Hello! I’m writing this between working on some things and making attempts at Deltarune Chapter 3’s “secret” boss without [spoiler item] (update: I beat it :D), so I’m sorry if this isn’t the easiest read lol. I still did my best to make it coherent so I hope I did an acceptable job at that. This is a team I’ve been playing with and gradually adjusting over the past few weeks.
Calyrex-Ice @ Clear Amulet
Ability: As One (Glastrier)
Level: 50
Tera Type: Grass
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
IVs: 29 Spe
- Glacial Lance
- High Horsepower
- Protect
- Trick Room
Ice-rider is here to output a ton of damage while being bulky enough to stay on the field. Glacial lance is super powerful, and high horsepower provides great coverage. Protect prevents fake out, as well as giving it a way to defend itself against attacks that would normally take it out. If the opponent doubles into ice-rider hoping for a KO, it provides a great opportunity to reposition by protecting ice-rider and switching a different mon into the second slot for free. Trick room gives ice-rider a way to absolutely tear through fast teams with the right setup, ice-rider can also remove trick room against dedicated trick room teams.
Ice-rider is EVd to deal as much damage as possible while still having good investment into its general bulk. Having 29 speed IVs is to help with the mirror match. My ice-rider can outspeed minimum investment ice-riders outside of trick room, and outspeed 31 IV ice-riders in trick room, helping me avoid speed ties to have a more consistent way of dealing with opposing ice-riders. Clear amulet prevents the opponent from lowering ice-rider’s attack. Tera grass gives good resistances, especially to powerful restricted mons’ spread moves which could be problematic for me. Tera grass also prevents ice-rider from being spored or redirected by rage powder.
Miraidon @ Choice Specs
Ability: Hadron Engine
Level: 50
Tera Type: Fairy
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Electro Drift
- Draco Meteor
- Dazzling Gleam
Miraidon is a crazy special attacker, it pairs well with ice-rider because their respective STAB attacks cover for each other well and they provide a balance of powerful physical and special attacks.
The set is pretty standard, fully investing in fast and powerful attacks with specs to further boost the damage. Volt switch allows for repositioning and a ton of damage, electro drift and draco meteor hit super hard, and dazzling gleam gives a spread option that is boosted by tera fairy. The tera is very good for defense, allowing miraidon to stay on the field longer, as well as helping in the mirror match by giving an immunity to draco meteor.
Iron Hands @ Assault Vest
Ability: Quark Drive
Level: 50
Tera Type: Water
EVs: 252 HP / 228 Atk / 28 SpD
Adamant Nature
- Thunder Punch
- Low Kick
- Fake Out
- Drain Punch
Iron hands does good damage and has great staying power. It is able to sit on the field and apply huge pressure to the opponents.
Iron hands works very well with both ice-rider and miraidon, as it checks things that resist glacial lance and has increased damage with electric terrain. Its ability to play in trick room and clean up KOs that ice-rider can’t makes it a great pairing for ice-rider. The attack boost and increased thunder punch bp allow iron hands to be much more threatening when paired with miraidon.
For the moves, I picked thunder punch because it does solid damage without having the drawbacks of supercell slam and wild charge. I don’t want iron hands taking recoil and I definitively don’t want it losing 50% of its max hp even if it’s only a 5% chance. Even with a lower bp, thunder punch does really good damage, and in electric terrain it’s very powerful with 112.5 bp and an attack boost from quark drive. Low kick is very good into a lot of relevant mons, having 120 bp against restricteds like ice-rider, kyogre, miraidon, koraidon, and zamazenta-c. Fake out provides nice utility and can be very helpful at shutting down threatening mons. I was having trouble with picking the final move at first, but I ended up choosing drain punch because it is very nice for refilling a bit of hp while dealing solid damage, letting iron hands stay on the field longer.
Iron hands has max hp and a high attack investment to further amplify its strengths of damage and bulk. With max hp, assault vest, and 28 SpD, iron hands is able to live draco meteor from max SpA hadron engine boosted specs miraidon. Additionally, with the boost from quark drive, fake out and low kick combined are guaranteed to KO miraidon even on lowest rolls. It takes a solid amount of investment from miraidon to live just the low rolls, which pretty much every miraidon won’t do as it’s not worth losing out on speed and special attack. These two attributes together make iron hands a really strong answer to miraidon that the opponent has to respect.
Tera water is a very nice defensive tera, and helps guarantee that iron hands will live most relevant attacks. Iron hands has great matchups, especially into restricteds, as it is very hard to KO and deals a lot of damage back. Tera water especially helps with matchups like koraidon, where iron hands couldn’t normally live certain attacks like tera fire life orb flare blitz from koraidon in sun.
Incineroar @ Safety Goggles
Ability: Intimidate
Level: 50
Tera Type: Water
EVs: 252 HP / 84 Def / 172 SpD
Careful Nature
- Fake Out
- Parting Shot
- Helping Hand
- Knock Off
Incineroar is here primarily for support and utility. It has good bulk, which is made better thanks to intimidate, and it provides a lot of valuable options.
Fake out is very nice for preventing an attack from an opposing threat. Parting shot allows incineroar to weaken an opponent and safely switch a different mon in its place. Incineroar isn’t here to deal much damage on its own, and I don’t like recoil damage on mons that I want to keep alive, so I opted for helping hand instead of the usual flare blitz. I find it much better to increase the damage incineroar’s partner does than incineroar dealing some damage and losing hp in return. Knock off is a pretty solid STAB move that also removes a held item, which can be very important. The safety goggles prevent incineroar from getting spored and fake out from being redirected by rage powder.
Incineroar is trained to be very defensive, especially on the special side. With max hp and 172 SpD and a SpD boosting nature, incineroar can live moves such as +1 max SpA tera stellar earth power from terapagos, max SpA hadron engine boosted specs volt switch from miraidon, and +6 max SpA astral barrage from shadow rider (this is to say, incineroar absolutely walls out shadow-rider). From what I remember incineroar is not trained to live anything specific on the physical side, I just invested the EVs I had left into it.
With intimidate and tera water, incineroar is able to deal with common physical attackers like urshifu (specifically rapid-strike) and koraidon. Tera water also allows incineroar to live moves like max SpA meteor beam from lunala which it couldn’t previously. Having the defensive tera of water lets incineroar stay on the field longer and support its team better.
Smeargle @ Focus Sash
Ability: Moody
Level: 50
Tera Type: Ghost
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Follow Me
- Fake Out
- Decorate
- Spore
Smeargle is a supportive/disruptive mon here primarily to assist the more powerful attackers and threaten to put opposing mons to sleep if they aren’t careful. It pairs very well with ice-rider, and can do well with other offensive partners.
Follow me is great for redirection, and paired with a focus sash can guarantee that smeargle’s partner gets a free move off in a lot of situations. Fake out provides nice utility, and helps deal with specific threats more directly. Decorate allows smeargle to double its partner’s offenses, giving them a huge boost. It also works through protect, letting smeargle’s partner protect and get its offenses doubled for free. Decorate boosts can guarantee a huge advantage that is hard for the opponent to recover from. Spore allows smeargle to put most mons to sleep, taking key threats out of the game for a few turns, which can snowball very easily.
Smeargle provides a lot of ways to snowball the game, and if it gets a speed boost from moody it can outspeed and put most key threats to sleep without much trouble. Miraidon setting electric terrain does disable spore, however I find that to not be a super big problem since (in situations where I decide to bring both) I’m often leading smeargle and keeping miraidon in the back. Smeargle can still support miraidon really well with decorate and follow me, even though it loses access to spore.
Max speed on smeargle is a no-brainer. It has focus sash to stay alive and doesn’t deal damage, and when it gets a speed boost from moody it is able to outspeed and spore most key threats if the enemy doesn’t have speed control. Having max HP is nice, since moody boosting defenses can allow it to survive some decent hits even without focus sash. The remaining points go into attack to make fake out a little bit stronger.
Smeargle doesn’t need a defensive or offensive tera due to its negligible damage and focus sash, so I opted for tera ghost to be immune to fake out. Tera ghost can prevent fake out from breaking focus sash and stopping smeargle’s move, which can be nice in a few situations.
Urshifu-Rapid-Strike @ Mystic Water
Ability: Unseen Fist
Level: 50
Tera Type: Stellar
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Surging Strikes
- Aqua Jet
- Close Combat
- Detect
Simply put, urshifu is here to deal a ton of damage. Urshifu is able to do super consistent damage, as it has very high attack and is able to hit through protect. When urshifu is positioned well, it can tear through opposing teams. In addition to its inherent strength, it can help ice-rider with wide guard mons and it can threaten opposing mons into not protecting against ice-rider and miraidon.
The set is very standard. Surging strikes always crits and hits three times, aqua jet gives a priority attack, close combat does a lot of damage, and detect helps urshifu stay on the field safely and avoid fake out damage. Urshifu is trained fully into offense, the mystic water boosts its powerful water attacks, and tera stellar is used for the general damage increase.
Thank you for taking the time out of your day to read all of that lol. This is the first time I’ve ever put this much effort into building a team, and I’m personally happy with the result. While I think the team works well, I’m obviously biased and would like an outside opinion on it. Thanks!
Calyrex-Ice @ Clear Amulet
Ability: As One (Glastrier)
Level: 50
Tera Type: Grass
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
IVs: 29 Spe
- Glacial Lance
- High Horsepower
- Protect
- Trick Room
Ice-rider is here to output a ton of damage while being bulky enough to stay on the field. Glacial lance is super powerful, and high horsepower provides great coverage. Protect prevents fake out, as well as giving it a way to defend itself against attacks that would normally take it out. If the opponent doubles into ice-rider hoping for a KO, it provides a great opportunity to reposition by protecting ice-rider and switching a different mon into the second slot for free. Trick room gives ice-rider a way to absolutely tear through fast teams with the right setup, ice-rider can also remove trick room against dedicated trick room teams.
Ice-rider is EVd to deal as much damage as possible while still having good investment into its general bulk. Having 29 speed IVs is to help with the mirror match. My ice-rider can outspeed minimum investment ice-riders outside of trick room, and outspeed 31 IV ice-riders in trick room, helping me avoid speed ties to have a more consistent way of dealing with opposing ice-riders. Clear amulet prevents the opponent from lowering ice-rider’s attack. Tera grass gives good resistances, especially to powerful restricted mons’ spread moves which could be problematic for me. Tera grass also prevents ice-rider from being spored or redirected by rage powder.
Miraidon @ Choice Specs
Ability: Hadron Engine
Level: 50
Tera Type: Fairy
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Electro Drift
- Draco Meteor
- Dazzling Gleam
Miraidon is a crazy special attacker, it pairs well with ice-rider because their respective STAB attacks cover for each other well and they provide a balance of powerful physical and special attacks.
The set is pretty standard, fully investing in fast and powerful attacks with specs to further boost the damage. Volt switch allows for repositioning and a ton of damage, electro drift and draco meteor hit super hard, and dazzling gleam gives a spread option that is boosted by tera fairy. The tera is very good for defense, allowing miraidon to stay on the field longer, as well as helping in the mirror match by giving an immunity to draco meteor.
Iron Hands @ Assault Vest
Ability: Quark Drive
Level: 50
Tera Type: Water
EVs: 252 HP / 228 Atk / 28 SpD
Adamant Nature
- Thunder Punch
- Low Kick
- Fake Out
- Drain Punch
Iron hands does good damage and has great staying power. It is able to sit on the field and apply huge pressure to the opponents.
Iron hands works very well with both ice-rider and miraidon, as it checks things that resist glacial lance and has increased damage with electric terrain. Its ability to play in trick room and clean up KOs that ice-rider can’t makes it a great pairing for ice-rider. The attack boost and increased thunder punch bp allow iron hands to be much more threatening when paired with miraidon.
For the moves, I picked thunder punch because it does solid damage without having the drawbacks of supercell slam and wild charge. I don’t want iron hands taking recoil and I definitively don’t want it losing 50% of its max hp even if it’s only a 5% chance. Even with a lower bp, thunder punch does really good damage, and in electric terrain it’s very powerful with 112.5 bp and an attack boost from quark drive. Low kick is very good into a lot of relevant mons, having 120 bp against restricteds like ice-rider, kyogre, miraidon, koraidon, and zamazenta-c. Fake out provides nice utility and can be very helpful at shutting down threatening mons. I was having trouble with picking the final move at first, but I ended up choosing drain punch because it is very nice for refilling a bit of hp while dealing solid damage, letting iron hands stay on the field longer.
Iron hands has max hp and a high attack investment to further amplify its strengths of damage and bulk. With max hp, assault vest, and 28 SpD, iron hands is able to live draco meteor from max SpA hadron engine boosted specs miraidon. Additionally, with the boost from quark drive, fake out and low kick combined are guaranteed to KO miraidon even on lowest rolls. It takes a solid amount of investment from miraidon to live just the low rolls, which pretty much every miraidon won’t do as it’s not worth losing out on speed and special attack. These two attributes together make iron hands a really strong answer to miraidon that the opponent has to respect.
Tera water is a very nice defensive tera, and helps guarantee that iron hands will live most relevant attacks. Iron hands has great matchups, especially into restricteds, as it is very hard to KO and deals a lot of damage back. Tera water especially helps with matchups like koraidon, where iron hands couldn’t normally live certain attacks like tera fire life orb flare blitz from koraidon in sun.
Incineroar @ Safety Goggles
Ability: Intimidate
Level: 50
Tera Type: Water
EVs: 252 HP / 84 Def / 172 SpD
Careful Nature
- Fake Out
- Parting Shot
- Helping Hand
- Knock Off
Incineroar is here primarily for support and utility. It has good bulk, which is made better thanks to intimidate, and it provides a lot of valuable options.
Fake out is very nice for preventing an attack from an opposing threat. Parting shot allows incineroar to weaken an opponent and safely switch a different mon in its place. Incineroar isn’t here to deal much damage on its own, and I don’t like recoil damage on mons that I want to keep alive, so I opted for helping hand instead of the usual flare blitz. I find it much better to increase the damage incineroar’s partner does than incineroar dealing some damage and losing hp in return. Knock off is a pretty solid STAB move that also removes a held item, which can be very important. The safety goggles prevent incineroar from getting spored and fake out from being redirected by rage powder.
Incineroar is trained to be very defensive, especially on the special side. With max hp and 172 SpD and a SpD boosting nature, incineroar can live moves such as +1 max SpA tera stellar earth power from terapagos, max SpA hadron engine boosted specs volt switch from miraidon, and +6 max SpA astral barrage from shadow rider (this is to say, incineroar absolutely walls out shadow-rider). From what I remember incineroar is not trained to live anything specific on the physical side, I just invested the EVs I had left into it.
With intimidate and tera water, incineroar is able to deal with common physical attackers like urshifu (specifically rapid-strike) and koraidon. Tera water also allows incineroar to live moves like max SpA meteor beam from lunala which it couldn’t previously. Having the defensive tera of water lets incineroar stay on the field longer and support its team better.
Smeargle @ Focus Sash
Ability: Moody
Level: 50
Tera Type: Ghost
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Follow Me
- Fake Out
- Decorate
- Spore
Smeargle is a supportive/disruptive mon here primarily to assist the more powerful attackers and threaten to put opposing mons to sleep if they aren’t careful. It pairs very well with ice-rider, and can do well with other offensive partners.
Follow me is great for redirection, and paired with a focus sash can guarantee that smeargle’s partner gets a free move off in a lot of situations. Fake out provides nice utility, and helps deal with specific threats more directly. Decorate allows smeargle to double its partner’s offenses, giving them a huge boost. It also works through protect, letting smeargle’s partner protect and get its offenses doubled for free. Decorate boosts can guarantee a huge advantage that is hard for the opponent to recover from. Spore allows smeargle to put most mons to sleep, taking key threats out of the game for a few turns, which can snowball very easily.
Smeargle provides a lot of ways to snowball the game, and if it gets a speed boost from moody it can outspeed and put most key threats to sleep without much trouble. Miraidon setting electric terrain does disable spore, however I find that to not be a super big problem since (in situations where I decide to bring both) I’m often leading smeargle and keeping miraidon in the back. Smeargle can still support miraidon really well with decorate and follow me, even though it loses access to spore.
Max speed on smeargle is a no-brainer. It has focus sash to stay alive and doesn’t deal damage, and when it gets a speed boost from moody it is able to outspeed and spore most key threats if the enemy doesn’t have speed control. Having max HP is nice, since moody boosting defenses can allow it to survive some decent hits even without focus sash. The remaining points go into attack to make fake out a little bit stronger.
Smeargle doesn’t need a defensive or offensive tera due to its negligible damage and focus sash, so I opted for tera ghost to be immune to fake out. Tera ghost can prevent fake out from breaking focus sash and stopping smeargle’s move, which can be nice in a few situations.
Urshifu-Rapid-Strike @ Mystic Water
Ability: Unseen Fist
Level: 50
Tera Type: Stellar
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Surging Strikes
- Aqua Jet
- Close Combat
- Detect
Simply put, urshifu is here to deal a ton of damage. Urshifu is able to do super consistent damage, as it has very high attack and is able to hit through protect. When urshifu is positioned well, it can tear through opposing teams. In addition to its inherent strength, it can help ice-rider with wide guard mons and it can threaten opposing mons into not protecting against ice-rider and miraidon.
The set is very standard. Surging strikes always crits and hits three times, aqua jet gives a priority attack, close combat does a lot of damage, and detect helps urshifu stay on the field safely and avoid fake out damage. Urshifu is trained fully into offense, the mystic water boosts its powerful water attacks, and tera stellar is used for the general damage increase.
Thank you for taking the time out of your day to read all of that lol. This is the first time I’ve ever put this much effort into building a team, and I’m personally happy with the result. While I think the team works well, I’m obviously biased and would like an outside opinion on it. Thanks!
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