Hey all,
Would appreciate getting some advice on a team I've been trying to come up with based on Bax, Valiant, and Orthworm. There are some changes I've considered and I'm sure many more I haven't thought of yet. Thanks for all your help!
Orthworm @ Sitrus Berry
Ability: Earth Eater
Tera Type: Ghost
EVs: 248 HP / 252 Def / 8 Atk
Impish Nature
- Stealth Rock
- Heavy Slam
- Body Press
- Shed Tail
Enough said about him really. Have considered maybe getting rid of Stealth Rock or Heavy Slam to include Iron Defense but I prefer the extra moveslot on Tusk and Iron Defense sounds great in theory but I dont plan on keeping Orthworm in for long anyway. Spikes is also an option which I would then have to decide if I want Stealth Rock on Tusk. Wondering if it's too ambitious to have Stealth Rock and/or Spikes and Shed Tail on this mon though. Is there too much role compression? Not often am I able to reliably set up rocks and get a shed tail where I'm satisfied by the outcome. But that could also be my own bad play. Would love the insight of more experienced players.
Baxcalibur @ Loaded Dice
Ability: Thermal Exchange
Tera Type: Fairy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Glaive Rush
- Earthquake
- Icicle Spear
Fantastic breaker. Changes I've considered are: replacing Icicle Spear for Ice Shard and Loaded Dice for either Heavy Duty Boots or Life Orb. Otherwise he does his job extremely well. I do like Icicle Spear being great stab if I match up Dragon to Dragon as they often never Tera to an Ice resist. 2HKOing Corviknight after a DD is really nice too. I do miss having some priority on this team and it would be nice to get that small boost either with Life Orb or escape hazard damage. I like Tera Fairy bc it allows a free DD often times when matched up with a dragon while also resisting stray Mach Punches and Sucker Punch. Would also be nice to have a Tera type resistant to Fire to better take advantage of his ability. Tera Dragon keeps popping in my head for this. I do see Tera Ground being recommended as well but not sure what 2HKOs it turns into OHKOs. The resistance to Twave would be nice though.
Iron Valiant @ Booster Energy
Ability: Quark Drive
Tera Type: Electric
EVs: 248 SpA / 8 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Aura Sphere
- Moonblast
- Calm Mind
- Thunderbolt
Another star of the team. Folks tend to not assume this set is Calm Mind Valiant. Often clean sweeps on his own. Love Tera Electric defensively and offensively for him. Not sure how to feel about Aura Sphere vs something like Psyshock. I rarely use Aura Sphere, its there for reliable Stab besides Moonblast though and coverage works out pretty well.
Great Tusk @ Leftovers
Ability: Protosynthesis
Tera Type: Steel
EVs: 232 Atk / 24 SpD / 252 Spe
Jolly Nature
- Rapid Spin
- Close Combat
- Earthquake
- Knock Off
Just a great mon on the team. Have debated taking out Knock Off for either Ice Spinner (meh) or Stealth Rock if I remove that from Orthworm. Also not sure on Earthquake or Headlong Rush here. Another option is making it a more defensive variant of Tusk. Not sure if it would slow down the team too much or not though.
Gholdengo @ Air Balloon
Ability: Good as Gold
Tera Type: Flying
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Make It Rain
- Shadow Ball
- Recover
I want to like this mon so much. Ghost/Steel is one of my favorite typings and he has a unique ability. His defenses and immunities are crucial to this team and synergize pretty well. That being said I feel like I can never make the best of this guy. Maybe another set would work better but this does give the team a little slower, bulkier special attacker. I hate that I'm considering putting Focus Blast on this guy but thats an option too.
Iron Moth @ Booster Energy
Ability: Quark Drive
Tera Type: Grass
EVs: 64 HP / 60 Def / 132 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Fiery Dance
- Energy Ball
- Psychic
- Dazzling Gleam
This slot has changed many times and this is the latest option. Rotom-W gives the best resistances needed for my team while giving me status options and a pivot move. Like Gholdengo he just never works out as well as I expect. Sub mons scare the crap out of me too, but I could be overreacting. Volcarona gave me an awesome late game sweeper but I personally don't like using mons who rely on Tera'ing and Tera Blast to be fully effective. Feels restrictive in game. He also opens up a few extra weaknesses that I wasnt too fond of. Mainly adding another Flying weakness. So I went with Iron Moth as somewhat of an in between option. He still provides alot of pressure while having pretty great coverage offensively and defensively. This guy really misses out on Quiver Dance. Though he might be Uber if that was the case. Debating between Psychic and Sludge Wave. Booster Energy works great with my lack of priority but I do miss having Heavy Duty boots or Choice Specs with Overheat for extra oomph. Also not sure if the loss in momentum is worth specs here.
I'm really not so great at team building and sometimes I tend to fixate on having a certain amount of resistances or not too many weaknesses in one area and can lose sight of the forest amongst the trees. So any extra eyes on this would be awesome and greatly appreciated. Any and all criticism is welcome positive or negative. Big thanks to Smogon forums and the strategy dex as a source of info and team building help.
Would appreciate getting some advice on a team I've been trying to come up with based on Bax, Valiant, and Orthworm. There are some changes I've considered and I'm sure many more I haven't thought of yet. Thanks for all your help!

Orthworm @ Sitrus Berry
Ability: Earth Eater
Tera Type: Ghost
EVs: 248 HP / 252 Def / 8 Atk
Impish Nature
- Stealth Rock
- Heavy Slam
- Body Press
- Shed Tail
Enough said about him really. Have considered maybe getting rid of Stealth Rock or Heavy Slam to include Iron Defense but I prefer the extra moveslot on Tusk and Iron Defense sounds great in theory but I dont plan on keeping Orthworm in for long anyway. Spikes is also an option which I would then have to decide if I want Stealth Rock on Tusk. Wondering if it's too ambitious to have Stealth Rock and/or Spikes and Shed Tail on this mon though. Is there too much role compression? Not often am I able to reliably set up rocks and get a shed tail where I'm satisfied by the outcome. But that could also be my own bad play. Would love the insight of more experienced players.

Baxcalibur @ Loaded Dice
Ability: Thermal Exchange
Tera Type: Fairy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Glaive Rush
- Earthquake
- Icicle Spear
Fantastic breaker. Changes I've considered are: replacing Icicle Spear for Ice Shard and Loaded Dice for either Heavy Duty Boots or Life Orb. Otherwise he does his job extremely well. I do like Icicle Spear being great stab if I match up Dragon to Dragon as they often never Tera to an Ice resist. 2HKOing Corviknight after a DD is really nice too. I do miss having some priority on this team and it would be nice to get that small boost either with Life Orb or escape hazard damage. I like Tera Fairy bc it allows a free DD often times when matched up with a dragon while also resisting stray Mach Punches and Sucker Punch. Would also be nice to have a Tera type resistant to Fire to better take advantage of his ability. Tera Dragon keeps popping in my head for this. I do see Tera Ground being recommended as well but not sure what 2HKOs it turns into OHKOs. The resistance to Twave would be nice though.

Iron Valiant @ Booster Energy
Ability: Quark Drive
Tera Type: Electric
EVs: 248 SpA / 8 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Aura Sphere
- Moonblast
- Calm Mind
- Thunderbolt
Another star of the team. Folks tend to not assume this set is Calm Mind Valiant. Often clean sweeps on his own. Love Tera Electric defensively and offensively for him. Not sure how to feel about Aura Sphere vs something like Psyshock. I rarely use Aura Sphere, its there for reliable Stab besides Moonblast though and coverage works out pretty well.

Great Tusk @ Leftovers
Ability: Protosynthesis
Tera Type: Steel
EVs: 232 Atk / 24 SpD / 252 Spe
Jolly Nature
- Rapid Spin
- Close Combat
- Earthquake
- Knock Off
Just a great mon on the team. Have debated taking out Knock Off for either Ice Spinner (meh) or Stealth Rock if I remove that from Orthworm. Also not sure on Earthquake or Headlong Rush here. Another option is making it a more defensive variant of Tusk. Not sure if it would slow down the team too much or not though.

Gholdengo @ Air Balloon
Ability: Good as Gold
Tera Type: Flying
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Make It Rain
- Shadow Ball
- Recover
I want to like this mon so much. Ghost/Steel is one of my favorite typings and he has a unique ability. His defenses and immunities are crucial to this team and synergize pretty well. That being said I feel like I can never make the best of this guy. Maybe another set would work better but this does give the team a little slower, bulkier special attacker. I hate that I'm considering putting Focus Blast on this guy but thats an option too.

Iron Moth @ Booster Energy
Ability: Quark Drive
Tera Type: Grass
EVs: 64 HP / 60 Def / 132 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Fiery Dance
- Energy Ball
- Psychic
- Dazzling Gleam
This slot has changed many times and this is the latest option. Rotom-W gives the best resistances needed for my team while giving me status options and a pivot move. Like Gholdengo he just never works out as well as I expect. Sub mons scare the crap out of me too, but I could be overreacting. Volcarona gave me an awesome late game sweeper but I personally don't like using mons who rely on Tera'ing and Tera Blast to be fully effective. Feels restrictive in game. He also opens up a few extra weaknesses that I wasnt too fond of. Mainly adding another Flying weakness. So I went with Iron Moth as somewhat of an in between option. He still provides alot of pressure while having pretty great coverage offensively and defensively. This guy really misses out on Quiver Dance. Though he might be Uber if that was the case. Debating between Psychic and Sludge Wave. Booster Energy works great with my lack of priority but I do miss having Heavy Duty boots or Choice Specs with Overheat for extra oomph. Also not sure if the loss in momentum is worth specs here.
I'm really not so great at team building and sometimes I tend to fixate on having a certain amount of resistances or not too many weaknesses in one area and can lose sight of the forest amongst the trees. So any extra eyes on this would be awesome and greatly appreciated. Any and all criticism is welcome positive or negative. Big thanks to Smogon forums and the strategy dex as a source of info and team building help.
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