7* Tera Raid Event: Tera Poison Swampert

:orthworm:
Orthworm @ Ability Shield / Sitrus Berry
Ability: Earth Eater
Tera Type: Stellar
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Mud-Slap
- Helping Hand / Earth Power / Protect
- Metal Sound
- Coil

This should almost work similarly to Water Absorb Clodsire vs Primarina, although I do know the AI like to prioritize certain status moves, and I don’t think Swampert will run anything similar to Sing. That being said, Swampert’s Liquidation will barely hurt Orthworm at all, especially after you Coil and other players are setting Reflect, Sunny Day, and/or Feather Dance / Charm. Coil’s not just for the Defense boost, however. The accuracy raise is also nice for enabling Metal Sound to be more consistent.
Unless it's got Hammer Arm/Brick Break.
 
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Given that Muddy Water is Swampert's former signature move, there's a moderate chance that it could be used, perhaps as the scripted move. The accuracy drops could be very potent ways to make the raid more challenging.
You were right lol, even uses it twice.

it’s a mixed set :0
 
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Noticeably Swampert drops the DLC-exclusive Sludge Wave TM so I guess anything is on the table.

Overall I find the choice of doubling down on Liquidation + Hydro Pump questionable, but it makes my job easier with two moveslots I will never see outside of the random double move phase.

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Initially Azumarill had some unfortunate losses due to getting crit, just being one hit off, and even missing 4 Liquidations in a row after the 2nd Muddy Water. But overall the Azumarill solo was relatively smooth sailing with the right AI to mitigate damage despite the bad type matchup on the surface, with the real issues just being general RNG from Muddy Water drops among other things. But the script taketh and the script giveth, and so Azumarill can thrive with very few resets to be seen.

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(Pictured: A close failed attempt and me wasting 4 turns at -1 Accuracy.)

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My strategy ended up being to Mud-Slap early on and either die or live and wait for the buff reset to set up Amnesia and Belly Drum. If I die early enough I can keep the defense cheer and be dead for the 90% tera charge steal so I only have to use 3 Mud-Slaps. In this attempt I had Arcanine's Intimidate + Leer support as well as Bellibolt for Light Screen so I opted for only 2 Amnesias. (EDIT: Also Toxapex has Chilling Water but I didn't notice it much.) After setup is done, you just Liquidation spam to the end and hope Swampert doesn't screw you over too much with burst damage. I would have added a Mud-Slap post-shieldbreak to potentially save some animation time, but I had enough defense drops from Liquidation and Arcanine that I could afford not to. Earthquake seemed to do about 90-100 at neutral without Intimidate as I observed in my first failed attempt, and it is possible to just outheal it raw, but it comes close so if I didn't have the defense drops I would definitely go for another Mud-Slap for safety. Otherwise it's just standard Azumarill things with Water tera. Notably +Speed nature or a few Speed EVs let you outspeed Relaxed Swampert, and Terra naturally has the former from my ingame playthrough.

Overall multiple AI can potentially help here. Arboliva in particular sets Grassy Terrain to nerf Earthquakes and also Safeguard against poison.

I also noted that triggering Yawn through the damage threshold at the end of a turn counts as Drowsy being inflicted on the next turn, so it takes technically 2 turns of input for it to trigger.

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EDIT: Exact set for posterity since the stats are kind of random still. I think I adjusted my extra speed EVs all into SpD at some point for Blastoise.
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:gastrodon:
Gastrodon @ Ability Shield / Soft Sand
Ability: Storm Drain
Tera Type: Ground
EVs: 148 Def / 252 SpA / 108 Spe
Modest Nature
IVs: 0 Atk
- Mud-Slap
- Chilling Water
- Earth Power
- Recover

After the set reveal, this is what I'm running right now with randoms. Gastrodon walls this Swampert pretty hard. No real need for heavy defensive investment when you wall two of Swampert's main moves and Chilling Water and Mud-Slap nerf it, as well. If someone's using Acid Spray, you do surprisingly high damage, especially with Storm Drain boosts. Speed outpaces Relaxed Swampert.
 
Would Sinistcha be potentially useful? Neutral to Poison and resists the others, Matcha Gotcha can burn through the Shield, and can support with Grassy Terrain for EQ or DPS with Calm Mind. Might experiment with it as something I have around already rather than needing to find/breed a somethiing for IVs and such
 
I was able to beat him with Espathra, but 2 of my allies were Staraptor and Gardevoir, so I think it was just luck. Anyways, once I get enough of those SpD EV berries from the auction I'm gonna see how Clodsire does.

Ok, so I backed out of the raid, but only because I forgot to change Clodsire's Tera Type to Ground. However, I'm convinced I would've won if he was Tera Ground. He did go for Earthquake, but that was on the 2nd turn, so the reduced damage from the Shuca Berry along with the -1 from Muddy Water made sure I would be fine. I did have a Drifblim CPU that landed WoW though, but I'm pretty sure just 1 death wouldn't be enough to spell my defeat. And, yeah, once you Tera you're pretty much golden. Water heals you, Sludge Wave, SpD investment or not, does an insignificant amount of damage, and all those Curses and Chilling Water make the one somewhat problematic attack nothing to worry about. I will give him credit for not mindlessly spamming water moves though. Granted, there were some moments of him going for Hydro Pump / Liquidation outside of the reset turn (in which case, just use Protect), but compared to Primarina he at least has a brain.
 
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Marill gets in on the Swampert solo action too. This clear is a lot tighter and relies on double cheer preservation as well as a trifecta of beneficial AI with Bellibolt's Light Screen, Arboliva's healing + Earthquake nerfing, and Toxapex for potential Chilling Waters.

Even with max SpD, Marill unfortunately faces noticeable chance of death on T1 from a combination of Muddy Water + Sludge Wave + poison chance, and I really need to survive T1 to get Mud-Slap and the AI defense cheer off. My Marill also faces the threat of Swampert outspeeding more easily which I didn't care to prevent, but Bellibolt's Mud Shots can potentially handle that here.

0 SpA Tera Poison Swampert Muddy Water vs. 0 HP / 252 SpD Marill with spread damage: 38-45 (13.5 - 16%) -- possible 7HKO
0 SpA Tera Poison Swampert Sludge Wave vs. 0 HP / 252 SpD Marill: 212-252 (75.4 - 89.6%) -- guaranteed 2HKO

Afterwards though, I can get a Mud-Slap off and attack cheer to preserve it and the AI's defense cheer if I die in the next 2 turns. Dying before 90% time prevents the tera steal as well when you're dead. The rest of the strategy is pretty similar to Azumarill, though I only Amnesia once because Swampert prefers Earthquake mostly. I think I barely made it in time thanks to lucky Liquidation defense drops again. I took a safety Mud-Slap here which may have saved a move as well.

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Ok, to be honest I can't even tell if Clodsire actually is that viable in this raid. However, the reason is not because I keep getting destroyed. The reason is because I keep on getting amazing allies, so I don't even know how Clodsire would do without them. On my latest run I had Staraptor and Sylveon. I keep on getting such good allies, and I have no idea why. I mean, I'm not complaining, but it's just shocking.

(Edit) I had a very very VERY close call, but that was only due to an unlucky crit Earthquake while I was near full health. I had an ally Arcanine that managed to inflict burn btw.

(Edit edit) Tauros and Gardevoir? Alright, I'm convenced that every single battle is guaranteed to have at least 1 ally who is a major benefit for Clodsire. I even had a Dudunsparce paralyze him so I could go for Chilling Water before he makes his move.
 
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Ok, to be honest I can't even tell if Clodsire actually is that viable in this raid. However, the reason is not because I keep getting destroyed. The reason is because I keep on getting amazing allies, so I don't even know how Clodsire would do without them. On my latest run I had Staraptor and Sylveon. I keep on getting such good allies, and I have no idea why. I mean, I'm not complaining, but it's just shocking.

(Edit) I had a very very VERY close call, but that was only due to an unlucky crit Earthquake while I was near full health. I had an ally Arcanine that managed to inflict burn btw.
May as well use Quagsire instead. Not weak to Ground.
 
Guess I'd better go pick up my Quagsire from Legends then.
Quagsire's not in PLA, but you can get a Johto Wooper (a Blueper, if you will) from an ingame trade, or you can catch Wooper and Quagsire in Kitakami.

I'm actually struggling to find something I really like for this raid; the mixed set and the action timings make this one pretty difficult to build against. I'm going to do some testing with Gallade and see how I feel about that; hopefully I get somewhere with that.
 
Not sure if anyone already posted this, but it's an idea I just had

:SV/Slowbro:
Shell Bell / Leftovers
Ability doesn't Matter
Tera Psychic
252 SpA / 252 Def / 6 HP or 252 Def / 252 SpD / 6 SpA
Modest Nature

Stored Power
Chilling Water
Calm Mind
Iron Defense

Perhaps I'll try it out tomorrow.
 

Not the set I expected but that stored power damage is FIRE

Honestly not super motivated to do these starters for Pokemon we already have— I ended up skipping primarina entirely. They need to make ‘em like 6% chance Herba Mystica or Charizard is gonna sit in my main save forever lol
 
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Espathra was a fun solo with Intimidate support. I have 4 HP/252 Def on mine, but this is definitely suboptimal against mixed attacks. Went in blind and started attacking at +1; probably better to attack at +2 with hindsight i.e. after scripted Tera charge debuff.

Espathra @ Shell Bell
Ability: Speed Boost
Tera Type: Psychic
EVs: 172 HP / 84 Def / 252 SpA
Modest Nature
- Lumina Crash
- Stored Power
- Calm Mind
- Roost / Reflect (online)

0 Atk Swampert Earthquake vs. 172 HP / 84 Def Espathra: 156-184 (41.7 - 49.1%) -- guaranteed 3HKO
0 SpA Swampert Hydro Pump vs. 172 HP / 0 SpD Espathra: 157-186 (41.9 - 49.7%) -- guaranteed 3HKO

The EVs induce turn 1 Hydro Pump into Calm Mind (and again turn 2 with Intimidate support).
 
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After trying it a bit yesterday, my observations:
1) OHKO strats are primarily limitted by the potential accuracy drops of T0 muddy water. Otherwise, there are a few options on this thread that work.

2) Grumpig is great for randos.
Grumpig 252/0-/252+/0/4/0
Covert cloak
Simple Beam, Chilling Water, Snarl, Helping Hand/Taunt.
Simple beam swampert on T1. Chilling water and Snarl (just one or two drops each) dramatically improves the team’s survivability.

Lots of people run stored power sets in randoms, so they are good simple beam targets. However, randoms have the brain capacity of sea slugs, and never understand what simple does. Depending on how toxic you want to be, I recommend using Taunt. Not as good as disable, but you can force people to stop wasting time boosting. Be advised this can sometimes send a stored power your way!

I tried cheeky psych up/stored power sets with my Grumpig, but you really absolutely need Chill water, snarl, and simple beam. 100% win rate with that combination.

SpDef Golduck can probably do a similar thing (and he does have Disable), but surviving that second turn is rough when going SpDef.

3) Instruct Oranguru is pretty good here. The set should be obvious.
 
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:deoxys-defense:
Deoxys-Defense @ Covert Cloak
Ability: Pressure
Tera Type: Psychic
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Iron Defense
- Calm Mind / Nasty Plot
- Recover
- Stored Power

This was one of the more consistent solo builds I've used. Similar to Slowbro, but much more specially defensive. Never have to worry about accuracy drops or random Poisons thanks to Covert Cloak, and Deo-D's high natural bulk makes setup very safe. Usually my play is to set up an Iron Defense and two Calm Minds before the tera energy steal turn, then Stored Power to build some tera, recovering when necessary. Once the player stat reset happens, I then set up Iron Defense twice, Calm Mind 3 times, then Stored Power to victory. Pairs nicely with Intimidaters, Light Screen Bellibolt, Life Dew Gardevoir, and Chilling Water Toxapex. Can probably get away with Nasty Plot to make this go faster.

:quagsire:
Quagsire @ Ability Shield
Ability: Water Absorb
Tera Type: Ground
EVs: 252 HP / 116 Def / 140 Spe
Bold Nature
IVs: 0 Atk
- Acid Spray
- Chilling Water
- Mud-Slap
- Recover

My new randoms main. Similar to the Gastrodon set I posted earlier, but with Acid Spray which is the main draw.
 
After trying it a bit yesterday, my observations:
1) OHKO strats are primarily limitted by the potential accuracy drops of T0 muddy water. Otherwise, there are a few options on this thread that work.

2) Grumpig is great for randos.
Grumpig 252/0-/252+/0/4/0
Covert cloak
Simple Beam, Chilling Water, Snarl, Helping Hand/Taunt.
Simple beam swampert on T1. Chilling water and Snarl (just one or two drops each) dramatically improves the team’s survivability.

Lots of people run stored power sets in randoms, so they are good simple beam targets. However, randoms have the brain capacity of sea slugs, and never understand what simple does. Depending on how toxic you want to be, I recommend using Taunt. Not as good as disable, but you can force people to stop wasting time boosting. Be advised this can sometimes send a stored power your way!

I tried cheeky psych up/stored power sets with my Grumpig, but you really absolutely need Chill water, snarl, and simple beam. 100% win rate with that combination.

SpDef Golduck can probably do a similar thing (and he does have Disable), but surviving that second turn is rough when going SpDef.

3) Instruct Oranguru is pretty good here. The set should be obvious.
OMG Simple Beam support here is hilarious.

I wonder if people might not notice they got hit by it here.
 
I think the actual best support build in terms of keeping people alive for group play, now that the set is fully known, is Wide Guard/Entrainment Araquanid. Wide Guard apparently blocks Earthquakes and Sludge Waves across the field even for allies in their own battles, and you can Entrainment Water Absorb to make allies mostly immune to the rest of the kit.
Found on reddit:
EDIT: Someone in the comments said Wide Guard wasn't reliable so it might still be a weird raid mechanic, my random guess is it could be due to taking turns at different times or having to wait for everyone to be on the same turn for it to work like how everyone has to move for a field effect to tick down.

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Looking at the raid script on https://stevecooktu.github.io/sv_raid_lookup/, we can see that the 500s timer is shorter than Primarina's 550s but still 50 seconds longer than the 450s/7m30s we've seen before. The shield is also even earlier (aligning around the first player reset) and covers 45% of its HP, and the usual damage rates/50% HP 50% rate of second actions still apply.
 
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Someone in the comments said Wide Guard wasn't reliable so it might still be a weird raid mechanic, my random guess is it could be due to taking turns at different times or having to wait for everyone to be on the same turn for it to work like how everyone has to move for a field effect to tick down.

I've done a few tests to figure out how Wide Guard works in raids, and your guess is spot on. The raid treats a "turn" for this as raiders collectively moving 4 times. So if Wide Guard is used on the 4th overall "move", it won't apply to anyone but the user. If it's used on the 5th, then it will also apply to moves 6, 7 & 8.

*However*, it doesn't matter which raider moves. So if you use Wide Guard and everyone else AFKs, you can use it to protect *yourself* for the next 3 moves.

Wide Guard + Water Absorb + Entrainment is fantastic for a support build here, but you might need to try to count moves for maximum effectiveness.
 
Played around with Araquanid myself. It has consistency issues, but it's a really neat build, and I get to use my shiny one :]

:araquanid:
Araquanid @ Covert Cloak
Ability: Water Absorb
Tera Type: Water
EVs: 252 HP / 172 Def / 84 Spe
Impish Nature
- Entrainment
- Wide Guard
- Skitter Smack
- Lunge

I feel Covert Cloak is your best bet to prevent Sludge Wave from Poisoning you as you Entrainment your teammates. I have Skitter Smack and Lunge as backup options.

Thing is, if you're the only support and your teammates aren't dishing out enough damage, you might want to consider other options like Acid Spray Quagsire to get the game moving.
 
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