





The starting point. From the get go,








They complement each other remarkably well against cheese like tera ground








The first issue I wanted to address regards psychic and ghost types, who I had no answer against, especially the pervasive











Four painful dead angles were physical grass that can hit







Enter










My team utilizes lots of non-boot items, so I needed some hazard control. No one more efficient than good old Tusky. He also helps knocking off items, has a usefull immunity against electric types and serves as a second line of defense against

Team Analysis
Primarina @ Assault Vest
Ability: Torrent
Tera Type: Fairy
EVs: 252 HP / 252 SpD
Calm Nature
- Psychic Noise
- Flip Turn
- Moonblast
- Surf
Laughs at the face of








Psychic Noise has been overall useless aside from blocking


No recovery and no leftovers aside from g.terrain and the hazard chip stacks up fast, so each one of her entrances must be meaningful. Which isn't that difficult cause again, she hits like a truck, but setting up hazards the fastest possible is still crucial as primarina's life is on a timer and so must be the opponent's special threats.
Tera fairy primarina is my only consistent answer against special electric types, and serves as a last line of defense against

Incredibly fun to play, it feels like a cute Otter shaped ressource that you have to constantly manage.
Skeledirge @ Leftovers
Ability: Unaware
Tera Type: Fairy
EVs: 248 HP / 236 Def / 24 Spe
Bold Nature
IVs: 0 Atk
- Alluring Voice
- Scorching Sands
- Torch Song
- Slack Off
The anti-snowball snowball. he puts a stop to




Alluring Voice and Scorching Sand helps him get immediate damage against the threats it checks (very handfull vs poisonning/defense drop/crit fishing and it minimizes the amounts of slack offs you must use before having enough Torch Song boosts (vs

Having a decently strong fairy move forces most dark types (and


Leftovers instead of boots helps minimize the number of Slack Offs used per encounter as

Rillaboom @ Choice Band
Ability: Grassy Surge
Tera Type: Grass
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Wood Hammer
- Knock Off
- Grassy Glide
- U-turn
The heart of the team. Losing him means losing the game, not only because he's the key player vs the most egregious threats in the tier right now thanks to grassy glide revenge kill, his terrain enables the whole defensive gameplan : keeping the teammates healthy and halving the damage of the loathesome earthquakes.
Knock Off is great in order to enable

Samurott-Hisui @ Choice Scarf
Ability: Sharpness
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ceaseless Edge
- Flip Turn
- Razor Shell
- Knock Off
Usually leads the game, either by setting up spikes, by pivoting out or knocking off



The exception to the Hammy=lead rule encompass sun teams (lead with




Tera water can help net some kills in late game cleaning scenarios that involve flip turn and razor shell.
Archaludon @ Leftovers
Ability: Stamina
Tera Type: Fighting
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Stealth Rock
- Dragon Tail
- Body Press
- Flash Cannon
Touched on it in the teambuild process, I LOVE how he completely obliterates


He's the main wincon : either pressing or phazing the opponent's mons to death. Flash Canon punishes rude fairy types who won't get phazed as well as do non negligeable damage to


That's why he'll be often on the field, keeping him healthy with grassy terrain is a must.
He's also the only line of defence against






Great Tusk @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Steel
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rapid Spin
- Temper Flare
- Headlong Rush
- Knock Off
He's here for one job, cleaning those damned hazards. Temper Flare OHKO







He can function as a wincon after one rapid spin, and he's a potent

Threats
VS

A menace that's on everyone's mind, you must either harness its power or succumb to the depths of madness. However he doesn't give this team too much trouble as long as the ressources are managed properly. No one mon can check him by itself, none are able to revenge kill him of course, but with proper coordination he usually falls down unless the opponent outplayed me and chipped my defence plan a little too much.
None of my mons is passive against him for a start (flip turn pivot, knock off, damage, phazing, etc. even






Also putting up at least one layer of hazard must be a priority against teams with





Overall and basically,


VS


VS

If you lose

VS


Once again,





VS

Having





That's why matches against teams with





VS

Don't have any answers except praying to deal enough chip throughout the game to be in






Some Replays
https://replay.pokemonshowdown.com/gen9ou-2012937451
https://replay.pokemonshowdown.com/gen9ou-2012952279
https://replay.pokemonshowdown.com/gen9ou-2012944726
https://replay.pokemonshowdown.com/gen9ou-2012956646
VS
specifically :
https://replay.pokemonshowdown.com/gen9ou-2012972560
https://replay.pokemonshowdown.com/gen9ou-2012984041
Thank you for reading!
https://replay.pokemonshowdown.com/gen9ou-2012937451
https://replay.pokemonshowdown.com/gen9ou-2012952279
https://replay.pokemonshowdown.com/gen9ou-2012944726
https://replay.pokemonshowdown.com/gen9ou-2012956646
VS

https://replay.pokemonshowdown.com/gen9ou-2012972560
https://replay.pokemonshowdown.com/gen9ou-2012984041
Thank you for reading!
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