Glimmora @ Focus Sash
Ability: Toxic Debris
Shiny: Yes
Tera Type: Ghost
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Spikes
- Stealth Rock
- Sludge Bomb
- Mortal Spin
Glimmora: Fast hazard setter, it is good for punishing switch-ins and outspeeding other common setters. Ghost Tera is to block rapid spin, and Focus Sash is there, so it can tank a super-effective hit from strong Pokémon. If spore is used, it is usually the Pokémon I try to make sleep (I don't use it often).
Kingambit @ Black Glasses
Ability: Supreme Overlord
Tera Type: Flying
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Kowtow Cleave
- Sucker Punch
- Swords Dance
- Iron Head
Kingambit: Black Glasses + STAB + Supreme Overlord + Crazy Attack Stat + Swords Dance = Too much damage. Sucker Punch so I can do damage to them before they can damage me if they select an attacking move, and Kowtow Cleave to do damage to them if they don't. Flying Tera to shut down Fighting/Ground type attacks, and Iron Head to do damage to them if they resist dark type moves.
Zapdos @ Heavy-Duty Boots
Ability: Static
Tera Type: Electric
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Hurricane
- Thunderbolt
- Protect
- Roost
Zapdos: Special Sweeper with basic coverage STAB like Thunderbolt and Hurricane. Has Roost to *ahem* not die and Protect to stop you from getting swept. It has a pretty standard moveset.
Rotom-Wash @ Leftovers
Ability: Levitate
Tera Type: Electric
EVs: 252 HP / 244 Def / 12 Spe
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Volt Switch
- Protect
- Hydro Pump
Rotom-Wash: Defensive switch-in, has Volt Switch for quick damage, Hydro Pump to do a lot more damage, Will-O-Wisp to stop physical sweepers from getting too out-of-hand, and Protect to regen health from Leftovers.
Great Tusk @ Booster Energy
Ability: Protosynthesis
Tera Type: Ground
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rapid Spin
- Close Combat
- Earthquake
- Ice Spinner
Great Tusk: Hazard remover (Rapid Spin) with good bulk and high speed. It has Ice Spinner for coverage, and Earthquake and Close Combat for High Damage STAB moves. It has Attack Protosynthesis to use in combination with its Booster Energy, and can be used as a switch-in against Sunny Day Torkoal teams if Walking Wake is eliminated.
Slowking-Galar @ Leftovers
Ability: Regenerator
Tera Type: Ground
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Psychic
- Sludge Bomb
- Chilly Reception
- Slack Off
Slowking-Galar: Defensive Pivot with nice bulk and sub-par typing, it has decent STAB with Psychic and Sludge Bomb. Chilly Reception gives it a way to switch out after getting hit, to tank a hit and give a good response to attempted reads. Slack Off is to heavily increase bulk, and save it from fainting easily.
As you can tell, from this below-average team, I am rated low (around 1100). Please help me.
Ability: Toxic Debris
Shiny: Yes
Tera Type: Ghost
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Spikes
- Stealth Rock
- Sludge Bomb
- Mortal Spin
Glimmora: Fast hazard setter, it is good for punishing switch-ins and outspeeding other common setters. Ghost Tera is to block rapid spin, and Focus Sash is there, so it can tank a super-effective hit from strong Pokémon. If spore is used, it is usually the Pokémon I try to make sleep (I don't use it often).
Kingambit @ Black Glasses
Ability: Supreme Overlord
Tera Type: Flying
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Kowtow Cleave
- Sucker Punch
- Swords Dance
- Iron Head
Kingambit: Black Glasses + STAB + Supreme Overlord + Crazy Attack Stat + Swords Dance = Too much damage. Sucker Punch so I can do damage to them before they can damage me if they select an attacking move, and Kowtow Cleave to do damage to them if they don't. Flying Tera to shut down Fighting/Ground type attacks, and Iron Head to do damage to them if they resist dark type moves.
Zapdos @ Heavy-Duty Boots
Ability: Static
Tera Type: Electric
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Hurricane
- Thunderbolt
- Protect
- Roost
Zapdos: Special Sweeper with basic coverage STAB like Thunderbolt and Hurricane. Has Roost to *ahem* not die and Protect to stop you from getting swept. It has a pretty standard moveset.
Rotom-Wash @ Leftovers
Ability: Levitate
Tera Type: Electric
EVs: 252 HP / 244 Def / 12 Spe
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Volt Switch
- Protect
- Hydro Pump
Rotom-Wash: Defensive switch-in, has Volt Switch for quick damage, Hydro Pump to do a lot more damage, Will-O-Wisp to stop physical sweepers from getting too out-of-hand, and Protect to regen health from Leftovers.
Great Tusk @ Booster Energy
Ability: Protosynthesis
Tera Type: Ground
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rapid Spin
- Close Combat
- Earthquake
- Ice Spinner
Great Tusk: Hazard remover (Rapid Spin) with good bulk and high speed. It has Ice Spinner for coverage, and Earthquake and Close Combat for High Damage STAB moves. It has Attack Protosynthesis to use in combination with its Booster Energy, and can be used as a switch-in against Sunny Day Torkoal teams if Walking Wake is eliminated.
Slowking-Galar @ Leftovers
Ability: Regenerator
Tera Type: Ground
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Psychic
- Sludge Bomb
- Chilly Reception
- Slack Off
Slowking-Galar: Defensive Pivot with nice bulk and sub-par typing, it has decent STAB with Psychic and Sludge Bomb. Chilly Reception gives it a way to switch out after getting hit, to tank a hit and give a good response to attempted reads. Slack Off is to heavily increase bulk, and save it from fainting easily.
As you can tell, from this below-average team, I am rated low (around 1100). Please help me.
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