Hey everyone, so this is my first post on here! This is my first time building a team that I've had some success with, but I think that it can use some advice/tweaks to take the next step. I wanted to build a team that countered annoying sticky webs and hazard stack teams, and build momentum with powerful choiced users Scizor and Raging Bolt. Despite the team's flaws, it ended up doing pretty well, even without any hazard setters.
The team:
Scizor @ Choice Band
Ability: Technician
Tera Type: Steel
EVs: 252 Atk / 8 SpD / 248 Spe
Adamant Nature
- Bullet Punch
- U-turn
- Dual Wingbeat
- Knock Off
Banded Scizor is really powerful in the current meta, beating frail setup sweepers, fairies, and sticky web setters with dual wingbeat. Was debating knock off or close combat, ended up using knock off. Fun to clean up late game.
Raging Bolt @ Choice Specs
Ability: Protosynthesis
Tera Type: Dragon
EVs: 176 HP / 252 SpA / 4 SpD / 76 Spe
Modest Nature
IVs: 20 Atk
- Volt Switch
- Thunderbolt
- Draco Meteor
- Dragon Pulse
Choice specs modest Raging Bolt does so much damage, and it feels great to use since people usually expect booster calm mind builds. It absolutely nukes anything that isn't immune to the Electric/Dragon coverage. No thunderclap on here because I don't wanna be choice-locked into that move. Tera-Dragon Draco does insane amounts of damage to most walls, even Blissey. I also made it bulkier so it can live more hits from faster mons and deal damage in return. Good synergy with Scizor as well.
Cinderace @ Heavy-Duty Boots
Ability: Libero
Tera Type: Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Court Change
- U-turn
- Pyro Ball
- Sucker Punch
Cinderace is an important glue to the team, providing hazard control, fire coverage, pivoting, and sucker punch to deal with pesky dragapults and other psychic types. It complements Scizor and Bolt well and can hit hard with tera fire. It's important to keep around since the only deal to deal with hazards is through court change.
Slowking-Galar @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Water
EVs: 252 HP / 168 Def / 4 SpA / 84 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Psychic Noise
- Chilly Reception
- Flamethrower
- Toxic
G-King is a great glue for the team. The EV's help it not get 2hitKO'd by moves like Cinderace Pyro Ball. I wanted toxic to wittle down moltres and zapdos who can be annoying with punishing contact moves and zama. Flamethrower for Iron Crown and other Steel types that wall the other moves. Chilly is a good pivot which gives Kyurem a defense buff.
Rillaboom @ Assault Vest
Ability: Grassy Surge
Tera Type: Rock
EVs: 40 HP / 252 Atk / 4 SpD / 212 Spe
Adamant Nature
- Grassy Glide
- High Horsepower
- U-turn
- Knock Off
Since 3/6 Pokemon are weak to ground, I added Rillaboom for grass coverage + terrain healing the other members of the team. Grassy Glide means that there are 3 different priority users that can handle most threats. I also added knock off instead of low kick. I had AV instead of boots or choice band since there isn't a great special wall on the team, so Rilla could take a hit or two, revenge kill something like primarina or samurott with grassy glide, and u-turn around into other threats.
Kyurem @ Loaded Dice
Ability: Pressure
Tera Type: Steel
EVs: 4 Atk / 252 SpA / 252 Spe
Rash Nature
- Dragon Dance
- Freeze-Dry
- Scale Shot
- Earth Power
This kyurem set is mixed and has potential as a late-game sweeper. Dragon dance & loaded dice scale shot are helpful for setting up on weakened Pokemon and it catches out physical walls with Freeze-dry and Earth Power coverage. It has potential on its own to end the game, and can also do a lot of chip damage for the other priority guys to come in and finish it off. Boots is also an option I tested out but scale shot always seems to hit twice whenever it has boots.
Some opposing Pokemon that I have struggled with are Lokix, zamazenta, Latios with tera steel, Pecharunt, and sun teams. Of course, the opponent having SpDef Treads or multiple ground and fairy types can stifle Raging Bolt, but specs draco still does big damage to Treads. Overall, although the team is kinda frail it's a fun team to use and I highly recommend it. Let me know if it could be improved in any way!
The team:
Scizor @ Choice Band
Ability: Technician
Tera Type: Steel
EVs: 252 Atk / 8 SpD / 248 Spe
Adamant Nature
- Bullet Punch
- U-turn
- Dual Wingbeat
- Knock Off
Banded Scizor is really powerful in the current meta, beating frail setup sweepers, fairies, and sticky web setters with dual wingbeat. Was debating knock off or close combat, ended up using knock off. Fun to clean up late game.
Raging Bolt @ Choice Specs
Ability: Protosynthesis
Tera Type: Dragon
EVs: 176 HP / 252 SpA / 4 SpD / 76 Spe
Modest Nature
IVs: 20 Atk
- Volt Switch
- Thunderbolt
- Draco Meteor
- Dragon Pulse
Choice specs modest Raging Bolt does so much damage, and it feels great to use since people usually expect booster calm mind builds. It absolutely nukes anything that isn't immune to the Electric/Dragon coverage. No thunderclap on here because I don't wanna be choice-locked into that move. Tera-Dragon Draco does insane amounts of damage to most walls, even Blissey. I also made it bulkier so it can live more hits from faster mons and deal damage in return. Good synergy with Scizor as well.
Cinderace @ Heavy-Duty Boots
Ability: Libero
Tera Type: Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Court Change
- U-turn
- Pyro Ball
- Sucker Punch
Cinderace is an important glue to the team, providing hazard control, fire coverage, pivoting, and sucker punch to deal with pesky dragapults and other psychic types. It complements Scizor and Bolt well and can hit hard with tera fire. It's important to keep around since the only deal to deal with hazards is through court change.
Slowking-Galar @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Water
EVs: 252 HP / 168 Def / 4 SpA / 84 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Psychic Noise
- Chilly Reception
- Flamethrower
- Toxic
G-King is a great glue for the team. The EV's help it not get 2hitKO'd by moves like Cinderace Pyro Ball. I wanted toxic to wittle down moltres and zapdos who can be annoying with punishing contact moves and zama. Flamethrower for Iron Crown and other Steel types that wall the other moves. Chilly is a good pivot which gives Kyurem a defense buff.
Rillaboom @ Assault Vest
Ability: Grassy Surge
Tera Type: Rock
EVs: 40 HP / 252 Atk / 4 SpD / 212 Spe
Adamant Nature
- Grassy Glide
- High Horsepower
- U-turn
- Knock Off
Since 3/6 Pokemon are weak to ground, I added Rillaboom for grass coverage + terrain healing the other members of the team. Grassy Glide means that there are 3 different priority users that can handle most threats. I also added knock off instead of low kick. I had AV instead of boots or choice band since there isn't a great special wall on the team, so Rilla could take a hit or two, revenge kill something like primarina or samurott with grassy glide, and u-turn around into other threats.
Kyurem @ Loaded Dice
Ability: Pressure
Tera Type: Steel
EVs: 4 Atk / 252 SpA / 252 Spe
Rash Nature
- Dragon Dance
- Freeze-Dry
- Scale Shot
- Earth Power
This kyurem set is mixed and has potential as a late-game sweeper. Dragon dance & loaded dice scale shot are helpful for setting up on weakened Pokemon and it catches out physical walls with Freeze-dry and Earth Power coverage. It has potential on its own to end the game, and can also do a lot of chip damage for the other priority guys to come in and finish it off. Boots is also an option I tested out but scale shot always seems to hit twice whenever it has boots.
Some opposing Pokemon that I have struggled with are Lokix, zamazenta, Latios with tera steel, Pecharunt, and sun teams. Of course, the opponent having SpDef Treads or multiple ground and fairy types can stifle Raging Bolt, but specs draco still does big damage to Treads. Overall, although the team is kinda frail it's a fun team to use and I highly recommend it. Let me know if it could be improved in any way!