





The thought process in making this team went something like this:
- I want to play Kingambit
- Every other team I made kept winning without Kingambit thanks to Roaring Moon, Iron Valiant, etc. or just forfeits.
- What if my team did no damage without Kingambit?
I'm also bad and can't handle higher risk teams that get crippled by one bad switch-in, read or hit, so defensive teams work better for me anyway. I just focus on staying alive, making sure they don't popoff and accumulating chip damage until they are in a position to get swept by Kingambit without too much guessing with Sucker Punch.
Really not sure what else can be said about a stall team with a dedicated sweeper, so here's the team.
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Dondozo @ Leftovers Ability: Unaware Tera Type: Grass EVs: 252 HP / 4 Atk / 252 Def Careful Nature - Liquidation - Curse - Rest - Sleep Talk | Clodsire @ Black Sludge Ability: Unaware Tera Type: Dark EVs: 252 HP / 4 Def / 252 SpD Calm Nature IVs: 0 Atk - Haze - Spikes - Toxic Spikes - Recover |
Defensive Unaware core, pretty sure everyone is used to seeing it by now.
Rest Talk Dondozo has probably won more games for me than Kingambit has. Whether it is by Ting-Lu's trapping or just being chipped to death, once the dedicated Dondozo answer is dead, that is basically a guaranteed forfeit. Even outside of being a Unaware physical wall, this thing is too bulky to have this set and then also Unaware. Anything that isn't a Grass or Electric physical attacker, special attacker that can 2HKO me or a Taunt user can be switched into and bullied out basically for free. I usually don't Tera Dondozo but Grass was my choice just to resist Grass and Electric, for things like Breloom and Pawmot while I get some Curses off.
Next to Dondozo, Clodsire honestly seems underwhelming. It does carry its own weight but it doesn't seem as oppressive when unanswered like Dondozo. Any time Clodsire comes in, I usually either heal up or press hazards, even if I know they are bringing in their Spinner in immediately. I also bring it in against any Gholdengo usually because it can most safely be tricked a Choice Scarf without it becoming a problem, while also giving Black Sludge in return.
Haze was part of the set when I got the core and I fully intended to replace it but I've got a lot of mileage out of it when it comes to PP stalling, so I've kept it around. If I were to switch it out, Yawn does come to mind but I don't really have ways to capitalize on it well. Toxic could help but with Toxic Spikes there is some overlap. Amnesia or Curse are options but I run no attacking moves so there's no point in setting up just to sit there and wait for them to switch out or run out of PP.
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Ting-Lu @ Leftovers Ability: Vessel of Ruin Tera Type: Ghost EVs: 252 HP / 4 Atk / 252 Def Relaxed Nature - Ruination - Sand Tomb - Taunt - Stealth Rock |
Honestly really surprised by how annoying and effective this set is, especially when it catches people off-guard. Whether it is as a lead or a switch-in, thanks to Tera Ghost, you can usually trap and heavily damage if not kill at least one Pokemon a game. Often times, you don't even have to be picky with it because of how strong the defensive backbone of this team is. Most games, this is my Tera mon because of how many of Ting-Lu's answers don't actually handle its bulk efficiently once it becomes a Ghost type.
Probably my favorite thing Ting-Lu does is guarantee removal of Grimmsnarl, even with Spirit Break, because they usually expect to put up screens then switch out. While this team doesn't usually care about screens before Kingambit, Taunt can be a huge headache because it forces you to play much more carefully due to the loss of recovery moves on the Unaware pair. The removal of screens does provide some relief though because playing around screens with Kingambit isn't a fun game.
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Amoonguss @ Heavy-Duty Boots Ability: Regenerator Tera Type: Steel EVs: 252 HP / 252 Def / 4 SpD Bold Nature IVs: 0 Atk - Giga Drain - Sludge Bomb - Clear Smog - Spore |
Went ahead and made the switch to physically defensive Amoonguss from Rotom. Gives me a safe switch-in for Meowscarada, Breloom, opposing Amoonguss and Dondozo. Its role in the team is pretty passive still because I mainly just switch it in for the above then either Spore or, if their team has a predictable switch-in for Amoonguss (like Gholdengo), immediately switch out to my counter. I don't usually Tera this, especially because its typing is too useful to lose it for one single Pokemon.
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Corviknight @ Covert Cloak Ability: Pressure Tera Type: Water EVs: 248 HP / 252 Def / 8 SpD Impish Nature - U-turn - Body Press - Defog - Roost |
Replaced Iron Treads with Corviknight.
While Iron Treads did make it difficult for Gholdengo to switch-in as a spinblocker, Clodsire handles Gholdengo fairly well by itself. So switching to Corviknight does make clearing hazards a longer process, but this is stall so that is the name of the game. In return though, I got a switch in to the team's Ground-type troubles as well as a more reliable and reusable Garganacl answer. Ting-Lu trapping isn't consistent enough to be an actual answer because of Sand Tomb's accuracy, Tera Ghost Garganacl and them just switching out to instead of relying on their bulk. Covert Cloak deals with Salt Cure and Pressure decreases the longevity of Garganacl as well as defensive Pokemon in general. I also have a switch-in for Great Tusk and Iron Treads as well as another answer to opposing Kingambit, alongside Dondozo.
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Kingambit @ Black Glasses Ability: Supreme Overlord Tera Type: Dark EVs: 116 HP / 252 Atk / 140 Spe Adamant Nature - Kowtow Cleave - Sucker Punch - Iron Head - Swords Dance |
The only reason I'm trying to make a team for this gen. EVs are to outspeed uninvested Corviknight, though I usually need a +2 to kill physically defensive Corviknight if it hasn't been chipped enough, my entire team isn't dead and/or I don't have access to Tera Dark. The general gameplan is bring it in later in the game, when major defensive or offensive threats to it are chipped or removed and ideally when I can safely SD once, even if that means the entire team isn't dead yet. Sometimes it pops in earlier to deal with awkward stuff that I can't handle easily otherwise, like Hatterene or Gargarnacl. Even if they switch out in those cases, you can usually do a solid chunk of damage on something.
Some Threats or Problems I've Dealt With


There are probably more threats that I should list but with a team as defensive as this, I just feel like a lot of things can be played around as long as I don't have to deal with them as a turn 1 switch in when I led poorly.
Changelog
- Removed as threat:
- Removed as threat:
- Added as threat:
- Removed as threat:
I know this is pretty standard as far as stall teambuilding goes but thanks in advance for any help!
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