Voting Time!
Voting rules can be found below and in the OP:
The following submissions are vetoed:
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!
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.The submission with the most points in a category will be added to the mod.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)
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)
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!
Pokémon: Skeledirge
Tera Type:![]()
Type of Tera Form:![]()
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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
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!
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
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.
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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
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.
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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.
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
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.
Espeon-Tera
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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
Pokémon: Quaquaval
Tera Type:![]()
Type of Tera Form:![]()
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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
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.
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
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
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.
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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
Removed Moves: Rage Fist.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)
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.
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.
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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.
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.
Tinkaton-Tera
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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.
Pokémon: Meowscarada
Tera Type:![]()
Type of Tera Form:![]()
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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
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.
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
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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.
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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.
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.
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.