https://pokepast.es/cd60c2ba3966b4ac
The introduction of reg H opened up many opportunities for team building, However it also means the success rate of simply slapping a pokemon on your team and hoping for the best isn't as high as before.
Ngl, Reg H is a bit tough on the teambuilding side for me personally and I desperately need or want some adjustments and improvements made.
So like this is a hard TR team I made because I tend to forgot speed is a real thing in teambuilding.
I have cross ref with other TR teams but idk, I'm still stuck on what needs improving. It's possibly due to bias towards my decisions in favoring the niches in my team
Gastrodon (Gastrodon-East) @ Sitrus Berry
Ability: Storm Drain
Level: 50
Tera Type: Fire
EVs: 188 HP / 164 Def / 68 SpA / 84 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Earth Power
- Yawn
- Ice Beam
- Protect
- Serves as a bulky support / defensive pivot thanks to its amazing defensive typing + ability storm drain,
- Provides itselfs as a 'check' against
+
leads, being immune to electro shots and redirecting weather ball and can threaten
with Earth power
- Can disrupts opponents with yawn either yawn cycling or finding opportunities for 'safer' switch ins
- I did choose it over
because of its water + storm drain ability, I figured that
or over rain pokemon could easily wipe my team out turn 1. However, it's not like I also bring
turn 1 either.
- Ground and ice being a very offensive combination of dmg
- I haven't ran into a
+
combo like at all, which was why I removed clear smog.
Gallade @ Clear Amulet
Ability: Sharpness
Level: 50
Tera Type: Fire
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Sacred Sword
- Psycho Cut
- Wide Guard
- Trick Room
- Gallade being a fighting type in a format where they are considered to be scarce is valuable, as Sacred sword works really well onto
,
,
, the bears etc
- It's a standard TR setter as a lead alongside
for either clicking follow me or wide guard as well as an offensive threat under TR
- Wide guard serves its value against the eruption users from
and 
Indeedee-F @ Safety Goggles
Ability: Psychic Surge
Level: 50
Tera Type: Fairy
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Follow Me
- Psychic
- Helping Hand
- Trick Room
- Standard TR setter and support, it clicks follow me so its partner can set up TR and supports them with either redirection or helping hand to max
dmg
- Goggles to redirect spores from
away from allies
- Because I want a psychic terrain user rather than
because of psyspam
Glimmora @ Power Herb
Ability: Toxic Debris
Level: 50
Tera Type: Grass
EVs: 132 HP / 180 Def / 92 SpA / 100 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Meteor Beam
- Earth Power
- Sludge Bomb
- Spiky Shield
- Weird pick considering
has a noticeably far from slow speed stat, but the offensive capabilities of poison, rock and ground
works really well offensively against
and, considering its popular tera types are grass or fairy, as well as other steel types such as
and
. However, it's not like a complete counter towards
,
and :kingambit because they all hit pretty hard back against 
- Still, it has favourable offensive matchups against the main FWG of
,
and
, being able to hit all
with super effective capabilities and overall is a decent threat
Hatterene @ Life Orb
Ability: Magic Bounce
Level: 50
Tera Type: Fire
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Expanding Force
- Dazzling Gleam
- Mystical Fire
- Trick Room
- A main TR sweeper with psyspam
- Life orb to maximize offensive output while still maintaining the flexbility without choice lock
- Is a pretty good TR setter with magic bounce, pair alongside
as a lead
- Chose mystical fire over protect for coverage
Vikavolt @ Assault Vest
Ability: Levitate
Level: 50
Tera Type: Electric
EVs: 148 HP / 60 Def / 252 SpA / 44 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Thunderbolt
- Bug Buzz
- Volt Switch
- Flash Cannon
- An uncommon pick but serves as a decent counter against Rilla who can threaten terrain control of the battle
- Serves as a damage dealer and offensive threat under TR
- The AV helps it live a blood moon but I'm not sure if that's relevant enough (on the watch fraud watch fr)
- Flash cannon simply as a filler coverage move over discharge because a majority of my team doesn't have protect
- As a very, very rare electric type,
simply is a pokemon that increases my team's offensive flexibility towards water types and rain teams, especially
as since
only has single target attacks,
can't simply use wide guard
PS
- All non 252/252 spreads Evs spreads were specifically designed to actually live something, but I forgot ¯\_ (ツ)_/¯ (However, if terms of the efficency on how effectively I handled it cannot be adequately measured so if there's like a problem in some if the EVs, I would like it fixed
- If Pokémon replacement are to be suggested, I don't want
+
(Too hard for me)
- I'm swayed towards the possibility of adjusting towards having the flexibility to deal immediate damage turn 1 because right now, I can only set TR up, making my moves easily predictable and linear. Therefore I guess I can surmise that the main problem is playing against a really hard hitting turn 1 opponents.
The introduction of reg H opened up many opportunities for team building, However it also means the success rate of simply slapping a pokemon on your team and hoping for the best isn't as high as before.
Ngl, Reg H is a bit tough on the teambuilding side for me personally and I desperately need or want some adjustments and improvements made.
So like this is a hard TR team I made because I tend to forgot speed is a real thing in teambuilding.
I have cross ref with other TR teams but idk, I'm still stuck on what needs improving. It's possibly due to bias towards my decisions in favoring the niches in my team


Gastrodon (Gastrodon-East) @ Sitrus Berry
Ability: Storm Drain
Level: 50
Tera Type: Fire
EVs: 188 HP / 164 Def / 68 SpA / 84 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Earth Power
- Yawn
- Ice Beam
- Protect
- Serves as a bulky support / defensive pivot thanks to its amazing defensive typing + ability storm drain,
- Provides itselfs as a 'check' against



- Can disrupts opponents with yawn either yawn cycling or finding opportunities for 'safer' switch ins
- I did choose it over



- Ground and ice being a very offensive combination of dmg
- I haven't ran into a




Gallade @ Clear Amulet
Ability: Sharpness
Level: 50
Tera Type: Fire
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Sacred Sword
- Psycho Cut
- Wide Guard
- Trick Room
- Gallade being a fighting type in a format where they are considered to be scarce is valuable, as Sacred sword works really well onto



- It's a standard TR setter as a lead alongside

- Wide guard serves its value against the eruption users from




Indeedee-F @ Safety Goggles
Ability: Psychic Surge
Level: 50
Tera Type: Fairy
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Follow Me
- Psychic
- Helping Hand
- Trick Room
- Standard TR setter and support, it clicks follow me so its partner can set up TR and supports them with either redirection or helping hand to max
dmg
- Goggles to redirect spores from

- Because I want a psychic terrain user rather than



Glimmora @ Power Herb
Ability: Toxic Debris
Level: 50
Tera Type: Grass
EVs: 132 HP / 180 Def / 92 SpA / 100 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Meteor Beam
- Earth Power
- Sludge Bomb
- Spiky Shield
- Weird pick considering

works really well offensively against






- Still, it has favourable offensive matchups against the main FWG of



with super effective capabilities and overall is a decent threat


Hatterene @ Life Orb
Ability: Magic Bounce
Level: 50
Tera Type: Fire
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Expanding Force
- Dazzling Gleam
- Mystical Fire
- Trick Room
- A main TR sweeper with psyspam
- Life orb to maximize offensive output while still maintaining the flexbility without choice lock
- Is a pretty good TR setter with magic bounce, pair alongside

- Chose mystical fire over protect for coverage


Vikavolt @ Assault Vest
Ability: Levitate
Level: 50
Tera Type: Electric
EVs: 148 HP / 60 Def / 252 SpA / 44 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Thunderbolt
- Bug Buzz
- Volt Switch
- Flash Cannon
- An uncommon pick but serves as a decent counter against Rilla who can threaten terrain control of the battle
- Serves as a damage dealer and offensive threat under TR
- The AV helps it live a blood moon but I'm not sure if that's relevant enough (on the watch fraud watch fr)
- Flash cannon simply as a filler coverage move over discharge because a majority of my team doesn't have protect
- As a very, very rare electric type,




PS
- All non 252/252 spreads Evs spreads were specifically designed to actually live something, but I forgot ¯\_ (ツ)_/¯ (However, if terms of the efficency on how effectively I handled it cannot be adequately measured so if there's like a problem in some if the EVs, I would like it fixed
- If Pokémon replacement are to be suggested, I don't want


- I'm swayed towards the possibility of adjusting towards having the flexibility to deal immediate damage turn 1 because right now, I can only set TR up, making my moves easily predictable and linear. Therefore I guess I can surmise that the main problem is playing against a really hard hitting turn 1 opponents.
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