I have been trying to scale the ladder this week and I was having a lot of succes with this team, today I lost to azumarrill and dragon dance several times so I decided I needed a foulplay wall. I was over 1400 in the ladder and fell to 1300 again.
I removed Glimmora for focus sash Amoonguss tera water and it looks fine so far.
Could you give me your thoughts on my team and the battle?
Annihilape @ Leftovers
Ability: Defiant
Tera Type: Ghost
EVs: 252 HP / 4 Atk / 252 Def
Jolly Nature
- Taunt
- Bulk Up
- Drain Punch
- Rage Fist
It usually goes first, it's the one that sets the pace and can stall walls. I don't run tera water because it gets beaten by salt cure, instead tera ghost at the right time makes it resist one moonblast from Iron Valiant and defeat it with rage fist in the same turn (without any bulk ups)
It also resists one shadow ball from choice specs dragapult or choice specs gholdengo (these are the ones that will be switched in by our opponent).
This build can take one attack from chi-you, and do around 90% damage with drain punch and no bulk ups.
so the play would be taunt against slower hazard setters like ting-lu. then 1 bulk up and just kill what our opponent brings. against chomp I bring dragonite for cometa draco it.
Amoonguss @ Rocky Helmet
Ability: Regenerator
Tera Type: Water
EVs: 252 HP / 252 Def / 4 SpD
Calm Nature
IVs: 0 Atk
- Clear Smog
- Spore
- Foul Play
- Synthesis
Amoonguss has a great bulk and can be switched in against dragonite after dragon dance was set up, synthesis and regenerator is so annoying against walls, spore is perfect with tera water with so many fire types in the meta.
Baxcalibur @ Choice Band
Ability: Thermal Exchange
Tera Type: Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Ice Shard
- Icicle Crash
- Glaive Rush
Adamant nature and not jolly because we are going to use ice shard most times. If you see a cyclizar in their team bring this mon first just in case (we don't want no shed tails). At full HP it should reesist one Chi-Yu hit, there glaive rush in case they tera dark.
Gallade @ Choice Scarf
Ability: Sharpness
Tera Type: Fighting
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Night Slash
- Psycho Cut
- Sacred Sword
- Destiny Bond
This is the king of this team, it can 2HKO Garganacl and 3HKO dondozo (One hit less if they are like 85% HP) with sacred sword, leaf blade is not so useful in the meta and it 2HKO dondozo too, so I'd rather have night slash to clean the field from any gholdengos. Let me know if you think it's not that useful.
If we don't stand a chance and can't OHKO destiny bond comes in play.
Jolly nature allows it to outspeed choice specs Iron valiant and OHKO it with psycho cut. It outspeeds Dragapult too.
Great special defense, Chi-yu can only OHKO it with overheat.
Dragonite @ Heavy-duty boots
Ability: Multiscale
Tera Type: Fire
EVs: 4 Def / 252 SpA / 252 Spe
Naive Nature
- Flamethrower
- Earthquake
- Draco Meteor
- Extreme Speed
The mix sweeper of the team, I use it when I need to switch my other mons against a Chi-Yu or any special attacker as it can take several of their hits. It is also great against corviknight.
Iron Treads @ Booster Energy
Ability: Quark Drive
Tera Type: Ground
EVs: 252 HP / 4 Def / 252 Spe
Impish Nature
- Knock Off
- Stealth Rock
- Rapid Spin
- Earthquake/Ice Spinner
This mon comes to rapid spin any hazards and to punish any coming spinblockers with knock off or setting stealth rock (or both!), so we should never use it as our first option. Impish nature is enough to outspeed Tusk, letting treads take more hits. I have to try Ice Spinner instead of earthquake, bc I always end up losing to tusk there.
I'm no skilled player, so could we reduce ther speed investment a bit and use it for defense instead?
https://replay.pokemonshowdown.com/gen9ou-1762473717-kdxjvty2uqe544fso7ow7n87xfdbf30pw
Here's a replay of Amoonguss tera water doing magic.
I removed Glimmora for focus sash Amoonguss tera water and it looks fine so far.
Could you give me your thoughts on my team and the battle?
Annihilape @ Leftovers
Ability: Defiant
Tera Type: Ghost
EVs: 252 HP / 4 Atk / 252 Def
Jolly Nature
- Taunt
- Bulk Up
- Drain Punch
- Rage Fist
It usually goes first, it's the one that sets the pace and can stall walls. I don't run tera water because it gets beaten by salt cure, instead tera ghost at the right time makes it resist one moonblast from Iron Valiant and defeat it with rage fist in the same turn (without any bulk ups)
It also resists one shadow ball from choice specs dragapult or choice specs gholdengo (these are the ones that will be switched in by our opponent).
This build can take one attack from chi-you, and do around 90% damage with drain punch and no bulk ups.
so the play would be taunt against slower hazard setters like ting-lu. then 1 bulk up and just kill what our opponent brings. against chomp I bring dragonite for cometa draco it.
Amoonguss @ Rocky Helmet
Ability: Regenerator
Tera Type: Water
EVs: 252 HP / 252 Def / 4 SpD
Calm Nature
IVs: 0 Atk
- Clear Smog
- Spore
- Foul Play
- Synthesis
Amoonguss has a great bulk and can be switched in against dragonite after dragon dance was set up, synthesis and regenerator is so annoying against walls, spore is perfect with tera water with so many fire types in the meta.
Baxcalibur @ Choice Band
Ability: Thermal Exchange
Tera Type: Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Ice Shard
- Icicle Crash
- Glaive Rush
Adamant nature and not jolly because we are going to use ice shard most times. If you see a cyclizar in their team bring this mon first just in case (we don't want no shed tails). At full HP it should reesist one Chi-Yu hit, there glaive rush in case they tera dark.
Gallade @ Choice Scarf
Ability: Sharpness
Tera Type: Fighting
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Night Slash
- Psycho Cut
- Sacred Sword
- Destiny Bond
This is the king of this team, it can 2HKO Garganacl and 3HKO dondozo (One hit less if they are like 85% HP) with sacred sword, leaf blade is not so useful in the meta and it 2HKO dondozo too, so I'd rather have night slash to clean the field from any gholdengos. Let me know if you think it's not that useful.
If we don't stand a chance and can't OHKO destiny bond comes in play.
Jolly nature allows it to outspeed choice specs Iron valiant and OHKO it with psycho cut. It outspeeds Dragapult too.
Great special defense, Chi-yu can only OHKO it with overheat.
Dragonite @ Heavy-duty boots
Ability: Multiscale
Tera Type: Fire
EVs: 4 Def / 252 SpA / 252 Spe
Naive Nature
- Flamethrower
- Earthquake
- Draco Meteor
- Extreme Speed
The mix sweeper of the team, I use it when I need to switch my other mons against a Chi-Yu or any special attacker as it can take several of their hits. It is also great against corviknight.
Iron Treads @ Booster Energy
Ability: Quark Drive
Tera Type: Ground
EVs: 252 HP / 4 Def / 252 Spe
Impish Nature
- Knock Off
- Stealth Rock
- Rapid Spin
- Earthquake/Ice Spinner
This mon comes to rapid spin any hazards and to punish any coming spinblockers with knock off or setting stealth rock (or both!), so we should never use it as our first option. Impish nature is enough to outspeed Tusk, letting treads take more hits. I have to try Ice Spinner instead of earthquake, bc I always end up losing to tusk there.
I'm no skilled player, so could we reduce ther speed investment a bit and use it for defense instead?
https://replay.pokemonshowdown.com/gen9ou-1762473717-kdxjvty2uqe544fso7ow7n87xfdbf30pw
Here's a replay of Amoonguss tera water doing magic.
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