











Content
1.Intro
2.Building Process
3.Team Breakdown
4. Usage Tips(vs playstyle and specific pokemon)
5.Threats
6.Possible changes
7.Replays
8.Outro
Introduction:
Psychic Terrain is consider a bad playstyle, relying too much on









So, let me take you on a journey. From wanting to click strong psychic move in 1400s to peaking #5. I present to you...
Yap Alert
About two months ago, I notice how strong Trick Room
was on serperiorr's Reuniclus Dark Spam HO. I had the idea of using psychic terrain an expanding to enable slow psychic types to do the same as
whilst becoming immune to sucker punch.
I built something like this -
-
-
-
-
Which evolved into something like this
-
-
-
-
-
I took a break from this team after this, stacking 4 psychic types just doesn't work and I haven't yet thought of tech like psychic seed
and 
I came back two month later.
-
-
These three are bascily compulsory,
sets terrain, trick room, has a mid-speed encore and offers healing wish.
offers hazards control, abuses psychic terrain, also offers healing wish whilst beating
.
is an unparalleled abusers and punishes pokemon like
and give the team a soft counter to 
-
-
-
I needed another pokemon to abuse psychic terrain and a good spdef wall who could handle
and
. Psychic seed
fit very well.
-
-
-
-
I originally tried
because of it typing and hoped it would act as a glue. However, it stayed on the team because it amazing lead matchups into
,
and
. It also functions well outside of TR and Terrain and served as a very strong shock lead.
-
-
-
-
-
The last slot was rough. I tested various setters like
,
, and even
However, Mimikyu's ablity to live any hit and force out an attacker or sweeper is incredible for a team that gets full sweeped by +2 


I built something like this -






Which evolved into something like this






I took a break from this team after this, stacking 4 psychic types just doesn't work and I haven't yet thought of tech like psychic seed


I came back two month later.



These three are bascily compulsory,










I needed another pokemon to abuse psychic terrain and a good spdef wall who could handle








I originally tried










The last slot was rough. I tested various setters like




Team Breakdown


Pink Portal (Indeedee) @ Terrain Extender
Ability: Psychic Surge
Shiny: Yes
Tera Type: Fairy
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk / 24 Spe
- Expanding Force
- Healing Wish
- Encore
- Trick Room
Role:
sets Terrain, sets Trick room, offers Healing wish and gives you a physdef check. Notablely, It lives a hit from
, Tera
and can even live
.
Moves: Its mid speed encore is also helpful vs bulky setup like calm mind
and iron defense
. Healing wish also good for getting of the field.
General Tips: In general you'll have to keep
alive to keep terrain up the whole game, and that especially important If your opponent has strong priority user like
and
There's a few ways bring indeedee in. You can lead
, but many player will anti lead with a dark type. You can also bring it in after a sack. That works very well if
is full HP and TR are down as you can set TR back up but that position is hard to get. The best ways is probably to switch
in. This works especially well vs
because you can go
right after and prog
, however you can also do this versus weak attacker like
and
. Note: don't use
like hat on standard TR and healing wish turn 2. Healing wish should be be used if indeedee's use is exhausted or you really need the heal.
Item: Terrain extender is nessesary for additional turns. Max Defense means you don't need sash anyways.
EVs & Nature: Ngl max defense
is so underated. It honest hurts to see
get OHKOed by
because it has no defense investment. With max defense,
can survive stab dark moves and soak up tera water
's ivy cudgel. Having the ability to stay in on strong attacker give you so much flexibility.
24 Spe IVs is to creep kingambit for fast encore
Tera: Fairy defensively. Dark, Grass, Water and Psychic could work too.
Calcs: 252 Atk Protosynthesis Great Tusk Headlong Rush vs. 248 HP / 252+ Def Indeedee: 264-312 (81.7 - 96.5%) -- guaranteed 2HKO
252 Atk Meowscarada Knock Off (97.5 BP) vs. 248 HP / 252+ Def Indeedee: 290-344 (89.7 - 106.5%) -- 43.8% chance to OHKO
252 Atk Sharpness Samurott-Hisui Ceaseless Edge vs. 248 HP / 252+ Def Indeedee: 288-342 (89.1 - 105.8%) -- 37.5% chance to OHKO
252 Atk Wellspring Mask Tera Water Ogerpon-Wellspring-Tera Ivy Cudgel vs. 248 HP / 252+ Def Indeedee: 256-302 (79.2 - 93.4%) -- guaranteed 2HKO
252 Atk Choice Band Zamazenta Crunch vs. 248 HP / 252+ Def Indeedee: 256-302 (79.2 - 93.4%) -- guaranteed 2HKO
252 Atk Libero Cinderace U-turn vs. 248 HP / 252+ Def Indeedee: 218-258 (67.4 - 79.8%) -- guaranteed 2HKO




Moves: Its mid speed encore is also helpful vs bulky setup like calm mind


General Tips: In general you'll have to keep












Item: Terrain extender is nessesary for additional turns. Max Defense means you don't need sash anyways.
EVs & Nature: Ngl max defense





24 Spe IVs is to creep kingambit for fast encore
Tera: Fairy defensively. Dark, Grass, Water and Psychic could work too.
Calcs: 252 Atk Protosynthesis Great Tusk Headlong Rush vs. 248 HP / 252+ Def Indeedee: 264-312 (81.7 - 96.5%) -- guaranteed 2HKO
252 Atk Meowscarada Knock Off (97.5 BP) vs. 248 HP / 252+ Def Indeedee: 290-344 (89.7 - 106.5%) -- 43.8% chance to OHKO
252 Atk Sharpness Samurott-Hisui Ceaseless Edge vs. 248 HP / 252+ Def Indeedee: 288-342 (89.1 - 105.8%) -- 37.5% chance to OHKO
252 Atk Wellspring Mask Tera Water Ogerpon-Wellspring-Tera Ivy Cudgel vs. 248 HP / 252+ Def Indeedee: 256-302 (79.2 - 93.4%) -- guaranteed 2HKO
252 Atk Choice Band Zamazenta Crunch vs. 248 HP / 252+ Def Indeedee: 256-302 (79.2 - 93.4%) -- guaranteed 2HKO
252 Atk Libero Cinderace U-turn vs. 248 HP / 252+ Def Indeedee: 218-258 (67.4 - 79.8%) -- guaranteed 2HKO


Miss Kiss (Hatterene) @ Leftovers
Ability: Magic Bounce
Shiny: Yes
Tera Type: Grass
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 1 Spe
- Trick Room
- Expanding Force
- Draining Kiss
- Mystical Fire/Healing Wish
Role: :Hatterene: offers hazards control, abuses psychic terrain, and sets Trick room.
is great for chipping down targets like
for
.
is a good lead option for the team, basically guaranteeing trick room.
Moves:With expanding force, it can burst pass would-be-checks like
, offensive
and
. Draining kiss is essetial for beating
and healing is nice too, the lost in power doesn't matter because dazzling gleam never OHKOs
and
anyways. I've used healing wish for most of my laddering, but I think mystical fire is better for netting the 2KO vs
,
, bulky
,
and most notably 
Item: :Leftovers: helps vs Ting-Lu and is a generally good item.
EV & Nature: Standard Spread. 1 Spe IV for the mirror matchup
Tera: Tera Grass lets
be an emergency check vs
,
and
I wouldn't recommend changing this.
Calcs: 252+ SpA Hatterene Expanding Force (120 BP) vs. 0 HP / 4 SpD Gholdengo in Psychic Terrain: 156-184 (49.5 - 58.4%) -- 98.8% chance to 2HKO
252+ SpA Hatterene Expanding Force (120 BP) vs. 252 HP / 0 SpD Gholdengo in Psychic Terrain: 156-185 (41.2 - 48.9%) -- guaranteed 3HKO
252+ SpA Hatterene Mystical Fire vs. 252 HP / 0 SpD Gholdengo: 202-238 (53.4 - 62.9%) -- guaranteed 2HKO
252+ SpA Hatterene Expanding Force (120 BP) vs. 248 HP / 8 SpD Corviknight in Psychic Terrain: 165-194 (41.3 - 48.6%) -- guaranteed 3HKO
252+ SpA Hatterene Mystical Fire vs. 248 HP / 8 SpD Corviknight: 212-250 (53.1 - 62.6%) -- guaranteed 2HKO
252+ SpA Hatterene Mystical Fire vs. 0 HP / 0 SpD Kingambit: 214-252 (62.7 - 73.9%) -- guaranteed 2HKO after Leftovers recovery
252+ SpA Hatterene Draining Kiss vs. 252 HP / 252+ SpD Vessel of Ruin Ting-Lu: 116-140 (22.5 - 27.2%) -- possible 5HKO (27.4 - 33.1% recovered)
0 Atk Ting-Lu Earthquake vs. 248 HP / 8 Def Hatterene: 121-144 (38.1 - 45.4%) -- guaranteed 3HKO after Leftovers recovery
252 Atk Wellspring Mask Tera Water Ogerpon-Wellspring-Tera Ivy Cudgel vs. 248 HP / 8 Def Hatterene: 256-302 (80.7 - 95.2%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Protosynthesis Great Tusk Headlong Rush vs. 248 HP / 8 Def Hatterene: 265-313 (83.5 - 98.7%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Choice Specs Tera Ice Kyurem Ice Beam vs. 248 HP / 0 SpD Hatterene: 288-340 (90.8 - 107.2%) -- 43.8% chance to OHKO
252 Atk Zamazenta Heavy Slam (120 BP) vs. 248 HP / 8 Def Hatterene: 256-302 (80.7 - 95.2%) -- guaranteed 2HKO after Leftovers recovery




Moves:With expanding force, it can burst pass would-be-checks like











Item: :Leftovers: helps vs Ting-Lu and is a generally good item.
EV & Nature: Standard Spread. 1 Spe IV for the mirror matchup
Tera: Tera Grass lets




Calcs: 252+ SpA Hatterene Expanding Force (120 BP) vs. 0 HP / 4 SpD Gholdengo in Psychic Terrain: 156-184 (49.5 - 58.4%) -- 98.8% chance to 2HKO
252+ SpA Hatterene Expanding Force (120 BP) vs. 252 HP / 0 SpD Gholdengo in Psychic Terrain: 156-185 (41.2 - 48.9%) -- guaranteed 3HKO
252+ SpA Hatterene Mystical Fire vs. 252 HP / 0 SpD Gholdengo: 202-238 (53.4 - 62.9%) -- guaranteed 2HKO
252+ SpA Hatterene Expanding Force (120 BP) vs. 248 HP / 8 SpD Corviknight in Psychic Terrain: 165-194 (41.3 - 48.6%) -- guaranteed 3HKO
252+ SpA Hatterene Mystical Fire vs. 248 HP / 8 SpD Corviknight: 212-250 (53.1 - 62.6%) -- guaranteed 2HKO
252+ SpA Hatterene Mystical Fire vs. 0 HP / 0 SpD Kingambit: 214-252 (62.7 - 73.9%) -- guaranteed 2HKO after Leftovers recovery
252+ SpA Hatterene Draining Kiss vs. 252 HP / 252+ SpD Vessel of Ruin Ting-Lu: 116-140 (22.5 - 27.2%) -- possible 5HKO (27.4 - 33.1% recovered)
0 Atk Ting-Lu Earthquake vs. 248 HP / 8 Def Hatterene: 121-144 (38.1 - 45.4%) -- guaranteed 3HKO after Leftovers recovery
252 Atk Wellspring Mask Tera Water Ogerpon-Wellspring-Tera Ivy Cudgel vs. 248 HP / 8 Def Hatterene: 256-302 (80.7 - 95.2%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Protosynthesis Great Tusk Headlong Rush vs. 248 HP / 8 Def Hatterene: 265-313 (83.5 - 98.7%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Choice Specs Tera Ice Kyurem Ice Beam vs. 248 HP / 0 SpD Hatterene: 288-340 (90.8 - 107.2%) -- 43.8% chance to OHKO
252 Atk Zamazenta Heavy Slam (120 BP) vs. 248 HP / 8 Def Hatterene: 256-302 (80.7 - 95.2%) -- guaranteed 2HKO after Leftovers recovery


Wild Bear (Ursaluna) (F) @ Flame Orb
Ability: Guts
Shiny: Yes
Tera Type: Normal
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
IVs: 20 Spe
- Facade
- Headlong Rush
- Supercell Slam
- Ice Punch
Role:
is the primary breaker. It switchs in on weak pokemon like
,
, and
to wreak havoc.
can overwhelm
for the rest of the team and vice versa.
pressures opposing
,
and
, pokemon that your
,
and
struggle with.
Moves:Facade and Headlong rush hits the tier for insanely strong neutral damage. Ice punch nets the OHKO on
,
, Tank
and gives you a roll vs
whilst Supercell Slam hits
and
imo sd
is bad, like you've got something that OHKOs everymon with facade, why are you wasting turns and clicking sd espcially because most of the mons you sd for dies to ice punch anyways.
General tips :Ursaluna's primary weakness on this team it that it can't set Trick room. Therefore, an attacker like
can switch in after Trick room ends. Consider switching it out early to avoid that, particately if it is safe.
can also function outside of TR if its healthy. In these positions, you might want to tera normal to beat
. Also, People never predict ice punch and will always switch
and
into this. People will also always click malignant chain with
vs 
Item: Flame orb activates guts - Note that if you get knock off and healing wish you won't be burnt
EV/Nature: Standard, 20 Spe to underspeed
Tera: Tera Normal allows
to OHKO
,
,
, offensively
and more. Also good defensively.
Calcs:252+ Atk Guts Tera Normal Ursaluna Facade (140 BP) vs. 248 HP / 248+ Def Moltres: 410-484 (107 - 126.3%) -- guaranteed OHKO
252+ Atk Guts Tera Normal Ursaluna Facade (140 BP) vs. 248 HP / 244+ Def Zapdos: 428-504 (111.7 - 131.5%) -- guaranteed OHKO
252+ Atk Guts Tera Normal Ursaluna Ice Punch vs. 0 HP / 4 Def Multiscale Dragonite: 296-350 (91.6 - 108.3%) -- 50% chance to OHKO
252+ Atk Guts Tera Normal Ursaluna Facade (140 BP) vs. +1 0 HP / 0 Def Zamazenta: 314-370 (96.6 - 113.8%) -- 75% chance to OHKO
252+ Atk Guts Tera Normal Ursaluna Facade (140 BP) vs. 0 HP / 4 Def Great Tusk: 418-494 (112.6 - 133.1%) -- guaranteed OHKO
252+ Atk Guts Tera Normal Ursaluna Ice Punch vs. 244 HP / 36 Def Gliscor: 456-540 (129.5 - 153.4%) -- guaranteed OHKO
-1 252+ Atk Guts Tera Normal Ursaluna Ice Punch vs. 252 HP / 4 Def Landorus-Therian: 412-488 (107.8 - 127.7%) -- guaranteed OHKO
-2 252+ Atk Guts Tera Normal Ursaluna Ice Punch vs. 8 HP / 0 Def Landorus-Therian: 316-372 (98.4 - 115.8%) -- 81.3% chance to OHKO
252+ Atk Kingambit Kowtow Cleave vs. 252 HP / 4 Def Tera Normal Ursaluna: 151-178 (32.5 - 38.3%) -- guaranteed 3HKO after burn damage
0 SpA Zapdos Hurricane vs. 252 HP / 0 SpD Tera Normal Ursaluna: 172-204 (37 - 43.9%) -- 0.4% chance to 2HKO after burn damage
252+ SpA Protosynthesis Raging Bolt Dragon Pulse vs. 252 HP / 0 SpD Tera Normal Ursaluna: 249-294 (53.6 - 63.3%) -- guaranteed 2HKO after burn damage
You get the point.













Moves:Facade and Headlong rush hits the tier for insanely strong neutral damage. Ice punch nets the OHKO on







General tips :Ursaluna's primary weakness on this team it that it can't set Trick room. Therefore, an attacker like







Item: Flame orb activates guts - Note that if you get knock off and healing wish you won't be burnt
EV/Nature: Standard, 20 Spe to underspeed

Tera: Tera Normal allows





Calcs:252+ Atk Guts Tera Normal Ursaluna Facade (140 BP) vs. 248 HP / 248+ Def Moltres: 410-484 (107 - 126.3%) -- guaranteed OHKO
252+ Atk Guts Tera Normal Ursaluna Facade (140 BP) vs. 248 HP / 244+ Def Zapdos: 428-504 (111.7 - 131.5%) -- guaranteed OHKO
252+ Atk Guts Tera Normal Ursaluna Ice Punch vs. 0 HP / 4 Def Multiscale Dragonite: 296-350 (91.6 - 108.3%) -- 50% chance to OHKO
252+ Atk Guts Tera Normal Ursaluna Facade (140 BP) vs. +1 0 HP / 0 Def Zamazenta: 314-370 (96.6 - 113.8%) -- 75% chance to OHKO
252+ Atk Guts Tera Normal Ursaluna Facade (140 BP) vs. 0 HP / 4 Def Great Tusk: 418-494 (112.6 - 133.1%) -- guaranteed OHKO
252+ Atk Guts Tera Normal Ursaluna Ice Punch vs. 244 HP / 36 Def Gliscor: 456-540 (129.5 - 153.4%) -- guaranteed OHKO
-1 252+ Atk Guts Tera Normal Ursaluna Ice Punch vs. 252 HP / 4 Def Landorus-Therian: 412-488 (107.8 - 127.7%) -- guaranteed OHKO
-2 252+ Atk Guts Tera Normal Ursaluna Ice Punch vs. 8 HP / 0 Def Landorus-Therian: 316-372 (98.4 - 115.8%) -- 81.3% chance to OHKO
252+ Atk Kingambit Kowtow Cleave vs. 252 HP / 4 Def Tera Normal Ursaluna: 151-178 (32.5 - 38.3%) -- guaranteed 3HKO after burn damage
0 SpA Zapdos Hurricane vs. 252 HP / 0 SpD Tera Normal Ursaluna: 172-204 (37 - 43.9%) -- 0.4% chance to 2HKO after burn damage
252+ SpA Protosynthesis Raging Bolt Dragon Pulse vs. 252 HP / 0 SpD Tera Normal Ursaluna: 249-294 (53.6 - 63.3%) -- guaranteed 2HKO after burn damage
You get the point.


Ball Girl (Azumarill) (F) @ Assault Vest
Ability: Huge Power
Tera Type: Water
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Liquidation
- Play Rough
- Knock Off
- Aqua Jet
Role: Vs offense Azumarill is fanatsic anti-lead and shock lead. It leads well into
,
,
,
(sorta), and
. It also beats pokemon like
,
and
. It even 1v1s
and
. The only bad matchup is
So many offense team just have nothing for
.
Vs Balance/ Fat,
will probably be walled. In these matchups,
acts as defensively utility. It beats
, helps
with its knock off; and can clean late-game with TR support.
is meant to be used outside of Trick room is most games.
Moves: Aside from the two stabs moves, aqua jet is huge for picking off weaken or sashed targets. Knock is good for
,
and knocking helmets. Superpower is also an option for 
Item: Assault vest helps you beat
,
,
and various special attackers.
EV/Nature: 8 Spe to creep gambit. With max HP, you live
.
Tera: Tera water give you strong move to beat pokemon like bulky
. It also give you a steel resist for
and
Grass for
might work too
Calcs: 252+ SpA Protosynthesis Raging Bolt Thunderbolt vs. 248 HP / 0 SpD Assault Vest Azumarill: 354-416 (87.8 - 103.2%) -- 18.8% chance to OHKO
252+ Atk Huge Power Azumarill Play Rough vs. 0 HP / 4 Def Raging Bolt: 386-456 (98.7 - 116.6%) -- 87.5% chance to OHKO
132 SpA Iron Moth Sludge Wave vs. 248 HP / 0 SpD Assault Vest Azumarill: 242-288 (60 - 71.4%) -- guaranteed 2HKO
252 SpA Darkrai Sludge Bomb vs. 248 HP / 0 SpD Assault Vest Azumarill: 162-192 (40.1 - 47.6%) -- guaranteed 3HKO












Vs Balance/ Fat,





Moves: Aside from the two stabs moves, aqua jet is huge for picking off weaken or sashed targets. Knock is good for



Item: Assault vest helps you beat



EV/Nature: 8 Spe to creep gambit. With max HP, you live

Tera: Tera water give you strong move to beat pokemon like bulky





Calcs: 252+ SpA Protosynthesis Raging Bolt Thunderbolt vs. 248 HP / 0 SpD Assault Vest Azumarill: 354-416 (87.8 - 103.2%) -- 18.8% chance to OHKO
252+ Atk Huge Power Azumarill Play Rough vs. 0 HP / 4 Def Raging Bolt: 386-456 (98.7 - 116.6%) -- 87.5% chance to OHKO
132 SpA Iron Moth Sludge Wave vs. 248 HP / 0 SpD Assault Vest Azumarill: 242-288 (60 - 71.4%) -- guaranteed 2HKO
252 SpA Darkrai Sludge Bomb vs. 248 HP / 0 SpD Assault Vest Azumarill: 162-192 (40.1 - 47.6%) -- guaranteed 3HKO


Twisted Magic (Hoopa-Unbound) @ Psychic Seed
Ability: Magician
Tera Type: Psychic
EVs: 248 HP / 160 Def / 100 SpA
Quiet Nature
IVs: 0 Spe
- Trick Room
- Expanding Force
- Hyperspace Fury
- Focus Blast
Role :Hoopa-Unbound: combines offense and defense. With a psychic seed, it counters strong special attackers like
,
and
. With physdef investment, it can even check pokemon like
and
. On top of that, It has the strongest expanding force in pokemon. Hoppa unbound is a bulky attacker that can also twist the dimensions.
General tips: You will be a predict correctly with this pokemon, your opponent will try switch between their dark and ghost types until psychic terrain and TR ends. Most people switch
out predicting a fighting moves if they have to resources(like a bad mon), However, They won't if they don't have to resources. Expanding Force is unexpected and some players will keep a mon like
in the die. They also wont swicth if they're also dead to a fighting move. They might switch if they're only dead to the psychic move.
Moves: Expanding force is the main attacking move, OHKOing the likes of
and basicly 2KO any non resist. Hyperspace Fury hits
,
and
and was chosen over knock out for its consistent strength even after you steal their item. Focus blast OHKOs Dark types like
that Drain Punch can't kill. I wouldn't recommand changing this set.
Item: psychic seed lets your beat special attackers. It also lets you steal items like
's 
EVs/Natures HP and Defense investment lets
tank Physical hit and setup Trick room. Min speed to underspeed stuff like : clefable:
Tera: Tera psychic make you way stronger whilst letting you resist fighting vs
. Using a defensive tera just feels like a waste on 
Calcs: 252 Atk Wellspring Mask Tera Water Ogerpon-Wellspring-Tera Ivy Cudgel vs. 248 HP / 160 Def Hoopa-Unbound: 298-352 (82 - 96.9%) -- guaranteed 2HKO
252 Atk Tera Ice Weavile Triple Axel (120 BP) (3 hits) vs. 248 HP / 160 Def Hoopa-Unbound: 304-360 (83.7 - 99.1%) -- guaranteed 2HKO
252 SpA Gholdengo Make It Rain vs. +1 248 HP / 0 SpD Hoopa-Unbound: 106-126 (29.2 - 34.7%) -- 6.8% chance to 3HKO
100+ SpA Hoopa-Unbound Focus Blast vs. 252 HP / 252+ SpD Vessel of Ruin Ting-Lu: 202-238 (39.2 - 46.3%) -- guaranteed 3HKO after Leftovers recovery
0 Atk Ting-Lu Earthquake vs. 248 HP / 160 Def Hoopa-Unbound: 141-166 (38.8 - 45.7%) -- guaranteed 3HKO
252 Atk Protosynthesis Great Tusk Headlong Rush vs. 248 HP / 160 Def Hoopa-Unbound: 309-364 (85.1 - 100.2%) -- 6.3% chance to OHKO





General tips: You will be a predict correctly with this pokemon, your opponent will try switch between their dark and ghost types until psychic terrain and TR ends. Most people switch


Moves: Expanding force is the main attacking move, OHKOing the likes of





Item: psychic seed lets your beat special attackers. It also lets you steal items like


EVs/Natures HP and Defense investment lets

Tera: Tera psychic make you way stronger whilst letting you resist fighting vs


Calcs: 252 Atk Wellspring Mask Tera Water Ogerpon-Wellspring-Tera Ivy Cudgel vs. 248 HP / 160 Def Hoopa-Unbound: 298-352 (82 - 96.9%) -- guaranteed 2HKO
252 Atk Tera Ice Weavile Triple Axel (120 BP) (3 hits) vs. 248 HP / 160 Def Hoopa-Unbound: 304-360 (83.7 - 99.1%) -- guaranteed 2HKO
252 SpA Gholdengo Make It Rain vs. +1 248 HP / 0 SpD Hoopa-Unbound: 106-126 (29.2 - 34.7%) -- 6.8% chance to 3HKO
100+ SpA Hoopa-Unbound Focus Blast vs. 252 HP / 252+ SpD Vessel of Ruin Ting-Lu: 202-238 (39.2 - 46.3%) -- guaranteed 3HKO after Leftovers recovery
0 Atk Ting-Lu Earthquake vs. 248 HP / 160 Def Hoopa-Unbound: 141-166 (38.8 - 45.7%) -- guaranteed 3HKO
252 Atk Protosynthesis Great Tusk Headlong Rush vs. 248 HP / 160 Def Hoopa-Unbound: 309-364 (85.1 - 100.2%) -- 6.3% chance to OHKO


Mimi (Mimikyu)(F) @ Red Card
Ability: Disguise
Shiny: Yes
Tera Type: Water
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
IVs: 22 Spe
- Trick Room
- Curse
- Destiny Bond
- Play Rough
Role: The glue of the team.
is able to force out an attacker, reset momentum and setup Trick room. Instead of losing a pokemon to an attacker, you force them out, gained good positioning and can now click TR. It is able to check some attacker even after its disguise is broken. Its natural typing and curse it good into SD
It also acts as a
checks with a faster dbond(People click iron head sooo quickly)
General tips: Keep red card in some matchups. If you save this until they have one mon left, you've won. Try not to play around with Dbond on High Ladder because everyone will predicts it and switch out so either double our or curse. However, if you're lower on the ladder most people will fall for dbond. A cool tech it that Trcik room has negative priority and force a Dbond kill, doesn't really work tho higher up cuz everyone's just trying to stall TR.
Moves: Curse to get off the field and beat bulky setup. Dbond mainly to trade with
Play rough hit a lot of the tier for super-effective damage
Item: Red card reverses mometum and beats setup
Tera: Water defensively. Grass and Fire could work too. If you're really tired to losing to toxic spike
use tera poision.
EV/Nature: Max defense lets you tank a hit after losing disguise. 24 Spe IV to outspeed kingambiit but min speed could work too.
Calcs: 252 SpA Choice Specs Iron Crown Tachyon Cutter (1 hit) vs. 252 HP / 0 SpD Mimikyu: 228-268 (72.6 - 85.3%) -- guaranteed 2HKO
252 Atk Wellspring Mask Tera Water Ogerpon-Wellspring-Tera Ivy Cudgel vs. 252 HP / 252+ Def Mimikyu: 206-244 (65.6 - 77.7%) -- guaranteed 2HKO
252 Atk Protosynthesis Great Tusk Headlong Rush vs. 252 HP / 252+ Def Mimikyu: 213-252 (67.8 - 80.2%) -- guaranteed 2HKO



General tips: Keep red card in some matchups. If you save this until they have one mon left, you've won. Try not to play around with Dbond on High Ladder because everyone will predicts it and switch out so either double our or curse. However, if you're lower on the ladder most people will fall for dbond. A cool tech it that Trcik room has negative priority and force a Dbond kill, doesn't really work tho higher up cuz everyone's just trying to stall TR.
Moves: Curse to get off the field and beat bulky setup. Dbond mainly to trade with

Item: Red card reverses mometum and beats setup
Tera: Water defensively. Grass and Fire could work too. If you're really tired to losing to toxic spike

EV/Nature: Max defense lets you tank a hit after losing disguise. 24 Spe IV to outspeed kingambiit but min speed could work too.
Calcs: 252 SpA Choice Specs Iron Crown Tachyon Cutter (1 hit) vs. 252 HP / 0 SpD Mimikyu: 228-268 (72.6 - 85.3%) -- guaranteed 2HKO
252 Atk Wellspring Mask Tera Water Ogerpon-Wellspring-Tera Ivy Cudgel vs. 252 HP / 252+ Def Mimikyu: 206-244 (65.6 - 77.7%) -- guaranteed 2HKO
252 Atk Protosynthesis Great Tusk Headlong Rush vs. 252 HP / 252+ Def Mimikyu: 213-252 (67.8 - 80.2%) -- guaranteed 2HKO
Usage Tips
Vs archetype
As much as I'd like to say I have a undeatable record vs stall, I don't. However, unless you face tera ghost toxic spikes
This should be a 99-1 matchup. Vs stall, lead
vs
, go hard
, force in
and go
safety. After that, you can tera normal and win. If this fails you have
who can beat 
Vs Fat, You won't need Trick room as much. Wreck havoc with tera
or
and keep as many mons at 100 to check their offense








Vs Fat, You won't need Trick room as much. Wreck havoc with tera


Priotise Trick room. If your opponent lacks
, lead
and get as much damage as possible. Try to keep
's
safe but not too safe so you can dbond stuff. Remember that
and
can take strong hit and set TR with them






Hardest Matchup. Luckily Balance is Trash in SV. Play very offensively with
and
and try to evade their offense by consistently positioning Trick room. Pivots make this hard tho.


Vs specific pokemon






















In general keep everyone healthy and sent in low hp pokemon vs weak attackers to keep as much hp as possible.
Threats:





















Substitute and Protect aren't really threats, but you're have to rely less on TR and terrain in these matchups.
Possible changes:
(Ranked in how good I think the changes are)



OHKOs Offensive




Beats




Good vs



Functions better in TR


Can still beat




Now that this teams public, people might switch ground types in predicting supercell.
Replays:
https://replay.pokemonshowdown.com/gen9ou-2336116247-guph88pyf513vjjyq16qteihmvuh59hpw Hoopa-U destruction
https://replay.pokemonshowdown.com/gen9ou-2335714595-n6q63abehk7sam6vqimia8ig0xnitqwpw?p2 Hoopa-U destruction(Hoopa 4 mon cleanup EPIC endgame)
https://replay.pokemonshowdown.com/gen9ou-2334219679-yssi2c7i3opeoanvv3mbdc4xhaw6c02pw Psychic seed clutch
https://replay.pokemonshowdown.com/gen9ou-2334208569-6bt5w37u7tvdjwhdesw2cm565feftbtpw?p2 Stall destruction
https://replay.pokemonshowdown.com/gen9ou-2333967205-hb655xsa2p1y1evbhokxtxfa3nawh3npw?p2 The team destroys offense
https://replay.pokemonshowdown.com/gen9ou-2333415530-luds4iayses3xmayikty9fo3wmwwkpupw?p2 loss vs crown came down to 50/50
https://replay.pokemonshowdown.com/gen9ou-2332532951-0y5v1pm6txys3ansm1xmkqsumboa2unpw The team destroys offense again
Outro: If you actually made it this far, thanks for reading all of my yap. This rmt took an entire day when I thought it would take 3 hours max lol. Thanks to Pinkacross for talking to me about the team and kinda inspring me to make this. If you haven't noticed this is my first rmt and one of my first posts on smogon forums. Tbh i do want to offer something back to the community that has kept a smile on my face. I do think this team is pretty anti-meta at the moment just cause balance is so underrused. Feel free to give feedback, I've tested a lot of stuff but TR and Psyspam have such niche options that I would never think of. Hope it was worth the read.
Last edited: