Proof of peak:
Introduction:
Web offense got a huge buff after this DLC with the drop of the best web setter so far: Ribombee. At first, I was experimenting around with tail glow + 3 attack set, but that set usually does not finish the sweep due to having to sacrificing speed for bulk and get chipped down over time by flying and HDB mons. Running max speed just to outspeed Zapdos doesn't seem worth to me as you still get OHKO by Choice Specs Tera Fairy Enamorus or hit into priority range with Choice Specs Dragapult and Choice Band Dragonite. Acid armor+ take heart might seem a lot weaker than tail glow as you would need to set up multiple turns before sweeping, but with web support, Manaphy forces out a lot of mons for free turns and can set up very safely as you can run a pretty bulky spread.
Ribombee
The standard lead Ribombee. Focus sash to guarantee the web up against scarf, booster mons, or Dragapult and Zamazenta. Usually you want to web up and then stun spore their lead to cripple them. Priority target for spores are scarf mons, Cinderace, and Dragapult, and Enamorus. Lead matchup against Glimmora and Torkoal is tricky, as most of the time you can get the web up, they can also threaten a kill on your Gholdengo switch in with lava plume/Power gem+ earth power. Psychic does 2HKO Glimmora, but you can hit into red card, which would ruin your game plan. The solution to this is to keep going for web and either tera ghost to guarantee the web against Torkoal, or just shoot a psychic if Glimmora keep mortal spinning then go to Gholdengo/great tusk.
Psychic as the 4th move is from when Heartflame was still in the tier, as you can chip it with psychic and force it out with sucker from Kingambit, but other than that this move also let Ribombee break the Iron Moth substitute so your own moth have a good chance to win the 1v1 and have a way to hit a paralyzing cinderace (This is a 3HKO).
And if you can, always preserve Ribombee for late game as stun spore is very useful against scarfers under web and it can just be used as a sac.
Manaphy
Acid Armor+Take heart cover the bulk on both side. Take heart clearing para, burn, or toxic, is also very useful. Scald + acid armor let manaphy beat gambit 1v1 comfortably with burn chance and being able to take unboosted sucker/kowtow cleave after an acid armor. Tera dragon is again, from the time when Heartflame was still in the tier to resist both stab, but it is still really good into Zapdos and Wellspring. Tera grass would also work, but then you are exposing your self to Cinderace which web teams are already weak to. Weakness to fairy and dragon is not that big of a deal as both the common Draco Meteor and Moonblast are special move and you want to be boosting with take heart more than acid armor, but still try not to tera dragon unless you are against Wellspring.
28 Spe allows you to outspeed the primary encore user Iron Valiant under web unless booster speed somehow activate (I still have no idea how), but if you can predict the switch in, +1 scald have a good chance of OHKO (Over 50%). This is important if web is cleared.
Kingambit
Standard Kingambit set. I run Low Kick over Iron Head to deal with Bloodmoon and other gambits, but Iron Head is also good. Black Glasses+ Tera Dark hit through most 1/2 resist anyway, so fairy types other than Iron Valiant aren't a problem. And you should be switching out on Iron Valiant anyway since they threaten Close Combat.
Great Tusk
Standard Great Tusk set. HDB over leftovers because I don't want to be poisoned from toxic spikes, and tusk shouldn't be staying in for more than 2 turns anyway since you are either sacking it to get your sweeper in or clearing hazard/get rid of their Gholdengo with it and switch out. Ice spinner let it threaten Gliscor and Lando-T.
Iron Moth
Iron moth is your main counter play to set up sweeper trying to set up on your Ribombee. Booster speed allows it to outspeed/match the opposing sweeper, and it hit hard enough so that your Kingambit can come afterward and finish the job. Otherwise it can just be used as a sacrifice after chipping something down into sucker range.
Fiery Dance + Sludge Wave are your stabs. Substitute to scout Tera and beat Kingambit. Last move can be whatever coverage move you want. I run energy ball + Tera grass for Rain MU, Walking Wake, and Bloodmoon.
Gholdengo
It's there to block spin and defog, and that's what it do most the time before fainting. As I cannot afford the enemy to predict a spin on the switch out, I find that recover is pretty useless on it as it can't live 2 lava plume, can't survive an Earthquake after getting knocked, and recovering the 4% you take from U turn isn't worth at all. So 4 attacks it is. I think thunder wave could potentially be an option, but most of the thunder wave targets (Cinderace, Dragapult, Enamorus) have ways to threaten it anyway, so I didn't run it.
Make it rain and shadow ball for stabs. Focus Blast for Bloodmoon, Kingambit that isn't sucker punching, and Roaring Moon (if it hit). Thunderbolt for flying and water coverage. Flying because they are immune to web, and Water because Haze Toxapex exist and they usually don't switch out on Gholdengo and instead try to pop the balloon/recover. Also helps against rain.
192 Spe allows you to out speed Greninja (377) under web and tie with Meowscarad(379), the other 2 faster mons Dragapult and Zamazenta doesn't matter since you would want to either sacrifice Ghold to a choice locked Dragapult or just switch out and Zamazenta doesn't win the 1v1 unless it is running crunch but then you can just go to Manaphy afterward to force it to switch
Threats:
1. Cinderace:
- You almost never want to set up web against Cinderace teams since they can just switch it back to you. Instead, your speed control is to paralyze their fast mons. If you can paralyze/knock off/kill Cinderace, go for web after.
- However, if their team is slow, you can set up web, then go to Manaphy and start setting up as the Cinderace is court changing. You can always clear it later with HDB Tusk.
2. Hatterene:
- You dont need skill swap to beat Hatterene, because unless they lead with it, Moonblast 3HKO/4HKO if it draining kissed.
3. Enamorus:
- Black glasses Kingambit can deal with Enamorus after either one SD or after chip on it from something else.
- Stun spore from Ribombee also works.
4. Toxapex
- Haze pex does stop your manaphy sweep before you get to +2. Fish for a scald burn then go to Gholdengo to force it out. It wont have enough hp to stop you next time.
5. Blissey.
- Manaphy never win the 1v1. Go to either Kingambit to SD or Great Tusk for knock off
6. Bloodmoon.
- If they counter lead with Bloodmoon, Sticky web up, stun spore, then either sack Ribombee and go to Iron Moth, or if they refuse to take the sack, go to Gholdengo and throw a Focus Blast, then finish it with Low Kick on King Gambit if you know it doesn't have Vacuum or Iron moth and try to hit it with energy ball. It really depend on what set the bear run.
7. Wellspring.
- If they switch in Wellspring on your Manaphy, Tera dragon Acid armor first, then take heart. They cannot OHKO you even if they encore the take heart and sword dance unless they drop a stab for play rough, and play rough doesn't do enough unboosted.
- If they lead Wellspring, then sticky web up, moon blast if they didn't trailblaze, sac Ribombee and bring in Iron Moth then tera grass if they trailblazed and substitute if they didn't to scout tera and sludge wave/energy ball to put it into sucker range.
8. Zapdos
- Zapdos doesn't win the 1v1 if you get a +1 on another mon and Zapdos switch in. Tera dragon to get +2 or Acid armor then start throwing attacks out.
9. Kingambit
- If your tusk is dead, don't risk Sword Dance/Kowtow Cleave and just attack with your current mon (Focus Blast on Gholdengo, Fiery Dance on Iron Moth). Otherwise switch to tusk.
- Manaphy beat Kingambit 1v1 by clicking acid armor once. Then scald burn chance should be enough as they will need to waste at least 3 more turns to kill you and you are faster and can 3HKO bulky variants and 2HKO offensive ones.
Credit to Pinkacross for the Manaphy set.
Pokepaste: https://pokepast.es/cc224d2d26524e92
Introduction:
Web offense got a huge buff after this DLC with the drop of the best web setter so far: Ribombee. At first, I was experimenting around with tail glow + 3 attack set, but that set usually does not finish the sweep due to having to sacrificing speed for bulk and get chipped down over time by flying and HDB mons. Running max speed just to outspeed Zapdos doesn't seem worth to me as you still get OHKO by Choice Specs Tera Fairy Enamorus or hit into priority range with Choice Specs Dragapult and Choice Band Dragonite. Acid armor+ take heart might seem a lot weaker than tail glow as you would need to set up multiple turns before sweeping, but with web support, Manaphy forces out a lot of mons for free turns and can set up very safely as you can run a pretty bulky spread.
Ribombee
Ribombee @ Focus Sash
Ability: Shield Dust
Tera Type: Ghost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Sticky Web
- Stun Spore
- Psychic
Ability: Shield Dust
Tera Type: Ghost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Sticky Web
- Stun Spore
- Psychic
The standard lead Ribombee. Focus sash to guarantee the web up against scarf, booster mons, or Dragapult and Zamazenta. Usually you want to web up and then stun spore their lead to cripple them. Priority target for spores are scarf mons, Cinderace, and Dragapult, and Enamorus. Lead matchup against Glimmora and Torkoal is tricky, as most of the time you can get the web up, they can also threaten a kill on your Gholdengo switch in with lava plume/Power gem+ earth power. Psychic does 2HKO Glimmora, but you can hit into red card, which would ruin your game plan. The solution to this is to keep going for web and either tera ghost to guarantee the web against Torkoal, or just shoot a psychic if Glimmora keep mortal spinning then go to Gholdengo/great tusk.
Psychic as the 4th move is from when Heartflame was still in the tier, as you can chip it with psychic and force it out with sucker from Kingambit, but other than that this move also let Ribombee break the Iron Moth substitute so your own moth have a good chance to win the 1v1 and have a way to hit a paralyzing cinderace (This is a 3HKO).
And if you can, always preserve Ribombee for late game as stun spore is very useful against scarfers under web and it can just be used as a sac.
Manaphy
Manaphy @ Leftovers
Ability: Hydration
Tera Type: Dragon
EVs: 228 HP / 252 SpA / 28 Spe
Modest Nature
IVs: 0 Atk
- Acid Armor
- Take Heart
- Stored Power
- Scald
Ability: Hydration
Tera Type: Dragon
EVs: 228 HP / 252 SpA / 28 Spe
Modest Nature
IVs: 0 Atk
- Acid Armor
- Take Heart
- Stored Power
- Scald
Acid Armor+Take heart cover the bulk on both side. Take heart clearing para, burn, or toxic, is also very useful. Scald + acid armor let manaphy beat gambit 1v1 comfortably with burn chance and being able to take unboosted sucker/kowtow cleave after an acid armor. Tera dragon is again, from the time when Heartflame was still in the tier to resist both stab, but it is still really good into Zapdos and Wellspring. Tera grass would also work, but then you are exposing your self to Cinderace which web teams are already weak to. Weakness to fairy and dragon is not that big of a deal as both the common Draco Meteor and Moonblast are special move and you want to be boosting with take heart more than acid armor, but still try not to tera dragon unless you are against Wellspring.
28 Spe allows you to outspeed the primary encore user Iron Valiant under web unless booster speed somehow activate (I still have no idea how), but if you can predict the switch in, +1 scald have a good chance of OHKO (Over 50%). This is important if web is cleared.
Kingambit
Kingambit @ Black Glasses
Ability: Supreme Overlord
Tera Type: Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Sucker Punch
- Kowtow Cleave
- Swords Dance
- Low Kick/Iron Head
Ability: Supreme Overlord
Tera Type: Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Sucker Punch
- Kowtow Cleave
- Swords Dance
- Low Kick/Iron Head
Standard Kingambit set. I run Low Kick over Iron Head to deal with Bloodmoon and other gambits, but Iron Head is also good. Black Glasses+ Tera Dark hit through most 1/2 resist anyway, so fairy types other than Iron Valiant aren't a problem. And you should be switching out on Iron Valiant anyway since they threaten Close Combat.
Great Tusk
Great Tusk @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Ice
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Rapid Spin
- Knock Off
- Headlong Rush
- Ice Spinner
Ability: Protosynthesis
Tera Type: Ice
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Rapid Spin
- Knock Off
- Headlong Rush
- Ice Spinner
Standard Great Tusk set. HDB over leftovers because I don't want to be poisoned from toxic spikes, and tusk shouldn't be staying in for more than 2 turns anyway since you are either sacking it to get your sweeper in or clearing hazard/get rid of their Gholdengo with it and switch out. Ice spinner let it threaten Gliscor and Lando-T.
Iron Moth
Iron Moth @ Booster Energy
Ability: Quark Drive
Tera Type: Grass
EVs: 124 HP / 132 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Energy Ball/Dazzling Gleam/Psychic
- Fiery Dance
- Sludge Wave
- Substitute
Ability: Quark Drive
Tera Type: Grass
EVs: 124 HP / 132 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Energy Ball/Dazzling Gleam/Psychic
- Fiery Dance
- Sludge Wave
- Substitute
Iron moth is your main counter play to set up sweeper trying to set up on your Ribombee. Booster speed allows it to outspeed/match the opposing sweeper, and it hit hard enough so that your Kingambit can come afterward and finish the job. Otherwise it can just be used as a sacrifice after chipping something down into sucker range.
Fiery Dance + Sludge Wave are your stabs. Substitute to scout Tera and beat Kingambit. Last move can be whatever coverage move you want. I run energy ball + Tera grass for Rain MU, Walking Wake, and Bloodmoon.
Gholdengo
Gholdengo @ Air Balloon
Ability: Good as Gold
Tera Type: Dark
EVs: 64 HP / 252 SpA / 192 Spe
Modest Nature
IVs: 0 Atk
- Make It Rain
- Focus Blast
- Shadow Ball
- Thunderbolt
Ability: Good as Gold
Tera Type: Dark
EVs: 64 HP / 252 SpA / 192 Spe
Modest Nature
IVs: 0 Atk
- Make It Rain
- Focus Blast
- Shadow Ball
- Thunderbolt
It's there to block spin and defog, and that's what it do most the time before fainting. As I cannot afford the enemy to predict a spin on the switch out, I find that recover is pretty useless on it as it can't live 2 lava plume, can't survive an Earthquake after getting knocked, and recovering the 4% you take from U turn isn't worth at all. So 4 attacks it is. I think thunder wave could potentially be an option, but most of the thunder wave targets (Cinderace, Dragapult, Enamorus) have ways to threaten it anyway, so I didn't run it.
Make it rain and shadow ball for stabs. Focus Blast for Bloodmoon, Kingambit that isn't sucker punching, and Roaring Moon (if it hit). Thunderbolt for flying and water coverage. Flying because they are immune to web, and Water because Haze Toxapex exist and they usually don't switch out on Gholdengo and instead try to pop the balloon/recover. Also helps against rain.
192 Spe allows you to out speed Greninja (377) under web and tie with Meowscarad(379), the other 2 faster mons Dragapult and Zamazenta doesn't matter since you would want to either sacrifice Ghold to a choice locked Dragapult or just switch out and Zamazenta doesn't win the 1v1 unless it is running crunch but then you can just go to Manaphy afterward to force it to switch
Threats:
1. Cinderace:
- You almost never want to set up web against Cinderace teams since they can just switch it back to you. Instead, your speed control is to paralyze their fast mons. If you can paralyze/knock off/kill Cinderace, go for web after.
- However, if their team is slow, you can set up web, then go to Manaphy and start setting up as the Cinderace is court changing. You can always clear it later with HDB Tusk.
2. Hatterene:
- You dont need skill swap to beat Hatterene, because unless they lead with it, Moonblast 3HKO/4HKO if it draining kissed.
3. Enamorus:
- Black glasses Kingambit can deal with Enamorus after either one SD or after chip on it from something else.
- Stun spore from Ribombee also works.
252+ Atk Black Glasses Supreme Overlord 3 allies fainted Tera Dark Kingambit Sucker Punch vs. 0 HP / 0 Def Enamorus: 180-212 (62.2 - 73.3%) -- guaranteed 2HKO
252+ Atk Black Glasses Supreme Overlord 3 allies fainted Kingambit Sucker Punch vs. 0 HP / 0 Def Enamorus: 135-159 (46.7 - 55%) -- 64.5% chance to 2HKO
- Haze pex does stop your manaphy sweep before you get to +2. Fish for a scald burn then go to Gholdengo to force it out. It wont have enough hp to stop you next time.
5. Blissey.
- Manaphy never win the 1v1. Go to either Kingambit to SD or Great Tusk for knock off
6. Bloodmoon.
- If they counter lead with Bloodmoon, Sticky web up, stun spore, then either sack Ribombee and go to Iron Moth, or if they refuse to take the sack, go to Gholdengo and throw a Focus Blast, then finish it with Low Kick on King Gambit if you know it doesn't have Vacuum or Iron moth and try to hit it with energy ball. It really depend on what set the bear run.
7. Wellspring.
- If they switch in Wellspring on your Manaphy, Tera dragon Acid armor first, then take heart. They cannot OHKO you even if they encore the take heart and sword dance unless they drop a stab for play rough, and play rough doesn't do enough unboosted.
- If they lead Wellspring, then sticky web up, moon blast if they didn't trailblaze, sac Ribombee and bring in Iron Moth then tera grass if they trailblazed and substitute if they didn't to scout tera and sludge wave/energy ball to put it into sucker range.
8. Zapdos
- Zapdos doesn't win the 1v1 if you get a +1 on another mon and Zapdos switch in. Tera dragon to get +2 or Acid armor then start throwing attacks out.
9. Kingambit
- If your tusk is dead, don't risk Sword Dance/Kowtow Cleave and just attack with your current mon (Focus Blast on Gholdengo, Fiery Dance on Iron Moth). Otherwise switch to tusk.
- Manaphy beat Kingambit 1v1 by clicking acid armor once. Then scald burn chance should be enough as they will need to waste at least 3 more turns to kill you and you are faster and can 3HKO bulky variants and 2HKO offensive ones.
Credit to Pinkacross for the Manaphy set.
Pokepaste: https://pokepast.es/cc224d2d26524e92