National Dex Electric Terrain Offense ft. Mega Mawile

It's been a few years since I was really into playing on showdown - I just recently got back into it so this is my first time really experiencing everything gen 9 has to offer. I'm not a fan of the current OU metagame and I really miss megas (excited for ZA) so I figured why not get into national dex and I've been having a great time playing with all the tools that regular OU doesn't have to offer. Tera is broken but it's been really fun overall, especially since I get to use one of my favorite archetypes from generations past, electric terrain. With the new paradox mons I just feel like there's so much space for innovation with this archetype so I wanted to take a stab at building a team and it's been doing quite well so far but always looking for suggestions as it does consistently struggle against a few specific matchups. Here we gooo

1731443298593.png
1731443312645.png
1731443361430.png
1731443374715.png
1731443405582.png
1731443535432.png


Tapu Koko @ Heavy-Duty Boots
Ability: Electric Surge
Tera Type: Electric
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
- Thunderbolt
- U-turn
- Taunt
- Defog

The most obvious inclusion, Tapu Koko sets up electric terrain. I feel like this team archetype normally leans towards HO but playing HO has never been my forte so I wanted to build something closer to a balanced offensive team. So, for the Tapu Koko set I'm running a bit of a hybrid between the HO build and the traditional pivot build. He comes in to set terrain at least 2 or 3 times per battle so boots are mandatory, especially because he's the defogger for the team. Defog is really only used in a DIRE emergency - i.e., multiple layers of spikes with rocks and a toxic spike or two, or webs - as removing terrain immediately after setting it is obviously not ideal. Tera electric Thunderbolt is useful in a pinch towards the endgame, U-turn is the better pivoting move because it can hit grounds, and I like Taunt here because it can be used to shut down a predicted defensive switch-in before pivoting out to one of the teammates that benefits from terrain. The EV build invests into HP rather than special attack because the rest of the team is so offensively geared that Tapu Koko's main role is just to stay alive, set up terrain, pivot out.

Iron Valiant @ Life Orb
Ability: Quark Drive
Tera Type: Fairy
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Moonblast
- Close Combat
- Thunderbolt
- Knock Off

The first half of the offensive core, Iron Valiant is very hard to revenge kill and is absurdly powerful with a Life Orb equipped since Booster Energy isn't necessary. I wanted to run a mixed set just to cover as many possible counters to the team as possible. It's great at spamming Moonblast especially towards the late game if it gets to Tera, and Close Combat hits the steels that want to switch in on its Moonblast. Thunderbolt is very strong since Iron Valiant is usually only coming in on Electric Terrain and Knock Off is for utility+coverage - notably it cleanly 2HKOs Slowking-Galar which would otherwise wall it completely. Iron Valiant is best at breaking in the mid-game but it often ends up being my wincon when Quark Drive is running before Hawlucha even touches the field because of its sheer power.

Hawlucha @ Electric Seed
Ability: Unburden
Tera Type: Flying
EVs: 28 HP / 252 Atk / 228 Spe
Adamant Nature
- Close Combat
- Acrobatics
- Swords Dance
- Substitute

The other most obvious inclusion for a terrain team and the other half of the offensive core. Rather self explanatory - Acrobatics after consuming the Electric Seed does a lot of damage with full attack investment, especially if Tera Flying is activated. Swords Dance and Substitute aren't often used but they can come in handy on a forced switch. Usually though, Hawlucha just comes in to end the game and is my most common Tera subject. The EV spread is to outspeed +2 max speed Volcarona after an Unburden boost as otherwise Volcarona is a massive headache for this team. Even then, it's a big problem and often needs to just be outplayed.

Iron Crown @ Assault Vest
Ability: Quark Drive
Tera Type: Fairy
EVs: 248 HP / 20 SpA / 240 SpD
Modest Nature
- Tachyon Cutter
- Psychic Noise/Psychic
- Future Sight
- Volt Switch

Iron Crown is my fav gen 9 Pokemon so I really wanted to use it in some way. This team actually started out because I was playing NatDex Monotype using Mono-Psychic built around specs Iron Crown. The team was fun but I got mad about how unviable Psychic is so I switched to regular NatDex lol. The EV spread and nature here are built so that Iron Crown gets a special attack boost on electric terrain while still maximizing special bulk. It hits pretty hard and is the main Tapu Lele switch in for this team as she is a huge headache otherwise. Tachyon Cutter is a great move, and Psychic Noise and Psychic both work well for main psychic STAB. I generally prefer the utility of Psychic Noise since the rest of the team is strong enough and at +1 it cannot be ignored. Future Sight is good for adding pressure as most of this team beats the traditional dark-type switch in no problem and Volt Switch hits very hard while terrain is up. Tera Fairy just in case I manage to let a Dark type outplay me but I think I've tera'd this thing one time.

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
Tera Type: Water
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Earthquake
- U-turn
- Stealth Rock
- Toxic

Realizing I needed a lead, a rocker, and a physical defender, I like every single other person ever decided to include Landorus-T because of its crazy role compression. A pretty standard moveset for a slow lead, with Rocky Helmet over leftovers for added pressure as Landorus-T is generally the most passive member of this team. I went for max physical bulk here because if I'm not going full HO, the team needs it, and Intimidate augments its defense further. Tera Water because it's this team's only water resist. I'd say I'm Tera-ing Hawlucha 60% of the time, Iron Valiant 30%, and Landorus 5%.

Mawile @ Mawilite
Ability: Intimidate
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Play Rough
- Fire Fang
- Ice Punch
- Sucker Punch

What was a last minute addition - purely because I wanted to use a mega that I've never used before - ended up being one of my favorite members of this team because nobody seems to ever be prepared for this thing. It hits like a truck and Intimidate before mega evolving is the cherry on top. I usually use Mawile early game but sometimes it can be a bit of a momentum sink because it is slow and can't pivot. In these cases however it still shines because it does well enough as an end-game cleaner too. Its typing has great synergy with the team and I appreciate its fire-type coverage for Ferrothorn and ice-type coverage for Zapdos. Thunder Punch can be used instead of Sucker Punch due to the terrain but I generally prefer Sucker Punch for revenge killing or as a last hurrah before going down.

Threats in decreasing order include:
Rain - This team lacks a water resist. Landorus is a good enough water resist in a vacuum as Intimidate+Tera Water is nice but it's worn down easily against a team full of water types. Unburden-boosted Hawlucha does not outspeed rain-boosted Barraskewda, and Sucker Punch from Mawile needs rocks to even have a chance to OHKO. Best strategy is to chip Barraskewda with rocks while preserving Landorus for as long as possible. I feel like this team in general is screaming for a water type but I can't seem to fit one anywhere. I could see Mawile getting cut for a water type but I really want to use a mega since it's NatDex and none of the mega waters seem to cut it here, but correct me if I'm wrong. If (when) Tera gets banned I'm SOL
Volcarona (especially offensive non-bulky) - if you can't get Hawlucha safely in on terrain before it hits +3 speed you're completely done for, end of story. Need to play around it very carefully and anticipate when it will come in.
Azumarill - Cannot let it setup or it will sweep with Aqua Jet unless Landorus is able to Tera and is at full HP. Must play around it carefully.
Sun - For a similar reason to rain - this team lacks a good fire resist. But usually sun teams are easier to play around than rain because Landorus lasts a bit longer and is more threatening whether or not it teras.
Trick Room - Most offensive teams struggle against this but if you play around it it usually ends up fine.
Opposing offensive terrain setters (Tapu Lele>Rillaboom>Tapu Bulu) - Annoying but manageable with Iron Crown and Mawile.

I'm sure there are more threats to the team that I haven't realized because I'm still new to this gen but I hope I at least look like I've built a team before lol. This was fun any advice is greatly appreciated tyty <3
 
Last edited:
Hi cool but If you are offense just commit to no removal. I would run this koko is instead Defog on it is kinda redundant to what it’s supposed to do and ruin your momentum.

Tapu Koko @ Heavy-Duty Boots
Ability: Electric Surge
EVs: 4 Def / 252 SpA / 252 Spe
Tera Type: Electric
Timid Nature
- Thunderbolt
- U-turn
- Hidden Power Ice
- Roost

2. I would just run choice specs trick on iron valiant helps you vs fatter teams as well kind like :clodsire: get crippled with the click of a button. So you aren’t fully dependent on mawile.

Iron Valiant @ Choice Specs
Ability: Quark Drive
EVs: 4 Def / 252 SpA / 252 Spe
Tera Type: Fairy
Timid Nature
- Moonblast
- Focus Blast
- Thunderbolt
- Trick

3. Change the mawile set

Mawile @ Mawilite
Ability: Intimidate
EVs: 52 HP / 252 Atk / 204 Spe
Adamant Nature
- Play Rough
- Ice Punch
- Thunder Punch
- Fire Fang

this set is the better set in my opinion and more equipped for breaking. Thunder punch is good for bulky waters like :toxapex:. Ice punch hits things like :gliscor: and :landorus therian:. Fire fang hits things like :corviknight: and :ferrothorn:.

4. Last change I would fix the lando spread to outrun :raging bolt:

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
Tera Type: Water
EVs: 252 HP / 124 Def / 132 Spe
Impish Nature
- Earthquake
- U-turn
- Stealth Rock
- Taunt
The rest is dumped into Hp and defense

I hope you like the changes
 
Hi cool but If you are offense just commit to no removal. I would run this koko is instead Defog on it is kinda redundant to what it’s supposed to do and ruin your momentum.

Tapu Koko @ Heavy-Duty Boots
Ability: Electric Surge
EVs: 4 Def / 252 SpA / 252 Spe
Tera Type: Electric
Timid Nature
- Thunderbolt
- U-turn
- Hidden Power Ice
- Roost

2. I would just run choice specs trick on iron valiant helps you vs fatter teams as well kind like :clodsire: get crippled with the click of a button. So you aren’t fully dependent on mawile.

Iron Valiant @ Choice Specs
Ability: Quark Drive
EVs: 4 Def / 252 SpA / 252 Spe
Tera Type: Fairy
Timid Nature
- Moonblast
- Focus Blast
- Thunderbolt
- Trick

3. Change the mawile set

Mawile @ Mawilite
Ability: Intimidate
EVs: 52 HP / 252 Atk / 204 Spe
Adamant Nature
- Play Rough
- Ice Punch
- Thunder Punch
- Fire Fang

this set is the better set in my opinion and more equipped for breaking. Thunder punch is good for bulky waters like :toxapex:. Ice punch hits things like :gliscor: and :landorus therian:. Fire fang hits things like :corviknight: and :ferrothorn:.

4. Last change I would fix the lando spread to outrun :raging bolt:

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
Tera Type: Water
EVs: 252 HP / 124 Def / 132 Spe
Impish Nature
- Earthquake
- U-turn
- Stealth Rock
- Taunt
The rest is dumped into Hp and defense

I hope you like the changes
yess i appreciate these suggestions thank you, my only concern by not having any defog at all is that webs would completely cripple the team
 
Garchomp @ Rocky Helmet
Ability: Rough Skin
Tera Type: Water
EVs: 252 HP / 200 Def / 56 Spe
Impish Nature
- Earthquake
- Dragon Tail
- Stealth Rock
- Spikes

I’ve been experimenting with Garchomp instead of Landorus and I think it brings some nice value - better type synergy with the team as it resists fire and isn’t weak to water, and it forces progress a bit more than Landorus thanks to its ability to phaze as well as rough skin+rocky helmet. Considering something like toxic instead of spikes but the last slot is hardly ever used anyway. The only things I miss are being able to pivot with it as well as intimidate, but at least Mawile has a one-time intimidate and there are still two other pivots on the team. Garchomp has tera Water as Landorus did to act as the team’s water resist in an emergency as well as flip its ice weakness. Wondering if a more offensive Garchomp would work even better.
 
Back
Top