First team I've made, any help is appreciated.
Chien-Pao @ Life Orb
Ability: Sword of Ruin
Tera Type: Ghost
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Sucker Punch
- Ice Spinner
- Tera Blast
I normally use Chien-Pao to stop sweeps or for a quick pick. I don't normally use tera on this one but if I know the opponent is going to use a fighting move I might turn ghost to predict it. Normally I don't feel the need to swords dance but sometimes it is nice if you know they are going to switch, sucker punch is for the priority + stab, I generally prefer ice spinner over icicle crash because of the accuracy despite it being less useful, and tera blast is mostly a filler move.
Skeledirge @ Leftovers
Ability: Unaware
Tera Type: Ghost
EVs: 252 HP / 188 Def / 68 SpD
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Hex
- Slack Off
- Torch Song
Skeledrige is what i can switch in to most pokemon and know it will tank a couple shots, that combined with unaware and slack-off make it very difficult to kill even with set-up, and torch song makes it an offensive threat as well. I find hex combos well with Glimmora, and will-o-wisp makes it even harder to kill. choose ghost tera mostly to have an extra damage boost if I ever need it.
Roaring Moon @ Booster Energy
Ability: Protosynthesis
Tera Type: Steel
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Acrobatics
- Iron Head
- Dragon Dance
- Earthquake
Roaring moon is just a standard sweeper, it doesn't require much set-up and deals enough damage to one-shot most things. I chose a tera type of steel to combat any toxic stalling or fairy types as well as add stab for iron-head. I use acrobatics because it combos well with booster energy and deals a surprising amount of damage, along with earthquake as it provides some coverage as well as being probably the most reliable move in the game. I mostly chose iron head to kill fairies and because I didn't love other moves in it's moveset.
Glimmora @ Focus Sash
Ability: Toxic Debris
Tera Type: Flying
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Power Gem
- Venoshock
- Earth Power
I mostly use glimmora as an offensive pivot, it's high special attack is forgotten by most people and it can reliably get a kill or two while setting up toxic spikes. I chose tera type as flying to predict ground moves which usually helps me get an extra kill as most don't expect it. I chose venoshock over sludge wave because combos well with toxic debris and deals more damage then most expect, along with power gem and earth power as coverage moves.
Quaquaval @ Choice Band
Ability: Moxie
Tera Type: Ground
EVs: 16 HP / 252 Atk / 4 SpD / 236 Spe
Adamant Nature
- Aqua Step
- Aqua Jet
- Close Combat
- Brave Bird
I normally lead with Quaquaval if the opponent starts with the wrong pokemon it can be game over as not a lot survives two aqua steps leading to many easy wins. I chose ground to predict any electric moves especially from iron hands. Aqua step is my go to move on this pokemon because of the damage plus set-up potential with moxie. Aqua jet is there in-case i ever need a priority move, and close combat and bravebird are just some coverage moves.
Maushold @ Wide Lens
Ability: Technician
Tera Type: Normal
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Population Bomb
- U-turn
- Bite
- Tidy Up
Maushold is what i use when everything else fails, if you get a tidy up off there are not many things that can survive a population bomb, although it is a bit unreliable as a sweeper. Tera type is normal just to increase the damage of population bomb if needed, although i rarely find it necessary. I chose population bomb for obvious reasons, it always seems to do more damage than expected, a move equivalent to 300 base power is always welcome. I chose bite because it benefits from technician and the flinch chance is nice. U-turn if I ever need to switch and tidy up to add to it's sweeping ability.
I normally lead with Quaquavel and use glimmora as a pivot
Chien-Pao @ Life Orb
Ability: Sword of Ruin
Tera Type: Ghost
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Sucker Punch
- Ice Spinner
- Tera Blast
I normally use Chien-Pao to stop sweeps or for a quick pick. I don't normally use tera on this one but if I know the opponent is going to use a fighting move I might turn ghost to predict it. Normally I don't feel the need to swords dance but sometimes it is nice if you know they are going to switch, sucker punch is for the priority + stab, I generally prefer ice spinner over icicle crash because of the accuracy despite it being less useful, and tera blast is mostly a filler move.
Skeledirge @ Leftovers
Ability: Unaware
Tera Type: Ghost
EVs: 252 HP / 188 Def / 68 SpD
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Hex
- Slack Off
- Torch Song
Skeledrige is what i can switch in to most pokemon and know it will tank a couple shots, that combined with unaware and slack-off make it very difficult to kill even with set-up, and torch song makes it an offensive threat as well. I find hex combos well with Glimmora, and will-o-wisp makes it even harder to kill. choose ghost tera mostly to have an extra damage boost if I ever need it.
Roaring Moon @ Booster Energy
Ability: Protosynthesis
Tera Type: Steel
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Acrobatics
- Iron Head
- Dragon Dance
- Earthquake
Roaring moon is just a standard sweeper, it doesn't require much set-up and deals enough damage to one-shot most things. I chose a tera type of steel to combat any toxic stalling or fairy types as well as add stab for iron-head. I use acrobatics because it combos well with booster energy and deals a surprising amount of damage, along with earthquake as it provides some coverage as well as being probably the most reliable move in the game. I mostly chose iron head to kill fairies and because I didn't love other moves in it's moveset.
Glimmora @ Focus Sash
Ability: Toxic Debris
Tera Type: Flying
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Power Gem
- Venoshock
- Earth Power
I mostly use glimmora as an offensive pivot, it's high special attack is forgotten by most people and it can reliably get a kill or two while setting up toxic spikes. I chose tera type as flying to predict ground moves which usually helps me get an extra kill as most don't expect it. I chose venoshock over sludge wave because combos well with toxic debris and deals more damage then most expect, along with power gem and earth power as coverage moves.
Quaquaval @ Choice Band
Ability: Moxie
Tera Type: Ground
EVs: 16 HP / 252 Atk / 4 SpD / 236 Spe
Adamant Nature
- Aqua Step
- Aqua Jet
- Close Combat
- Brave Bird
I normally lead with Quaquaval if the opponent starts with the wrong pokemon it can be game over as not a lot survives two aqua steps leading to many easy wins. I chose ground to predict any electric moves especially from iron hands. Aqua step is my go to move on this pokemon because of the damage plus set-up potential with moxie. Aqua jet is there in-case i ever need a priority move, and close combat and bravebird are just some coverage moves.
Maushold @ Wide Lens
Ability: Technician
Tera Type: Normal
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Population Bomb
- U-turn
- Bite
- Tidy Up
Maushold is what i use when everything else fails, if you get a tidy up off there are not many things that can survive a population bomb, although it is a bit unreliable as a sweeper. Tera type is normal just to increase the damage of population bomb if needed, although i rarely find it necessary. I chose population bomb for obvious reasons, it always seems to do more damage than expected, a move equivalent to 300 base power is always welcome. I chose bite because it benefits from technician and the flinch chance is nice. U-turn if I ever need to switch and tidy up to add to it's sweeping ability.
I normally lead with Quaquavel and use glimmora as a pivot
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