Pokémon Rate My Team
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Orthworm has the slowest Shed Tail in the game. This allows very mean Pokemon to come in for free and start wreaking havoc, which I put to use in an HO team. This team is mainly centered around Koraidon with Heat Rock and Flame Charge to snowball into a monster plus Protosynthesis abusers (and the fire goldfish).

SnackThatSmilesBak (Chi-Yu) @ Choice Scarf
Ability: Beads of Ruin
Tera Type: Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Psychic
- Flamethrower
- Overheat

This thing is really mean with BOR and Scarf. It outspeeds basically the whole metagame unboosted with Scarf and destroys things with Overheat and Flamethrower, which both get boosted in Sun and with Tera Fire to become an insane nuker. Dark Pulse is STAB to kill other mons that don't take a lot or are immune to my Fire moves, and Psychic is coverage for Fighting mons.

Koraidon @ Heat Rock
Ability: Orichalcum Pulse
Tera Type: Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flame Charge
- Collision Course
- Dragon Claw
- Swords Dance

This thing forms the core of my team with Heat Rock Orichalcum Pulse. With Heat Rock, you can keep your OriPulse boost for much longer. Flame Charge with Sun and Tera Fire allow it to resist Fairy and Ice type moves while allowing it to beat Flutter Mane, and it hits hard plus snowballing. Collision Course is STAB that decimates anything it is SE against, and Dragon Claw hits the big Dragon types of the tier.

Bad hair day (Flutter Mane) @ Booster Energy
Ability: Protosynthesis
Tera Type: Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Shadow Ball
- Mystical Fire

With Protosynthesis plus CM it can sweep. I slapped BoosterEn onto it so it can still outspeed things even when Sun ends. Tera Fire makes Mystical Fire more powerful, and with Sun, it can hit really hard. CM sets me up and allows me to take Special hits better. Shadow Ball is STAB that hits anything that doesn't resist it or is SpecBulk for good damage. Moonblast is really spammable, being high powered and having the chance to lower SpA. I honestly think that Booster Energy may not be needed, so maybe some recommendations there?

War worm (Orthworm) @ Leftovers
Ability: Earth Eater
Tera Type: Fairy
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Iron Head
- Earthquake
- Stealth Rock
- Shed Tail

This is always my lead. I usually Shed Tail the heck out of the field into Great Tusk to remove hazards, or I set up SR. Shed Tail allows me to bring in my dangerous mons for free. SR provides chip damage, allowing my mons to clean better. Iron Head is STAB, and Equake is coverage. Tera Fairy provides me a Fighting resist, and is a good defensive typing in general. Maybe I could run Tera Water on it though? Also, maybe Iron Head and Equake aren't the best attacking moves, so maybe some help there.

PAINGUIN (Iron Bundle) @ Choice Specs
Ability: Quark Drive
Tera Type: Ice
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Freeze-Dry
- Ice Beam
- Hydro Pump
- U-turn

This is my Miraidon counter, coming in with QDrive and Specs to smash it. It is also just really strong in general. Tera Ice powers up my Ice moves, allowing it to go crazy if my opponent doesn't have an Ice resist. Hydro Pump is hard hitting STAB, and combined with Freeze-Dry, it hits everything for at least neutral damage. U-Turn allows me to pivot out of bad situations. I'm thinking that maybe a different Tera plus Tblast could replace Beam, but I like the extra power Beam gives me.

Inferior Tooth (Great Tusk) @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Ground
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Headlong Rush
- Rapid Spin
- Close Combat
- Knock Off

Thanks to VoltMadness's wild Great Tusks in Scarlet falling off cliffs a lot, the name Inferior Tooth came into existence. Well, it can be really mean with really strong dual STABS and Spin support (also Protosynthesis plus Spin speed boost goes brr). HDB allows me not to take hazard damage. Tera Ground lets me hit harder, but I think it could be replaced. I just don't know what to replace it with... Headlong and CC hit really hard, although I might need to switch after using them. Knock Off removes items, which is just a nice utility in general.

I think I could replace Tusk with Treads maybe? I'm not sure, because Treads doesn't hit nearly as hard. I feel like Chi-Yu could be replaced by another Protosynthesis user, but I like the really strong Fire damage it gives me.

Early game: I always lead with Orthworm to set up Rocks (not often, maybe I should more?) or Shed Tail into Bundle if I want damage and to counter Mirai, Tusk if they set hazards, or Korai if I feel it can sweep the opponents team or put a major dent into them, Flutter if I feel that it can put in some work. I can't really explain mid game and end game due to this format being pretty chaotic (for me at least, and I'm also bad at explaining) with Tera types, but usually I go into Korai and try to snowball with Flame Charge and SD.

Mid game: By now, Korai is either really chipped or dead, so I bring in Bundle, Orth if I think I can Shed Tail, Flutter, or Chi-Yu if Sun is up.

Late game: If Korai is still alive, it is probably sweeping a team or something, or it is statused. Usually Flutter closes out my matches, but Chi and Bundle can close too.

This is the team. I would really appreciate some advice, as this team has gotten me really far. Thank you for reading.

PS: I will add more explanation on my gameplan later, right now I'm kind of in a situation where I can't update my posts often, sorry (although I think most people can see the gameplan, with how easy it is to see that it is HO).

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