INTRODUCTION
is a controversial mon, and at the time of creating this post it is getting suspect tested.
has a versatile set of sets, such as
under sun or plain offensive Dragon Dance. One of the more annoying sets is Dragon Dance Breaking Swipe, which is a defensive mon on its own however with Dragon Dance it can snowball extremely quickly. However, I wanted to take this to the next level by adding
on this already defensive set, allowing me to invest more in Special Defense to take hits from both sides.
TEAMBUILDING PROCESS

Ironically, at first I wanted to build with
, as it is something I attempted in Gen 8's IoA meta, and wanted to revive it in this meta. Spoiler alert: I do end up replacing
with
however I will save that for the end.

If I was running
without
, I obviously had to add the best Magic Bounce user there is,
. I wanted to make the team more fast-paced so I opted for
over
on it.
and
struggled with
, so I wanted a lure for it.

I wanted to run a cheesy "Double Quiver Dance with Defense Boosts", So I at first opted for
, with Tera Ground Tera Blast. I then wanted a reliable lead so I can set up hazards, Taunt opposing hazards, and have a Fire/Water/Grass core.

With
, I had a move to set up Spikes for my team while using Taunt on other mons. At this point, I was thinking for a sixth mon and was perplexed on either
and
. I wanted both, so I decided to straight up replace
with
entirely; which allowed me to use
as well.

The team was now complete, however I was extremely worried about Toxic Spikes as I have no
mons, spinners/defoggers, nor poison types. I also thought
was too bad of a mon to use effectively so I decided to ditch it for a Poison type that can lure in 

Tera Ground
provided a poison type to seep up Toxic Spikes, reliable speed control in
, a soft check to
, and a way to dent
for
. Grassy Terrain is also helpful to weaken Earthquakes from weaker mons such as Clodsire if not terastilized, or even when terastilized when going for Substitute. With this addition, I felt like the team was fine.
THE TEAM
Rillaboom @ Assault Vest
Ability: Grassy Surge
Tera Type: Fighting
EVs: 200 HP / 252 Atk / 56 Spe
Adamant Nature
- Grassy Glide
- Knock Off
- Low Kick
- U-turn
was an obvious partner needed in order to run a Grassy Terrain based team. I did not know if I wanted to run
to allow more chances to send in
mons or
to be more tanky, however I decided to run bulky
, as my
match-up was not the best and I wanted bulk just incase I had to go against
in the endgame. This is also why I am running Tera Fighting Low Kick, so I can have the best chance defeat
in the endgame. Grassy Glide is useful and much needed priority on the team, finishing off weakened
,
, and
. Knock Off is useful for
and removing items in general, while U-turn provides momentum to one of the many sweepers on this team. The speed helps outspeed standard defensive
hitting it in a pinch.
Gouging Fire @ Grassy Seed
Ability: Protosynthesis
Tera Type: Poison
EVs: 248 HP / 72 Atk / 116 SpD / 72 Spe
Careful Nature
- Dragon Dance
- Morning Sun
- Flare Blitz
- Breaking Swipe
is a bulky monster that can set up on a plethora of mons and weaken other mons with Breaking Swipe. The standard set usually runs more Defense than Special Defense specifically for boosted
, however the
makes up for this which allows it to tank attacks from the likes of
,
,
, and
better. As per standard, 72 attack is used to 2HKO Clodsire, and the speed is to outspeed
AND standard defensive
using the Smogon Analysis set. Tera Poison is amazing on this set, as it can tank Fairy moves, prevents it from being hit by Toxic, and is assisted by Grassy Terrain, weakening Ground moves. Morning Sun is for reliable recovery.
Hatterene @ Grassy Seed
Ability: Magic Bounce
Tera Type: Water
EVs: 248 HP / 204 Def / 56 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Stored Power
- Draining Kiss
- Mystical Fire
provides great support with Magic Bounce, while also acting as a sweeper which can quickly snowball out of hand. As mentioned prior,
is used over
as the team is more fast-paced, with more than half the team using one-time use items. Calm Mind combines well with
, providing both a Defense and Special Defense boost to help it tank attacks. Stored Power is used over Psyshock as it is the team's best bet against stall teams, besides early game Taunt
. Draining Kiss provides
with reliable recovery, and helps with the lack of Leftovers recovery. Instead of Nuzzle, Mystical Fire is used to help break through
and
for its team. Tera Water is used over Tera Fire, to not only help wall
but to help resist Water moves from
and
. The speed is to outspeed
and to also speed creep other
using the standard Smogon Analysis set.
Iron Moth @ Booster Energy
Ability: Quark Drive
Tera Type: Ground
EVs: 124 Def / 132 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Fiery Dance
- Sludge Wave
- Tera Blast
is an important member on this team, due to the aforementioned Toxic Spikes absorber, speed control, and
lure. Tera Ground Iron Moth also has a decent matchup into
, which can be a problem for this team. Fiery Dance and Sludge Wave are given, with the last move being Substitute due to its synergy with Grassy Terrain and helps with the
matchup. Although Tera Grass Energy Ball was tempting, Tera Ground breaks mons such as
and
to help
and
set up. The EVs allow
to gain a Speed boost due to
, outspeeding the unboosted meta.
Samurott-Hisui @ Focus Sash
Ability: Sharpness
Tera Type: Ghost
EVs: 160 Atk / 96 SpA / 252 Spe
Naive Nature
- Taunt
- Hydro Pump
- Ceaseless Edge
- Aqua Jet
is the dedicated lead of the team, used to get up as many hazards as it can to help its teammates sweep. Hydro Pump is used instead of a move such as Aqua Cutter or Razor Shell to cleanly OHKO
and helps with mons such as
,
, and
. It is also used to deny Toxic Spikes from
. Ceasless Edge is a given, and Sharpness is chose over Torrent to give
a boost due to a cut in its Attack EVs. Aqua Jet is chose over Sucker Punch to cleanly KO
in two turns. Taunt is to stop slower mons from setting up or laying hazards. Tera Ghost is used to block
Rapid Spin, as the team is weak towards more offensive
.
Gholdengo @ Grassy Seed
Ability: Good as Gold
Tera Type: Fairy
EVs: 248 HP / 44 Def / 4 SpA / 108 SpD / 104 Spe
Modest Nature
IVs: 0 Atk
- Nasty Plot
- Recover
- Shadow Ball
- Dazzling Gleam
functions as a spinblocker, another
sweeper, and a great defensive wall to mons such as
and
.
is ran over
to weaken
Knock Off, and to reliably set up on
in Grassy Terrain. The EV spread is to make
both a defensive mon with offensive pressure, allowing it to survive the 2HKO from an
Shadow Ball, and set up against
with Nasty Plot Dazzling Gleam. Tera Fairy is used to resist
Sucker Punch, while hitting
and
harder. Recover is used for sustainability.
THREATS
Offensive
does not have Headlong Rush halved by Grassy Terrain, meaning that it can 2HKO
on the switch. It is recommended to try to OHKO it with
Hydro Pump when you can, as it can pose a major threat to the team. Defensive
however is not a problem at all.
is annoying for the team, due to it outspeeding
and puts the team at risk to get up Stealth Rocks and Toxic Spikes.
can switch into it to deny hazards, however it is annoyed by Mortal Spin and chip it takes from Power Gem.
is a momentum killer for the team, with it being hard to chip down and using Whirlwind on mons who are setting up. This means that either
or
is forced to weaken it for the other mons, as they cannot get switched out due to Whirlwind.
CONCLUSION
is a controversial mon, and it is not hard to see why. Its defensive AND offensive capabilities are omnipresent, allowing it to serve as a wall and a wallbreaker for a team. This team was made to exploit it with
and to try what is left to try before its verdict. Leave any changes, questions, or comments below, I love the feedback!
POKEPASTE
https://pokepast.es/8d613ddba374ce9e




TEAMBUILDING PROCESS


Ironically, at first I wanted to build with







If I was running













I wanted to run a cheesy "Double Quiver Dance with Defense Boosts", So I at first opted for







With













The team was now complete, however I was extremely worried about Toxic Spikes as I have no









Tera Ground






THE TEAM

Rillaboom @ Assault Vest
Ability: Grassy Surge
Tera Type: Fighting
EVs: 200 HP / 252 Atk / 56 Spe
Adamant Nature
- Grassy Glide
- Knock Off
- Low Kick
- U-turn














Gouging Fire @ Grassy Seed
Ability: Protosynthesis
Tera Type: Poison
EVs: 248 HP / 72 Atk / 116 SpD / 72 Spe
Careful Nature
- Dragon Dance
- Morning Sun
- Flare Blitz
- Breaking Swipe











Hatterene @ Grassy Seed
Ability: Magic Bounce
Tera Type: Water
EVs: 248 HP / 204 Def / 56 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Stored Power
- Draining Kiss
- Mystical Fire













Iron Moth @ Booster Energy
Ability: Quark Drive
Tera Type: Ground
EVs: 124 Def / 132 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Fiery Dance
- Sludge Wave
- Tera Blast











Samurott-Hisui @ Focus Sash
Ability: Sharpness
Tera Type: Ghost
EVs: 160 Atk / 96 SpA / 252 Spe
Naive Nature
- Taunt
- Hydro Pump
- Ceaseless Edge
- Aqua Jet










Gholdengo @ Grassy Seed
Ability: Good as Gold
Tera Type: Fairy
EVs: 248 HP / 44 Def / 4 SpA / 108 SpD / 104 Spe
Modest Nature
IVs: 0 Atk
- Nasty Plot
- Recover
- Shadow Ball
- Dazzling Gleam














THREATS
Offensive










CONCLUSION


POKEPASTE
https://pokepast.es/8d613ddba374ce9e
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