Long before the DLC was even announced, I decided that if there would be DLC for ScaVio, I would make new teams for it, just like I did for the DLCs in Sword. Since it became reality, I decided to make a new team for the Teal Mask, and I will make another one for the Indigo Disk later on. There are also a lot of Gen 9 Pokémon I want to use. Plus, it is more fun this way! Either way, I wanted to showcase the team I made for the Teal Mask and I decided to do it here instead of in the in-game team thread.
Regarding the team members, I made sure they all had good movesets, hold items, Abilities and Natures (or got Minted). I didn’t bother with EVs (though I gave them some vitamins), IVs/Hyper Training, or specific Tera Types, they had one of their STAB types just like the members of my in-game team. I wanted to focus solely on Gen 9 Pokémon, I considered new forms as well but none of them ended up on the team. I also wanted to try to use types that weren’t represented on my in-game team. And unlike my in-game team, I decided to avoid using any overlapping types this time around. I also decided to have a good balance between Physical and Special as opposed to my all-Physical in-game team.
I named the team the
Magical Mystery Masked Marauders. I wanted a cool name instead of just going with “Teal Mask team” or something along those lines.
Here’s a preview:
And here are the full details:
Quaquaval (F) @ Muscle Band
Ability: Moxie
Tera type: Water
Nature: Lonely (Minted to Adamant)
- Aqua Step
- Close Combat
- Ice Spinner
- Aqua Jet
My second favorite Paldea starter, it was an obvious first member of the team. It is also a Water-type, which is nice as I didn’t use one on my in-game team. I like this dancing duck a lot.
Aqua Step was the Water move I went with, it is a cool signature move which has good enough base power and boosts Speed, which is nice since Quaquaval isn’t the fastest. Other moves like Liquidation and Wave Crash are stronger, but some signature moves are just too cool to pass up on. Close Combat for secondary STAB, it hits really hard. Ice Spinner for coverage, it is helpful against Grass- and Dragon-types. Aqua Jet for priority, it could be used to beat targets at low HP.
There are a few other alternatives. I was considering Swords Dance to boost, but I felt that Moxie would probably be enough. Another idea I had was U-Turn, but I realized that switching out wouldn’t work well together with Moxie and Aqua Step, so I scrapped it as well.
Moxie is the superior Ability since it boosts Attack after beating an enemy. When combined with Aqua Step, Quaquaval can rack up boosts and become really powerful. It works best as a Physical attacker, so I minted it to Adamant to make it hit hard. I gave it a Muscle Band to boost the power of its moves even further.
Overall, Quaquaval was really good. It was useful in many situations thanks to its high Attack and solid coverage, it could also pull off a sweep if it managed to gather enough boosts.
Espathra (F) @ Leftovers
Ability: Speed Boost
Tera type: Psychic
Nature: Modest
- Stored Power
- Dazzling Gleam
- Shadow Ball
- Calm Mind
The second bird of the team is one I really wanted to use somewhere, but it didn’t end up either on my in-game or mid-game team. I decided to use it here instead. It is also a Psychic-type, which is great as I hadn’t used one anywhere before on Violet.
Stored Power is the main STAB move, it starts out weak but becomes stronger the more I boost. I was going to use Lumina Crash at first since it is a really cool signature move, but then I managed to get a Speed Boost Flittle through the GTS, which changed my mind. With Calm Mind and Speed Boost, it only takes one turn for Stored Power to reach a base power of 80, and it will only keep getting stronger from there. The only negative is that this means that it pretty much needs a boost in order to hit hard. But it was too awesome to resist, so I went with it.
Dazzling Gleam and Shadow Ball for coverage, they help against Dark-, Ghost- and opposing Psychic-types. Calm Mind since it needs to boost. It has a double purpose here, it raises Espathra’s Sp.att and increases the power of Stored Power at the same time, making it hit even harder!
Psychic and Psyshock are other alternatives for STAB, as well as Lumina Crash which I mentioned. I was considering U-Turn here as well, but just as for Quaquaval, it felt like a bad idea with Speed Boost since it would just lose all of its boosts upon switching out.
Speed Boost is the Ability of choice (and I’m happy I managed to get one), it makes Espathra super-fast and powers up Stored Power even further. A Modest Nature is the best option since it makes Espathra hit even harder, it doesn’t need Timid as Speed Boost makes it fast enough as time goes on. I gave it a Leftovers to hold since it will almost always need to use Calm Mind, meaning it will often take a hit before it can attack. After taking damage, Leftovers can help with recovering HP.
Overall, Espathra was great. If it managed to set up and boost, it could sweep opposing teams. That said, it is rather frail and not super-fast before a Speed Boost, so it often needed a good first matchup in order to win. But if it got that, it won.
Glimmora (M) @ Wise Glasses
Ability: Toxic Debris
Tera type: Rock
Nature: Lax (Minted to Modest)
- Power Gem
- Sludge Wave
- Earth Power
- Spiky Shield
Rock was another type I hadn’t used on any previous team on Violet. Out of the new ones that existed, Glimmora seemed to be the coolest one. It is similar to Nihilego since they are both Special attacking Rock/Poison-types.
Power Gem and Sludge Wave are the obvious STAB moves, Earth Power for coverage. In the last slot, I went Spiky Shield for protection. There are a few other alternatives like Dazzling Gleam, Flash Cannon and Energy Ball, but I didn’t use either of them.
Toxic Debris is Glimmora’s only non-hidden Ability. I am not a fan of entry hazards, but at least it does something, as opposed to Corrosion. I minted it to Modest since it is a Special attacker. I gave it the Wise Glasses to power up its moves a bit.
Overall, Glimmora was pretty good. It could hit hard with its moves, Toxic Debris was useful on a few occasions as well. That said, it was a bit slow and frail. Still solid though.
Bombirdier (F) @ Leftovers
Ability: Rocky Payload
Tera type: Flying
Nature: Bold (Minted to Adamant)
- Brave Bird
- Knock Off
- Drill Run
- Rock Slide
Third bird of the team. I wanted to use a Flying-type somewhere. I had previously used Squawkabilly as a reserve member during my in-game playthrough, but since I only used it in one battle, it didn’t really count. It was time to use a Flying-type for real. But which one? I had used Kilowattrel on my mid-game team, and I couldn’t use Flamigo since I already had a Fighting-type in Quaquaval. That left Bombirdier as the only option. Which I’m fine with since it is a cool stork.
Brave Bird for Flying STAB, it hits hard but causes recoil. Knock Off for secondary STAB, it is the best option since Bombirdier doesn’t get Crunch or Night Slash, and Sucker Punch feels a bit unreliable. It gets Lash Out through a new TM in the DLC, but I decided to stick with Knock Off. Drill Run and Rock Slide for coverage, the latter gets a boost from Rocky Payload… which was the Ability I went with since I managed to get a HA Bombirdier from the GTS. I considered some other options like Hone Claws, U-Turn and Roost, but I made it an all-out attacker in the end.
I minted it to Adamant so it could hit harder, but Jolly might have been better since I often found Bombirdier to be quite slow. I gave it a Leftovers to hold since it would take recoil damage from Brave Bird and needed some way to recover. I considered other alternatives like Shell Bell or a Berry like Sitrus, but I ultimately decided that a classic Leftovers was the way to go. Wide Lens would also have been an alternative since Rock Slide missed a few times (as expected, and it was always annoying when it did).
Overall, Bombirdier was pretty good. It could hit hard with its moves and often tank a hit as well. That said, I noticed that it grew a lot slower than the rest of the team, it was often 1-2 levels below them. Which isn’t too strange since it is in the Slow Exp. group.
Cetitan (F) @ Assault Vest
Ability: Thick Fat
Tera type: Ice
Nature: Hardy (Minted to Adamant)
- Ice Spinner
- Earthquake
- Play Rough
- Ice Shard
Ice was another type I didn’t use on my in-game team. I ended up using Baxcalibur on my mid-game team, so that left me with Cetitan and Iron Bundle as the only choices. Since I wanted to avoid using Paradoxes unless it was absolutely necessary, I went with Cetitan.
Ice Spinner is the main STAB move. Earthquake and Play Rough for coverage, they help against Electric-, Fire- Rock-, Fighting- and Dark-types. Ice Shard for priority, it can also be used to pick off targets with low HP. I couldn’t think of any other alternatives than these four moves.
Like the other physical attackers of the team, I minted it to Adamant in order to boost its power a bit, it isn’t super-fast so Jolly wouldn’t have helped that much. Thick Fat is the superior Ability since it removes its weakness to Fire and makes it even more resistant to Ice. I gave it an Assault Vest to make it bulkier, taking advantage of its high HP. It felt like a good idea to have at least one member of the team be a bit geared towards defense since most of the team is heavy on offense.
Overall, Cetitan was great. It could hit hard with its moves, Ice Spinner in particular. It was the slowest member of the team, but also the bulkiest.
Flutter Mane @ Expert Belt
Ability: Protosynthesis
Tera type: Ghost
Nature: Modest
- Shadow Ball
- Dazzling Gleam
- Power Gem
- Energy Ball
For the last member of the team, I needed a Fairy-type. But which one? There wasn’t a lot to choose from. The base game introduced 5 new fully evolved Fairy-types. I had already used Dachsbun and Tinkaton on my main game team, then I used Iron Valiant on my mid-game team. The only ones that remained were Scream Tail and Flutter Mane. And on top of everything, they were both Scarlet exclusives! The final alternative was to use something from an older generation. But I didn’t want to do that. Instead, I went with Ancient Missy. It seemed really cool. It is also a Ghost-type, which is nice as I hadn’t used one before, and Ghost is my second favorite type. I got it from the GTS for a shiny I didn’t need, then I was ready to go!
Shadow Ball and Dazzling Gleam are the obvious STAB moves, the latter will be replaced with Moonblast once it reaches level 84… talk about a late level. Power Gem and Energy Ball for coverage. It has several other alternatives like Psyshock, Mystical Fire, Dark Pulse and Thunderbolt, but I did some very serious
coverage calculations, and it showed that the two moves I picked gives it the best coverage in conjunction with its STABs. It learns Calm Mind as well in order to boost, but I decided to make it an all-out attacker. Flutter is powerful enough as it is, so it didn’t really need to boost.
Protosyntesis is the only Ability it has, though it rarely came into use, the only time it happened was when I faced the Ogre Clan member with a Sunny Day-themed team. A Modest Nature is the obvious choice since it wants to hit hard, Timid isn’t necessary since it is fast enough as it is. I gave it an Expert Belt since it hits 12 out of 18 types for super effective damage.
Overall, Flutter Mane was really great. It is strong, fast, and had great coverage. Since it was traded from another game, it was also the only member of the team to get boosted Exp, making it grow faster than the others to the point that it was often 1-2 levels above them.
Just for fun, here’s the defensive synergy for the team:
I have two weaknesses to Electric, but no resistances. That’s not good. I also have three weaknesses to Steel, but only one resistance. Apart from that, it is pretty good. I have at least one resistance to all types except Electric.