Heatran @ Air Balloon
Ability: Flash Fire
Tera Type: Grass
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Body Press
- Iron Defense
- Will-O-Wisp
Enamorus @ Assault Vest
Ability: Contrary
Tera Type: Stellar
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Superpower
- Tera Blast
- Mystical Fire
- Draining Kiss
Great Tusk @ Leftovers
Ability: Protosynthesis
Tera Type: Ground
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Rapid Spin
- Close Combat
- Knock Off
Samurott-Hisui @ Focus Sash
Ability: Sharpness
Shiny: Yes
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ceaseless Edge
- Aqua Cutter
- Aqua Jet
- Encore
Dragapult @ Aguav Berry
Ability: Infiltrator
Tera Type: Ghost
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- U-turn
- Dragon Darts
- Thunder Wave
- Hex
Gholdengo @ Air Balloon
Ability: Good as Gold
Tera Type: Steel
EVs: 252 HP / 196 Def / 60 Spe
Bold Nature
IVs: 0 Atk
- Nasty Plot
- Recover
- Make It Rain
- Shadow Ball
Hazard Stack Offense first attempt
by udp
Heatran: support mon that can also wall thanks to its typing, iron defense, and EV spread. I added will-o-wisp to the moveset because it synergizes with my Dragapult who uses hex. I gave it air balloon so that it can't die right away to ground moves and I can either burn or set up rocks depending on what I need. I also gave it body press which has seen a surprising amount of success for me. One idea I have is to switch him to tera fighting for stab on this move.
Enamorus: Contrary sweeper. I really like how it synergizes with tera stellar tera blast. Superpower, draining kiss, and assault vest allow it to stay on the field for a little bit, and I gave it mystical fire to cripple special attackers and give me some type coverage against steel types. I have definitely had the most fun using Enamorus in this team so I want to keep this general idea but any tweaks are welcome, maybe get rid of assault vest for something like boots or life orb? I'm not too sure myself. Because I almost always tera Enamorus, I did not put much thought into the tera types of the other mons in this team, so some advice for that would help me so much.
Great Tusk: spinner and knock off mon who can also deal tons of damage if need be. I try to keep him alive until my opponent's hazard setters are dealt with. I just used Showdown's suggested EV spread for this build and it works great. I don't like having two moves that debuff me so I opted for earthquake over headlong rush but if someone could give me an explanation as to why headlong rush makes more sense I'm all ears.
Samurott: lead and primary hazard setter. I like putting it out first because I feel like I see a lot of prankster mons which he negates. I also put encore on him to force alolan ninetales to switch after setting aurora veil for example. I mainly just spam ceaseless edge with this guy and switch out on disadvantages. I gave him priority with aqua jet and aqua cutter as well and I am wondering if he could use some more type coverage. Overall, very simple gameplan with Samurott.
Dragapult: Fast sweeper/pivot. I like to use thunder wave and u-turn a lot and he doesn't tend to stay on the field for too long because he is frail and I want to keep him to paralyze a lot and clean up. Alongside will-o-wisp on my Heatran, hex does a lot of damage, and I like that I have physical and special options on this Dragapult. Some places I could use guidance on with this guy are his tera type, held item, and EV spread. As a mixed attacker, should I give him some more special attack? I figured that hex getting double power is enough so I went all out for dragon darts and physical attack. His ghost type also allows me to stop rapid spin and keep my hazards on the field.
Gholdengo: bulkier set that I found online and really like to use. If I have the chance to get a nasty plot and a recover, he serves as a great sweeper. One question I have about this Gholdengo is if I need air ballon on it or if I should switch to something like leftovers for more longevity. Of course, Gholdengo is my primary option for preventing hazard removal thanks to its type and ability. I have had the idea of swapping out shadow ball for more coverage since Hex does the job a lot of the time in regards to ghost moves.
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