Type to start searching.

Available search filters:

  • .ability, .a
  • .type, .t
  • .damage, .dmg (damage category for moves)
  • .description, .desc, .d
  • .tag
In other gens:

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
STABmons
Life Orb346
Choice Scarf346

Strategies

  • en
Written by dhelmise

Overview

Terrakion is a very versatile and strong attacker that has a good base 108 Speed and base 129 Attack, which let it outspeed and easily KO threatening Pokemon such as Mega Charizard X and Mega Charizard Y. It also checks dangerous attackers, especially Dark-types such as Bisharp, Tyranitar, and Weavile, and its Rock / Fighting typing gives it a nice resistance to Normal-type moves such as Fake Out and Extreme Speed. Not only that, Terrakion has access to priority in Mach Punch, which lets it finish off weakened threats. Terrakion has access to almost no viable coverage moves bar Iron Head, but it doesn't really need coverage moves to be usable, as it has access to Close Combat and Diamond Storm, both of which are boosted by STAB and have almost perfect neutral coverage. However, Terrakion has a bad defensive typing that leaves it weak to common attacking types in Fighting, Ground, Fairy, and Psychic. Adding onto that, Terrakion also has mediocre 91 / 90 / 90 bulk, which means it can easily be KOed by a lot of common threats in STABmons, such as Landorus-T, Mega Lopunny, Mega Scizor, and Keldeo. Terrakion is also KOed really quickly due to the fact that it commonly uses Life Orb, and the prevalence of priority users in STABmons makes it difficult for it to stay healthy.

Life Orb

Move 1
Move 2
  • Diamond Storm
    50% chance to raise user's Def by 1 for each hit.
    TypeRock
    CategoryPhysical
    Power100 BP
    Accuracy95%
Move 3
  • Close Combat
    Lowers the user's Defense and Sp. Def by 1.
    TypeFighting
    CategoryPhysical
    Power120 BP
    Accuracy100%
  • High Jump Kick
    User is hurt by 50% of its max HP if it misses.
    TypeFighting
    CategoryPhysical
    Power130 BP
    Accuracy90%
Move 4

Moves

Swords Dance lets Terrakion boost its Attack so that it can hit harder in the time span that it is on the field; it also lets Terrakion KO a larger field of foes. Stealth Rock can be used so that Terrakion can make it easier for it and its teammates to KO foes. Terrakion has the offensive presence to force switches, which makes it easier to set up either Swords Dance or Stealth Rock. Diamond Storm is the preferred Rock-type STAB move, as it is more accurate than both Rock Slide and Stone Edge and is stronger than Rock Slide, and it lets Terrakion KO common threats in the STABmons metagame such as Thundurus, Mega Charizard Y, Tornadus-T, Gyarados, and Weavile. Close Combat is used to KO possible threats to your team such as Heatran, Chansey, Magnezone, and opposing Terrakion. High Jump Kick can be used instead of Close Combat if you want a more powerful move on Terrakion that doesn't lower its defenses; however, it is less accurate and gives Terrakion trouble when facing Steel-types with the possibility of carrying King's Shield, which will make High Jump Kick miss and make Terrakion lose half of its health. Mach Punch lets Terrakion revenge kill weakened foes.

Set Details

The Attack and Speed EVs are maximized to increase Terrakion's power and speed as much as possible. A Jolly nature is used to further increase Terrakion's Speed so that it can Speed tie with opposing Terrakion and outspeed unboosted Tyranitar. Life Orb boosts Terrakion's attacks to make up for the power drop from using a Jolly nature instead of an Adamant one. Justified is the only ability that Terrakion has access to, and it boosts its Attack when it is hit with a Dark-type move.

Usage Tips

When Terrakion is on the field, use the appropriate move to KO or damage the foe as much as possible. If the foe resists or is immune to one of Terrakion's moves or outspeeds and can possibly KO Terrakion, switch into a different Pokemon that checks or counters it. Use Terrakion to force out frail attackers like Thundurus and Weavile after a teammate is KOed and set up Swords Dance on the predicted switch. Make sure to switch Terrakion out of priority users and status inducers, as they both severely hinder its ability to be a useful attacker. If you're using Close Combat, be aware that it makes Terrakion more vulnerable to both physical and special attacks due to the drops in its defenses, which makes it more vulnerable to priority too. If you're running High Jump Kick, be aware that it has a chance to miss, and Terrakion will lose half of its health whenever the move misses or if it is used when the foe uses a protecting move. Try to predict when a foe uses a protecting move just to be safe.

Team Options

Terrakion fits best on hyper offense teams because of its offensive presence, and it also partners well with sand setters such as Tyranitar and Hippowdon because of its Rock typing, as sand boosts its Special Defense, Tyranitar's secondary Dark typing gives it a helpful immunity to Psychic, and Hippowdon's bulk gives Terrakion a reliable teammate to switch places with. Terrakion likes having offensive entry hazard setters such as Garchomp and Klefki to help it KO foes more easily. Terrakion also likes Psychic-, Flying-, and Fairy-types such as Starmie, Latios, Landorus-T, Mega Diancie, and Sylveon to take care of opposing Fighting-types. Fairy- and Grass-types such as Mega Diancie, Sylveon, and Serperior are also useful because of their ability to take care of Sableye and break down physical walls, especially bulky Ground-types. Terrakion also likes support from Steel- and Poison-types such as Excadrill, Scizor, Mega Scizor, and Gengar because they can take care of Fairy-types easily. Electric- and Grass-types such as Thundurus and Serperior are good teammates because they can take care of bulky Water-types such as Manaphy. Pokemon that like Ice-, Steel-, and Dark-types such as Mamoswine, Bisharp, and Weavile gone, such as Thundurus, Mega Diancie, and Gengar, appreciate Terrakion as a teammate because of how easily it takes care of those. Volt Switch, U-turn, and Parting Shot users such as Magnezone, Scizor, Sableye, and Weavile are good teammates for Terrakion because they can get it onto the field safely. Terrakion also appreciates Pursuit trappers and Dark-types in general as teammates because they can take care of Latios and Gengar easily.

Choice Scarf

Move 1
  • Close Combat
    Lowers the user's Defense and Sp. Def by 1.
    TypeFighting
    CategoryPhysical
    Power120 BP
    Accuracy100%
Move 2
  • Diamond Storm
    50% chance to raise user's Def by 1 for each hit.
    TypeRock
    CategoryPhysical
    Power100 BP
    Accuracy95%
Move 3
  • 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%
  • Head Smash
    Has 1/2 recoil.
    TypeRock
    CategoryPhysical
    Power150 BP
    Accuracy80%

Moves

Close Combat KOes any possible threats to your team, such as Weavile, Heatran, Chansey, Magnezone, opposing Terrakion, Excadrill, and Ursaring. Diamond Storm is Terrakion's go-to Rock-type STAB move because of its high accuracy and damage. It is used to KO Thundurus, Mega Charizard Y, Tornadus-T, Gyarados, Gengar, Weavile, and weakened Latios, and it has a chance to boost Terrakion's Defense; however, Terrakion probably won't be staying in long enough for the Defense boost to go to use. Toxic can be used to let Terrakion quickly damage threatening foes like Landorus-T, Hippowdon, Rotom-W, and Slowbro. Iron Head lets Terrakion KO opposing Fairy-types like Mega Diancie, whereas Head Smash lets weakened Terrakion severely damage a foe as it goes down.

Set Details

A Choice Scarf, Jolly nature, and 252 Speed EVs let Terrakion outspeed and KO foes that it normally wouldn't, such as weakened Serperior, non-Choice Scarf opposing Terrakion, Mega Diancie, Gengar, and Latios. Choice Scarf also lets Terrakion revenge kill Tornadus-T, +1 Mega Charizard X, +2 Adamant Scizor, and Mega Lopunny. 252 Attack EVs let Terrakion deal as much damage as possible without running an Adamant nature. Justified is the only usable ability, and it gives a free boost to Terrakion's Attack whenever it's hit by a Dark-type move.

Usage Tips

Try not to switch Terrakion in if it isn't a safe switch, as it can easily be KOed by a lot of Pokemon. Use Terrakion to outspeed and KO Weavile and to revenge kill other Choice Scarf or Dragon Dance users. If Terrakion is facing a Prankster Pokemon with Parting Shot or Will-O-Wisp, switch into a Pokemon that has a momentum move and doesn't care about being weakened or burned to prevent Terrakion's Attack from being lowered.

Team Options

Terrakion works best on hyper offense teams thanks to its great movepool and coverage while also having the ability to work well with sand setters such as Hippowdon and Tyranitar thanks to its typing. Offensive entry hazard setters such as Klefki and Garchomp are good options for teammates because they help Terrakion KO threatening foes more easily. Psychic-, Flying-, and Fairy-types such as Starmie, Latios, Landorus-T, Mega Diancie, and Sylveon are good teammates for Terrakion because they can take care of opposing Fighting-types. Terrakion also likes Fairy- and Grass-types such as Mega Diancie, Sylveon, and Serperior as teammates because of their ability to take care of Sableye and break down physical walls, especially bulky Ground-types. Steel- and Poison-types are also good teammates because they can take care of the Fairy-types that Terrakion can't KO with Iron Head, such as Sylveon. Electric- and Grass-type Pokemon such as Thundurus and Serperior make for good teammates for Terrakion because they take care of the bulky Water-types that Terrakion is threatened by, such as Manaphy. Any Pokemon that enjoys having Ice-, Steel-, and Dark-types gone are good teammates for Terrakion, as it can outspeed and KO common Pokemon of those types, such as Weavile, Bisharp, and Tyranitar. Pokemon that run U-turn, Volt Switch, or Parting Shot, such as Magnezone, Scizor, Mega Scizor, Sableye, and Weavile, are good teammates for Terrakion because they can safely get it onto the field. Any Pokemon that likes opposing Terrakion to be KOed appreciates Terrakion as a teammate because it will always outspeed or Speed tie with the opponent's Terrakion, depending on the latter's set. Fire absorbers such as Heatran, bulky Pokemon such as Chansey, and special attackers such as Clefable are good teammates for Terrakion because they can take Will-O-Wisps for it. Pursuit trappers and Dark-types in general pair well with Terrakion too because they can take care of Latios and Gengar. Lunar Dance support from Latias and Latios is useful to give Terrakion a second chance. Magnezone is useful for taking care of Skarmory and Mega Scizor, as Terrakion can't do this due to the lack of Swords Dance.

Other Options

Choice Band can be used over Choice Scarf on the second set with Mach Punch instead of Toxic, as this gives Terrakion outrageous power and the loss of Speed makes priority a necessity. Rock Polish can be used over Mach Punch on the first set to form a double dance set. Be sure, if you use this, to set up Swords Dance when facing slower, bulkier teams and to set up Rock Polish versus faster, frailer teams; try to set up both if possible. Don't use Earthquake on either set because, while it might seem like a good idea, it's practically useless due to Terrakion's already good neutral coverage. You could run an Adamant nature on the Choice Scarf set to provide more power, but this means that Terrakion is outsped by opposing Choice Scarf users such as Keldeo and Terrakion. Final Gambit is also an option on the Choice Scarf set to quickly outspeed and KO threatening foes, but it is risky to use due to some foes having more HP than Terrakion.

Checks and Counters

Ground-types: Ground-types such as Landorus-T, Garchomp, Hippowdon, Quagsire, and Gliscor are threatening to Terrakion because they all resist at least one of its two STAB types and can survive one hit from it and KO it in return. Landorus-T, Garchomp, and Hippowdon are especially threatening because Landorus-T's ability, Intimidate, hinders Terrakion's ability to successfully attack foes; Garchomp's Rough Skin makes it hard for Terrakion to attack with a neutrally effective move without taking too much damage, as all of Terrakion's Fighting-type moves make contact; and Hippowdon is generally bulky and can 2HKO Terrakion with Earthquake and possibly OHKO it with Precipice Blades.

Water-types: Water-types such as Mega Slowbro, Keldeo, Azumarill, Manaphy, and Unaware Quagsire can all KO Terrakion with their Water-type STAB moves, and Mega Slowbro, Keldeo, Azumarill, and Quagsire all resist one of its two STAB types. Mega Slowbro is bulky enough to survive any of Terrakion's moves, even after a Swords Dance, it will still have enough health to KO in return, and both of its STAB moves KO Terrakion.

Priority Users: Priority users such as Fake Out + Extreme Speed Mega Lopunny; Mach Punch Breloom, Mega Medicham, and opposing Terrakion; Bullet Punch Mega Scizor; Water Shuriken Azumarill and Gyarados; Will-O-Wisp or Parting Shot Sableye; and Dragon Ascent Talonflame are all threatening to Terrakion because of their ability to easily KO or cripple it.

Faster Revenge Killers: Faster revenge killers such as Mega Lopunny, Choice Scarf Keldeo, Choice Scarf Landorus-T, Mega Diancie, Serperior, and Latios can all easily KO Life Orb Terrakion when it tries to revenge kill. However, Choice Scarf Terrakion outspeeds Mega Lopunny, Mega Diancie, Serperior, and Latios, and it Speed ties with Choice Scarf Keldeo, so Terrakion can still KO some faster revenge killers.

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.
Loading...