Pokémon Day 7* Tera Raids (Paldea Starters and Pseudos)

Torterra appears to be one of the only other plausible picks after Krookodile and Crawdaunt. I’ve managed to win solo and offline with the following:

Torterra w/ Shell Bell
Tera Dark
Shell Armor
Adamant: 212 HP, 252 Atk, 44 Spe
Crunch
Mud Slap
Iron Defense
Swords Dance

I initially tried Curse with Synthesis but it’s not enough to keep up with the near back-to-back Dragon Dances and the Sandstorm delays your Synthesis use, so this is what ended up working. Speed EVs outspeed Tyranitar by one point so that you can Iron Defense once before it moves at the start, then Mud Slap as fast as possible to build Tera before the stat wipe.

After the stat wipe, I try to Iron Defense x3 and Tera as soon as possible so that Tyranitar begins to go for Stone Edge instead of Crunch, which will miss more often and doesn’t have that nasty chance of lowering your Defense.

Once you’re comfortable enough at +6 Def, you’ll want to Swords Dance at least once but probably twice before starting with Crunch as otherwise Tyranitar will hardly take damage and Shell Bell won’t heal you very much. It really is too bulky as others have pointed out!

Unfortunately it still isn’t an easy clear online, the only times I’ve won have been lobbies with other Torterra, Krookodile, and Garchomp. But with Intimidate support from NPCs it’s not too terrible.
 
Primeape is also proving to be better with Tera Stellar, and the raid goes by relatively quick.

:primeape:
Primeape @ Shell Bell
Ability: Anger Point
Tera Type: Stellar
EVs: 4 HP / 252 Atk / 252 Def
Impish Nature
- Taunt
- Rage Fist
- Focus Energy
- Rest

Set stolen from DaniSoloRaids on YouTube. Rage Fist 2x, Taunt, die. Wait for the second DD to be negated, Focus Energy, Rage Fist, Tera Stellar Rage Fist to win.
 
Best support I've been able to come up with so far is a boring defensive Umbreon. Basically the job is to spam Mud Slap and block the Dragon Dance with Taunt and hit Heal Cheer when needed. Tyranitar goes exclusively for Stone Edge, so you've got a decent chance of free turns with Mud Slap. Naturally outspeeds as long as you block Dragon Dance.

Tera Type doesn't matter
Sitrus Berry

Mud Slap
Taunt
Moonlight
Skill Swap

Why Skill Swap you ask? Because I don't really need that slot and thought if someone brings Torterra and is about to faint I could steal Shell Armor. Haven't been able to actually pull it off yet, but it would make Umbreon very durable.
 
This Torterra set is the closest I've come to meeting my definition of a "clean solo solution" (which is a consistent solo without fainting and without needing NPC support):

:sv/torterra:
Torterra @ Ability Shield
Tera Type: Dark
Ability: Shell Armor
Adamant Nature
EVs: 212 Atk / 252 Def / 44 Speed
- Crunch
- Leech Seed
- Swords Dance
- Iron Defense

The key to this set, which is different than many Torterra I have seen, is the use of Leech Seed. Tyranitar has lots of HP so the Seed gives Torterra a big chunk of healing every turn. And what's even better is that Leech Seed never gets removed from the boss with the shield, the boss resets, etc. It's permanent, as long as you Seed the boss before the shield goes up. What sucks is that the Leech Seed animation is pretty lengthy, and that's important for Torterra, because it takes Torterra a long time to get set up and ready to be in full attack mode. And since Tera Dark is not a base STAB, Torterra doesn't do as much damage as you might think with +6 Crunch. Although the solo is pretty consistent, every time I have cleared it without good NPCs, it has been with very little timer remaining. So whatever you do, make sure you select moves quickly, because there isn't much time to spare with this set.

Torterra has 44 speed EVs to put it faster than Ttar for the beginning of the battle prior to the Dragon Dances. So on turn 1, I usually do an Iron Defense to lessen those first few Crunches that Ttar uses against non-tera Torterra. It also helps dull the negative impact of untimely defense drops from Crunch that happen all too frequently in this raid. On Turn 2, I use Leech Seed to start the flow of healing before the shield goes up. The Ability Shield ensures that I maintain crit invulnerability even during the player reset/wipe.

With Leech Seed and Iron Defense at my disposal, Torterra is very durable against Tyranitar. I usually try to stay roughly 2-3 stages ahead of Ttar, in terms my Defense versus its Attack. My Defense might drop sometimes due to Crunch, and Tyranitar is going to get +2 Attack from the Dragon Dances later on. So I just keep an eye on it and I make sure to Iron Defense as necessary to maintain a 2-3 stage cushion more or less. With Shell Armor eliminating crits and Leech Seed giving 43 HP of healing every turn, it's fairly easy to manage your health predictably and comfortably. Later in the battle, when double moves start happening, obviously there is some luck variability that might go against you. But in general, one of the things I love about this set is the bad beats are kept to a minimum.

I go Tera as soon as I can, so as to get out from under that infernal risk of Defense drops from Crunch. And I Swords Dance to +6 to maximize my damage output which is usually very much needed to clear the raid in time. After I'm fully setup, I usually just spam Crunch as fast as possible, and only use Iron Defense or do a Heal Cheer if absolutely necessary due to bad luck.

I have cleared this raid without any NPC support at all and with a normal amount of good luck (Stone Edge misses, my Crunches causing Ttar defense drops, etc) and bad luck (my Defense dropping, getting hit with lots of double moves and high damage rolls, etc). But if the luck is lopsided against you, you'll lose. With that said, there are all sorts of little things where NPCs can make your life easier. And I'm not just talking about Intimidate support and healing, although that is really helpful. Speed control in the late game from paralysis or a Scary Face is great for allowing Torterra to move first and Iron Defense after a bad beat. A Leer from Weavile or Arcanine is always welcome after the shield is gone as it puts less timer pressure on Torterra with its middling damage output. So almost every NPC has something that might help, but it isn't strictly required with this Torterra set, which is why I like it.

To be completely honest, if you are simply looking for a CONSISTENT solo, the best way is probably to take a page out of the Crawdaunt playbook posted by SadisticMystic. Don't carry an Ability Shield and do a Defense Cheer right after the player reset and ability wipe. Your pokemon will faint and when it revives the defense cheer will be permanent. That means you can carry a healing item like Shell Bell and better ensure your own survivability. But for me, like I said, I just don't like the idea of fainting in a raid and calling it a "clean solo". Even if it is consistent, I just don't feel like I "solved" the raid when I do that.

So yeah, I'm intentionally making it harder on myself. But I'd also like to point out that any "solution" that relies on fainting in solos is probably going to be a liability in online randoms, because if lots of players are fainting, intentionally or otherwise, the team is going to lose, because player fainting burns the timer too fast. So, an additional benefit of my definition of a clean solo is that it also usually produces a good option for random online raids as well. Not always, but usually. And in this case with this Torterra set, it is certainly true. This Torterra set almost never faints in online random play, and as such is a pretty good teammate, even if it really doesn't do much in terms of support.
 
I'll be honest I don't know how you're meant to use Crawdaunt. I set mine up just like here and Stone Edge does so much damage even before it pulls out the dragon dances that I die before even getting to use a second chilling water.


Even on an attempt where I got Arboliva & Tauros, and could live longer, it was still impossible to thread the needle on speed control, attack control, time the cheer for when you die because that was super variable on misses, do the second set of set up when it resets its stats and starts the dragon dances....

I had a run where I had staraptor and it did worse despite it dying more often. This was the only time i got a swords dance and tera off and there was 0 time to even break the shield.

e:took crawdaunt online and got matched with a mewoscarada that spammed bite. the krookodile & porygon2 were nice at least

attempt two someone locked in a flutter mane and i couldnt back out. so that was on me for locking in too fast

attempt 3 had an umbreon, torterra, and...kingambit? The torterra dropped out seconds before the fina lock in so i was stuck with a tauros.

tried solo again but even with burn support and tauros (really is the worst option, how are you not dying, exactly) i just couldn't do anything of note. Crawdaunt dies immediately to a +2 Stone Edge and is outsped so there's no opportunity to chilling water (or rock tomb)

e2: After like 10 rerolls of backing out the moment i saw another ghost type attacker i got a winning round with 2 torterra, a krookodile and me.

I was the weakest link by far.
 
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I'll be honest I don't know how you're meant to use Crawdaunt. I set mine up just like here and Stone Edge does so much damage even before it pulls out the dragon dances that I die before even getting to use a second chilling water.


Even on an attempt where I got Arboliva & Tauros, and could live longer, it was still impossible to thread the needle on speed control, attack control, time the cheer for when you die because that was super variable on misses, do the second set of set up when it resets its stats and starts the dragon dances....

I had a run where I had staraptor and it did worse despite it dying more often. This was the only time i got a swords dance and tera off and there was 0 time to even break the shield.

e:took crawdaunt online and got matched with a mewoscarada that spammed bite. the krookodile & porygon2 were nice at least

attempt two someone locked in a flutter mane and i couldnt back out. so that was on me for locking in too fast

attempt 3 had an umbreon, torterra, and...kingambit? The torterra dropped out seconds before the fina lock in so i was stuck with a tauros.

tried solo again but even with burn support and tauros (really is the worst option, how are you not dying, exactly) i just couldn't do anything of note. Crawdaunt dies immediately to a +2 Stone Edge and is outsped so there's no opportunity to chilling water (or rock tomb)

e2: After like 10 rerolls of backing out the moment i saw another ghost type attacker i got a winning round with 2 torterra, a krookodile and me.

I was the weakest link by far.

Here's the relevant excerpt from my post about how I was able to get Crawdaunt to finally succeed solo with an Ability Shield:

...
In the end, to clear the raid solo consistently without fainting, I had to have very specific NPC support. I needed Intimidate support from Staraptor or Arcanine (Tauros doesn't die easy enough) and I also needed healing support from Gardevoir or Arboliva. Lots of other NPC's can do nice things to help (like speed control, etc) but at least one of the two specific intimidators and one of the two specific healers turned out to be a requirement for me to get the solo win consistently.

Honestly I can't see a way to get a clean solo without fainting or getting specific NPC help, because the auto-crit thing with this Tyranitar is just too brutal to handle.

If you are ok with fainting on the ability wipe turn, then just follow the set and detailed playbook that was outlined by SadisticMystic in their Crawdaunt post.
 
Here's the relevant excerpt from my post about how I was able to get Crawdaunt to finally succeed solo with an Ability Shield:



If you are ok with fainting on the ability wipe turn, then just follow the set and detailed playbook that was outlined by SadisticMystic in their Crawdaunt post.
I was more than okay with the ability wipe turn the problem was sometimes i'd whiff the faint, mistime the defense buff or in the time I came back it was to doubel dragon dance into red (at best) or outright knock out. The defense cheer either wasnt going up in time or something because Crawdaunt definitely had the right spread and nature.

The CPU support was just not enough to get anything working how it was supposed to go.

I finally got a winning run online (as I note at the bottom of that post) and even there, with the ultimate support, i felt like the weakest link. There was a point where I took 3/4ths from Tyranitar despite 2 debuffs on it and I was flabbergasted. I can only assume there was desynch there.

Honestly, while I probably should have just tried the shield, i think I still would have whiffed pretty bad. It took several chilling waters to get things managable and then once the reset happens things get a lot worse if you do not have the water or tomb on deck.
 
I'll be honest I don't understand how those Anger Point strats are supposed to work online without being able to abuse the defense cheer bug.

I've been running a support Lando-T set (nothing fancy, 252 hp/def, Taunt/MudSlap/Bulldoze/Scorching Sand), and all I'm seeing is Krookodiles and Primeapes getting crit twice then die, multiple times, and then timer runs off.

Yes when they get one hit off, it chunks a good 15% of the boss HP, but doesn't do much if by the time you get there the timer is already at less than 20 seconds left.
 
This one took me three tries. Didn't realise I did not post this woops.

Went with Torterra as that seemed the most logical choice, good base Def, Shell Armour to stop the pesky crits.

Just ran with

Shell Bell 100hp/100att/200def EVs or something

Crunch
Curse
Leech Seed
Earthquake (but filler)

I just used the Mighty Mark version pretty much with some movepool changes.

First try was 2 Krooks, and Urshifu - Both Krooks were Anger Point but neither did that much damage. Both lead Breaking Swipes, but that's about as good as it got. This was the first raid where I saw Urshifu literally do nothing, but it ended up getting Tera. No move call outs or anything, just stood motionless. #JustRaidThings. I missed the Leech Seed here, so I kinda just assumed Raid Bosses were immune (they are not FYI as DJD has already mentioned above).

Second try was scary as someone hovered on Charizard for JUST A BIT TOO LONG. They ended up swapping to Krookodile for a double Krook and Corviknight team. I'm not sure what Corv does here, but it good support with Taunt/Reflect, the main issue here was one of the Krooks was Intimidate as opposed to Anger Point. We weren't even close on this one. Both of the Krooks were getting obliterated like Worldie has mentioned, even resisted hits do a lot to Krooks kinda mediocre defences.

Third try was the lucky one. Another Torterra who basically used the same set as DJD above (ID/SD/Crunch), 1 Krookodile this time and an Umbreon who was support. Got off the Leech Seedc, Cursed, started Crunching. After the wipe Cursed a few more times and Crunched away. Shell Armour does some super heavy lifting here, as with no crits Ttar is hitting into +3/+4 Def without a lot of threat and the Shell Bell + Seed more than makes up for the damage taken.
 
Ok, I'm trying to do this with a support Orthworm using Mud Slap, Bulldoze, and two filler moves of Iron Head and Iron Defense, and I have been having no success, and I have no clue if part of it is me or is it just everyone else doing terribly. My thought is that I can't debuff it too much without Crits undoing everything, so might as well avoid being hit in the first place. The problem is everything keeps dying anyways or they just don't do any damage at all.
 
I'll be honest I don't understand how those Anger Point strats are supposed to work online without being able to abuse the defense cheer bug.

I've been running a support Lando-T set (nothing fancy, 252 hp/def, Taunt/MudSlap/Bulldoze/Scorching Sand), and all I'm seeing is Krookodiles and Primeapes getting crit twice then die, multiple times, and then timer runs off.

Yes when they get one hit off, it chunks a good 15% of the boss HP, but doesn't do much if by the time you get there the timer is already at less than 20 seconds left.
They don't. They're supposed to be solo strats since dying takes up a chunk of time, and if everyone's purposely dying, there goes your team's raid time. Bulky Shell Armor mons like Torterra should be the offense of choice for online.
 
Ok, I'm trying to do this with a support Orthworm using Mud Slap, Bulldoze, and two filler moves of Iron Head and Iron Defense, and I have been having no success, and I have no clue if part of it is me or is it just everyone else doing terribly. My thought is that I can't debuff it too much without Crits undoing everything, so might as well avoid being hit in the first place. The problem is everything keeps dying anyways or they just don't do any damage at all.
Something I've noticed while doing my attempts with Lando-T is that if you're with any of the Anger Point users, Mud-Slap can actually backfire, as they *want* to die turn 2 to get the Defense cheer permabuff + Taunt stick when it's meant to Dragon Dance, and if they get missed then Taunt wears off and he gets the DD off.

That said, realistically speaking if you're not attracting the Stone Edges where you get to abuse Mud Slap, then Mud Slap isn't helping much, as Crunch / Shadow Claw will take a -4 or more to start actually missing consistently and by the time you get 4 mud slaps off after the stat reset you may very well eat 2 crits and die.
 
cloyster.gif

Cloyster @ Ability Shield
Ability: Shell Armor
Tera Type: Water
EVs: 252 HP / 252 Def
Bold Nature
IVs: 0 Atk
- Chilling Water
- Life Dew
- Iron Defense
- Icy Wind

-1 0+ Atk Tyranitar Stone Edge vs. 252 HP / 252+ Def Cloyster: 98-116 (32.2 - 38.1%) -- guaranteed 3HKO after sandstorm damage

Being real, you can't save many Primeape / Krookodile lobbies in this raid, but having tried Cloyster, you can save some. Despite the Stone Edge weakness, base 180 defense backed by Iron Defense, Chilling Water, and Shell Armor makes you a tough nut to crack, plus Stone Edge misses a lot. You can then Life Dew + Defense Cheer for the Anger Point mons, while Chilling Water and Icy Wind remove any DD boosts. Eviolite Shellder with Protect also works, but the very low Speed can bite it at times. Cloyster has the advantage of outspeeding Tyranitar initially. You can also Tera Water to remove the Ice typing.
 
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I have no idea of how, but I finally beat Tyranitar aftet trying a couple of hours with the usual Intimidate Krookodile plus Mud Slap and Taunt. Other two Krookodiles helped lower its Attack even more, and this is the fun part, a Armarougue was there using its signature move.

i really liked this one. I wonder what Salamence and Metagross will have.
 
I wonder what Salamence
Moxie Salamence will definitely be terrifying to solo. And very punishing for online too.
It's already one of the most tragic 6* raids :x Not looking forward to that one.

Metagross eh, Clear Body as ability is going to be obnoxious, expecially if they give it Meteor Mash and it starts getting boosts. Luckily Skeledirge has Unaware and resists one stab as well.
 
I can see Salamence running Tera Steel with Iron Head. It flips the Ice- and Fairy-weakness while potentially having Flying-type moves for Fighting-types (unless you're Iron Hands....oh no :zonger:) Iron Head can also flinch, which can be especially potent if Mence starts DDing.

Not really sure what Tera type Metagross will run, though. Fighting, maybe? Covers Dark-types defensively, has Meteor Mash for Fairy-types, and it has Brick Break for screens.
 
Tera Flying Salamence is confirmed to be the next 7 star. Now the question would be is Salamence going full physical with Dual Wing Beat or mixed with Hurricane / Terablast. My gut say physical but you never know.
 
I guess it's safe to assume the rest of the pseudos will follow their background colours for tera types as well, which is mainly just relevant for Metagross being potentially Psychic and Dragon being left for Goodra.

EDIT: Also let it be known that I am on team Intimidate/standard ability pattern just for the sake of it.
 
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I fully expect Moxie simply cause it's extremely punishing, a single death easily snowballs into a horrible wipe.

That said, at least one mixed attack is likely. Probably Hurricane if I have to guess. They could even get spicy with rain dance / hurricane / hydropump.
A scripted Draco meteor + stat reset could also be there. Tera Blast Flying is a option too, though I think Hurricane is more likely (could have both though)

I would expect Earthquake as basically guaranteed coverage move due to it nailing electric types. Everything else is up in the air.

As far as damage goes, I think this should be a ok option assuming mainly flying, ground and dragon attacks

:zapdos: Zapdos @ Shell Bell
Ability: Static
Tera Type: Electric
EVs: 252 HP / 252 SpA / 4 Spe
Bold Nature (swap to Timid if Salamence is +speed)
- Thunder
- Thunderbolt / Discharge
- Roost
- Rain Dance

0 Atk Tera Flying Salamence Dragon Claw vs. 252 HP / 0+ Def Zapdos: 117-138 (30.4 - 35.9%) -- 39.2% chance to 3HKO
0 Atk Tera Flying Salamence Tera Blast (80 BP) vs. 252 HP / 0+ Def Zapdos: 78-92 (20.3 - 23.9%) -- guaranteed 5HKO
0 Atk Tera Flying Salamence Tera Blast (80 BP) vs. 252 HP / 0+ Def Zapdos: 78-92 (20.3 - 23.9%) -- guaranteed 5HKO

Zapdos also has access to several utility moves (Charge for +1 spdef, Eerie Impulse, Light Screen, Discharge)
Can also opt into Sunny Day and drop Thunder if the boss has Hurricane to drop the accuracy on others.
 
It'll ultimately depend on the coverage and ability Salamence runs, but if it's Intimidate, I can see :ninetales-alola: being pretty decent. Snow gives it a +1 Defense boost, plus Aurora Veil can neuter damage further, especially against MixMence. Has other support moves like Fake Tears, Charm, Chilling Water, and Icy Wind, along with offensive set up with Nasty Plot or Calm Mind. If Salamence has a scripted Turn 0 Rain Dance to help boost Hurricane from the start, you could opt for Snowscape + Snow Cloak, since Snow Warning would be useless at that point. If Salamence's coverage isn't too volatile to Ice-types, Snow support can also benefit other Ice-type allies. If it has Iron Head, though, then no dice.

Another Pokemon I can see doing will is :rotom-wash: Levitating Electric-type that (initially) resists a potential Rain Dance + Hydro Pump set. Has Will-o-Wisp, Sunny Day, Nasty Plot, Charge, and both Screens as options.

Edit: :rotom-fan: might also work, trading water-resistance for an effectively-permanent Earthquake-immunity. Looks like having Levitate as a Flying-type might finally comes to play here :totodiLUL:
 
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Good to know it does indeed have Moxie, so presumably going to just stick with "best" or "least bad" ability for the full set.

And hey it's using Tera Blast! They're so strangely stingy with that move.
 
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Solo Azumarill rolled all over the Salamence raid, literally. It did get kind of annoying to manage setting up against, with both Moxie and hybrid Tera Blast and also being immune to the typical Mud-Slap, so trying to out-defense on either side it is a problem even with great AI. But it turns out Azumarill can certainly out-offense it, being weak to Rollout makes the optimal strategy pretty simple with the press of a button. Even with its shield up from around full HP, 3 fully boosted Tera Rock Defense Curl Huge Power +6 Rollouts can break through the shield cleanly, and a 4th will kill on the free turn afterwards if it lands.

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Raid script from https://stevecooktu.github.io/sv_raid_lookup/. Overall a 450s/7.5 minute raid like Tyranitar, with the same 40% HP shield and the usual 40% HP trigger for double attacks with this set of raids (telegraphed with Dragon Dance). The shield goes up really early too.

EDIT: Fortunately, Salamence has quite a few vulnerable periods to allow keeping up buffs and debuffs for most of the relevant part of the raid.

I locked in a pretty solid AI group of Tauros/Gardevoir/Staraptor, 2 Intimidates and a Life Dewer keeps Salamence's Moxie snowballing constrained to just net gains off killing Gardevoir (and me), though it does leave it with Special Tera Blast for a while, and you do have to wait and make sure the AI respawns and activates Intimidate before inputting an attack. I think the AI actually have increasing respawn cooldowns as well after noticing I had to wait on them for a while. Gardevoir can also potentially Synchronize Burn off of Heat Wave/Flamethrower.

I was experimenting with Muddy Water accuracy drop strats (though Muddy Water is a DLC-exclusive TM option which I didn't want to resort to), with a Zoom Lens for consistency, which gives both Muddy Water and Rollout perfect accuracy. The issue was just being more unreliable than Mud-Slap, but I found in practice I was actually surviving for a while even with no accuracy drops while Salamence often used Flamethrower and Gardevoir threw in some Life Dews. My issue was just surviving after tera Rollout requiring dodges from that point on, which wouldn't be a problem with Shell Bell.

So in the end I actually dropped Muddy Water for the base game TM Icy Wind for speed control (outspeeding after 2 Winds), just relying on the locked in AI to survive the whole setup, and also getting more consistency on when I might die to stack cheers (which I used for a defense cheer). But I would still say Muddy Water is a somewhat viable option to potentially break through Salamence with too, even though it requires DLC, it could probably work with lesser AI comps.

Though either way, you do still have to wait to 65% time to actually start setting up Defense Curl and Belly Drum and staying buffed up for good one way or the other, whether by waiting or fainting, so there is some room for improvisation on that front still. But if you rely on accuracy drop dodges to stay alive, then you can also rely on guaranteed Muddy Water/Rollout hits with Zoom Lens or make use of other support AI like Bellibolt's paralysis, I suppose.

2025041721440400_s.jpg


In this final attempt I ended up getting crit by Tera Blast, but put up 2 Icy Winds early, and animation time ended up letting Salamence get its buff clear on turn 3, so I set a manual defense cheer and died to preserve it. Then Salamence went into its 65% buff reset, so after I respawned I Defense Curled and outsped thanks to -2 speed from Icy Winds. At this point Salamence was at neutral Attack and so had physical Tera Blast active, hitting me to 312 HP (92 damage).

0 Atk Tera Flying Salamence Tera Blast (80 BP) vs. +1 252 HP / 0 Def Azumarill through Def Cheer: 80-96 (19.8 - 23.7%) -- possible 5HKO

I decided to go for a 2nd Defense Curl, got a Life Dew proc in the process, then went for Icy Wind 3 for tera charge while Salamence Flamethrowered. Another Tera Blast from there did about 70, though Salamence got another Moxie proc off killing Gardevoir in the same turn.

0+ SpA Tera Flying Salamence Flamethrower vs. 252 HP / 0 SpD Azumarill through Def Cheer: 31-37 (7.6 - 9.1%) -- possibly the worst move ever
0 Atk Tera Flying Salamence Tera Blast (80 BP) vs. +2 252 HP / 0 Def Azumarill through Def Cheer: 60-72 (14.8 - 17.8%) -- possible 6HKO

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Then I went for Belly Drum, supported by Life Dew and a weak Flamethrower, and inputted Rollout and hoped all my 90s hit to keep me alive and end the battle. Salamence tried a couple Earthquakes in between, but I managed to survive thanks to large Rollout hits and healing.

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+6 252+ Atk Huge Power Tera Rock Azumarill Rollout (240 BP) vs. 0 HP / 0 Def Tera Flying Salamence: 4574-5384 (46 - 54.2% of 30x hp boss) -- 53.1% chance to 2HKO

Salamence did get its scripted debuff reset and Dragon Dance in here, but it can't do anything with it on the free turn after the shield break, and Azumarill is free to land its final Rollout.

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Technically this final hit was a 480 BP Rollout 4 and was entirely overkill, but when the raid boss is snowballing, sometimes all you can do is snowball right back at it.
+6 252+ Atk Huge Power Tera Rock Azumarill Rollout vs. 0 HP / 0 Def Tera Flying Salamence: 9150-10766 (92.1 - 108.4% of 30x hp boss) -- 50% chance to OHKO
 
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