Original: https://pokepast.es/ea8efc85f1045972
Updated w/ feedback: https://pokepast.es/5f297b89f1efb696
Hey there - I haven't posted onto RMT since B/W days but I think I'm onto something with Deoxys-D and Clodsire as a defensive hazards stacking core. I haven't gotten too high on the ladder with this team yet (still in 1300s) but I'd love any feedback to optimize the team.
REPLAYS: https://replay.pokemonshowdown.com/gen9ou-2015358567 // https://replay.pokemonshowdown.com/gen9ou-2015339592 // https://replay.pokemonshowdown.com/gen9ou-2015269517 // https://replay.pokemonshowdown.com/gen9ou-2015177478 // https://replay.pokemonshowdown.com/gen9ou-2014890767
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Deoxys-Defense @ Leftovers
Ability: Pressure
Shiny: Yes
Tera Type: Fairy
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Stealth Rock
- Recover
- Teleport
- Knock Off
I tried Deoxys-S as a suicide lead with hazards on an HO team but I found that it was so easy to take advantage of. So I tried Deoxys-D out and am getting a lot of mileage. You don't have to lead with it at all because it switches in on so many things. On a +1 Gouging Fire, I'm pretty sure it only took 34% or so from Heat Crash. It's so easy to set up a Stealth Rock on switch and then pivot out after eating a hit. You can recover later but I find that games don't really go on long enough to use it but it still helps if you switch into something unpredicted. Knock Off is also great to make hazards oppressing and can 1v1 certain mons in a pinch (e.g. I was able to 1v1 a NP Deoxys-S and Trick Gaurdevoir). Tera Fairy helps you tank Dark type attacks with ease from the likes of Kingambit but you have to watch out for Steel type attacks after.
Clodsire @ Heavy-Duty Boots
Ability: Water Absorb
Tera Type: Flying
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Toxic
- Spikes
- Recover
- Earthquake
With Deoxys being my physical tank, I wanted a decent special tank since special attacks can overwhelm Deoxys with relative ease. I really like Clodsire right now because the big threats it can switch into are Darkrai and Volcarona, assuming they aren't running Psyshock and Tera Ground respectively. The other big threat that it switches in on is Walking Wake. Without Clodsire, Walking Wake gets a kill every time it comes in pretty much. Toxic is great if you want to wall something, like Volc. I haven't had to click Tera Flying yet but the idea is that it'd help with walling Great Tusk if I'm in a pinch.
Great Tusk @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Fighting
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Headlong Rush
- Close Combat
- Knock Off
- Rapid Spin
With this core, I see Great Tusk as the optimal option for hazards control. With Rapid Spin, I ensure that I don't get rid of any hazards I've stacked up. If Deoxys uses Teleport on an incoming King Gambit, that gives an optimal opportunity for a Rapid Spin or a strong attack. Also, the offensive pressure Great Tusk provides helps make up for the lacking power in my defensive core.
Iron Valiant @ Booster Energy
Ability: Quark Drive
Tera Type: Steel
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Close Combat
- Swords Dance
- Encore
I need some kind of speed control so I thought Iron Valiant would work. It can switch in on a lot of things that try to set up on Clodsire or Deoxys to get off an Encore. At first I was running Spirit Break in the first slot but I found myself struggling against mons like Moltres. Not sure if I should change it back or try out a different Pokemon. But I really like Iron Valiant. After an SD, it can sweep with ease alongside hazards - especially if Great Tusk or Deoxys got a few Knock Offs in. Tera Steel helps me flip it's steel type weakness into an opportunity to set up and sweep. I was also able to take care of a Zamazenta with it after I burned my Booster Energy because it let me eat a Heavy Slam to KO with Spirit Break afterward... Again, not sure if Knock Off is optimal here.
Gholdengo @ Choice Specs
Ability: Good as Gold
Tera Type: Fighting
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Make It Rain
- Shadow Ball
- Focus Blast
- Trick
At this point, I needed a mon that would pack a punch and help keep hazards up. I tried out Specs Gholdengo and am in love tbh, but I'm not sure if it's optimal yet. At first I thought I'd run a NP set but I found it difficult to get the NP off and initiate a sweep because of how slow it is. If Darkrai, Gouging Fire, Great Tusk, etc. switches into it on/after NP, Gholdengo is forced to switch out. However, Specs Shadow Ball or Make it Rain can punch serious dents into switch-ins. With Stealth Rock and one layer of spikes, Darkrai can only switch in once on a Shadow Ball. Then you go to Clodsire or even Darkrai to take advantage of the incoming Dark Pulse. I typically don't use Tera on Gholdengo but Fighting can give you an extra turn on mons like Great Tusk or Kingambit.
Darkrai @ Choice Scarf
Ability: Bad Dreams
Tera Type: Poison
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Dark Pulse
- Sludge Bomb
- Psychic
- Focus Blast
This brings us to Darkrai! At first, I was running a NP set which was good, don't get me wrong. But I really found my team struggling against Great Tusk after it got a Rapid Spin in. I'd have to Tera Gholdengo or sack something to get Clod in to Tera. With a modest nature, Darkrai is able to OHKO Great Tusk with Psychic. It can also take care of additional threats to the team, such as Dragapult. However, I'm not sure if Darkrai is ideal in this last slot, would love any opinions.
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That's the team! I have found that Kingambit, Great Tusk and Kyurem are threats that I've had a difficult time working around. The team definitely has the tools to take care of them but they're still quick to overwhelm, especially since Gholdengo is the only switch in for Kyurem and if it's not Specs, it just dies to Earth Power. I'm sure there are other threats but those three are the ones I've noticed so far through my testing.
Thanks for taking the time to check out this team! Would love any suggestions or thoughts for improvement :)
Updated w/ feedback: https://pokepast.es/5f297b89f1efb696
Hey there - I haven't posted onto RMT since B/W days but I think I'm onto something with Deoxys-D and Clodsire as a defensive hazards stacking core. I haven't gotten too high on the ladder with this team yet (still in 1300s) but I'd love any feedback to optimize the team.
REPLAYS: https://replay.pokemonshowdown.com/gen9ou-2015358567 // https://replay.pokemonshowdown.com/gen9ou-2015339592 // https://replay.pokemonshowdown.com/gen9ou-2015269517 // https://replay.pokemonshowdown.com/gen9ou-2015177478 // https://replay.pokemonshowdown.com/gen9ou-2014890767
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Deoxys-Defense @ Leftovers
Ability: Pressure
Shiny: Yes
Tera Type: Fairy
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Stealth Rock
- Recover
- Teleport
- Knock Off
I tried Deoxys-S as a suicide lead with hazards on an HO team but I found that it was so easy to take advantage of. So I tried Deoxys-D out and am getting a lot of mileage. You don't have to lead with it at all because it switches in on so many things. On a +1 Gouging Fire, I'm pretty sure it only took 34% or so from Heat Crash. It's so easy to set up a Stealth Rock on switch and then pivot out after eating a hit. You can recover later but I find that games don't really go on long enough to use it but it still helps if you switch into something unpredicted. Knock Off is also great to make hazards oppressing and can 1v1 certain mons in a pinch (e.g. I was able to 1v1 a NP Deoxys-S and Trick Gaurdevoir). Tera Fairy helps you tank Dark type attacks with ease from the likes of Kingambit but you have to watch out for Steel type attacks after.
Clodsire @ Heavy-Duty Boots
Ability: Water Absorb
Tera Type: Flying
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Toxic
- Spikes
- Recover
- Earthquake
With Deoxys being my physical tank, I wanted a decent special tank since special attacks can overwhelm Deoxys with relative ease. I really like Clodsire right now because the big threats it can switch into are Darkrai and Volcarona, assuming they aren't running Psyshock and Tera Ground respectively. The other big threat that it switches in on is Walking Wake. Without Clodsire, Walking Wake gets a kill every time it comes in pretty much. Toxic is great if you want to wall something, like Volc. I haven't had to click Tera Flying yet but the idea is that it'd help with walling Great Tusk if I'm in a pinch.
Great Tusk @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Fighting
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Headlong Rush
- Close Combat
- Knock Off
- Rapid Spin
With this core, I see Great Tusk as the optimal option for hazards control. With Rapid Spin, I ensure that I don't get rid of any hazards I've stacked up. If Deoxys uses Teleport on an incoming King Gambit, that gives an optimal opportunity for a Rapid Spin or a strong attack. Also, the offensive pressure Great Tusk provides helps make up for the lacking power in my defensive core.
Iron Valiant @ Booster Energy
Ability: Quark Drive
Tera Type: Steel
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Close Combat
- Swords Dance
- Encore
I need some kind of speed control so I thought Iron Valiant would work. It can switch in on a lot of things that try to set up on Clodsire or Deoxys to get off an Encore. At first I was running Spirit Break in the first slot but I found myself struggling against mons like Moltres. Not sure if I should change it back or try out a different Pokemon. But I really like Iron Valiant. After an SD, it can sweep with ease alongside hazards - especially if Great Tusk or Deoxys got a few Knock Offs in. Tera Steel helps me flip it's steel type weakness into an opportunity to set up and sweep. I was also able to take care of a Zamazenta with it after I burned my Booster Energy because it let me eat a Heavy Slam to KO with Spirit Break afterward... Again, not sure if Knock Off is optimal here.
Gholdengo @ Choice Specs
Ability: Good as Gold
Tera Type: Fighting
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Make It Rain
- Shadow Ball
- Focus Blast
- Trick
At this point, I needed a mon that would pack a punch and help keep hazards up. I tried out Specs Gholdengo and am in love tbh, but I'm not sure if it's optimal yet. At first I thought I'd run a NP set but I found it difficult to get the NP off and initiate a sweep because of how slow it is. If Darkrai, Gouging Fire, Great Tusk, etc. switches into it on/after NP, Gholdengo is forced to switch out. However, Specs Shadow Ball or Make it Rain can punch serious dents into switch-ins. With Stealth Rock and one layer of spikes, Darkrai can only switch in once on a Shadow Ball. Then you go to Clodsire or even Darkrai to take advantage of the incoming Dark Pulse. I typically don't use Tera on Gholdengo but Fighting can give you an extra turn on mons like Great Tusk or Kingambit.
Darkrai @ Choice Scarf
Ability: Bad Dreams
Tera Type: Poison
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Dark Pulse
- Sludge Bomb
- Psychic
- Focus Blast
This brings us to Darkrai! At first, I was running a NP set which was good, don't get me wrong. But I really found my team struggling against Great Tusk after it got a Rapid Spin in. I'd have to Tera Gholdengo or sack something to get Clod in to Tera. With a modest nature, Darkrai is able to OHKO Great Tusk with Psychic. It can also take care of additional threats to the team, such as Dragapult. However, I'm not sure if Darkrai is ideal in this last slot, would love any opinions.
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That's the team! I have found that Kingambit, Great Tusk and Kyurem are threats that I've had a difficult time working around. The team definitely has the tools to take care of them but they're still quick to overwhelm, especially since Gholdengo is the only switch in for Kyurem and if it's not Specs, it just dies to Earth Power. I'm sure there are other threats but those three are the ones I've noticed so far through my testing.
Thanks for taking the time to check out this team! Would love any suggestions or thoughts for improvement :)
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