I built this team because I was really interested in Unburden+Acrobatics and the Future Paradox Pokemon, so I decided to sit down and make a viable E-Terrain team to hopefully use on ladder. I already had an idea of what I could start with. I started with my terrain setter, Tapu Koko. Next I wanted a paradox mon, and settled on Iron Valiant. Iron Valiant is an obviously offensively geared mon, and at first I saw that it had a higher physical attack stat, and I made its moveset Swords Dance, Leaf Blade, Close Combat, and Spirit Break. Next, I needed an Electric Seed User. On seeing that Sneasler was in Ubers and banned, I settled on Hawlucha, who got STAB on acrobatics. I rounded out the team with Garchomp-M (a terrifying wallbreaker), Glimmora (to set and soak up toxic spikes), and Mew (because I like mewing and cosmic power tactics appeared to be strong).
Koko (Tapu Koko) @ Light Clay
Ability: Electric Surge
Tera Type: Dark
EVs: 248 HP / 8 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Reflect
- Light Screen
- Taunt
- Volt Switch
Tapu Koko is my primary terrain setter and the mon I use to lead with most of the time. It holds light clay to extend its dual-screens, and a tera-type of dark was chosen to become immune to Prankster. Taunt also shuts down support mons and hazard leads. Volt Switch was chosen for pivoting power. I've learned that keeping Tapu Koko alive is a neccesaty, as both Iron Valiant and Hawlucha need this to function really well. However, if I see no choice but to sacrifice one Pokemon, I usually choose this.
Gallevoir (Iron Valiant) @ Booster Energy
Ability: Quark Drive
Tera Type: Electric
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Thunderbolt
- Focus Blast
Iron Valiant is terrifying in some scenarios. Initially, I had a physical set with swords dance, but later I realized that calm mind would probably be better. Moonblast and Focus Blast are its stab moves, and Thunderbolt can surprise pesky flying types and water types. E-terrain is much appreciated, however, it can still function without it as booster energy activates. A timid nature was chosen to improve its speed because calm mind could be used to increase special stats.
Glider (Hawlucha) @ Electric Seed
Ability: Unburden
Tera Type: Flying
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Acrobatics
- Swords Dance
- U-turn
- High Jump Kick
Hawlucha completes the electric-terrain core. Hawlucha is a literal monster if it can get off a swords dance. When unburden activates and it is at +2 attack, both stats will be in the 600s (if it is at lvl 100). Hawlucha excels at sweeping/wallbreaking, although its defense is a bit lacking unless it is on electric terrain. Be warned though, on many occasions foes have terastelized to steel in order to resist acrobatics. If possible, predict this and go for high jump kick. If this is a little risky, close combat is also a solid choice.
Shark (Garchomp-Mega) @ Garchompite
Ability: Rough Skin
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Scale Shot
- Swords Dance
- Earthquake
- Aqua Tail
Garchomp acts like a threatening early game wallbreaker or sweeper. This also fulfills the "Hawlucha" role of spamming moves like earthquake or scale shot. I do find that Garchomp is much appreciated, as I can choose to wallbreak with either Hawlucha or Mega Garchomp. The only downside is that both are weak to fairy and ice. If you know of any other megas that fulfill this role better, please let me know.
Genesis (Mew) @ Psychium Z
Ability: Synchronize
Tera Type: Dark
EVs: 252 HP / 4 SpA / 252 SpD
Modest Nature
IVs: 0 Atk
- Cosmic Power
- Stored Power
- Roost
- Ice Beam
Mew is just Mew. You may have heard about the notorious Clefairy cosmic power+stored power set. When I was playing a bit of VGC, I encountered that and narrowly won-by rolling two crits in a row. So I decided to make a better version of that-with Mew. At first, I thought that clear amulet prevented haze, but after facing down a Toxapex, I switched to Psychium Z, for more offensive pressure. Mew punishes overly passive teams and has saved my elo multiple times. I chose cosmic power and stored power for obvious reasons (raising defensive stats and using that to do more damage), roost for just healing (mew doesn't get recover wtf!?), and ice beam. Ice beam was chosen for the freeze chance, providing extra chances to spam cosmic power or switch in a powerful wallbreaker.
Glimmer (Glimmora) @ Focus Sash
Ability: Toxic Debris
Tera Type: Ghost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Stealth Rock
- Mortal Spin
- Power Gem
- Earth Power
Glimmora is just a standard suided hazard lead. Although usually Koko goes in first, if I don't see a spinner or defogger, I lead with Glimmora. Not much to say here, it is really just a standard Glimmora. At least it can still be used offensively against ice types that threaten Garchomp and Hawlucha. Predicting and switching into physical attacks is crucial, because many know about the horrors of Toxic Debris, the reason why Glimmora has seen good usage.
I will admit that I'm suffering from a bit of 6th Pokemon syndrome here. Glimmora isn't as good as I thought it would be, so I have begun testing other options. Overall, the team works exactly as I thought it would. I do struggle fairly against toxic stall teams whenever I sub Glimmora out for a different mon. If any Pokemon should be replaced, I feel like it should either be Glimmora or M-Garchomp. Mainly Glimmora though. (I suck at battling so my elo is staying in the 1400s rn.)
Koko (Tapu Koko) @ Light Clay
Ability: Electric Surge
Tera Type: Dark
EVs: 248 HP / 8 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Reflect
- Light Screen
- Taunt
- Volt Switch
Tapu Koko is my primary terrain setter and the mon I use to lead with most of the time. It holds light clay to extend its dual-screens, and a tera-type of dark was chosen to become immune to Prankster. Taunt also shuts down support mons and hazard leads. Volt Switch was chosen for pivoting power. I've learned that keeping Tapu Koko alive is a neccesaty, as both Iron Valiant and Hawlucha need this to function really well. However, if I see no choice but to sacrifice one Pokemon, I usually choose this.
Gallevoir (Iron Valiant) @ Booster Energy
Ability: Quark Drive
Tera Type: Electric
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Thunderbolt
- Focus Blast
Iron Valiant is terrifying in some scenarios. Initially, I had a physical set with swords dance, but later I realized that calm mind would probably be better. Moonblast and Focus Blast are its stab moves, and Thunderbolt can surprise pesky flying types and water types. E-terrain is much appreciated, however, it can still function without it as booster energy activates. A timid nature was chosen to improve its speed because calm mind could be used to increase special stats.
Glider (Hawlucha) @ Electric Seed
Ability: Unburden
Tera Type: Flying
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Acrobatics
- Swords Dance
- U-turn
- High Jump Kick
Hawlucha completes the electric-terrain core. Hawlucha is a literal monster if it can get off a swords dance. When unburden activates and it is at +2 attack, both stats will be in the 600s (if it is at lvl 100). Hawlucha excels at sweeping/wallbreaking, although its defense is a bit lacking unless it is on electric terrain. Be warned though, on many occasions foes have terastelized to steel in order to resist acrobatics. If possible, predict this and go for high jump kick. If this is a little risky, close combat is also a solid choice.
Shark (Garchomp-Mega) @ Garchompite
Ability: Rough Skin
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Scale Shot
- Swords Dance
- Earthquake
- Aqua Tail
Garchomp acts like a threatening early game wallbreaker or sweeper. This also fulfills the "Hawlucha" role of spamming moves like earthquake or scale shot. I do find that Garchomp is much appreciated, as I can choose to wallbreak with either Hawlucha or Mega Garchomp. The only downside is that both are weak to fairy and ice. If you know of any other megas that fulfill this role better, please let me know.
Genesis (Mew) @ Psychium Z
Ability: Synchronize
Tera Type: Dark
EVs: 252 HP / 4 SpA / 252 SpD
Modest Nature
IVs: 0 Atk
- Cosmic Power
- Stored Power
- Roost
- Ice Beam
Mew is just Mew. You may have heard about the notorious Clefairy cosmic power+stored power set. When I was playing a bit of VGC, I encountered that and narrowly won-by rolling two crits in a row. So I decided to make a better version of that-with Mew. At first, I thought that clear amulet prevented haze, but after facing down a Toxapex, I switched to Psychium Z, for more offensive pressure. Mew punishes overly passive teams and has saved my elo multiple times. I chose cosmic power and stored power for obvious reasons (raising defensive stats and using that to do more damage), roost for just healing (mew doesn't get recover wtf!?), and ice beam. Ice beam was chosen for the freeze chance, providing extra chances to spam cosmic power or switch in a powerful wallbreaker.
Glimmer (Glimmora) @ Focus Sash
Ability: Toxic Debris
Tera Type: Ghost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Stealth Rock
- Mortal Spin
- Power Gem
- Earth Power
Glimmora is just a standard suided hazard lead. Although usually Koko goes in first, if I don't see a spinner or defogger, I lead with Glimmora. Not much to say here, it is really just a standard Glimmora. At least it can still be used offensively against ice types that threaten Garchomp and Hawlucha. Predicting and switching into physical attacks is crucial, because many know about the horrors of Toxic Debris, the reason why Glimmora has seen good usage.
I will admit that I'm suffering from a bit of 6th Pokemon syndrome here. Glimmora isn't as good as I thought it would be, so I have begun testing other options. Overall, the team works exactly as I thought it would. I do struggle fairly against toxic stall teams whenever I sub Glimmora out for a different mon. If any Pokemon should be replaced, I feel like it should either be Glimmora or M-Garchomp. Mainly Glimmora though. (I suck at battling so my elo is staying in the 1400s rn.)