
Feraligatr @ Life Orb
Ability: Sheer Force
Tera Type: Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Liquidation
- Earthquake
- Crunch
Slither Wing @ Booster Energy
Ability: Protosynthesis
Tera Type: Steel
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Bulk Up
- Heavy Slam
- Close Combat
- Leech Life
Ability: Cursed Body
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Dazzling Gleam
- Shadow Ball
- Sludge Wave
Araquanid @ Custap Berry
Ability: Water Bubble
Tera Type: Ghost
EVs: 72 HP / 184 Atk / 252 Def
Impish Nature
- Liquidation
- Sticky Web
- Endeavor
- Endure
Bisharp @ Eviolite
Ability: Defiant
Tera Type: Ghost
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Low Kick
- Sucker Punch
- Iron Head
Necrozma @ Power Herb
Ability: Prism Armor
Tera Type: Ground
EVs: 28 HP / 252 SpA / 228 Spe
Modest Nature
- Stealth Rock
- Meteor Beam
- Photon Geyser
- Earth Power
Feraligatr @ Life Orb
Ability: Sheer Force
Tera Type: Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Liquidation
- Earthquake
- Crunch
Slither Wing @ Booster Energy
Ability: Protosynthesis
Tera Type: Steel
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Bulk Up
- Heavy Slam
- Close Combat
- Leech Life