Introduction
I've hovering around 1800s and put together a versatile team aiming for fast pace offense. The team went through various iterations before settling on these six, offering a mix of speed, bulk, and strategic utility.
poke-paste: garrchomp
The Team
Garchomp @ Loaded Dice
Ability: Rough Skin
Tera Type: Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
Iron Treads @ Booster Energy
Ability: Quark Drive
Tera Type: Ghost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
Zamazenta @ Leftovers
Ability: Dauntless Shield
Tera Type: Steel
EVs: 248 HP / 88 Def / 172 Spe
Jolly Nature
Darkrai @ Choice Scarf
Ability: Bad Dreams
Tera Type: Poison
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
Gholdengo
Gholdengo @ Air Balloon
Ability: Good as Gold
Tera Type: Fighting
EVs: 252 HP / 164 Def / 92 Spe
Bold Nature
IVs: 0 Atk
Primarina @ Leftovers
Ability: Torrent
Tera Type: Ghost
EVs: 80 HP / 252 SpA / 176 Spe
Modest Nature
IVs: 0 Atk
Potential Threats:
-Choice-band rillaboom can be really annoying and may force u to early zamazenta or sometimes worth it to tera-fire chomp and kill it.
-roaring-moon can basically ko everything on this team except za u probably have to tera.
-If u dont manage to hit glimmora with a physical attack and most likely ur treads is dead, it can cripple ur team and u might have to tera-poison darkrai and switch back-in just to make sure za and the rest are healthy
-HBD teams and Cinderace, as they completely nullify treads as it does like no damage, so basically is just sac fodder
-Ogerpon-w can be really annoying and kill a bunch
Final thoughts:
-I can probably reach like 1900s easily if i use special lando instead of treads and moon instead of chomp, but that removes the identity of the team and gives its upperhand as no-one expect chomp
I've hovering around 1800s and put together a versatile team aiming for fast pace offense. The team went through various iterations before settling on these six, offering a mix of speed, bulk, and strategic utility.
poke-paste: garrchomp
The Team

Garchomp @ Loaded Dice
Ability: Rough Skin
Tera Type: Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Scale Shot
- Earthquake
- Fire Fang
- Swords Dance
Iron Treads @ Booster Energy
Ability: Quark Drive
Tera Type: Ghost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Rapid Spin
- Earth Power
- Stealth Rock
- Steel Beam
Zamazenta @ Leftovers
Ability: Dauntless Shield
Tera Type: Steel
EVs: 248 HP / 88 Def / 172 Spe
Jolly Nature
- Iron Defense
- Body Press
- Crunch
- Heavy Slam
Darkrai @ Choice Scarf
Ability: Bad Dreams
Tera Type: Poison
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Sludge Bomb
- Trick
- Ice Beam

Gholdengo
Gholdengo @ Air Balloon
Ability: Good as Gold
Tera Type: Fighting
EVs: 252 HP / 164 Def / 92 Spe
Bold Nature
IVs: 0 Atk
- Nasty Plot
- Shadow Ball
- Recover
- Focus Blast
Primarina @ Leftovers
Ability: Torrent
Tera Type: Ghost
EVs: 80 HP / 252 SpA / 176 Spe
Modest Nature
IVs: 0 Atk
- Calm Mind
- Surf
- Moonblast
- Substitute
Potential Threats:
-Choice-band rillaboom can be really annoying and may force u to early zamazenta or sometimes worth it to tera-fire chomp and kill it.
-roaring-moon can basically ko everything on this team except za u probably have to tera.
-If u dont manage to hit glimmora with a physical attack and most likely ur treads is dead, it can cripple ur team and u might have to tera-poison darkrai and switch back-in just to make sure za and the rest are healthy
-HBD teams and Cinderace, as they completely nullify treads as it does like no damage, so basically is just sac fodder
-Ogerpon-w can be really annoying and kill a bunch
Final thoughts:
-I can probably reach like 1900s easily if i use special lando instead of treads and moon instead of chomp, but that removes the identity of the team and gives its upperhand as no-one expect chomp