VGC Hatterene [GP 1/1]

[OVERVIEW]
* Wielding the highest Special Attack of any Pokemon to get Expanding Force and Speed lower than even Amoonguss, Hatterene is the poster child for Trick Room variants of Psychic-type spam teams. It deals with many of the usual Trick Room answers, including Iron Hands and Amoonguss, even being immune to the latter's Spore due to Magic Bounce. Magic Bounce also prevents potential Taunt users from shutting down Trick Room.

* Hatterene requires two things to succeed; Trick Room and Psychic Terrain. Indeedee-F provides both with Psychic Surge, Trick Room, and Follow Me to help Hatterene set up its own Trick Room. It is nearly impossible to deny Trick Room against a lead of Hatterene and Indeedee-F. Torkoal and Ursaluna deal with Steel-types that resist both of Hatterene's STAB moves, and they also benefit from Trick Room.

* Aforementioned Steel-types like Gholdengo are tougher to break through for Hatterene, as well as Dark-types that take neutral damage from Dazzling Gleam, such as Incineroar, Kingambit, and Chi-Yu, the latter of which has Snarl to lower Hatterene's damage output. Assault Vest Raging Bolt running Snarl also slows Hatterene down, despite being weak to Dazzling Gleam. Rillaboom changing the terrain, weakening Expanding Force greatly, and allowing priority moves to go through can also be a huge blow to a gameplan involving Hatterene.

* Lastly, like most Trick Room sweepers, Hatterene is susceptible to Trick Room either being denied or fully stalled out, leaving it defenseless.

[SET]
Bulky Life Orb Attacker (Hatterene) (F) @ Life Orb
Ability: Magic Bounce
Level: 50
Tera Type: Psychic / Fire
EVs: 212 HP / 100 Def / 196 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Expanding Force
- Dazzling Gleam
- Trick Room
- Protect

[SET COMMENTS]
* Tera Psychic boosts Hatterene's damage output to scary levels, allowing it to OHKO Ursaluna-B and have a favorable roll to OHKO bulky Flutter Mane. Alternatively, Tera Fire is a great defensive typing against the Flutter Mane and Chi-Yu combination, as well as Gholdengo.

* 212 HP EVs minimize Life Orb recoil, and 100 Defense EVs alongside them allow Hatterene to always survive Adamant Tera Dark Urshifu-S's Wicked Blow. The rest of the EVs are invested in Special Attack to maximize damage output, and a Quiet nature + 0 Speed IVs ensures you move before minimum Speed Amoonguss in Trick Room.

Written by:
https://www.smogon.com/forums/members/soulboyvgc.558405/
Quality checked by:
https://www.smogon.com/forums/members/lameliarleo.641287/
Grammar checked by:
https://www.smogon.com/forums/members/clouds.356215/
 
Last edited:
Very well written, you can move on to GP once implementing these!

Add, Remove, Highlight, Comment.

[OVERVIEW]
* Wielding the highest Special Attack of any Pokemon to get Expanding Force and speed lower than even Amoonguss, Hatterene is the poster child for Trick Room variants of Psyspam. It deals with many of the usual Trick Room answers, including Iron Hands and Amoonguss, even being immune to the latter's Spore due to Magic Bounce. Magic bounce also prevents potential Taunt from shutting down Trick Room. This low speed also allows Hatterene to underspeed Ursaluna-Bloodmoon and hit it with a powerful Expanding Force. Having both Fairy and Psychic STAB is another excellent quality for Hatterene, allowing it to dispatch Expanding Force immunities with Dazzling Gleam, most notably bringing Urshifu-Dark and Chien-Pao to their Focus Sash. (Kind of obvious it underspeeds BM if you say it underspeeds Amoonguss, the latter is just unnecessary and if it goes anywhere, it would be set comments.)

* Hatterene requires two things succeed, them being Trick Room and Psychic Terrain. Indeedee-F provides both with Psychic Surge, Trick Room, and Follow Me to help Hatterene set up it's own Trick Room. It is nearly impossible to deny Trick Room against a lead of Hatterene and Indeedee-F. Torkoal and Ursaluna deal with Steel-types which resist both of Hatterene's STAB moves, and also benefit from Trick Room.

* Aforementioned Steel-types like Gholdengo are tougher to break through for Hatterene, as well as Dark types who are Neutral to Dazzling Gleam, such as Incineroar, Kingambit, and Chi-yu, the latter of which has Snarl to lower Hatterene's special damage output. Assault Vest Raging Bolt running Snarl also slows Hatterene down, despite being weak to Dazzling Gleam. Rillaboom changing the terrain, weakening Expanding Force greatly, and allowing priority moves to go through can also be a huge blow to a gameplan involving Hatterene.

*Lastly, Hatterene outside of Trick Room is susceptible to getting outsped and KOd, especially after multiple rounds of Life Orb damage, so if 5 turns of Trick Room can be successfully stalled, the opponent is in a good spot to win. There are also positions where even the lead of Hatterene and Indeedee-F can be denied the ability to set Trick Room, whether through brute force, Imprison + Trick Room Farigiraf, or other methods.

[SET]
Hatterene (F) @ Life Orb
Ability: Magic Bounce
Level: 50
Tera Type: Psychic / Fire
EVs: 212 HP / 100 Def / 196 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Expanding Force
- Dazzling Gleam
- Trick Room
- Protect

[SET COMMENTS]
*Tera Psychic boosts Hatterene's damage output to scary levels, allowing it to OHKO Ursaluna-Bloodmoon and have a favorable roll to OHKO bulky Flutter Mane. Alternatively, Tera Fire is a great defensive type against the Flutter Mane + and Chi-yu combination, as well as Gholdengo.

*212 EVs in HP minimizes Life Orb recoil and 100 Defense EVs alongside it allows you Hatterene to almost always survive Urshifu-R's Surging Strikes after 3 rounds of Life Orb chip Adamant Urshifu-S's Tera Dark Wicked Blow. (Just a better calc because of how specific the original one was, if you want to keep Urshifu-R its better to mention Tera Water and cut the last part.) The rest is in Special Attack to maximize damage output and a Quiet nature + 0 Speed IVs ensures you go before minimum speed Amoonguss in Trick Room.

Written by:
https://www.smogon.com/forums/members/soulboyvgc.558405/
Quality checked by:
https://www.smogon.com/forums/members/lameliarleo.641287/
Grammar checked by:
 
Leo has already QC'd this so not going to mention much, just 2 things.
[OVERVIEW]
*Lastly, Hatterene outside of Trick Room is susceptible to getting outsped and KOd, especially after multiple rounds of Life Orb damage so if 5 turns of Trick Room can be successfully stalled, the opponent is in a good spot to win. There are also positions where even the lead of Hatterene and Indeedee-F can be denied the ability to set Trick Room, whether through brute force, Imprison +Trick Room Farigiraf, or other methods.
This just feels like a weakness of Trick Room as a whole, not Hatterene. Hatt has nothing to do with Indeedee not being able to set up Trick Room, and pretty much every TR mon can be stalled in some way. It could work if you spin it like Hatt struggles against common threats like Incin, which can stall out its Trick Room effectively (Barely mentioning Incin btw is pretty criminal), or the aformentioned Rillaboom and Bolt.

Also, earlier you said that it outspeed Amoonguss and most other TR threats, but now your saying its weak to getting outspeed and KOd? Pick one, or mention (I assume) Torkoal specifically (Which feels kinda weak as an answer). Then, you say after multiple rounds of Lorb recoil, if your opp has taken multiple rounds of Hatterene's attacks in Trick Room and even if they kill it, Idt they are in a good spot to win, especially since the Hatt player still has 2 mons in the back, they just have taken too much damage.
 
Leo has already QC'd this so not going to mention much, just 2 things.

This just feels like a weakness of Trick Room as a whole, not Hatterene. Hatt has nothing to do with Indeedee not being able to set up Trick Room, and pretty much every TR mon can be stalled in some way. It could work if you spin it like Hatt struggles against common threats like Incin, which can stall out its Trick Room effectively (Barely mentioning Incin btw is pretty criminal), or the aformentioned Rillaboom and Bolt.

Also, earlier you said that it outspeed Amoonguss and most other TR threats, but now your saying its weak to getting outspeed and KOd? Pick one, or mention (I assume) Torkoal specifically (Which feels kinda weak as an answer). Then, you say after multiple rounds of Lorb recoil, if your opp has taken multiple rounds of Hatterene's attacks in Trick Room and even if they kill it, Idt they are in a good spot to win, especially since the Hatt player still has 2 mons in the back, they just have taken too much damage.
Yes, I do think that Hatterene's weaknesses can be applied across the board for trick room mons but I still feels like it needs to be mentioned. Hatterene is also a trick room setter, so it is relevant to Hatterene even more whether trick room goes up as it is one of the pokemon responsible for it. I did mention Incineroar in passing but I don't feel it is too much of a problem for Hatterene unless you run into a Snarl variant. Incineroar tends to be dead weight against Indeedee hatterene on lead, only really being able to pshot indeedee and reposition. This is why I didn't feel the need to go in depth for incin as it's only attribute that seperates it from other dark and fairy neutral pokemon is parting shot which alone isn't enough (fake out only works if you have ice spinner Chien-Pao or Rillaboom).

When I mentioned it being outsped and KOd, I put "outside of Trick Room" before it. Sorry for the misunderstanding. I agree with the point on multiple rounds of recoil to an extent but many teams can take multiple hits, be reduced to their back two Pokemon and be an in easily winning position because they can deny a second Trick Room and simply murder the remaining mons. It's also not guaranteed that 2 mons are in the back, indeedee would usually have to sacrifice itself for Hatterene to continue firing attacks.

Edit: I don't mean to be argumentative, I just wanted to explain my reasoning.
 
Last edited:
add / remove / comment
[OVERVIEW]
* Wielding the highest Special Attack of any Pokemon to get Expanding Force and Speed lower than even Amoonguss, Hatterene is the poster child for Trick Room variants of Psyspam Psychic-type spam teams. It deals with many of the usual Trick Room answers, including Iron Hands and Amoonguss, even being immune to the latter's Spore due to Magic Bounce. Magic Bounce also prevents potential Taunt users from shutting down Trick Room.

* Hatterene requires two things to succeed:, (-comma, +colon) them being Trick Room and Psychic Terrain. Indeedee-F provides both with Psychic Surge, Trick Room, (+comma) and Follow Me to help Hatterene set up its own Trick Room. It is nearly impossible to deny Trick Room against a lead of Hatterene and Indeedee-F. Torkoal and Ursaluna deal with Steel-types which that resist both of Hatterene's STAB moves, and they also benefit from Trick Room.

* Aforementioned Steel-types like Gholdengo are tougher to break through for Hatterene, as well as Dark-types (+hyphen) who are Neutral to that take neutral damage from Dazzling Gleam, such as Incineroar, Kingambit, and Chi-Yu, the latter of which has Snarl to lower Hatterene's damage output. Assault Vest Raging Bolt running Snarl also slows Hatterene down, despite being weak to Dazzling Gleam. Rillaboom changing the terrain, weakening Expanding Force greatly, and allowing priority moves to go through can also be a huge blow to a gameplan involving Hatterene.

* Lastly, like most Trick Room sweepers, Hatterene is susceptible to Trick Room either being denied or fully stalled out, leaving it defenseless.

[SET]
Bulky Life Orb Attacker (Hatterene) (F) @ Life Orb
Ability: Magic Bounce
Level: 50
Tera Type: Psychic / Fire
EVs: 212 HP / 100 Def / 196 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Expanding Force
- Dazzling Gleam
- Trick Room
- Protect

[SET COMMENTS]
* Tera Psychic boosts Hatterene's damage output to scary levels, allowing it to OHKO Ursaluna-Bloodmoon and have a favorable roll to OHKO bulky Flutter Mane. Alternatively, Tera Fire is a great defensive type typing against the Flutter Mane and Chi-Yu combination, as well as Gholdengo.

* 212 HP EVs in HP minimizs minimize Life Orb recoil, (+comma) and 100 Defense EVs alongside it them allow Hatterene to always survive Adamant Tera Dark Urshifu-S's Tera Dark Wicked Blow. The rest is in of the EVs are invested in Special Attack to maximize damage output, (+comma) and a Quiet nature + 0 Speed IVs ensures you go move before minimum Speed Amoonguss in Trick Room.

[CREDITS]
Written by:
https://www.smogon.com/forums/members/soulboyvgc.558405/
Quality checked by:
https://www.smogon.com/forums/members/lameliarleo.641287/
Grammar checked by:
https://www.smogon.com/forums/members/clouds.356215/
GP Team Done

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