Hi everyone,
I made this team myself and I'm pretty happy with the way how it plays. However, the team sufers from some huge weakness (like roaring moon and zamazenta) and I'm looking for some advices to improve it. Thank you very much :)
Heatran @ Leftovers
Ability: Flash Fire
Shiny: Yes
Tera Type: Grass
EVs: 248 HP / 4 Def / 216 SpD / 40 Spe
Calm Nature
IVs: 0 Atk
- Magma Storm
- Earth Power
- Stealth Rock
- Will-O-Wisp
I started the team with the Heatran + Rillaboom core. I used the smogon's spread, which allows heatran to outpseed adamant kigambit and burn it. With leftovers, Grassy Terrain and Wish support, Heatran has an impressive survavibility. It is really weak to hazards as it mitigates its passive recovery, so having a defogger/spinner feels mandatory.
Rillaboom @ Choice Band
Ability: Grassy Surge
Tera Type: Grass
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Grassy Glide
- Wood Hammer
- U-turn
- Knock Off
Rillaboom forms a solid core with Heatran, However I'm not particularly fan of this set. I initially had an assault, but I felt the lack of immediate power and opted for a choice band instead. It is the main Ogerpon-W switch-in, which is a very threatening Pokémon for my team as it can outspeeds everything and OHKO most of my others team members. It is also a decent check to Raging Bolt.
Slowking-Galar @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Water
EVs: 252 HP / 16 Def / 240 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Psychic
- Sludge Bomb
- Toxic
- Chilly Reception
After those initial two Pokemon, I opted for the G-Slowking + Alomomola duo as I felt it has decent synergy with Heatran+Rillaboom. The set is classic, I used psychic over future sight to have a better matchup against the substitute iron moth (which is often played with tera groudn which destroys Heatran). I Initially had thunder wave to mitigate the lack of speed of my team, but I felt that Toxic was a better option as it helps dealing with some annoying setup sweepers like Zamazenta.
Alomomola @ Red Card
Ability: Regenerator
Tera Type: Flying
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Acrobatics
- Flip Turn
- Wish
- Protect
As all my other pokemon really benefit from wish support, I thought Alomomola was a decent addition to the team. The red cards is one of my only ways to not instantly die against Booster Energy Roaring Moon. Acrobatics deals about half the life of Ogerpon-W which likes to switch in to prevent flip turn. Alomomola also acts a solid way to check Weavile, which would otherwise represents a huge problem for my team. However, in a significant amount of games, I feel that Alomomola doesn't do enough.
Great Tusk @ Leftovers
Ability: Protosynthesis
Tera Type: Steel
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Headlong Rush
- Ice Spinner
- Knock Off
- Rapid Spin
This bulky offense team is quite weak to Entry Hazards as most of my Pokémon are grounded, and the only one which isn't is weak to stealth rock. Great tusk looked like a decend spinner which can threatens common spin-blockers with Headlong Rush/Ice Spinner/knock off. Great Tusk sometiomes feels a little underwhelming, but I believe it is mandatory for this Rillaboom+Heatran core to be able to remove hazards consistently as it negates the passive recovory that makes heatran hard to kill.
Thundurus-Therian @ Choice Specs
Ability: Volt Absorb
Tera Type: Flying
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Tera Blast
- Grass Knot
- Thunderbolt
Specs Thundurus-T deals huge damage and this is the Pokemon I tera the most. Even some flying-resistant Pokemon like Skarmory get 2HKO by Terablast, and when my opponent doesn't have an electric resistance anymore the volt-switch becomes really threatening. I used to play it modest, but I didn't like beeing outspeeded by Jolly Landorus-T. I sometime feels like a setup-sweeper would be a better fit for this team.
Thank you very much for reading until now ! I'm open to any suggestion which would help me improve my team while keeping the bulky offense feel !
I made this team myself and I'm pretty happy with the way how it plays. However, the team sufers from some huge weakness (like roaring moon and zamazenta) and I'm looking for some advices to improve it. Thank you very much :)
Heatran @ Leftovers
Ability: Flash Fire
Shiny: Yes
Tera Type: Grass
EVs: 248 HP / 4 Def / 216 SpD / 40 Spe
Calm Nature
IVs: 0 Atk
- Magma Storm
- Earth Power
- Stealth Rock
- Will-O-Wisp
I started the team with the Heatran + Rillaboom core. I used the smogon's spread, which allows heatran to outpseed adamant kigambit and burn it. With leftovers, Grassy Terrain and Wish support, Heatran has an impressive survavibility. It is really weak to hazards as it mitigates its passive recovery, so having a defogger/spinner feels mandatory.
Rillaboom @ Choice Band
Ability: Grassy Surge
Tera Type: Grass
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Grassy Glide
- Wood Hammer
- U-turn
- Knock Off
Rillaboom forms a solid core with Heatran, However I'm not particularly fan of this set. I initially had an assault, but I felt the lack of immediate power and opted for a choice band instead. It is the main Ogerpon-W switch-in, which is a very threatening Pokémon for my team as it can outspeeds everything and OHKO most of my others team members. It is also a decent check to Raging Bolt.
Slowking-Galar @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Water
EVs: 252 HP / 16 Def / 240 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Psychic
- Sludge Bomb
- Toxic
- Chilly Reception
After those initial two Pokemon, I opted for the G-Slowking + Alomomola duo as I felt it has decent synergy with Heatran+Rillaboom. The set is classic, I used psychic over future sight to have a better matchup against the substitute iron moth (which is often played with tera groudn which destroys Heatran). I Initially had thunder wave to mitigate the lack of speed of my team, but I felt that Toxic was a better option as it helps dealing with some annoying setup sweepers like Zamazenta.
Alomomola @ Red Card
Ability: Regenerator
Tera Type: Flying
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Acrobatics
- Flip Turn
- Wish
- Protect
As all my other pokemon really benefit from wish support, I thought Alomomola was a decent addition to the team. The red cards is one of my only ways to not instantly die against Booster Energy Roaring Moon. Acrobatics deals about half the life of Ogerpon-W which likes to switch in to prevent flip turn. Alomomola also acts a solid way to check Weavile, which would otherwise represents a huge problem for my team. However, in a significant amount of games, I feel that Alomomola doesn't do enough.
Great Tusk @ Leftovers
Ability: Protosynthesis
Tera Type: Steel
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Headlong Rush
- Ice Spinner
- Knock Off
- Rapid Spin
This bulky offense team is quite weak to Entry Hazards as most of my Pokémon are grounded, and the only one which isn't is weak to stealth rock. Great tusk looked like a decend spinner which can threatens common spin-blockers with Headlong Rush/Ice Spinner/knock off. Great Tusk sometiomes feels a little underwhelming, but I believe it is mandatory for this Rillaboom+Heatran core to be able to remove hazards consistently as it negates the passive recovory that makes heatran hard to kill.
Thundurus-Therian @ Choice Specs
Ability: Volt Absorb
Tera Type: Flying
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Tera Blast
- Grass Knot
- Thunderbolt
Specs Thundurus-T deals huge damage and this is the Pokemon I tera the most. Even some flying-resistant Pokemon like Skarmory get 2HKO by Terablast, and when my opponent doesn't have an electric resistance anymore the volt-switch becomes really threatening. I used to play it modest, but I didn't like beeing outspeeded by Jolly Landorus-T. I sometime feels like a setup-sweeper would be a better fit for this team.
Thank you very much for reading until now ! I'm open to any suggestion which would help me improve my team while keeping the bulky offense feel !