7* Tera Dark Feraligatr (November 1-3 and 8-10)

Liquidation, Crunch, and Ice Punch are the most obvious moveset options for abusing that Sheer Force. Possible setup with Swords Dance and/or Dragon Dance. 4th offensive option could be Psychic Fangs, Earthquake, or Shadow Claw? Azumarill looking good here again.
 
You know how it goes.
:SV/Koraidon:
Metronome / Expert Belt
Tera Fighting
252 Atk / 252 Def / 6 HP
Adamant Nature

Collision Course
Drain Punch
Breaking Swipe
Swords Dance

0+ Atk Feraligatr Psychic Fangs vs. 6 HP / 252 Def Koraidon: 102-120 (29.8 - 35%) -- 15.1% chance to 3HKO
0+ Atk Sheer Force Feraligatr Ice Punch vs. 6 HP / 252 Def Koraidon: 116-138 (33.9 - 40.3%) -- guaranteed 3HKO

I know that looks like a lot of damage, but I don't think I need to remind you just exactly how fast Koraidon is. And that's not even factoring in the Intimidate CPUs. In fact, I think Koraidon can also be pretty good support while dealing damage at the same time.

Shell Bell
Tera Fighting
252 Def / 252 HP
Impish Nature

Body Press
Breaking Swipe
Bulk Up
Taunt / Mud Slap
 
:SV/Primarina:

Primarina @ Fairy Feather
Ability: Torrent
Tera Type: Fairy
EVs: 108 Def / 252 SpA / 148 Spe
Modest Nature
IVs: 0 Atk
- Draining Kiss
- Chilling Water
- Reflect
- Calm Mind / Life Dew

Feraligatr's movepool really doesn't offer many tools to hurt Primarina whatsoever. Between Reflect and Chilling Water you can keep its damage down while using Draining Kiss to remain healthy. Choose either offense with Calm Mind or support with Life Dew.

:SV/Slither-Wing:

Slither Wing @ Silver Powder
Ability: Protosynthesis
Tera Type: Bug
EVs: 4 HP / 252 Atk / 252 Def
Adamant Nature
- Leech Life
- Lunge
- Bulk Up
- Sunny Day

Here's something a bit more fun. Sunny Day is good support that keeps the pesky Water damage low for the whole team while also pairing really nicely with Protosynthesis. From there, Lunge and Leech Life will do the job quite well.

:SV/Toxicroak:

Toxicroak @ Leftovers
Ability: Dry Skin
Tera Type: Fighting
EVs: 4 HP / 252 Atk / 252 Def
Adamant Nature
- Drain Punch
- Swords Dance
- Chilling Water
- Acid Spray

Assuming Feraligatr doesn't run Earthquake or Psychic Fangs, this Toxicroak set could work as a fun option. You have the standard SD and Drain Punch for your own benefit, but the addition of Chilling Water and Acid Spray also allow you to support your (special attacking) teammates quite nicely. A reasonable alternative to other Drain Punchers like Iron Hands.

Just make sure not to bring it alongside Koraidon or other Sunny Day users.

:SV/Enamorus:

Enamorus @ Shell Bell
Ability: Contrary
Tera Type: Fighting
EVs: 4 HP / 252 Atk / 252 Def
Adamant Nature
- Superpower
- Tera Blast
- Sunny Day
- Taunt / Draining Kiss / Play Rough

If Feraligatr wipes buffs early, Enamorus could be excellent for this raid. Superpower boosts Attack and Defense alongside great damage. You will have to play around the low PP count which is where Tera Blast will come into play. Sunny Day is a decent support move and the final slot is kind of filler since Enamorus doesn't have many better options.

:SV/Clefable:

Clefable @ Flame Orb
Ability: Unaware
Tera Type: Fighting
EVs: 4 HP / 252 Atk / 252 Def
Adamant Nature
- Drain Punch
- Tera Blast
- Fling
- Psych Up

There's a pretty good chance that Feraligatr could be a boost spammer with Swords Dance or Dragon Dance which would mean the Pokémon we used for Incineroar should be equally useful here. So Body Press Dondozo and friends might see the light of day again. As for a fun option to combat boost spam, Psych Up Clefable is once again on the case. Fling + Flame Orb is a fun gimmick for early raid but Leftovers works just fine as well if the damage output stays reasonable.
 
Tinkaton could steal Sheer Force with Skill Swap and hit back with boosted Play Rough.

Scizor with Iron Defense and Lunge might be worth playing with.

Galar Zapdos with Bulk Up and Thunderous Kick is just a favorite of mine so I will probably need to give that a try...
 
Something to think about when going for ability-negation is you'll be trading more damage taken with hax. Crunch, for example, gets boosted by Sheer Force because it turns off its 20% Defense drop chance. However, if you Skill Swap it or use Gastro Acid or something, you'll be opening you and your team to those Defense drops. I don't think turning off Sheer Force is worth it in that regard, and Reflect + stat-lowering moves should be enough nullification, in my opinion.
 
Something to think about when going for ability-negation is you'll be trading more damage taken with hax. Crunch, for example, gets boosted by Sheer Force because it turns off its 20% Defense drop chance. However, if you Skill Swap it or use Gastro Acid or something, you'll be opening you and your team to those Defense drops. I don't think turning off Sheer Force is worth it in that regard, and Reflect + stat-lowering moves should be enough nullification, in my opinion.

I think that depends on exactly what moves Feraligatr goes with. Psychic Fangs for example would make it extremely cumbersome to keep Screens up as is, and thus adds more value to a consistent power-down in exchange for a chance of Hax (and that's assuming your typing is one it would click Crunch into considering 2/3 of Dark's weaknesses resist the type vs its Water STAB or likely coverage). This all assuming it doesn't have boosting spam in which case shutting that down is easily more valuable than turning off its Secondary effects.

Main thing is bear it in mind as an option, but it might not be as valuable as Serperior where it was worth bringing otherwise weaker Pokemon because that requirement was make-or-break for the fight.
 
I will be extremely surprised if it doesn't at minimim have Dragon Dance.

It'll be another setup spam mon won't it...

Incidentally, Malamar not only might be good but actually gets to use Superpower for once after you inevitably get oneshot by a crit.


Also removing sheer force means you'd actually want the liquidation / crunch def down if your mon is a Contrary mon.
 
I will be extremely surprised if it doesn't at minimim have Dragon Dance.

It'll be another setup spam mon won't it...

Incidentally, Malamar not only might be good but actually gets to use Superpower for once after you inevitably get oneshot by a crit.


Also removing sheer force means you'd actually want the liquidation / crunch def down if your mon is a Contrary mon.
Thinking about Contrary mons, Lurantis gets Worry Seed, Pollen Puff, Leech Life, Tera Blast for boosting attack (assuming Stellar).
 
Iron Hands really doesn't care about 105 base attack, especially with Iron Defence.

+6 0+ Atk Sheer Force Tera Dark Feraligatr Liquidation vs. +2 4 HP / 252 Def Iron Hands: 204-241 (45.3 - 53.5%) -- 38.7% chance to 2HKO
+6 0+ Atk Tera Dark Feraligatr Psychic Fangs vs. +2 4 HP / 252 Def Iron Hands: 210-248 (46.6 - 55.1%) -- 68.4% chance to 2HKO
 
Thinking about Contrary mons, Lurantis gets Worry Seed, Pollen Puff, Leech Life, Tera Blast for boosting attack (assuming Stellar).
I was thinking of Lurantis myself, expecially if paired with a Malamar ironically. Malamar replaces Sheer force with Contrary and then Lurantis abuses the -def procs from Crunch and Liquidation lol

Iron Hands really doesn't care about 105 base attack, especially with Iron Defence.

+6 0+ Atk Sheer Force Tera Dark Feraligatr Liquidation vs. +2 4 HP / 252 Def Iron Hands: 204-241 (45.3 - 53.5%) -- 38.7% chance to 2HKO
+6 0+ Atk Tera Dark Feraligatr Psychic Fangs vs. +2 4 HP / 252 Def Iron Hands: 210-248 (46.6 - 55.1%) -- 68.4% chance to 2HKO
I think the main issue Iron Hands would have is that all it takes is a crit is a disaster and with how many attacks you're eating, one is doomed to happen at some point.

That said it's probably going to be the safest mon not reliant on skill swap, assuming the croc doesn't pull off some weird shenenigans with mixed attacks.
 
Crits can ruin most Pokemon in most of these raids, even bulky "safe" mons have to worry about it because it can throw off the math of what you need to do, worrying about them isn't worth the time.
 
The more likely case here is that it has one or two Dragon Dances among the scripted moves, and relies on that with a varied coverage matrix. Having it in the main moves would lead to another boring raid with the same answers as Serperior and Incineroar that we've already been through.
 
On other hand, that's really all you can do with this raid to make it remotely challenging.

Feraligatr has a somewhat varied offensive movepool but on other hand his utility pool is pretty lacking. You can't even get "creative" with scripted Breaking Swipe / Bulldoze / Snarl / Icy Wind cause of Sheer Force.

The only remotely creative thing I could say if they don't want to have DDance in its regular movepool is having Scale Shot in it and have the AI use it to gain speed advantage I suppose, as it isn't affected by Sheer Force.

Without DDance in the moveset, honestly I think Contrary Lurantis with Worry Seed probably is the best "independant" pokemon you can run.
You "just" have to live the first hit (+Def nature has bit more odds to live multiple turns)

0+ Atk Sheer Force Tera Dark Feraligatr Ice Punch vs. 252 HP / 252 Def Lurantis: 136-162 (39.5 - 47%) -- guaranteed 3HKO
0+ Atk Sheer Force Tera Dark Feraligatr Ice Punch vs. 252 HP / 252+ Def Lurantis: 124-148 (36 - 43%) -- guaranteed 3HKO

Worry seed, tank another

0+ Atk Tera Dark Feraligatr Ice Punch vs. 252 HP / 252 Def Lurantis: 104-124 (30.2 - 36%) -- 43.5% chance to 3HKO
0+ Atk Tera Dark Feraligatr Ice Punch vs. 252 HP / 252+ Def Lurantis: 96-114 (27.9 - 33.1%) -- guaranteed 4HKO

Then you can just recover off
0+ Atk Lurantis Leech Life vs. 0 HP / 0 Def Tera Dark Feraligatr: 132-156 (42.4 - 50.1%) -- 0.4% chance to 2HKO

and then buff yourself with Superpower after the buff clear pulse.

Alternatively, you run Jolly 252 speed, lets you outspeed Adamant Feraligatr and Worry Seed before it attacks, meaning you only tank the 2nd hit

0+ Atk Tera Dark Feraligatr Ice Punch vs. 252 HP / 4 Def Lurantis: 136-160 (39.5 - 46.5%) -- guaranteed 3HKO

I think tera BUG is the best option in such scenario, boosting your supereffective Leech Life while also making the croc use Liquidation to intentionally try and get the defense drop proc which turn into defense up.

:lurantis: Lurantis @ Shell Bell / Leftovers / idk maybe Big Root or something
Ability: Contrary
Tera Type: Bug / Fighting
EVs and Nature:
Impish / Adamant - 252 HP / 4 Atk / 252 Def
OR
Jolly - 252 HP / 4 Def / 252 Speed
- Leech Life
- Superpower
- Worry Seed
- freebie moveslot, maybe Tera Blast or X-Scissor or Ingrain
 
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First try light work for solo Azumarill as expected with solid AI support. I set up Defense Curl, then 3 Mud-Slaps, belly drummed and tera Play Roughed the rest of the way. I just had to Defense Curl and Belly Drum once more after the buff reset but it was smooth sailing while he was still debuffed.

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sd t0
psychic fangs
tera steal before i input t2
ice punch
buffs up
shield up
buff reset
buff up
scripted eq
debuff reset
yellow hit scripted ddance
end
 
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Turn 0 Swords Dance and a scripted Dragon Dance, huh? Time for Malamar. Just gotta survive one attack and go for Topsy Turvy. and Feraligatr's +2 will become a -2.

(Edit) Yup, Malamar is excellent. Unless Feraligatr crits Malamar can survive a +2 Liquidation and Topsy Turvy those buffs away.

:SV/Malamar:
Shell Bell
Contrary
Tera Fighting
252 Atk / 252 Def / 6 HP
Adamant Nature

Superpower
Tera Blast
Liquidation (Or Lunge if you have the DLC)
Topsy Turvy
 
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The early tera orb charge steel feels pretty useless. Between all the animations and most people preferring set up, it doesn't seem like anything other than a timer drain.
 
Marill solos too.

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I tried Charm and Chilling Water here just for variety and to test it out as a viable option, which I feel is fair with the debuff reset being midway. No Intimidate AI here, but I had Umbreon's Thunder Wave early on to outspeed. I did have to take an early death due to constantly taking hits, but preserved both cheers early, which helped survive the final attacks at +1 without needing to set attack debuffs again.

I did still have to use a heal cheer after a Psychic Fangs crit to set up Belly Drum safely though, so this was pretty close but with other supporting AI I think it would have been fine. I feel like Feraligatr doesn't seem to choose the best moves in general, I was seeing Ice Punch before and after teraing more often than not. I also think that the AI might have just gotten Feraligatr in the buff reset range themselves before I even set up thanks to taking so many turns early and having like Heracross, so looking at it back I would suggest just triggering it early.

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Also I hit the first Chilling Water too early and the tera reset made me use 4.
 
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Just brought that support scream tail and cleared it first try with a squad of 2 Azumarill and Iron Hands.
one of the azumarill had an opener with Charm so with that & Reflect it was pretty neutered all match. I just had to do a cheer once, reapply the reflect at one point and do some helping hand. Nice & easy once everyone started rolling.

I went basic and did Great Ball. The colors align themselves!
 
Turn 0 Swords Dance and a scripted Dragon Dance, huh? Time for Malamar. Just gotta survive one attack and go for Topsy Turvy. and Feraligatr's +2 will become a -2.

(Edit) Yup, Malamar is excellent. Unless Feraligatr crits Malamar can survive a +2 Liquidation and Topsy Turvy those buffs away.

:SV/Malamar:
Shell Bell
Contrary
Tera Fighting
252 Atk / 252 Def / 6 HP
Adamant Nature

Superpower
Tera Blast
Liquidation (Or Lunge if you have the DLC)
Topsy Turvy
You don't have to take a boosted Liquidation at all if you invest 44 EVs in Speed; Feraligatr isn't that much faster than Malamar. You won't outspeed after the Dragon Dance, but you'll have plenty of time to boost before that becomes a problem.
 
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https://stevecooktu.github.io/sv_raid_lookup/
The obscure raid stats for documentation: Another 550s one, an odd 45% HP shield, and the usual 50% double attack chance after 50% HP.

Overall this boss was pretty lightweight, but I prefer the straightforwardness of Sheer Force to getting haxed, and T0 Swords Dance at least puts the danger upfront. A debuff reset in the middle of shielded HP is alright, but less threatening than Infernape putting it up on time along with the shield, though it does mean Azurill is probably not clearing this one. As mentioned, the tera steal and Earthquake being on time are kind of misses to me, but Dragon Dance kind of works as a reference for double attack range in a way. I won't complain about a breather raid for some variety, and I hope Torterra does something different from stat spam as well, if only not to deal with crit immunity on top of that.

Crunch makes more sense as a TM drop than some of gamefreak's other picks, even though it's the only naturally learned move in the moveset.
 
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Magearna @ Metronome (or Choice Specs)
Ability: Soul-Heart
Tera Type: Fairy
EVs: 4 HP / 252 Def / 252 SpA
Modest Nature
- Draining Kiss

For solo play with NPCs, Magearna is a very effortless way of beating this raid. Soul-Heart amasses boosts very quickly, and it only takes about ten Draining Kisses to take down Feraligatr.
 
Just brought that support scream tail and cleared it first try with a squad of 2 Azumarill and Iron Hands.
one of the azumarill had an opener with Charm so with that & Reflect it was pretty neutered all match. I just had to do a cheer once, reapply the reflect at one point and do some helping hand. Nice & easy once everyone started rolling.

I went basic and did Great Ball. The colors align themselves!
Is the support screamtail build just the SV one on Smogon? If so I will go try that out. Something new to try!
 
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