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Terrakion

In-battle formes

HP:91
Attack:129
Defense:90
Sp. Atk:72
Sp. Def:90
Speed:108
Min (-ve nature, 0 IVs)198
Default252
Max Neutral315
Max Positive346
Max Neutral (+1)472
Max Positive (+1)519
Max Neutral (+2)630
Max Positive (+2)692
OverUsed
Choice Band346
Swords Dance346
Choice Scarf346

Strategies

  • en
Written by heritage

Overview

Terrakion is one of OU's most fearsome and underrated wallbreakers, and at a quick glance, it isn't difficult to see why. With a respectable Attack stat and extremely high-powered STAB attacks that have phenomenal coverage, Terrakion is an absolute nightmare to switch into. Furthermore, its ability, Justified, makes opponents fear using Dark-type moves multiple times, as Terrakion is able to get a free Attack boost off of these resisted attacks. As a result, Terrakion is a decent check to Weavile, Tyranitar, and Bisharp for offensive teams. Its Speed tier is just enough to revenge kill base 100s, especially the likes of Manaphy, Charizard, Jirachi, and Mega Gardevoir. However, while Terrakion is a menace offensively, its typing and mediocre bulk leave it wanting more in terms of defensive prowess. Being weak to common offensive attacking types, such as Ground, Fairy, Fighting, Water, and Steel, means switching Terrakion in is difficult, even on certain Knock Off users. On top of this, Close Combat's defense drops make it even easier to revenge kill with priority from the likes of Azumarill, Scizor, and Talonflame. Choice Scarf Terrakion lacks the raw firepower to break past the likes of Clefable, Hippowdon, Slowbro, and Landorus-T, while other more powerful sets are easily revenge killed due to their Speed. Nevertheless, even with its downsides, Terrakion proves itself as one of the most devastating wallbreakers in the tier and is a strong choice for most offensive teams.

Choice Band

Move 1
  • Close Combat
    Lowers the user's Defense and Sp. Def by 1.
    TypeFighting
    CategoryPhysical
    Power120 BP
    Accuracy100%
Move 2
  • Stone Edge
    High critical hit ratio.
    TypeRock
    CategoryPhysical
    Power100 BP
    Accuracy80%
Move 3
  • Rock Slide
    30% chance to make the foe(s) flinch.
    TypeRock
    CategoryPhysical
    Power75 BP
    Accuracy90%
  • Iron Head
    30% chance to make the target flinch.
    TypeSteel
    CategoryPhysical
    Power80 BP
    Accuracy100%
Move 4

Moves

Close Combat is Terrakion's most powerful STAB attack, and it heavily damages even Pokemon that resist it and plows through offensive checks. Stone Edge targets the likes of Azumarill, Tornadus-T, Talonflame, and Landorus-T if they attempt to switch in. Rock Slide provides Terrakion with a more accurate Rock-type STAB attack that is better when you're finishing off a weakened target; however, the power difference compared to Stone Edge is extremely noticeable, and it fails to KO certain targets that Stone Edge would. Iron Head lets Terrakion heavily pressure the likes of Clefable without having to rely on the shaky accuracy of Stone Edge. Quick Attack gives Terrakion some form of priority, allowing it to revenge kill a heavily weakened Charizard X or Mega Lopunny. However, even with a Choice Band, the move is extremely weak, and it should only be used when the target is guaranteed to be KOed by it. Earthquake is another option, targeting the likes of Jirachi, Metagross, and Klefki, damaging them a bit more than Close Combat and also not lowering Terrakion's defenses. Unfortunately, Earthquake is a terrible move to be Choice-locked into, as Flying-types and Pokemon with the ability Levitate are immune to it, and it is fairly weak against bulkier walls.

Set Details

Maximum investment in its Attack stat provides Terrakion with as much physical prowess as possible, and maximum Speed investment with a Jolly nature allows it to outpace base 100 Speed Pokemon and Speed tie with Keldeo. When it has a Choice Band equipped, Terrakion's Attack stat soars to sky-high levels, and it is able to blow past a large portion of the metagame. Justified is Terrakion's only ability and is sometimes situational, but it allows Terrakion to get an Attack boost off a Dark-type move.

Usage Tips

Bring Terrakion in during the early game, if possible. Thanks to its insane power with a Choice Band, Terrakion is able to heavily weaken most foes, giving teammates an easier time to sweep later on. Unless Terrakion has a guaranteed KO on the opposing Pokemon, try not to leave it on the field after a use of Close Combat, as its defenses become pathetic afterwards. Terrakion is best switched in after a teammate's slow U-turn or Volt Switch, as its mediocre typing prevents it from switching directly into hard-hitting attacks.

Team Options

Pokemon that appreciate Choice Band Terrakion's natural wallbreaking potential, such as Swords Dance Talonflame, Weavile, Mega Scizor, and Mega Lopunny, make good teammates. The last forms a fantastic Fighting-spam core and together they break down each other's checks and counters. Latias and Latios are able to safely switch into Fighting-, Water-, and Ground-type attacks targeted at Terrakion, and Terrakion is able to get a Justified Attack boost from Dark-type attacks aimed at the duo. Grass-types, such as Serperior, Mega Venusaur, and Celebi, are able to defeat the likes of Azumarill, Hippowdon, Slowbro, Suicune, and Landorus-T. Electric-types such as Mega Manectric, Rotom-W, Thundurus, and Raikou handle Water-types that are able to stomach Terrakion's attacks. Dark-types, such as Bisharp and Weavile, defeat Slowbro and Celebi and pressure Hippowdon and Gliscor. Fairy-types, such as Mega Altaria, Clefable, and Mega Gardevoir, maul physical walls, allowing Terrakion to go wild late game with Close Combat. Magnezone traps and KOes Mega Scizor, Skarmory, and Ferrothorn, which can all handle a Terrakion locked into the wrong move. Hazard setters such as Klefki, which can provide speed control with Thunder Wave, Tyranitar, which gives Terrakion a Special Defense boost but shares awful typing synergy with it; and Landorus-T, which help Terrakion achieve OHKOs or 2HKOs it could not normally get.

Swords Dance

Move 1
Move 2
  • Close Combat
    Lowers the user's Defense and Sp. Def by 1.
    TypeFighting
    CategoryPhysical
    Power120 BP
    Accuracy100%
Move 3
  • Stone Edge
    High critical hit ratio.
    TypeRock
    CategoryPhysical
    Power100 BP
    Accuracy80%
Move 4

Moves

Swords Dance is Terrakion's main setup move, boosting its Attack to sky-high levels. This allows Terrakion to blow through general checks, especially the likes of Skarmory, Hippowdon, and Garchomp. Close Combat is an extremely high-powered STAB move that tears apart Pokemon that do not resist it. Stone Edge provides fantastic neutral coverage with Close Combat, nailing Flying-types, such as Tornadus-T and Talonflame, if they attempt to switch in. Substitute prevents status from the likes of Thundurus, and Klefki, which can give Terrakion an opportunity to sweep. On the other hand, Rock Polish boosts Terrakion's Speed to astronomical levels, allowing it to easily outpace the entire unboosted metagame. Stealth Rock is another possibility, used to wear down Pokemon as they switch in, and Terrakion can set it up on a predicted switch. Quick Attack is a final option that gives Terrakion some form of priority and picks off faster, weakened targets. However, it is extremely weak, even at +2.

Set Details

Maximum investment in Terrakion's Attack and Speed stats with a Jolly nature lets it hit as hard as possible and outpace base 100 Speed Pokemon, such as Charizard, Manaphy, and Gardevoir, while Speed tying with Keldeo and other Terrakion. An Adamant nature can be used over Jolly, allowing Terrakion at +2 to OHKO Hippowdon, Calm Mind Manaphy, defensive Garchomp, Slowbro, and Gliscor. Sadly, missing out on outspeeding opposing base 100 Speed Pokemon, which often run maximum Speed and a positive nature, is a huge thorn in Terrakion's side, leaving Jolly as the preferred nature for the majority of the time. Life Orb is the best item for Terrakion, sacrificing a small amount of HP each turn while providing a significant increase to attacking prowess. Justified is Terrakion's only ability, and it is useful when Terrakion is hit by a Dark-type move.

Usage Tips

Instead of setting up with Swords Dance turn one, Terrakion's best play early-game is to use Close Combat or Stone Edge. This whittles down defensive walls very quickly, allowing Terrakion to muscle through them with Swords Dance-boosted attacks later. Against offensive teams, boosting Attack isn't as important as blowing through frailer Pokemon with its dual STAB combination, as most of such teams will have a solid way to defeat Terrakion due to its questionable Speed. When using Close Combat, be wary of the defense drops that come along with it. Lowering Terrakion's mediocre defenses even further makes it extremely vulnerable to priority from the likes of Azumarill, Scizor, and Talonflame and to revenge killers, such as Latios, Mega Manectric, Mega Metagross, and most Choice Scarf users. Terrakion is best switched in through a slow U-turn or Volt Switch from a teammate, as predicting wrong is very costly.

Team Options

Terrakion has very limited switch-ins, and the majority of them, particularly the likes of Celebi and Slowbro, are heavily pressured by various Dark-type Pokemon, such as Weavile and Bisharp. Latios and Latias appreciate Terrakion's ability to check Tyranitar and Bisharp, and, in return, the duo is able to defeat most bulky Ground- and Water-types that threaten Terrakion. Grass-types, such as Serperior, Mega Venusaur, and Celebi, pressure Ground- and Water-types with their respective STAB attacks. Fairy-types, such as Mega Altaria, Clefable, and Mega Gardevoir, can also break down physical walls such as Garchomp and Hippowdon. Magnezone traps Mega Scizor and Skarmory, the former being difficult for certain offensive teams to properly handle, allowing Terrakion to bust through the opposing team once they are eliminated.

Choice Scarf

Move 1
  • Close Combat
    Lowers the user's Defense and Sp. Def by 1.
    TypeFighting
    CategoryPhysical
    Power120 BP
    Accuracy100%
Move 2
  • Stone Edge
    High critical hit ratio.
    TypeRock
    CategoryPhysical
    Power100 BP
    Accuracy80%
Move 3
  • Rock Slide
    30% chance to make the foe(s) flinch.
    TypeRock
    CategoryPhysical
    Power75 BP
    Accuracy90%
  • Toxic
    Badly poisons the target. Poison types can't miss.
    TypePoison
    Accuracy90%
Move 4
  • Iron Head
    30% chance to make the target flinch.
    TypeSteel
    CategoryPhysical
    Power80 BP
    Accuracy100%

Moves

Close Combat is Terrakion's most devastating move and, even without a boosting item, tears through weakened Pokemon that don't resist it. However, it comes with the cost of lowering Terrakion's defenses after its use. Stone Edge provides phenomenal coverage with Close Combat, targeting Flying-, Ghost-, and Psychic types, especially the likes of Talonflame, Latios, Mega Charizard Y, and Tornadus-T. Rock Slide provides Terrakion with a more accurate way of finishing off weakened targets and does not have the nasty side effect of lowering its defenses. However, the power drop between this and Terrakion's other options is quite noticeable. On the other hand, Toxic cripples bulky walls, such as Hippowdon, Slowbro, Garchomp, and Landorus-T, as they switch in to handle an attack. Iron Head gives Terrakion a way to deal heavy damage to Fairy-types, doing decent damage to Clefable, OHKOing Mega Diancie, and OHKOing Mega Gardevoir after Stealth Rock damage.

Set Details

Maximum Attack investment allows Terrakion to deal as much damage as possible. A Choice Scarf lets Terrakion outspeed the unboosted metagame and revenge kill Pokemon such as Tornadus-T, Mega Lopunny, and +1 Mega Charizard X, and maximum Speed investment with a Jolly nature allows it to stay in its crucial Speed tier if it happens to lose its Choice Scarf to Knock Off. Justified is Terrakion's only ability and gives Terrakion an attack boost if it is hit by a Dark-type move.

Usage Tips

When using Terrakion late-game to clean up, make sure you don't overestimate its firepower. While its moves have high Base Power, sometimes even such power isn't enough to KO a target. Make sure everything is weakened to a degree that Terrakion can break past it. Terrakion serves as a fantastic revenge killer to certain Choice Scarf Pokemon, such as Tyranitar and Jirachi, as well as most Dragon Dance users. This includes Dragonite, a weakened Mega Altaria, and Mega Charizard X. Terrakion's already mediocre defenses are lowered even further by Close Combat's drops, so if the opponent has a powerful priority user such as Scizor or Azumarill, be wary of mindlessly clicking it. Although Terrakion has access to Justified, switching directly in to Knock Off is generally an unfavorable play; due to the nature of offensive teams, Terrakion desperately wants to keep its Choice Scarf to be able to outspeed otherwise faster Pokemon. When pinned up against the likes of Landorus-T and Slowbro, catch them on the switch with Toxic to cripple them. Just beware that locking Terrakion into Toxic means it can be taken advantage of.

Team Options

Grass-types, such as Serperior, Mega Venusaur, and Celebi, break down the likes of Hippowdon, Azumarill, Quagsire, and Suicune, which are all decent checks to Terrakion. Latios and Latias provide Defog support, and Healing Wish support in the latter's case, and check Water-, Fighting-, and Ground-types for Terrakion. In return, Terrakion handily defeats Bisharp and Tyranitar. Water-types, such as Manaphy, Azumarill, and Starmie, handle Ground-types that Choice Scarf Terrakion might not have the power to break through before they are weakened. Fairy-types, such as Clefable, and Mega Gardevoir, hit physical walls hard with their respective STAB attacks and break down Terrakion's answers such as Slowbro. Dark-types such as Bisharp and Weavile pressure defensive walls, such as Garchomp and Hippowdon, early on, so that Terrakion has an easier time defeating them. Magnezone traps Mega Scizor and Skarmory, as Terrakion lacks the power to defeat them if they are near full health.

Other Options

Terrakion's movepool is quite shallow, so it struggles to find moves to use outside of its standard sets. Hidden Power Ice targets defensive Garchomp, Landorus-T, and Gliscor, also preventing Terrakion from taking recoil damage from the former; however, it has very limited uses outside of hitting these targets and, for the most part, you're better off using one of Terrakion's STAB attacks to handle them. A set with a Focus Sash and Stealth Rock can be used to make Terrakion a decent suicide lead.

Checks and Counters

Priority: Priority from the likes of Azumarill, Breloom, Scizor, and Talonflame can cut Terrakion's sweep short, as Terrakion lacks the bulk to take these hits efficiently and has no priority of its own outside of the weak Quick Attack.

Revenge Killers: Since Terrakion is in a middling Speed tier, teams with hard-hitting Pokemon such as Alakazam, Latios, Mega Lopunny, Mega Metagross, Mega Diancie, and Serperior can all defeat a weakened Terrakion without a Rock Polish boost. Most Choice Scarf Pokemon have no issue defeating a weakened Terrakion either.

Physically Defensive Pokemon: Although shakier checks against a Terrakion with a Swords Dance boost, most physically defensive Pokemon, such as Hippowdon, Landorus-T, and bulky Garchomp, are able to defeat Terrakion in a one-on-one situation; however, both Landorus-T and Garchomp are heavily pressured by the rare Hidden Power Ice.

Mega Medicham: Mega Medicham is one of the best offensive checks to Terrakion, as it is not 2HKOed by any of Terrakion's moves and can OHKO back with its STAB attacks or pick it off with Bullet Punch.

Slowbro and Mega Slowbro: Mega Slowbro fears nothing from Terrakion and can easily OHKO with Scald or Psyshock after any prior damage. Slowbro takes on any Terrakion set, with the exception of Adamant Swords Dance, and can recover any damage by switching out thanks to Regenerator. However, both must be wary of Toxic, which heavily cripples them.

Credits

Moves

 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
Accuracy
PP
5
Prevents the target from switching out.
 
Power
60
Accuracy
100%
PP
20
100% chance lower adjacent Pkmn Speed by 1.
 
Power
Accuracy
PP
20
Raises the user's Sp. Atk and Sp. Def by 1.
 
Power
120
Accuracy
100%
PP
5
Lowers the user's Defense and Sp. Def by 1.
 
Power
Accuracy
PP
20
Lowers the target's Sp. Atk by 1.
 
Power
50
Accuracy
95%
PP
30
No additional effect.
 
Power
30
Accuracy
100%
PP
30
Hits 2 times in one turn.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
100
Accuracy
100%
PP
10
Hits adjacent Pokemon. Double damage on Dig.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
40
Accuracy
100%
PP
40
Always leaves the target with at least 1 HP.
 
Power
120
Accuracy
70%
PP
5
10% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
PP
20
One adjacent ally's move power is 1.5x this turn.
 
Power
60
Accuracy
100%
PP
15
Varies in type based on the user's IVs.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
80
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
Accuracy
100%
PP
30
Lowers the foe(s) Defense by 1.
 
Power
80
Accuracy
100%
PP
20
30% chance to poison the target.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
Accuracy
PP
10
Copies the target's current stat stages.
 
Power
40
Accuracy
100%
PP
30
Usually goes first.
 
Power
Accuracy
PP
15
Protects allies from priority attacks this turn.
 
Power
Accuracy
PP
20
For 5 turns, physical damage to allies is halved.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
70
Accuracy
100%
PP
5
Power doubles if an ally fainted last turn.
 
Power
Accuracy
100%
PP
20
Max 102 power at maximum Happiness.
 
Power
Accuracy
PP
20
Forces the target to switch to a random ally.
 
Power
Accuracy
PP
20
Raises the user's Speed by 2.
 
Power
75
Accuracy
90%
PP
10
30% chance to make the foe(s) flinch.
 
Power
40
Accuracy
100%
PP
15
50% chance to lower the target's Defense by 1.
 
Power
60
Accuracy
95%
PP
15
100% chance to lower the target's Speed by 1.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
90
Accuracy
100%
PP
15
Ignores the target's stat stage changes.
 
Power
Accuracy
PP
25
For 5 turns, protects user's party from status.
 
Power
Accuracy
PP
10
For 5 turns, a sandstorm rages. Rock: 1.5x SpD.
 
Power
70
Accuracy
100%
PP
20
Effect varies with terrain. (30% paralysis chance)
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
50
Accuracy
100%
PP
15
Removes the target's Ground immunity.
 
Power
50
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
Accuracy
PP
20
Hurts foes on switch-in. Factors Rock weakness.
 
Power
100
Accuracy
80%
PP
5
High critical hit ratio.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
120
Accuracy
100%
PP
5
Lowers the user's Attack and Defense by 1.
 
Power
Accuracy
90%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
Accuracy
PP
20
Raises the user's Attack by 2.
 
Power
90
Accuracy
85%
PP
20
Has 1/4 recoil.
 
Power
Accuracy
100%
PP
20
Target can't use status moves its next 3 turns.
 
Power
Accuracy
90%
PP
10
Badly poisons the target. Poison types can't miss.
 
Power
Accuracy
PP
30
Raises the user's Attack and Sp. Atk by 1.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
80
Accuracy
90%
PP
15
20% chance to make the target flinch.
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