Psychic terrian HO. Tips needed.

This team evolves around the priority stopping properties of psychic terrian so it uses pokemon that are highly weak to priority but can thrive in a environment without.

Indeedee (M) @ Terrain Extender
Ability: Psychic Surge
Tera Type: Psychic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Healing Wish
- Psyshock
- Encore
- Hyper Voice

:Indeedee: is our main lead. It uses terrain extender to allow the sweepers to potentially get a teamwipe before dying to priority. Healing wish is to stop ceaseless edges and stone axes while letting a sweeper try to sweep again later if something goes wrong. Psyshock is mainly a stab to try and hit special walls if for some reason no physical attackers remain. Encore is to disable setup sweepers giving a chance for your sweepers to set up themselves. Hypervoice is the main damage stab.


Polteageist-Antique @ Focus Sash
Ability: Weak Armor
Tera Type: Fighting
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Tera Blast
- Shell Smash
- Stored Power
- Shadow Ball

:Polteageist: uses a focus sash to survive a hit then shell smash, if they don't attack you keep shell smashing but only one more time or psychic terrain will run out. Usually shell smashing once is enough. Stored power ohkos literally everything that's not a resist or immunity and tera fighting covers all of those, with shadow ball as a last stab to hit psychic types and steel types if you lost your tera. Due too poltergeists limited movepool and if you lost your Tera, good luck with dark types.

Slowking-Galar @ Terrain Extender
Ability: Regenerator
Tera Type: Poison
EVs: 252 HP / 252 Atk / 4 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Psychic Terrain
- Chilly Reception
- Yawn
- Sludge

Gloking
I used to have a :braviary-hisui: here but I really have no idea why I put it there so it's now a :slowking-galar: that can set up psychic terrain without needing a focus sash then chilly reception away (or die ig). Yawn is to force out problematic matchups for whatever sweeper you have left and sludge bomb is just stab damage.

Sneasler @ Psychic Seed
Ability: Unburden
Tera Type: Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Close Combat
- Dire Claw
- Night Slash

:Sneasler: with a psychic seed and unburden outspeeds everything except like, scarf :dragapault:. It can abuse the psychic seed to survive hits like :sandy shocks: earth power giving it a chance to set up with swords dance then sweep. Dire claw is stab, can hit fairy types and you can go for skillful wins with sleep hax against :great tusk:. Night slash + tera dark is to ohko :dragapault: and :gholdengo: who would wall it otherwise.


Gholdengo @ Focus Sash
Ability: Good as Gold
Tera Type: Steel
EVs: 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Make It Rain
- Nasty Plot
- Recover
- Shadow Ball

:Gholdengo: with the focus sash can come in on problematic matchups then survive a hit and try to ohko whatever it's posing the problem. Make it rain is a really high damage stab that can ohko a lot. Shadow ball is secondary ghost stab and nasty plot recover to setup on pokemon you wall who won't be able to break you down.


Maushold-Four @ Wide Lens
Ability: Technician
Tera Type: Normal
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Population Bomb
- Tidy Up
- U-turn
- Bite

:Maushold: with a wide lens and technician can 10hko a lot of pokemon with population bomb but that 1% miss chance has been problematic before (I'm not kidding) but I would not worry about it. It has tidy up to set up and remove pesky hazards and ohko everything it doesn't already. Bite to hit ghost types and u turn to leave. Tera normal for more damage because that's all you need in life.

Thank you for reading! My peak with this team is 1450 so obviously I need all the help I can get. All consecutive criticism and tips are appreciated.

Replays:
Win vs stall-y balance thing
https://replay.pokemonshowdown.com/gen9ou-1925598492

Win vs SupaGmoney's cyclizar stall team.

https://replay.pokemonshowdown.com/gen9ou-1925602868-lg9azp2o7ynwuenq6wrqtg5kbjw43cgpw

Almost comeback loss.
https://replay.pokemonshowdown.com/gen9ou-1925621556

Win vs something
https://replay.pokemonshowdown.com/gen9ou-1925630893.

This team really really struggles
against dark types as like ⅚ pokemon are weak to it and :maushold: cant damage keep :kingambit:.
 
Last edited:
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Why did you choose this Pokemon? What do the EV spreads do and why do you have it? What are all 4 moves for?
 
Nice team! There are just some gimicky sets that we should change to make it better.

Big Changes:

Swap :slowking-galar: for :hatterene:. This swap helps keep hazards off the field (not ceaseless edge from :samurott-hisui:). The set we are going to be using is a Calm Mind set with an :eject button:. Eject Button allows us to get a teammate in safely and the Calm Mind set allows us to serve as a wincon in the endgame. Calm Mind on this set is a must as it helps Hattrene setup in the endgame. Draining Kiss is for stab coverage and allows you to heal back some damage while attacking. Psyshock is for hitting things like :clodsire: as it hits on the defensive side. It also gets a power boost in terrain. You could run Psychic over Psyshock for raw damage, but I think the added utility is better. Lastly, Mystical Fire is for coverage and to hit steels like :kingambit: and It also has a secondary effect of lowering the target's spa attack so this can be used to help a teammate live a hit it wouldn't normally. This set improves your matchup vs hazard stacking teams and also :sandy-shocks:. Hatterene deals with it pretty well defensively and is able to bounce back its Stealth Rocks.

Hatterene (F) @ Eject Button
Ability: Magic Bounce
Tera Type: Water
EVs: 252 HP / 204 Def / 52 Spe
Bold Nature
- Calm Mind
- Draining Kiss
- Psyshock
- Mystical Fire

Swap :gholdengo: for :armarouge:. Your set is really gimmicky and doesn't really abuse Psychic Terrain other than being immune to Sucker Punch. Armarouge is a really strong sweeper under Psychic terrain as it can launch really strong moves and can get out of hand if hit with a physical move. Its just better in the role than Gholdengo. Endure is for living any hit even after your :focus-sash: but it mostly used for physical hits as Armarouge's ability allows it to double its speed once hit by a physical hit. Armor Cannon is a strong fire type stab that helps cover things that Psychic type moves can't hit well. Expanding Force is an 80 bp psychic move but is doubled in base power if terrain is up. Just more strong stab. Calm Mind keeps opponents on their toes by making sure that can't safely stall out terrain turns without risking Armarouge becoming stronger. Tera Fighting is for resisting dark type hits, and Focus Sash is to live any hit and deal back massive damage.

Armarouge @ Focus Sash
Ability: Weak Armor
Tera Type: Fighting
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Endure
- Expanding Force
- Armor Cannon
- Calm Mind

Small Changes:

Swap Tera on :maushold: for ghost. This makes you immune to Extreme Speed, and baits the Sucker Punch for :kingambit: more. Tera normal does give more damage, but you are better off using tera on your more threating mons. Also, swap u-turn for encore. This can lock enemies into passive moves like hazards while you can just tidy up and setup and also locks Kingambit into Sucker Punch which you can also setup on. These changes help when Psychic terrain is down. Note this can be used to beat :samurott-hisui: on the lead if you think the opponent will lead with it. Just be careful of :choice-scarf:.

Thats all! Hope this helps. Go get em! :boi:
 
Nice team! There are just some gimicky sets that we should change to make it better.

Big Changes:

Swap :slowking-galar: for :hatterene:. This swap helps keep hazards off the field (not ceaseless edge from :samurott-hisui:). The set we are going to be using is a Calm Mind set with an :eject button:. Eject Button allows us to get a teammate in safely and the Calm Mind set allows us to serve as a wincon in the endgame. Calm Mind on this set is a must as it helps Hattrene setup in the endgame. Draining Kiss is for stab coverage and allows you to heal back some damage while attacking. Psyshock is for hitting things like :clodsire: as it hits on the defensive side. It also gets a power boost in terrain. You could run Psychic over Psyshock for raw damage, but I think the added utility is better. Lastly, Mystical Fire is for coverage and to hit steels like :kingambit: and It also has a secondary effect of lowering the target's spa attack so this can be used to help a teammate live a hit it wouldn't normally. This set improves your matchup vs hazard stacking teams and also :sandy-shocks:. Hatterene deals with it pretty well defensively and is able to bounce back its Stealth Rocks.

Hatterene (F) @ Eject Button
Ability: Magic Bounce
Tera Type: Water
EVs: 252 HP / 204 Def / 52 Spe
Bold Nature
- Calm Mind
- Draining Kiss
- Psyshock
- Mystical Fire

Swap :gholdengo: for :armarouge:. Your set is really gimmicky and doesn't really abuse Psychic Terrain other than being immune to Sucker Punch. Armarouge is a really strong sweeper under Psychic terrain as it can launch really strong moves and can get out of hand if hit with a physical move. Its just better in the role than Gholdengo. Endure is for living any hit even after your :focus-sash: but it mostly used for physical hits as Armarouge's ability allows it to double its speed once hit by a physical hit. Armor Cannon is a strong fire type stab that helps cover things that Psychic type moves can't hit well. Expanding Force is an 80 bp psychic move but is doubled in base power if terrain is up. Just more strong stab. Calm Mind keeps opponents on their toes by making sure that can't safely stall out terrain turns without risking Armarouge becoming stronger. Tera Fighting is for resisting dark type hits, and Focus Sash is to live any hit and deal back massive damage.

Armarouge @ Focus Sash
Ability: Weak Armor
Tera Type: Fighting
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Endure
- Expanding Force
- Armor Cannon
- Calm Mind

Small Changes:

Swap Tera on :maushold: for ghost. This makes you immune to Extreme Speed, and baits the Sucker Punch for :kingambit: more. Tera normal does give more damage, but you are better off using tera on your more threating mons. Also, swap u-turn for encore. This can lock enemies into passive moves like hazards while you can just tidy up and setup and also locks Kingambit into Sucker Punch which you can also setup on. These changes help when Psychic terrain is down. Note this can be used to beat :samurott-hisui: on the lead if you think the opponent will lead with it. Just be careful of :choice-scarf:.

Thats all! Hope this helps. Go get em! :boi:

just hit 1700 with this team, thanks gang
 
I recommend you switching Tera dark night slash on Sneasler for tera Ghost shadow claw, Same coverage, same power, less resist, and immunity to extreme speed/ rapid spin.

Dazzling gleam and tera fairy instead of hypervoice on indeedee would also be really nice since it help you deal with Greninja and samurott.

As waytoopetty suggest, Armarouge would be the better mon here more than Gholdengo 9 times out of 10. I would go as far as saying there is no point in running psychic terrain if you aren't running Armarouge due to the sheer power of 156 BP psychic terrain.
I would recommend my own Weakness policy set instead of the focus sash set.
Armarouge @ Weakness Policy
Ability: Weak Armor
Tera Type: Psychic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Endure
- Destiny Bond
- Armor Cannon
- Expanding Force
Though I would suggest switching Destiny Bond out for Aura sphere to hit heatran. You can play this set very aggressive by switching it in on lando or cinderace's uturn to immediately have a threat on the field then endure their switch in's hit and go for sweep.
 
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