Pet Mod TeraForming - Playtesting Phase - Slates Completed

Voting Time!

Voting rules can be found below and in the OP:
Voting Phase (2 Days)
After the submission phase is over, voting will begin. This mod will be using the same voting system as Megas Revisited, where you can vote for as many submissions as you want, with each submission getting a certain number of points based on how you ranked it. An example can be seen below.
For a slate with the Tera Types Normal, Fighting, and Flying, for example, a ballot would look like this:
Normal: Pokemon 1, Pokemon 2, Pokemon 3
Fighting: Pokemon 4, Pokemon 5, Pokemon 6
Bug: Pokemon 7, Pokemon 8, Pokemon 9

With this ballot, Submission 1 for Tera Normal would get 3 points, Submission 2 would get 2, and Submission 3 would get 1. The same goes for Submissions 4, 5, and 6 in the Fighting category and Submissions 7, 8, and 9 in the Bug category, with them getting 3, 2, and 1 point respectively.

You can add as many submissions are you'd like after your third vote, with each one getting 1 point.
Normal: Pokemon 1, Pokemon 2, Pokemon 3
Fighting: Pokemon 4, Pokemon 5, Pokemon 6
Bug: Pokemon 7, Pokemon 8, Pokemon 9, Pokemon 10, Pokemon 11
So, in this ballot, Submissions 10 and 11 would also get 1 point in the Bug category.

You can vote for your own submission, but it can't be in first place or your only vote in that category. Be sure to mark your self-vote by putting (SV) after it.
Normal: Pokemon 12 (SV), Pokemon 2, Pokemon 3
Fighting: Pokemon 4, Pokemon 5, Pokemon 6
Bug: Pokemon 7, Pokemon 8, Pokemon 9, Pokemon 10, Pokemon 11
This wouldn't be a legal ballot as the self-vote is in first place in the Normal category

Normal: Pokemon 12 (SV)
Fighting: Pokemon 4, Pokemon 5, Pokemon 6
Bug: Pokemon 7, Pokemon 8, Pokemon 9, Pokemon 10, Pokemon 11
This also wouldn't be a legal ballot as the self-vote is the only vote in the Normal category

Normal: Pokemon 2, Pokemon 12 (SV)
Fighting: Pokemon 4, Pokemon 12 (SV), Pokemon 6
Bug: Pokemon 7, Pokemon 8, Pokemon 12 (SV), Pokemon 10, Pokemon 11
This is a legal ballot because none of the self-votes are in first place or the only vote in a category.

If you vote for only 2 submissions in a category, the first place submission gets 2 points and the second place submission gets 1 point. If you vote for just one, then that submission gets 1 point.
Normal: Pokemon 1 (1 point)
Fighting: Pokemon 4 (2 points), Pokemon 5 (1 point)
Bug: Pokemon 7 (3 points), Pokemon 8 (2 points), Pokemon 9 (1 point), Pokemon 10 (1 point), Pokemon 11 (1 point)
The submission with the most points in a category will be added to the mod.
If multiple people the same Pokemon in the same category, please specify which submission you're voting for.
If the same Pokemon is submitted in multiple categories and ends up in first place in both, it will only win in the category where it received more points.

The following submissions are vetoed:
Swagodile's Sirfetch'd (National Dex mons aren't allowed)
Swagodile's Perrserker (Too weak)
Swagoldile's Solrock (National Dex mons aren't allowed)

Unlike most of my recent mods, voting in this mod will last 48 hours instead of 24, so you have until Sunday to vote. Good luck!
If your sub isn't here and it wasn't vetoed, then please let me know!

:sm/skeledirge:
Pokémon: Skeledirge
Tera Type:
Grass.png

Type of Tera Form:
Fire.png
Ghost.png

Ability: Soulful Noise - Every time this Pokemon successfully uses a sound move, it heals 12.5% of its max HP.
Stats: 104 / 75 / 135 (+35) / 120 (+10) / 80 (+5) / 66
New Moves: Heal Bell
Removed Moves: N/A
Competitive Overview: OU needs a real bulky Grass-type, especially since I imagine that Ogerpon-Wellspring is gonna be pretty centralizing early on. Tera Skeledirge here aims to fill that void, sporting amazing 104/135 physical bulk and an ability that keeps it healthy for spamming Torch Song or Heal Bell or even Roar. Fire/Grass STAB coverage is naturally pretty good, though you can just as easily keep running just Fire/Ghost coverage. Also, one aspect of TeraForms that you should keep in mind while submitting them is that, unlike Megas, completely changing your defensive typing when you change is an extremely important of them, and Skeledirge shows that off pretty well. Grass covers base Dirge's Water and Ground weaknesses and sheds its Stealth Rock weakness, but if you try to smack it with a Fire move predicting it to change form, it can easily stay in base for a turn and punish you for it. A couple weaknesses include being annoyed by hazards, as being a wall that can't hold Boots in 2024 is always an issue, and still having meh Special bulk.
Skeledirge @ Tera Shard
Ability: Unaware
Tera Type: Grass
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Torch Song
- Hex / Tera Blast
- Will-O-Wisp / Roar / Heal Bell
- Slack Off
:sm/iron-thorns:
Pokémon: Iron Thorns
Tera Type: Grass
Type of Tera Form: Rock | Electric
Ability: Electric Surge
Stats: 100 HP, 144 Atk, 110 Def, 70 SpA, 84 SpD, 112 Spe
New Moves: Power Whip, Trailblaze
Removed Moves:
Competitive Overview:
- Quark Drive Support: At the moment, the metagame has no good Electric Terrain setter. So, Iron Thorrns will naturally fill this gap, thereby supporting Quark Drive users. As a good number of these Pokémon are weak to Ground (such as Iron Treads, Iron Hands or Iron Moth), Tera Grass on Iron Thorns can help to mitigate this weakness. As an Electric Terrain setter, Iron Thorns can set Stealth Rock and/or Spikes in the face of Ground Pokémon, parashuffle with Thunder Wave and Dragon Tail, generate momentum with Volt Switch, or set-up with Dragon Dance. The choice is yours!
:sm/dondozo:
Pokémon: Dondozo
Tera Type: Grass
Type of Tera Form: Water
Ability: Intimidate
Stats: 150 / 110 / 125 / 35 / 95 / 35 | 580
New Moves: Wood Hammer, Ice Hammer, Dragon Tail
Competitive Overview: leans into its fatness with higher spd to still take on serp/pult while also getting ice hammer to hit them harder and dtail to keep its setup check ability. intim lets it check scary band mons like rillaboom, rmoon, etc
:sv/revavroom:
Pokémon: Revavroom
Tera Type: Grass
Type of Tera Form: Poison/Steel
Ability: No Guard
Stats: 80/129(+10)/100(+10)/54/87(+20)/100(+10)
New Moves: Grassy Glide, Power Whip
Removed Moves: -
Competitive Overview: Flips type match-up on Grounds and gives it an easier time to set up a Shift Gear. Grass STAB is nice to hit the Grounds super-effectively, but opens it up to getting revenge'd by strong priority.
:sv/sudowoodo: :grass gem:
Pokémon: Truleewoodo Sudowoodo
Tera Type: Grass
Type of Tera Form:
Rock/Grass
Ability:
Grassy Surge
Stats: 70 / 110 (+10) / 135 (+20) / 25 (-5) / 90 (+25) / 30 // 460 (+50)
New Moves: Grassy Glide, Synthesis, Leech Seed, Swords Dance, Horn Leech, Ingrain (niche option)
Removed Moves:
Comp Overview:
Now serves the role of a bulky terrain and spikes setter, as well as a potential bulky wincon.
Gaining STAB on wood hammer pre tera (if im intelligent and thats how it works) is huge, but being forced into recoil isn’t particularly fun.
Low HP and Speed hurts, but leech seed and synthesis (and the new addition of horn leech) could lead to sudowoodo becoming a nuisance really fast, especially if a firemon got rid of the grasses on your side of the field
:sv/staraptor:
Pokémon: Staraptor
Tera Type: Grass
Type of Tera Form: Fighting/Flying
Ability: Tropical Swirl (This Pokemon's physical moves lower the target's Att by 1.)
Stats: 85 / 125 (+5) / 100 (+30) / 50 / 75 (+15) / 100 (535 BST)
New Moves: Beak Blast, Body Press, Bulldoze, Bullet Seed, Cross Chop, Energy Ball, Leech Seed, Mach Punch, Recycle, Seismic Toss, Superpower, Taunt, Trop Kick
Removed Moves: N/A
Competitive Overview: Toucannon is a physically defensive tank with 85/100/75 defensives, recovery in Roost/Leech Seed, and burning with Beak Blast + Bullet Seed w/ Tropical Swirl allows large Att drops on the opponent. Fighting is way better than Normal offensively which it needs as a Flying-type that becomes Grass. Flying is nice for Bug resist and Ground immunity. Unfortunately you have to tera to get Tropical Swirl and better defenses, but Grass has the upside of killing Electric-types. Tropical Swirl also goes pretty well with Bulldoze for -1 Att and Spe on any non-Flying-type. With its strong defense, it can also run BPress for a strong move mixed with more Att drops.
:sv/typhlosion-hisui:

fire.gif
ghost.gif
->
grass.gif


Ability: Seed Sower
Stats:
HP: 73
Atk: 84
Def: 103 (+25)
SpAtk: 118
SpDef: 90 (+5)
Spe: 115 (+20)

New Moves: Leech Seed, Giga Drain
Removed Moves: N/A

Hisuian Typhlosion's resonance with souls becomes a greater link to the wider ecosystem around it, becoming not just a medium for souls, but their capacity for rebirth.

Hisuian Typhlosion is mostly known as an Eruption bot, so my goal is to create a more dynamic way of engaging with both Eruption and the potential of Infernal Parade setup sets.

SubSeed or ProtSeed is a playstyle that greatly complements Infernal Parade, and Seed Sower only intensifies this interaction by weakening Earthquake and granting it passive recovery. Generating HP by just existing is vital not only for making Eruption a consistently reliable Fire-type STAB (something generally very difficult to do), but also makes Infernal Parade far more spammable, which is important given its secondary effects. Becoming a Grass-type also means flipping the matchup into Great Tusk and Ogerpon-Wellspring, letting it serve that utility for its team but also giving it good opportunities to activate Seed Sower to either juice up its newfound access to Giga Drain or its longevity.

Being weak to Stealth Rock pre-entry is a big weakness for it and something I wanted to also acknowledge as a potential setback for its overall bulk and longevity, as well as the fact that it's a bit reliant on Tera to get the full extent of value from its designated playstyle. However it isn't fully reliant on it as SubSeed is still just a reliable strategy, augmented by the fact that immunities like Gholdengo and Grass-types want nothing to do with Typhlosion either way.
:sm/Ampharos:
Pokémon: Ampharos
Tera Type: Grass
Type of Tera Evolution: Electric/Dragon
Ability: Filter
Stats: 90/65 (-10)/115 (+30)/ 145 (+30)/ 100 (+10)/45 (-10) (560 total)
New Moves: Energy Ball, Cotton Spore, Synthesis, Draco Meteor, Tail Glow, Heal Bell
Removed Moves:
Competitive Overview: Slow special breaker, and/or slow defensive pivot. Also, why doesn't this get tail glow normally? It's got a light bulb for a tail.
Pokemon: Great Tusk
Tera Type: Grass
Type of Tera Form: ground/fighting
Ability:
Protosynthesis
Stats: 115 / 131 (+20) / 131 (+30) / 53 / 53 / 103
New moves: Toxic, Poison Jab, Sludge Wave
Removed moves: N/A
:sm/ninetales:
Pokémon: Ninetales
Tera Type: Grass
Type of Tera Form: Fire
Ability: Flower Gift (clone, since it normally only works on Cherrim)
Stats: 73 / 116 (+40) / 75 / 81 / 100 / 110 (+10)
New Moves: Solar Blade, Stomping Tantrum, Bulk Up, Petal Blizzard
Removed Moves: X
Competitive Overview: Where it's normally a supportive sun setter, this Ninetales can turn into a threat lategame (at the cost of its Drought ability, so it only has the ability to do so once without setting sun manually) into a scary physical threat that has a solid movepool, a strong Grass-type STAB in Solar Blade, and of course an immediate +1 to its Attack and Special Defense stats, making it both hard to kill for Special threats and a surprisingly frightening attacker.
:sv/espeon:
Espeon-Tera
Psychic.png
--->
Fire.png

Desolate Land
+Overheat
65 / 70 (+5) / 95 (+35) / 140 (+10) / 95 / 110

nuke OU

fire STAB with Weather Ball and Overheat to nuke stuff - morning sun heals a very good amount of dmg also
:sm/quaquaval:
Pokémon: Quaquaval
Tera Type:
Fire.png

Type of Tera Form:
Water.png
Fighting.png

Ability: Magic Guard
Stats: 85 / 145 (+25) / 80 / 85 / 75 / 110 (+25)
New Moves: High Jump Kick, Drain Punch
Removed Moves: N/A
Competitive Overview: yeah yeah yeah, Rocks-weak mon with Magic Guard, how original, but this thing kinda needs it, and it has the extra benefit of giving it recoiless Wave Crash. With that, Tera Qua is meant to act as a fairly fast pivot with a lot of power that can stick around for awhile since it doesn't care about hazards, while also being able to attempt sweeps like base Qua. Tera Fire means that Qua can easily Tera in front of the many faster threats that hit Water/Fighting super effectively like Iron Valiant, Deoxys-S, and Ogerpon. Some weaknesses include being stuck in the very crowded 110 Speed tier, as even at a +1 from Aqua Step or Rapid Spin you have to contend with Ogerpon-Teal and Booster Moth, and while you won't be getting worn down by hazards or recoil, you still have very meh 85/80/75 bulk, so coming safely in can be pretty difficult and if you get weakened at all, you're getting revenged by Zama or Pult or even Darkrai.
Quaquaval @ Tera Shard
Ability: Moxie
Tera Type: Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Aqua Step
- Close Combat
- Tera Blast

Quaquaval @ Tera Shard
Ability: Moxie
Tera Type: Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Wave Crash
- Tera Blast
- Rapid Spin / Roost
- Flip Turn

Quaquaval @ Tera Shard
Ability: Moxie
Tera Type: Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bulk Up
- Drain Punch
- Wave Crash
- Roost / Tera Blast
:sm/iron-hands:
Pokémon: Iron Hands
Tera Type: Fire
Type of Tera Form: Fighting | Electric
Ability: Water Absorb
Stats: 154 HP, 140 Atk, 128 Def, 50 SpA, 78 SpD, 70 Spe
New Moves:
Removed Moves:
Competitive Overview:
- Ogerpon check: Since it seems important to have a good check against Ogerpon, specifically the Wellspring form and the Hearthflame form, I figured Iron Hands could be a great addition to the metagame to handle these threats. Iron Hands has improved bulk to better check them after Stealth Rock, especially if it has its Heavy-Duty Boots item removed by Ogerpon's Knock Off. Should Ogerpon-Wellspring or Ogerpon-Hearthflame set up with Swords Dance, even if Iron Hands takes damage from Stealth Rock, it can recover some HP back with Drain Punch to avoid a 2HKO from +2 Power Whip. Iron Hands is also strong enough to 2HKO Ogerpon with Drain Punch.
-
Water check: Thanks to Water Absorb, Iron Hands can deny momentum from Flip Turn Alomomola, Walking Wake or Samurott-Hisui. It can also set-up in front of most Water Pokémon in general and pressure them with an Electric move, which is what makes Fighting / Electric + Tera Fire so compelling offensively and defensively. While Water Absorb may look weird on Iron Hands flavour wise, this Pokémon is based on Hariyama which naturally has a lot of water connection, starting from martial art (purification ritual in sumo) and salt (e.g.: Brine and Smelling Salts ) to the location where you can find and battle a Fighting Gym Leader's ace in the Hoenn region. Now, since Iron Hands has futuristic elements to its design, it could always rely on and benefit from a cooling mechanism to regulate its internal temperature during an intense battle; it is a Fighting type, after all! Furthermore, there's also the aspect of energy conversion where you convert water into electrical energy.
- Generally speaking, Iron Hands greatly benefits from Tera Fire to avoid Burn from Will-O-Wisp and survive powerful Fairy moves from attackers like Iron Hands or that Fairy djinn. At the same time, Tera Fire ensures Iron Hands still maintains a weakness to Ground, making it therefore more balanced.
:sm/mimikyu:
Pokémon: Mimikyu
Tera Type: Fire
Type of Tera Form: Ghost/Fairy
Ability: Tough Claws
Stats: 55/120(+30)/89(+9)/50/105/107(+11)
New Moves: Fire Punch, Fire Lash
Removed Moves: n/a
Competitive Overview: mimi that effectively has 2 abilities. Able to effectively bust through bulkier steels that stopped it before. Very powerful cleaning potential that helps it bust through slower teams
:sm/scizor:
Pokémon: Scizor
Tera Type: Fire
Type of Tera Form: Bug / Steel
Ability: Technician
Stats: 70 / 130 / 120 / 55 / 100 / 65 | 550
New Moves: Flare Blitz, Flame Wheel, Flame Charge, Roost
Competitive Overview: makes it immune to burn and flips its fire weakness helping it setup sd especially with the added spd. also now has roost and a couple tech fire moves it can use if it wants
:sv/flygon:
Pokémon: Flygon
Tera Type: Fire
Type of Tera Form: Dragon/Ground
Ability: Levitate
Stats: 80/100/80/110(+30)/80/120(+20)
New Moves: Roost, Torch Song, Raging Fury
Removed Moves: -
Competitive Overview: Flips Fairy and Ice weaknesses, hits harder, can actually hurt Corv and Skarm, can work as a mixed attacker too.
:sv/annihilape: :fire gem:
Pokémon: Annihilape
Tera Type: Fire
Type of Tera Form: Fighting
/Ghost
Ability:
Iron Fist
Stats: 110 / 130 (+15) / 100 (+20) / 50 / 100 (+10) / 95 // 580 (+45)
New Moves: Spiteful Beatdown, Shadow Sneak, Temper Flare
Respite | Ghost | Phys | 65 BP | 8 PP | - | Does +10 Damage for every boost the opponent has. Caps at +80 (145 BP). This move always hits | Protect, Contact, Punching (Blocked by Protect, Triggers Rough Skin and Rocky Helmet, Boosted by Iron Fist)
Removed Moves: Rage Fist.
Comp Overview: Bulky Revenge Killer

Losing it’s best ghost stab in favour of an anti-power-trip, Annihilape now serves as a Bulky Revenge Killer to help deal with chipped mons with Shadow Sneak, or to severely chunk setup sweepers before they get too out of hand. One opposing SD/DD/CM/Etc. now gives annihilape a base 85 STAB move (effective 102), and annihilape can boost the move itself with Swagger. It can still serve as a bulky wincon, but with it now lacking an item, having more reasonable ghost stabs, and actually losing boosts when switching (on top of no longer gaining said boosts when taking damage), It shouldn’t be to overbearing for the metagame. Could also be a scary momentum grabber with U-turn, though doesn’t appreciate the rocks weakness after tera.
:sv/rhyperior:
Pokémon: Rhyperior
Tera Type: Fire
Type of Tera Form: Ground/Rock
Ability: Dry Skin
Stats: 115 / 140 / 135 (+5) / 70 (+15) / 65 (+10) / 55 (+15) (585 BST)
* If you can raise the weight of Tera Forms, +200 kg up to 482.8 kg
New Moves: Bite, Bulk Up, Fell Stinger, Fire Spin, Gravity, Gyro Ball, Head Smash, Ice Spinner, Overheat, Scald, Seismic Toss, Shore Up, Steel Roller, Submission, Superpower
Removed Moves: N/A
Competitive Overview: Rhyperior is able to flip Grass and Water-types onto their head, taking them both on with ease. It still has to rely on Supercell Slam/Thunder Punch to hit Water-types so it will have to rely on big attacks. Rhyperior has some minor stat boosts but relys on big attack and bulk + Heat Crash is coming off of 140 attack and a big weight. It also gained a few really nice moves in Bulk Up (already gets SD so not super notable), Head Smash, Ice Spinner, Shore Up (huge), and Superpower. Base form might see use as well with Shore Up being a very notable addition.
:sv/samurott-hisui:

water.gif
dark.gif
->
fire.gif


Ability: Defiant
Stats:
HP: 90
Atk: 113 (+5)
Def: 80
SpAtk: 100
SpDef: 75 (+5)
Spe: 125 (+40)

New Moves: Bitter Blade, Raging Fury
Removed Moves: N/A

Hisuian Samurott's malicious and highly aggressive fighting style is turned up to 11, with Terastallization letting it embrace its persistent and brutal disposition like a roaring flame.

Hisuian Samurott does not need a lot of help, but because I want symmetry with Decidueye and Typhlosion, I decided to lean into giving Samurott an out for one of its weak points as an offensive Pokemon that lets it use its Spikes for itself more dominantly.

Tera Fire for Samurott serves a few purposes: an innate burn immunity for one, but another is letting it more directly flip its matchup into Fairy-type Pokemon like Iron Valiant, create a stronger matchup all around into most Defog users, and keep a 1.5x boost on Bitter Blade once it Terastallizes. However more prominently, it is a forced commitment. Because Fire creates a weakness to Stealth Rock and because Hisuian Samurott entering this form cannot use Heavy-Duty Boots, using your Tera means Samurott's intrinsic gameplan of weaving in and out of battle is nowhere near as feasible unless you try to combat Defog users like Corviknight directly with Defiant, its new ability.

Defiant is meant to also be a downgrade for Samurott holistically given that STAB for Bitter Blade is a pretty major deal, but it also serves its gameplan pretty majorly. Having a resistance into Moonblast which has a 30% chance to drop a stat is nice, but also having a more resilient defensive matchup into Corviknight means being able to tank Defog more reliably. Defiant also lets you get powered up into Landorus-T, a Pokemon that would otherwise want to enter frequently onto your Ceaseless Edge and thus replicating that boost as well minus the Intimidate drop. There's just a lot to get from this ability from a wincon perspective. 113 Attack, also, lets Raging Fury OHKO Roaring Moon and Tera'd Ogerpon at +4, a threshold this set would very likely reach often with Swords Dance + Defiant, and OHKO said targets at +3 with its own Spikes support. The Speed tier also covers most major bases.

Much like Decidueye I'm trying to avoid making this Pokemon reliant on Tera, but instead being able to use it as an avenue to pursue a winning position as needed. Bitter Blade complements Sharpness but is less explosive post-Tera, and Raging Fury is not only far stronger and hits more important break points, but is also non-contact which is generally important for Samurott and can be a great tool for pressuring Kingambit in a more unilateral way.
:sm/reuniclus:
Pokémon: Reuniclus
Tera Type: Fire
Type of Tera Form: Psychic
Ability: Magic Guard
Stats: 110 / 65 / 105 (+30) / 135 (+10) / 95 (+10) / 30
New Moves: Parting Shot, Searing Shot, Fire Blast
Removed Moves: None
Competitive Overview: Had trouble finding a great use for a mono-Fire type that felt unique. At first I didn't like Magic Guard, but feel like it fits well on a slow pivot Pokemon, where Fire actually has many useful resistances, which Reuniclus can fully abuse by spreading burn through Searing Shot, the new Pivoting option it gets, and its greatly increased defense to form a decent check against some Pokemon like Kingambit.
:sv/tinkaton:
Tinkaton-Tera
Steel.png
Fairy.png
--->
Water.png

Uptime* (If this Pokémon has a move disabled, its next move will have +1 priority)
+Flip Turn, Wish
85 / 85 (+10) / 105 (+28) / 82 (+12) / 105 / 94

Desc: As presented on Tinkaton's smogdex page, it's a working defensive utility Pokémon that can use its stellar Steel/Fairy typing to check some important threats in the meta. Water tera helps it circumvent some of its biggest weaknesses (Fire-types in specific), and Uptime as a new ability makes it use the Gigaton Hammer downtime to set fast rocks, or twave, or get a handy KO with Knock Off, or even Encore a weak fire move after terastallizing.
:sm/meowscarada:
Pokémon: Meowscarada
Tera Type:
Water.png

Type of Tera Form:
Grass.png
Dark.png

Ability: Natural Cure
Stats: 76 / 136 (+26) / 70 / 92 (+11) / 70 / 136 (+13)
New Moves: Fake Out
Removed Moves: N/A
Competitive Overview: I kinda just tried to make this into a Water Mega Lopunny. High Attack and Speed with pivoting and a great offensive typing, but no setup and no boosting ability. Was tempted to give this Dazzling but keeping Raging Bolt (and Kingambit) as a check to this seems important, so I went with Natural Cure, synergizing with its pivoting nature and forcing a more active approach in dealing with it, which shouldn't be hard given its poor bulk that went unbuffed. Speaking of weaknesses, Meow's Speed is still just low enough to not outspeed or tie with Zamazenta, mean that it's always revenged by offensive sets, while you'd have to find a way to fit Sucker Punch to avoid getting revenged by Dragapult, not to mention the plethora of other Speed control options in the tier that scare you. Plus, while its 136 Attack is very good for its Speed tier, Tera Blast is a weak STAB and Flower Gift, Knock Off, and Triple Axel aren't world-ending without a Choice Band, especially the latter without Protean. It's at least fast enough that it can reasonably run Adamant (outspeeds Cinderace) for some extra oomph, though.
Meowscarada @ Tera Shard
Ability: Protean
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly / Adamant Nature
- Tera Blast
- Flower Trick / Triple Axel
- Knock Off / Triple Axel
- U-turn
:sm/garchomp:
Pokémon: Garchomp
Tera Type: Water
Type of Tera Form: Dragon/Ground
Ability: Water Veil
Stats: 108/140(+10)/115(+20)/100(+20)/85/102
New Moves: Whirlpool
Removed Moves: n/a
Competitive Overview: based on one of my favorite chomp sets, whirlpool draco, chomp gains a tera water typing. as a Pokemon who is uubl in current ou, I believe that a rather simple teraform that helps flip its main weakness at the cost of an item and other tera forms, it will insert itself as a very strong teraform user. Water Veil helps its sweeping sets be unburnable, but also proving nothing really else. Having the very excellent water defensive type also opens up potential for spikes dtail sets.
:sm/fezandipiti:
Pokémon: Fezandipiti
Tera Type: Water
Type of Tera Form: Poison / Fairy
Ability: Serene Grace
Stats: 88 / 101 / 92 / 100 / 125 / 99 | 585
New Moves: Surf
Competitive Overview: leans into its bulky pivot set while still being able to spread poison with sludge bomb and now also being able to drop spa more reliably with moonblast
:sv/torkoal: :water gem:
Pokémon: Torkoal
Tera Type: Water (surprised?)
Type of Tera Form: Fire
Stats:
70 / 85 / 165 (+25) / 85 / 90 (+20) / 25 (+5) // 510 (+50)
Ability: Drought
New Moves: Flip Turn (Vetoed), Hydro Steam (yes that one), Scald
Removed Moves: Morning Sun, Eruption
Comp Overview: Slow Drought Pivot. I’m under the impression that you only get to Tera one Pokémon on your team, as usual, so this is namely a way to switch up a couple matchups and remove a rocks weakness. Huge boon to use with Ogerpon Hearthflame, though with few chlorophyll users shouldn’t be too much for the metagame to handle.
:sv/decidueye-hisui:

grass.gif
fighting.gif
->
water.gif


Ability: Mold Breaker
Stats:
HP: 88
Atk: 112
Def: 95 (+10)
SpAtk: 95
SpDef: 110 (+10)
Spe: 90 (+30)

New Moves: Encore, Aqua Step
Removed Moves: N/A

With Terastalization, Hisuian Decidueye embraces its samurai code, becoming far more resilient, nimble, and focused, and adjacent to the flow of water.

This take on Hisuian Decidueye is two fold. On one hand, it is meant to give Hisuian Decidueye another mode to its hazard removal-based matchups, and the other, giving it an avenue to become a threatening win condition. The removal mode was the huge one I wanted to focus on, however. This mode has a lot of mechanical nuance to it and is centered quite substantially around the duality that Scrappy would have with Mold Breaker post-Tera, as well as, funnily enough, the item slot.

Because this is more of a utility based design, a lot of it comes down to Decidueye not needing to actually Terastallize to get value from this form. It being an item-based transformation -- going off of mechanical precedent -- means Trick will not work. This is really huge into Darkrai and Gholdengo, both being extremely common users of Trick, and off-sets of Meowscarada that use the move as well. Hisuian Decidueye's base typing has a great matchup into all of them for the most part, which alongside Scrappy means that it can more effectively lean into its unique combination of Scrappy and Defog. This also comes with incredible resilience into Knock Off, which is extremely important given its innate resistance and the fact you want your removal option to be resilient into hazard-reliant structures. However, when it does Terastallize, it can still use Defog successfully thanks to Mold Breaker. Mold Breaker's primary utility is this, but because the Terastalization is more utility-centric, Mold Breaker over Scrappy lets it utilize its other utility options in Encore and Taunt to lean into the Make it Rain resistance and the generically good defensive profile it obtains. Triple Arrows remains STAB due to Tera mechanics, letting it remain a good catch-all STAB that can threaten Kingambit and Roaring Moon.

Offensively, Hisuian Decidueye's base STAB combination and subsequent Tera typing pairs phenomenally with Mold Breaker, letting it threaten Unaware behemoths like Dondozo, and also letting it bypass Water Absorb from Ogerpon/some Clodsire variants when using Aqua Step. This can let it be a potent win condition that can also use Mold Breaker Encore for ease of setup into Gholdengo, making SD + Encore + Aqua Step + Triple Arrows a highly effective win condition into fat structures.
:sm/Magnezone:
Pokémon: Magnezone
Tera Type: Water
Type of Tera Evolution: Electric/Steel
Ability: Drizzle
Stats: 70/70/115/130/95 (+5)/95 (+35) (BST 575)
New Moves: Scald, Aura Sphere, Focus Blast
Removed Moves: None
Competitive Overview: Your basic Thunderspammer/Bulky Water.
:sm/avalugg-hisui:
Pokémon: Avalugg-Hisui
Tera Type: Water
Type of Tera Form: Ice/Rock
Ability: Water Bubble
Stats: 95 / 127 / 184 / 34 / 86 (+50) / 38
New Moves: Flip Turn, Liquidation
Removed Moves: X
Competitive Overview: Avalugg-Hisui turns from a historically bad wall with a bad typing, into a better wall that is not ruined by any special attack with a good typing! In addition, Water Bubble makes it very scary for a wall, though only with its water-type moves and without a boosting item it should be manageable. However, Flip Turn makes it a very strong pivot, that can also use utility like Rapid Spin, Body Press (for fighting coverage), Recover for extra durability, and Water Bubble even makes it immune to burn, making it a great switch-in to moves like Scald once it's terad that can either support the team or threaten the opponent with powerful water-type moves.
 
Grass
- Yoshiblaze
- PalpitoadChamp (sv)
- BlueRay
- ausma
- Fragmented

Fire
- ausma
- PalpitoadChamp (sv)
- Leptosira obovata
- BlueRay
- Yoshiblaze
- Snaquaza
- Chlorella vulgaris

Water
- Chlorella vulgaris
- Yoshiblaze
- ausma
- Snaquaza
- Orangesodapop
 
Grass
- Yoshiblaze
- ausma
- BlueRay

Fire
- Orangesodapop
- Leptosira obovata
- Chlorella vulgaris

Water
- Leptosira obovata
- Orangesodapop
- Chlorella vulgaris
 
Grass:
-BlueRay
-Yoshiblaze
-Leptosira obovata
-PalpitoadChamp

Fire:
-ausma
-Yoshiblaze
-Chlorella vulgaris


Water:
-Leptosira obovata
-ausma
-flareth13 (SV)
-Crep50
 
Fire:
  1. PalpitoadChamp
  2. Yoshiblaze
  3. Orangesodapop
  4. ausma
  5. Leptosira obovata

Grass:
  1. BlueRay
  2. ausma
  3. Fragmented
  4. Yoshiblaze
  5. Leptosira obovata

Water:
  1. Chlorella vulgaris
  2. ausma
  3. Orangesodapo
  4. Crep50
  5. Snaquaza
 
Grass:
1: Yoshiblaze
2: BlueRay
3: ausma (sv)
4: Crep50
5: Leptosira obovata

Fire:
1: BlueRay
2: ausma (sv)
3: Yoshiblaze
4: Fragmented
5: PalpitoadChamp
6: Crep50
7: Leptosira obovata

Water:
1: Snaquazza
2: ausma (sv)
3: Orangesodapop
4: Yoshiblaze
 
Grass:
1. Snaquaza
2. ausma
3. Yoshiblaze
4. Fragmented
5. Leptosira obtovata

Fire:
1. Yoshiblaze
2. BlueRay
3. ausma
4. Chlorella vulgaris (SV)
5. Orangesodapop

Water:
1. Leptosira obtovata
2. Chlorella vulgaris (SV)
3. Snaquaza
4. ausma
5. Yoshiblaze
 
Grass:
1. ausma
2. BlueRay (sv)
3. Yoshiblaze
4. Crep50
5. Fragmented
6. Leptosira obovota
7. PalpitoadChamp
8. Snaquaza
9. Dragonslayerz
10. keybord545

Fire:
1. PalpitoadChamp
2. Leptosira obovata
3. BlueRay (sv)
4. ausma
5. Chlorella vulgaris
6. Fragmented
7. Orangesodapop
8. Yoshiblaze
9. Snaquaza
10. Crep50

Water:
1. Orangesodapop
2. Yoshiblaze
3. Chlorella vulgaris
4. ausma
5. Leptosira obovata
6. Snaquaza
7. Flareth
8. Crep50
 
Ordered from Top -> Bottom

Grass

Fragmented
Leptosira obovata
Snaquaza
Ausma
Yoshiblaze
PalpitoadChamp
Crep50 (SV)

Fire
Snaquaza
BlueRay
Crep50 (SV)
Leptosira obovata
Chlorella Vulgaris
Ausma

Water
OrangeSodapop
Crep50 (SV)
Snaquaza
Flareth
 
grass: yoshiblaze, leptosiraobovata (sv), dragonslayerz
fire: yoshiblaze, ausma, leptosiraobovata (sv), snaquaza
water: chlorella vulgaris, leptosiraobovata (sv), orangesodapop, yoshiblaze, snaquaza
 
Grass: Asuma, Dragonslayerz (SV), Yoshiblaze, Crep50
Fire: Palpatoadchamp, Crep50, Blueray
Water: Crep50, Flareth13, Asuma, Chlorella Vulgaris, Snaquaza
 
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Grass: Crep50, Yoshiblaze (SV), ausma, Leptosira obovata
Fire: ausma, Yoshiblaze (SV), BlueRay, PalpitoadChamp
Water: Orangesodapop, Chlorella vulgaris, ausma, Yoshiblaze (SV), flareth13
 
Our first set of TeraForms are here!

Grass
Yoshiblaze - 3 + 3 + 2 + 1 + 3 + 1 + 1 + 1 + 3 + 1 + 2 = 21

BlueRay - 1 + 1 + 3 + 3 + 2 + 2 = 12
ausma - 1 + 2 + 2 + 1 + 2 + 3 + 1 + 3 + 1 = 16
Leptosira obovata - 1 + 1 + 1 + 1 + 1 + 2 + 2 + 1 = 10
Fragmented - 1 + 1 + 1 + 1 + 3 = 7
Crep50 - 1 + 1 + 1 + 1 + 3 = 7
PalpitoadChamp - 2 + 1 + 1 + 1 = 5
Snaquaza - 3 + 1 + 1 = 5
Dragonslayerz - 1 + 1 + 2 = 4
keyboard545 - 1 = 1

Fire
ausma - 3 + 3 + 1 + 2 + 1 + 1 + 1 + 2 + 3 = 17

Yoshiblaze - 1 + 2 + 2 + 1 + 3 + 1 + 3 + 2 = 15
PalpitoadChamp - 2 + 3 + 1 + 3 + 3 + 1 = 13
BlueRay - 1 + 3 + 2 + 1 + 2 + 1 + 1 = 11
Leptosira obovata - 1 + 2 + 1 + 1 + 2 + 1 + 1 = 9
Snaquaza - 1 + 1 + 3 + 1 = 6
Chlorella vulgaris - 1 + 1 + 1 + 1 + 1 + 1 = 6
Orangesodapop - 3 + 1 + 1 + 1 = 6
Crep50 - 1 + 1 + 1 + 2 = 5
Fragmented - 1 + 1 = 2

Water
Chlorella vulgaris - 3 + 1 + 3 + 2 + 1 + 3 + 1 + 2 = 16

Orangesodapop - 1 + 2 + 1 + 1 + 3 + 3 + 1 + 3 = 15
Leptosira obovata - 3 + 3 + 3 + 1 + 2 = 12
ausma - 1 + 2 + 2 + 2 + 1 + 1 + 1 + 1 = 11
Snaquaza - 1 + 1 + 3 + 1 + 1 + 1 + 1 + 1 = 10
Yoshiblaze - 2 + 1 + 1 + 2 + 1 + 1 = 8
Crep50 - 1 + 1 + 1 + 2 + 3 = 8
flareth13 - 1 + 1 + 1 + 2 + 1 = 6

WINNERS
Grass
- Skeledirge by Yoshiblaze
:sm/skeledirge:
Pokémon: Skeledirge
Tera Type:
Grass.png

Type of Tera Form:
Fire.png
Ghost.png

Ability: Soulful Noise - Every time this Pokemon successfully uses a sound move, it heals 12.5% of its max HP.
Stats: 104 / 75 / 135 (+35) / 120 (+10) / 80 (+5) / 66
New Moves: Heal Bell
Removed Moves: N/A
Competitive Overview: OU needs a real bulky Grass-type, especially since I imagine that Ogerpon-Wellspring is gonna be pretty centralizing early on. Tera Skeledirge here aims to fill that void, sporting amazing 104/135 physical bulk and an ability that keeps it healthy for spamming Torch Song or Heal Bell or even Roar. Fire/Grass STAB coverage is naturally pretty good, though you can just as easily keep running just Fire/Ghost coverage. Also, one aspect of TeraForms that you should keep in mind while submitting them is that, unlike Megas, completely changing your defensive typing when you change is an extremely important of them, and Skeledirge shows that off pretty well. Grass covers base Dirge's Water and Ground weaknesses and sheds its Stealth Rock weakness, but if you try to smack it with a Fire move predicting it to change form, it can easily stay in base for a turn and punish you for it. A couple weaknesses include being annoyed by hazards, as being a wall that can't hold Boots in 2024 is always an issue, and still having meh Special bulk.

Fire - Samurott-Hisui by ausma
:sv/samurott-hisui:

water.gif
dark.gif
->
fire.gif


Ability: Defiant
Stats:
HP: 90
Atk: 113 (+5)
Def: 80
SpAtk: 100
SpDef: 75 (+5)
Spe: 125 (+40)

New Moves: Bitter Blade, Raging Fury
Removed Moves: N/A

Hisuian Samurott's malicious and highly aggressive fighting style is turned up to 11, with Terastallization letting it embrace its persistent and brutal disposition like a roaring flame.

Hisuian Samurott does not need a lot of help, but because I want symmetry with Decidueye and Typhlosion, I decided to lean into giving Samurott an out for one of its weak points as an offensive Pokemon that lets it use its Spikes for itself more dominantly.

Tera Fire for Samurott serves a few purposes: an innate burn immunity for one, but another is letting it more directly flip its matchup into Fairy-type Pokemon like Iron Valiant, create a stronger matchup all around into most Defog users, and keep a 1.5x boost on Bitter Blade once it Terastallizes. However more prominently, it is a forced commitment. Because Fire creates a weakness to Stealth Rock and because Hisuian Samurott entering this form cannot use Heavy-Duty Boots, using your Tera means Samurott's intrinsic gameplan of weaving in and out of battle is nowhere near as feasible unless you try to combat Defog users like Corviknight directly with Defiant, its new ability.

Defiant is meant to also be a downgrade for Samurott holistically given that STAB for Bitter Blade is a pretty major deal, but it also serves its gameplan pretty majorly. Having a resistance into Moonblast which has a 30% chance to drop a stat is nice, but also having a more resilient defensive matchup into Corviknight means being able to tank Defog more reliably. Defiant also lets you get powered up into Landorus-T, a Pokemon that would otherwise want to enter frequently onto your Ceaseless Edge and thus replicating that boost as well minus the Intimidate drop. There's just a lot to get from this ability from a wincon perspective. 113 Attack, also, lets Raging Fury OHKO Roaring Moon and Tera'd Ogerpon at +4, a threshold this set would very likely reach often with Swords Dance + Defiant, and OHKO said targets at +3 with its own Spikes support. The Speed tier also covers most major bases.

Much like Decidueye I'm trying to avoid making this Pokemon reliant on Tera, but instead being able to use it as an avenue to pursue a winning position as needed. Bitter Blade complements Sharpness but is less explosive post-Tera, and Raging Fury is not only far stronger and hits more important break points, but is also non-contact which is generally important for Samurott and can be a great tool for pressuring Kingambit in a more unilateral way.

Water - Tinkaton by Chlorella vulgaris
:sv/tinkaton:
Tinkaton-Tera
Steel.png
Fairy.png
--->
Water.png

Uptime* (If this Pokémon has a move disabled, its next move will have +1 priority)
+Flip Turn, Wish
85 / 85 (+10) / 105 (+28) / 82 (+12) / 105 / 94

Desc: As presented on Tinkaton's smogdex page, it's a working defensive utility Pokémon that can use its stellar Steel/Fairy typing to check some important threats in the meta. Water tera helps it circumvent some of its biggest weaknesses (Fire-types in specific), and Uptime as a new ability makes it use the Gigaton Hammer downtime to set fast rocks, or twave, or get a handy KO with Knock Off, or even Encore a weak fire move after terastallizing.

That concludes Slate 1! We will now have a 24 Hour Discussion Phase to talk about our winners and take a breather before the next slate while I code Slate 1!

See you soon!
 
Making comments in no particular order

:tinkaton::water gem: I’m actually quite interested to see offensive tinkaton with uptime, considering now we can have an effective 240 BP move with the downside of letting the opponent attack twice (as in, gigaton into priority iron head (NEVERMIND! Tinkaton just straight up doesnt get iron head! Why? No clue!) or 250 BP if you opt for play rough), or perhaps a priority knock off to make fast progress. The low attack and especially the item lock should keep it balanced

:skeledirge::grass gem: I was personally rooting for dondozo but either way a bulky grass is a bulky grass so no complaints here. Unaware is really nice to wall oger, especially Hearthflame pre tera and Wellspring afterwards, though does leave Cornerstone as a good blanket “anti-dirge” (this is a good thing, takes some spotlight off wellspring and puts it on cornerstone, leaving more variety). No HDB is a shame pre tera but without tera being on anything ever i can see dengo (and other spinblockers like pecharunt, or dirge to an extent) being more easy to check, and as such more easily keeping hazards off your side of the field.
TL:DR good sub, shits on both firepon and waterpon (though not simultaneously), No Boots hurts but its not “dead teamslot” bad.

:samurott-hisui::fire gem: Might be better without a tera gem because of sharpness boosted 90 BP (ergo 135 BP) physical fire coverage with no drawback, though defiant is pretty nice against intimidate…
And for the elephant in the room; yeah, the massive +40 to speed is insane. 125 speed takes hamurott from a scarf hazards lead/support - that also serves as a strong offensive pivot - to something that does that exact thing, but without the move lock. (Albeit slower, 383 speed vs scarfs 442(.5))
Its nice to note that it does outspeed non-scarf meow (379 vs 383, both jolly), though Barely misses an ohko with Bitter Blade (252 Atk Samurott-Hisui Bitter Blade vs. 0 HP / 0 Def Meowscarada: 238-282 (81.2 - 96.2%) -- guaranteed 2HKO) (though with chip and the threat of knock off this makes hamurott a really nice offensive check to it, i cant think of other fast mons off the top of my head rn but im sure 125 is a good speed tier)

Also, id like to point out that hisuian samurott should have 70 SpDef (65 + 5), not 75

(Take all my opinions with a grain of salt, I’m not a big OU player)
 
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Before I open Slate 2, I have one important announcement!

:volcarona::regieleki::terapagos-terastal:Volcarona, Regieleki, and Terapagos are now unbanned from TeraForming - All three of these are pretty standard unbans for metas with Terastalization banned (or in our case, where Terastallization is limited). However, I didn't initially unban them in an attempt to differentiate from other Tera-banned Pet Mods like my own VaporeMons. However, the rest of council brought up the possibility of unbanning them and we all agreed that these three can all provide genuine value to the tier and should be unbanned, so here they are.

Terapagos specifically is an odd case, though. I personally really like Terapagos, and it's the mascot of the mod, so I probably would've unbanned it day 1 even with my desire to "standout", but I was stopped by the fact that its pre-existing TeraForm is likely still broken. However, the simple solution to this is to just treat it like a Mega, since TeraForms are extremely similar to Megas. Since the item that lets you Terastallize is shared among everything with a TeraForm, we've added a new item called the Stellar Orb that allows Terapagos to Terastallize into Terapagos-Stellar, so we can simply ban that item instead of doing a complex ban of Terapagos + Tera Shard. So yeah, Terapagos is now legal but Terapagos-Stellar is still banned (though there is actually a possibility of Stellar Terap being tested in the future, since being item-locked is a huge nerf to it, but we'll get there when we get there, if we get there)

With that, we can now start Slate 2!

:dragonite::clefable::gholdengo:
- Slate 2: Tera Dragon, Fairy, & Steel -
From the iconic Fire/Water/Grass core to the nearly as iconic Dragon, Fairy, Steel core, Slate 2 features three of the best types in the game! Fairy and Steel need no introduction and are two of the most common Tera Types in vanilla OU, while Dragon is also extremely solid as a Tera Type due to its great resistances, so you'll have a ton of options this slate!

As stated in the OP, for Tera Type slates, you are allowed to submit any 1 Pokemon per Tera Type slated, as long as the Tera Type of the TeraForm you give it matches a slated Tera Type, so Dragon, Fairy, or Steel in this case.

Be sure to join the Discord to get live feedback on your submissions

Submissions will be open until Saturday, December 28th (Veto Phase on Friday)

 
:sm/landorus-therian:
Pokémon: Landorus-Therian
Tera Type:
Dragon.png

Type of Tera Form:
Dragon.png

Ability: Solid Rock
Stats: 89 / 145 / 105 (+15) / 115 (+10) / 105 (+25) / 91
New Moves: Dragon Breath, Dragon Claw, Dragon Pulse
Removed Moves: N/A
Competitive Overview: Been playing lots of BW Ubers lately, I <3 SD Arc-Dragon. STAB packs monstrous power and defensive profile lends it plenty of maneuverability. Held in check by subpar speed tier and middling STAB options (Outrage is committal, DClaw is kinda weak).

:sm/dondozo:
Pokémon: Dondozo
Tera Type:
Fairy.png

Type of Tera Form:
Water.png

Ability: Unaware
Stats: 150 / 100 / 120 (+5) / 100 (+35) / 75 (+10) / 35
New Moves: Dazzling Gleam, Draining Kiss, Play Rough
Removed Moves: N/A
Competitive Overview: Tera Fairy Dozo is a human right
 
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:sv/chandelure:
Pokémon: Chandelure
Tera Type: Fairy
Type of Tera Form: Ghost | Fire
Ability: Neutralising Gas
Stats: 80 HP, 48 Atk, 90 Def, 145 SpA, 90 SpD, 117 Spe
New Moves: Draining Kiss, Misty Explosion
Removed Moves:
Competitive Overview:
- Anti Weather: Chandelure is fast enough to outspeed up to Iron Valiant, beating it, other Quark Drive users, and weather abusers with Fairy type Terablast, a Fire move or a coverage move like Energy Ball. Thanks to Neutralising Gas shutting down abilities, it does not care about the weather abusers' speed, outside of the anomalous Barraskewda. As for Roaring Moon, it normally runs Booster Energy or clicks Dragon Dance. In those instances, Chandelure can run some bulk to tank a combination of Booster Energy and +1 Acrobatics even after Stealth Rock.
-
Wallbreaker: Chandelure can freely spam Will-O-Wisp without worrying about Magic Bounce, Guts, and Flash Fire or being annoyed by Purifying Salt and Magic Guard. It can even set-up in the face of Unaware users and wear down Regenerator users. Fwiw, if you decide to run Draining Kiss on Chandelure, it doesn't even have to worry about contact punishing abilities like Static from Zapdos.


:sv/sandaconda:
Pokémon: Sandaconda
Tera Type: Dragon
Type of Tera Form: Ground | Dragon
Ability: Guts
Stats: 72 HP, 127 Atk, 125 Def, 65 SpA, 85 SpD, 86 Spe
New Moves: Dragon Fangs (Dragon, 90 BP, 10 PP, 100% acc, contact, effect: User recovers 50% of the damage dealt to the target, 66% if user has a status condition.)
Removed Moves:
Competitive Overview:
- Status Sponge: Sandaconda is known for absorbing status conditions and removing them with Rest + Shed Skin. Therefore, Guts expands on this aspect by making Sandaconda-Tera a lot more offensive. At the same time, thanks to Tera Dragon, it can resist types that commonly spread status, such as Water (via Scald), Fire (via Lava Plume, Will-O-Wisp, or Flame Body), and Electric (via Discharge or Static). As an additional bonus, pre-Tera, the Ground type resists Poison from the likes of G Slowking. For more offensive oriented teams, Sandaconda-Tera can be thus a neat choice while not stepping too much on Garganacl's "toes", a Pokémon more fitting on Stall or Balance teams.
-
Set: I imagine Sandaconda could likely run Earthquake, Dragon Fangs, and a combination of Coil, Glare, and Stealth Rock. A set with Earthquake, Dragon Fangs / Dragon Tail, Rest, and Sleep Talk is also possible and could work wonders if you rely on hazard and / or status support.


:sv/hariyama:
Pokémon: Hariyama
Tera Type: Steel
Type of Tera Form: Fighting | Steel
Ability: Purifying Salt
Stats: 144 HP, 120 Atk, 60 Def, 40 SpA, 100 SpD, 60 Spe
New Moves: Recover
Removed Moves:
Competitive Overview:
- Anti Ghost: As a physical attacker, Hariyama can set up with Bulk Up or Belly Drum without worrying about status conditions from the likes of Thunder Wave, Scald or Will-O-Wisp. Moreover, it can use Tera Steel + Purifying Salt to better check Ghost Pokémon like Gholdengo and Dragapult. Even if it runs into Skeledirge or Choice Specs Flamethrower Dragapult, Hariyama can be EVed to avoid a 2HKO while also being able to outspeed uninvested Skeledirge and 2HKO it with Earthquake.
-
Cleaner: Since Hariyama has access to Belly Drum and Bullet Punch, it can try revenge killing in the lategame.
-
Offensive Tank / Utility: If you run Recover on it, Hariyama can focus more on tanking hits throughout the game while dishing out good damage, removing items with Knock Off, spreading Poison with Poison Jab, or forcing a switch with Whirlwind or Vital Throw.
 
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:sv/feraligatr:
Pokémon: Feraligatr
Tera Type: Dragon
Type of Tera Form: Water/Dragon
Ability: Tough Claws
Stats: 85 / 125 / 100 / 79 / 103 / 88 | 580
New Moves: Dragon Hammer, High Horsepower, Poison Jab, Iron Head
Competitive Overview: potent wallbreaker with good offense and tc boosted stabs and coverage

:sv/wo-chien:
Pokémon: Wo-Chien
Tera Type: Fairy
Type of Tera Form: Dark / Grass
Ability: Triage
Stats: 85 / 85 / 110 / 115 / 135 / 90 | 620
New Moves: Moonblast, Draining Kiss
Competitive Overview: real fatmon who can wall stuff like valiant, tusk, zama (nonband heavy slam does max 27 cause its p heavy), etc. with a fairy hefty giga and dkiss to get healing. higher speed might help it use taunt idk

:sm/clodsire:
Pokémon: Clodsire
Tera Type: Steel
Type of Tera Form: Poison / Ground
Ability: Unaware
Stats: 130 / 85 / 100 / 45 / 100 / 20 | 480
New Moves: Iron Defense
Competitive Overview: substantial def boost helps it be a capable mixed wall while idef gives it body press power
 
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:sv/volcanion:
Pokémon: Volcanion
Tera Type: Dragon
Type of Tera Form: Fire/Water
Ability: Super Luck
Stats: 80/110/120/145(+15)/105(+15)/90(+20)
New Moves: Dragon Pulse, Draco Meteor, Recover, Dragon Cheer, Focus Energy
Removed Moves: -
Competitive Overview: Kind of looks like a Dragon? Removing Rocks, Ground and Electric weakness is nice for it, esp. since it isn't running boots. Makes for a nice bulky breaker, with a gimmick in spamming crit Dracos (maybe?)

:sv/arboliva:
Pokémon: Arboliva
Tera Type: Fairy
Type of Tera Form: Grass/Normal
Ability: Healing Circle
Healing Circle: When attacked, heals its own status conditions and sets Misty Terrain.
Stats: 78/69/110(+20)/140(+15)/124(+15)/39
New Moves: Heal Bell
Removed Moves: -
Competitive Overview: Stealing from Iron Fist a bit. Overlaps (maybe outclasses) Skeledirge's role as a cleric. Arboliva already had pretty cool tools like Strength Sap and Leech Seed and good bulk, but was kind of held back by its typing. This helps to remedy that, making a great cleric mon for defensive teams, though it would miss the passive recovery it got from triggering Seed Sower.
 
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:sm/araquanid:
Pokémon: Araquanid
Tera Type: Steel
Type of Tera Form: Water/Bug
Ability: Water Bubble
Stats: 68/90 (+20)/102 (+10)/50/132/62 (+20) (BST 504)
New Moves: Meteor Mash, Gyro Ball, Body Press
Removed Moves: None
Competitive Overview: A more defensive Sticky Webber

:sm/hydreigon:
Pokémon: Hydreigon
Tera Type: Fairy
Type of Tera Form: Dark/Dragon
Ability: Pixilate
Stats: 92/105/90/125/90/108 (+10) (BST 610)
New Moves: None
Removed Moves: None currently
Competitive Overview: Pixilate Hyper Voice.

:sm/Noivern:
Pokémon: Noivern
Tera Type: Dragon
Type of Tera Form: Flying/Dragon
Ability: Mold Breaker
Stats: 85/70/90 (+10)/117 (+20)/100 (+20)/123 (BST 585)
New Moves: Earth Power, Flash Cannon, Calm Mind
Removed Moves: None
Competitive Overview: Mold Breaker Defog gets past Gholdengo. Has also gotten more coverage and a way to boost.
 
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:sm/excadrill:
Pokémon: Excadrill
Tera Type:
Fairy.png

Type of Tera Form:
Ground.png
Steel.png

Ability: Sand Rush
Stats: 110 / 145 (+10) / 75 (+15) / 60 (+10) / 80 (+15) / 88
New Moves: Play Rough
Removed Moves: N/A
Competitive Overview: Indigo Disk reference, Lacey absolutely cooked with her Tera Fairy Excadrill. Ground + Fairy is an amazing STAB combination, hitting everything in OU neutrally except Corviknight and Moltres (the latter of which dies to Rock Slide), while having super strong Ground STAB deters usual methods of dealing with Fairies, being Poisons and Steels. With a huge 145 Attack stat, very solid 110/75/80 bulk and just enough moves, Tera Exca can be an extremely scary sweeper in and out of Sand. It's not without flaws, namely its low Speed unboosted requiring either Sand support, with its setters being very mid, or Rapid Spin, which means dropping Rock Slide and being walled by Moltres and potentially checked by Volcarona.
Excadrill @ Tera Shard
Ability: Sand Rush / Mold Breaker
Tera Type: Fairy
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Earthquake
- Tera Blast / Play Rough
- Rapid Spin / Rock Slide

:sm/tentacruel:
Pokémon: Tentacruel
Tera Type:
Dragon.png

Type of Tera Form:
Water.png
Poison.png

Ability: Intimidate
Stats: 80 / 70 / 80 (+15) / 100 (+20) / 120 / 115 (+15)
New Moves: Recover, Draco Meteor
Removed Moves: N/A
Competitive Overview: Finally, fast Toxapex. That's base form, anyway, while the TeraForm is another anti-Ogerpon method with its Dragon-typing resisting both of Wellspring's STABs while threatening it with a STAB Sludge Bomb, but it's also a fairly fast Dragon that scares Fairies away with said Poison STAB. All these traits plus Tenta's fairly deep movepool featuring other options like Flip Turn, Spin, Knock, and TSpikes makes it versatile but not the absolute best at any one thing. Along with being a master of none, Tenta also has an absolutely horrid matchup against Gholdengo, which sucks for a spinner
Tentacruel @ Tera Shard
Ability: Clear Body
Tera Type: Dragon
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Sludge Bomb
- Draco Meteor
- Flip Turn
- Recover

Tentacruel @ Tera Shard
Ability: Clear Body
Tera Type: Dragon
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Sludge Bomb
- Flip Turn
- Rapid Spin / Knock Off / Toxic
- Recover

:sm/metagross:
Pokémon: Metagross
Tera Type:
Steel.png

Type of Tera Form:
Steel.png
Psychic.png

Ability: Technician
Stats: 80 / 150 (+15) / 150 (+20) / 110 (+15) / 90 / 70
New Moves: Twin Beam, Avalanche
Removed Moves: N/A
Competitive Overview: i have added melmetal. It functions basically the same as Melm does, as a very physically fat offensive Steel, tanking physical hits with ease and dishing harder hits back, though instead of spreading paralysis to bypass its low Speed, it has super strong priority in Bullet Punch (hitting 120 BP after multipliers), plus Agility and Trailblaze as Speed boosting options. Twin Beam exists if you wanna go mixed since I did give it +15 SpA and Avalanche is the best other Technician-boosted move I could think to give this, being either a 90 or 120 BP coverage option for stuff like Lando. Gross' main weakness is its meh Special bulk, which a lot of Pokemon exploit easily, especially since this thing would be another reason to run Earth Power on Landorus. Plus, Metagross has generational 4MSS, as I can name at least 10 moves that it'd want to run at the same time
Metagross @ Tera Shard
Ability: Clear Body
Tera Type: Steel
EVs: 160 HP / 252 Atk / 96 Spe
Adamant Nature
- Bullet Punch
- Knock Off
- Hammer Arm / Psychic Fangs / Earthquake / Heavy Slam / Twin Beam / Rock Tomb / Ice Punch
- Stealth Rock

Metagross @ Tera Shard
Ability: Clear Body
Tera Type: Steel
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Agility
- Heavy Slam
- Knock Off
- Earthquake
 
Popping in real quick to give some quick rule updates!

I've got two rule changes, effective immediately since we're still early into this slate, to announce, which are the following:
:minior-blue:For Pokemon with in-battle form changes, you may submit different stats, abilities, and TeraForm typings under the same submission for each form - This is similar to M4A and its Mega Mimikyu, where you get a different Mega if you Mega Evolve before Disguise breaks than you do if you Mega after Disguise breaks. This gives you the option to cater the TeraForms to each of the mon's in-battle form changes if they have different roles (i.e. Meloetta and Meloetta-P).
-- This applies to all Pokemon with (accessible) in-battle form changes, being Meloetta, Mimikyu, Eiscue, Minior, Morpeko, Cramorant, and Palafin
-- Both forms must have the same Tera Type but the "Type of the TeraForm" field can be different for each
-- Whichever form you're in when you Terastallize determines the TeraForm you'll be in for the rest of the game (unless you give it a custom move or ability that lets it change to the other TeraForm or something)
-- If you make a sub for something with an in-battle form change and only give it one TeraForm, then all of its forms will become that TeraForm when they Terastalize (i.e. For Orangesodapop's Mimikyu sub from Slate 1, you would get that TeraForm for both base Mimikyu and Mimikyu-Busted)
-- If you want an example of how this looks, I've included one in the OP
Example Submission of a Special Case:
:sm/minior-meteor::sm/minior-blue:
Pokémon: Minior-Meteor & Minior-Core
Tera Type:
Fighting.png

Type of Tera Evolution:
Rock.png
Flying.png
(both)
Ability: Dauntless Shield (Meteor), No Guard (Core)
Stats:
Meteor - 60 / 60 / 130 (+30) / 60 / 130 (+30) / 50 (-10) (490 BST)
Core - 60 / 130 (+30) / 50 (-10) / 130 (+30) / 50 (-10) / 130 (+10) (550 BST)
New Moves: Focus Blast, Aura Sphere, Reversal, Hurricane, Body Press, Recover, Upper Hand
Removed Moves: N/A
Competitive Overview: Meteor form serves as a very bulky wall, chunking things with STAB +1 Body Press from 130 Defense, while Core form is hard to obtain, but when you do, you get a dangerous sweeper with either a Special Attacking Shell Smash set or an Endure Reversal set

:terapagos-terastal::terapagos-stellar:You are now allowed to edit the HP stat - This in line with the precedent set by Terapagos-Stellar and its massive HP boost. I initially disallowed this because boosting HP is extremely powerful, since you can get a higher boost to bulk for less points, but potentially changing this rule was brought up to me by council and we all agreed to now allow it, due to Terapagos' precedent, the fact it grants some extra flexibility in subbing, and to further differentiate TeraForms from Megas. I ask that you don't go too overboard with HP buffs in general, but you should find the option to buff HP to be quite useful

That's all for now, keep the submissions coming!
 
:sm/gardevoir:
Pokémon: Gardevoir
Tera Type: Dragon
Type of Tera Form: Psychic/Fighting
Ability: Clawed Psyche: All special moves become physical moves when used by this pokemon, and gain the contact flag. Tough Claws effects.
Stats: 65/165/68/65/115/90 (Swapped HP and Defense, Swapped Attack and SpA, +40 attack, +10 speed
New Moves: Night Slash, Aqua Cutter, X-scissor, Spirit Break, Dragon Claw, Slash, Dragon Pulse, Dragon Breath, Outrage, Air Slash, Toxic. (basically, stuff from gallade's movepool plus a few dragon moves. No Draco Meteor.)
Removed Moves: Nope, why would I?
Flavor: Feral, Savage, like a bride who snapped after her wedding was ruined by a zombie apocalypse. Vaguely inspired by Mega Gardevoir. Could be considered bridezilla.
Competitive Overview: very physically frail, but incredibly threatening physical option, possibly able to bluff being a tera mon to invite in physical tanks that absolutely stonewall the teraform.

:sm/gallade:
Pokémon: Gallade
Tera Type: Steel
Type of Tera Form: Psychic/Fairy
Ability: Serenity of the Fae: Serene Grace + Immunity to paralysis speed drop and burn attack drop.
Stats: 88 (+20)/115 (-10)/95 (+30)/65/115/90 (+10)
New Moves: Behemoth Blade, Meteor Mash, Iron Head, Spirit Break, Strength Sap, Toxic, Defog
Removed Moves: Heal Pulse, Agility
Flavor: The other half of this toxic wedding duo. Elegant, graceful, and sadistic, dressed like a man on the best day of his life but with a demeanor that implies he enjoys the suffering of others at the hands of bridezilla more than the actual wedding.
Competitive Overview: Fucking toxic creature, perfect to go with bridezilla to deal with those things that bridezilla simply can't, through the tried and true method that is Paraflinch, Stall, or anything else of the sort. Unfortunately loses out on sharpness and some attack, but that's probably for the best.
 
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Gonna start by putting main body here rq so I don't forget. Gonna have to split up Meloetta still for the new format + add competitive overview

:sm/Meowscarada:
Pokémon: Meowscarada
Tera Type: Steel
Type of Tera Form: Grass/Dark
Ability: Grassy Surge
Stats: 76/120 (+10) /90 (+20) /81/90 (+20) /123
New Moves: +Steel Roller, +Floral Healing
Removed Moves: X
Competitive Overview: This becomes a bulkier Steel-type offensive support Pokemon. With its newfound Steel-type + Grassy Surge, it is not weak to Earthquake and can use Floral Healing to keep its health up while pivoting and annoying the opponent. Obviously, Grassy Terrain is great for its Grass-type moves, while it now gets Steel Roller if it wants a nuke Steel-type move to surprise threats like Kyurem.

:sm/Meloetta: + :sm/Meloetta-Pirouette:
Pokémon: Meloetta
Tera Type: Fairy
Type of Tera Form: Normal/Psychic (aria) or Normal/Fighting (piro)
Ability: Quickstep (If this Pokemon moves first (opposite of Analytic moving last), takes 4096/5325% damage) (both)
Stats: 100/77/77/153 (+25) /153 (+25) /90 (aria) or 100/153 (+25) /90/77/77/153 (+25) (piro)
New Moves: Magical Torque, Moonblast
Removed Moves: X
Competitive Overview: Meloetta gets a strong Fairy-type form with an ability that improves its generic prowess (notably upon switching in too). Meloetta-Pirouette is the star of this submission, with incredible offensive stats and Magical Torque. The main issue is that you need to run Relic Song and get into the form, but once you're there, you can Tera and will be golden, as its survivability will increase by a lot. For Meloetta-Aria, the ability is less insane due to its limited speed, but it still gets a good additional type with strong bulk and a good strong Moonblast for balanced teams. It is meant to be less strong than Pirouette due to Pirouette being the high-risk form, though.

:sm/Yanmega:
Pokémon: Yanmega
Tera Type: Dragon
Type of Tera Form: Bug/Flying
Ability: Contrary
Stats: 86/76/116 (+30) /126 (+10) /56/105 (+10)
New Moves: Draco Meteor
Removed Moves:
Competitive Overview: Yanmega tries to get Speed Boost boosts before Tera'ing and becoming an incredibly scary cleaner lategame with Contrary Draco Meteor. However, it still striggles with most Fairy and Steel types both, so it can be stopped, and if you predict it using Protect correctly to get a speed boost boost, you might even get a free switch when playing against it. Due to the Tera-form preventing it from using Speed Boost again, it really only gets one shot to clean up, which I think is balanced combined with its insane rocks weakness without the ability to run Heavy-Duty-Boots. It maintains Bug over Flying type in its Tera form, so it can handle Kingambit better. Flying would be better coverage for Fairies, but Air Slash is quite weak anyway. Its offensive stats weren't touched much, besides a little speed to make it more viable when not having a Speed boost, as Draco Meteor should quickly steamroll anyway. Instead, its defense was increased to make its defensive profile more interesting, as it can attempt to stomach some physical hits while doing its thing (notably priority)
Note: I changed the type from Bug/Dragon to Bug/Flying but didn't change the competitive overview
 
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