OU Calm Mind Hatterene

[SET]
name: Calm Mind
move 1: Calm Mind
move 2: Draining Kiss
move 3: Psyshock / Stored Power
move 4: Mystical Fire / Nuzzle
item: Leftovers
tera type: Water / Fire
ability: Magic Bounce
nature: Bold
evs: 252 HP / 204 Def / 52 Spe

[SET COMMENTS]
With entry hazard control provided by Magic Bounce, solid defensive stats that combine with powerful offenses to grant it great matchups against Great Tusk, Ting-Lu, and Clefable, and the potential for it to set up and snowball out of control with Calm Mind while keeping itself healthy with Draining Kiss, Hatterene makes a great addition to offensive teams looking for a special sweeper and hazard control in one. Psyshock is a strong STAB option that allows for Hatterene to target specially defensive walls on their weaker side, allowing for it to break through Blissey, Galarian Slowking, and Clodsire while dealing with opposing setup sweepers that boost their Special Defense such as Volcarona. Stored Power lacks the immediate power of Psyshock but can scale heavily with multiple Calm Minds to allow Hatterene to muscle past even Unaware targets like Skeledirge, Clodsire, and Dondozo, along with also helping to win the one-on-one against other special setup sweepers in a similar manner to Psyshock. Unfortunately, its STAB combination leaves Hatterene walled by common Steel-types like Gholdengo, Heatran, and Iron Treads, while the low base power of Draining Kiss allows for Kingambit to easily stomach a boosted hit. Mystical Fire is a great coverage option that targets Steel-types, in particular helping to weaken Gholdengo's attacks, although this leaves Hatterene unable to hit Heatran; Nuzzle can alternatively be used to spread paralysis onto common switch-ins like Kingambit, Gholdengo, Heatran, and Skeledirge. While Magic Bounce's primary utility comes from its ability to deny entry hazards, it also blocks disruptive moves like Encore from Iron Valiant and Ogerpon-W and Taunt from Landorus-T and Heatran, along with status moves like Toxic from Gliscor and Clodsire; this makes it far more potent as a setup sweeper. Leftovers is Hatterene's best option to greatly improve its staying power along with allowing it to switch in multiple times over the course of a game to block hazards; on Grassy Terrain teams and particularly with Stored Power, Grassy Seed can be considered to give Hatterene a better chance at immediately sweeping at the expense of being worse at coming in repeatedly, though Leftovers is still a viable option on these builds. The given spread runs enough Speed EVs to outspeed Toxapex, allowing for Hatterene to use a boosted attack before Toxapex can remove its boosts with Haze, with the remaining EVs invested to maximize physical defense. This notably allows for Hatterene to live even a +1 Protosynthesis-boosted Knock Off from Roaring Moon, while also dodging the 2HKO from Cinderace's Pyro Ball. An alternative spread of 252 HP / 252 Def / 4 SpD with a Bold nature can be considered on Nuzzle variants of Hatterene, as the Speed is less necessary when it is able to paralyze foes and so more physical bulk can be invested; however, this notably makes Hatterene slower than offensive Kingambit even after paralysis. Tera Water is a great neutral defensive typing that grants Hatterene a resistance to Steel-type attacks from Kingambit and Gholdengo, along with allowing it to stay in on Water- and Fire-type attacks from Pokemon that now struggle to eliminate it like Dondozo and Gouging Fire. Tera Fire also gives Hatterene a better matchup into Kingambit and Gholdengo while also giving it resistances to attacks from Rillaboom and Volcarona and powering up its coverage option on Mystical Fire sets. However, this comes at the expense of a weakness to Ground-type attacks from Great Tusk and Gliscor, along with making Hatterene much easier to revenge kill with strong Water-types like Ogerpon-W and Walking Wake.

Calm Mind Hatterene is a great pick on offense teams that appreciate the support against entry hazards, particularly for bulkier offense builds without a dedicated hazard setting lead. One particular form of bulky offense that Hatterene thrives on is Grassy Terrain with Rillaboom, with the additional passive recovery from the Terrain being much appreciated to help boost Hatterene's longevity further. In return, Hatterene can keep hazards clear from the field, allowing for teammates like Heatran, Raging Bolt, and Rillaboom itself to opt not to run Heavy-Duty Boots without fearing hazard damage racking up over time. Hatterene fits on far more than Terrain offense though, finding a home on even hyper offense teams alongside hazard setters like Glimmora, and some of its best partners on both bulky offense and hyper offense are offensive hazard-weak Pokemon that would sooner run a boosting item than Heavy-Duty Boots; prime examples of this are Gouging Fire and Kyurem. With Hatterene's support, Gouging Fire can use Booster Energy without fearing Stealth Rock damage, boosting its power significantly. Gouging Fire can also switch into Steel-type attacks such as Kingambit's Iron Head and Gholdengo's Make It Rain and Hatterene in return can come in on Dragon-type attacks from opposing Kyurem and Walking Wake. Hatterene is also able to switch in on these attacks for Kyurem, but their primary synergy is Hatterene's ability to keep hazards off the field to help mitigate the hazard weakness of both Choice Specs and Dragon Dance Kyurem variants. Though Hatterene has ways of dealing with some of its more problematic matchups, Kingambit and Gholdengo are always an issue for their ability to shrug off its STAB attacks and threaten it with their own; bulky, offensive switch-ins to the former like Great Tusk and Zamazenta can alleviate this issue without dropping offensive pressure, while Kingambit itself can make a strong partner for its ability to come in on Gholdengo along with other Ghost- and Poison-type moves from foes like Dragapult and Galarian Slowking, the latter of which being one of Hatterene's most prevalent checks with its high Special Defense and resistance to Draining Kiss. In return for Kingambit's positive matchups against these targets, Hatterene resists Fighting-type attacks from Great Tusk, Skarmory, and Iron Valiant that would typically be directed towards Kingambit. One Pokemon that Hatterene struggles to break through is Heatran, as it takes negligible damage from even a boosted Draining Kiss and can negate Hatterene's Leftovers recovery with Magma Storm's passive damage; If Hatterene has Tera available and has already boosted with multiple Calm Minds as Heatran enters the field, the matchup swings in Hatterene's favour, but Hatterene is notably unable to come in directly on Heatran to prevent it from setting up Stealth Rock. Offensive partners like Hisuian Samurott and Gouging Fire can be used as switch-ins to Magma Storm, able to threaten the opposing Heatran out and with the latter appreciating Hatterene's ability to bait Heatran in and pop a potential Air Balloon. Although Hatterene is usually sufficient in keeping hazards off of its side of the field, on top of the aforementioned Stealth Rock Heatran matchup, opposing Hisuian Samurott are able to put hazards up with Ceaseless Edge despite losing to Hatterene itself. This makes alternative forms of hazard removal such as Great Tusk and Iron Treads good partners to Hatterene, as they can provide key relief in these matchups for hazard-weak teams that would otherwise be overly reliant on Hatterene.

[SET CREDITS]
Written by:
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Quality checked by:
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Last edited:
add remove highlight comment
QC 1/2
after implemented ty

[SET]
name: Calm Mind
move 1: Calm Mind
move 2: Draining Kiss
move 3: Psyshock / Stored Power
move 4: Mystical Fire / Nuzzle
item: Leftovers
tera type: Water / Fire
ability: Magic Bounce
nature: Bold
evs: 252 HP / 204 Def / 52 Spe

[SET COMMENTS]
There are few ways to provide more value to a bulky offense team than with a Calm Mind Hatterene; with entry hazard control provided by Magic Bounce, solid defensive stats that grant it great matchups against Great Tusk, Gliscor, and Ting-Lu (I am a bit torned on this part cause while it can defo do well vs those, you dont want to be trading blows nor meet a Swords Dance Gliscor if you have no boosts. Maybe Deo-S and Clefable could be good replacements if you want to mention hazard setters. Just a thought though), and the potential for it to set up and snowball out of control with Calm Mind while keeping itself healthy with Draining Kiss, Hatterene makes a great addition to offensive teams looking for a special sweeper and hazard control in one. Psyshock is a strong STAB option that allows for Hatterene to target specially defensive walls on their weaker side, allowing for it to break through Blissey, Galarian Slowking, and Clodsire while dealing with opposing setup sweepers that boost their Special Defense such as Volcarona, while Stored Power lacks the immediate power of Psyshock but can scale heavily with multiple Calm Minds to allow Hatterene to muscle past even Unaware targets like Skeledirge, Clodsire, and Dondozo, along with also helping to win the 1v1 with other special setup sweepers. (Perhaps adding a period to separate Psyshock and Stored Power parts would be good) Unfortunately, Fairy- and Psychic-type coverage leaves Hatterene walled by common Pokemon like Gholdengo, Heatran, and Iron Treads, while the low base power of Draining Kiss allows for Kingambit to easily stomach a boosted hit. Mystical Fire is a great coverage option that targets Steel-types, in particular helping to weaken Gholdengo's attacks, at the expense of being hard walled by Heatran (Bit unsure about this part cause you are also technically walled if you run Nuzzle. And either way you can muscle past Heatran sometimes); Nuzzle can alternatively be used to spread paralysis onto these common switch-ins, (its been a while since you mentioned the "switch-ins", and Iron Treads is unaffected. Perhaps just mention Kingambit and Gholdengo again, and maybe add Skele(?) since it being para can help to break it with Stored Power; no need for this part if it sounds too complicated) doing negligible damage but weakening them so that Hatterene or its teammates can later break through. (the weakening part seems a bit too small, think the paralysis part is enough) Leftovers is Hatterene's best option to greatly improve its staying power along with allowing it to switch in multiple times over the course of a game to block hazards; on Grassy Terrain teams and particularly with Stored Power, Grassy Seed can be considered to give Hatterene a better chance at immediately sweeping at the expense of being worse at coming in repeatedly, though Leftovers is still a viable option on these builds. The given spread runs enough Speed EVs to outspeed Toxapex, allowing for Hatterene to use a boosted attack before Toxapex can Haze away its boosts, with the remaining EVs invested to maximize Defense. (Maybe you could mention how if running Nuzzle you could just do max Defense to maximize your bulk and since you can just paralyze Toxapex and be faste) This notably allows for Hatterene to live even a +1 Protosynthesis-boosted Knock Off from Roaring Moon, while also dodging the 2HKO from Cinderace's Pyro Ball. Tera Water is a great neutral defensive typing that grants you a resistance to Steel-type attacks from Kingambit and Gholdengo, along with allowing you to stay in on Water- and Fire-type attacks from Pokemon that now struggle to eliminate you like Dondozo and Gouging Fire. Tera Fire also grants you a better matchup into Kingambit and Gholdengo while also giving you resistances to attacks from Rillaboom and Volcarona and powering up your coverage option on Mystical Fire sets. However, this comes at the expense of a weakness to Ground-type attacks from Great Tusk and Gliscor, along with making Hatterene much easier to revenge with strong Water-types like Ogerpon-Wellspring and Walking Wake.

Calm Mind Hatterene is a great pick on offense teams that appreciate the support against entry hazards, particularly for bulkier offense builds without a dedicated hazard setting lead. One particular form of bulky offense that Hatterene thrives on is Grassy Terrain with Rillaboom, with the additional passive recovery from terrain being much appreciated to help boost Hatterene's longevity further. In return, Hatterene can keep hazards clear from the field, allowing for teammates like Heatran, Raging Bolt and Rillaboom itself to opt not to run Heavy-Duty Boots without fearing hazard damage racking up over time. Hatterene fits on far more than terrain offense though, and some of its best partners are offensive hazards-weak Pokemon that would sooner run a boosting item than Heavy-Duty Boots; prime examples of this are both Gouging Fire and Kyurem. With Hatterene's support, Gouging Fire can use Booster Energy without fearing Stealth Rock damage, boosting its power significantly, while Gouging Fire can also switch into Steel-type attacks such as Kingambit's Iron Head and Gholdengo's Make It Rain and Hatterene in return can come in on Dragon-type attacks from opposing Kyurem and Walking Wake. Hatterene is also able to switch in on these attacks for Kyurem, but their primary synergy is Hatterene's ability to keep hazards off the field to help mitigate the hazard weakness of both Choice Specs and Dragon Dance Kyurem variants. Though Hatterene has ways of dealing with some of its more problematic matchups, Kingambit and Gholdengo are always an issue for their ability to shrug off your STAB attacks and threaten you with their own; bulky, offensive switch-ins to the former like Great Tusk and Zamazenta can alleviate this issue without dropping offensive pressure, while Kingambit itself can make a strong partner for its ability to come in on Gholdengo along with other Ghost- and Poison-type moves from foes like Dragapult and Galarian Slowking, the latter of which being one of Hatterene's most prevalent checks with its high Special Defense and resistance to Draining Kiss. In return for Kingambit's positive matchups into these targets, Hatterene resists Fighting-type attacks from Great Tusk, Skarmory, and Iron Valiant that would typically be directed towards Kingambit. One Pokemon that Hatterene has very little counterplay to is Heatran, as it takes negligible damage from even a boosted Draining Kiss and can negate Hatterene's Leftovers recovery with Magma Storm's passive damage; offensive partners like Hisuian Samurott, Gouging Fire and even Heatran itself can be used as switch-ins to Magma Storm, able to force the opposing Heatran off the field and with the latter two appreciating Hatterene's ability to force Heatran in and pop a potential Air Balloon. (Bit unsure about Heatran but we can discuss that its fine) Although Hatterene is usually sufficient in keeping hazards off of its side of the field, opposing Hisuian Samurott are able to put them up with Ceaseless Edge despite losing to Hatterene itself, while Heatran's ability to force Hatterene out allows it to get Stealth Rock up regardless of Hatterene's presence; this makes alternative forms of hazard removal such as Great Tusk and Iron Treads good partners to Hatterene, as they can provide key relief in these matchups for hazard-weak teams that would otherwise be overly reliant on Hatterene.

Partners that can help against Skeledirge could be good mentions. Maybe you can just include how Kingambit also does well against it.

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/kd458.633798/
Quality checked by:
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https://www.smogon.com/forums/members/username.XXXXXX/
Grammar checked by:
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add remove highlight comment
[SET]
name: Calm Mind
move 1: Calm Mind
move 2: Draining Kiss
move 3: Psyshock / Stored Power
move 4: Mystical Fire / Nuzzle
item: Leftovers
tera type: Water / Fire
ability: Magic Bounce
nature: Bold
evs: 252 HP / 204 Def / 52 Spe

[SET COMMENTS]
There are few ways to provide more value to a bulky offense (what about ho?) team than with a Calm Mind Hatterene; with entry hazard control provided by Magic Bounce, solid defensive stats (it also has a respectable 136 spa) that grant it great matchups against Great Tusk, Ting-Lu, and Clefable, and the potential for it to set up and snowball out of control with Calm Mind while keeping itself healthy with Draining Kiss, Hatterene makes a great addition to offensive teams looking for a special sweeper and hazard control in one. Psyshock is a strong STAB option that allows for Hatterene to target specially defensive walls on their weaker side, allowing for it to break through Blissey, Galarian Slowking, and Clodsire while dealing with opposing setup sweepers that boost their Special Defense such as Volcarona. Stored Power lacks the immediate power of Psyshock but can scale heavily with multiple Calm Minds to allow Hatterene to muscle past even Unaware targets like Skeledirge, Clodsire, and Dondozo, along with also helping to win the 1v1 with other special setup sweepers (doesnt psyshock help with this as well?). Unfortunately, Fairy- and Psychic-type coverage leaves Hatterene walled by common Pokemon Steel-types like Gholdengo, Heatran, and Iron Treads, while the low base power of Draining Kiss allows for Kingambit to easily stomach a boosted hit. Mystical Fire is a great coverage option that targets Steel-types, in particular helping to weaken Gholdengo's attacks, although this leaves Hatterene unable to hit Heatran; Nuzzle can alternatively be used to spread paralysis onto common switch-ins like Kingambit, Gholdengo, Heatran, and Skeledirge. Leftovers is Hatterene's best option to greatly improve its staying power along with allowing it to switch in multiple times over the course of a game to block hazards; on Grassy Terrain teams and particularly with Stored Power, Grassy Seed can be considered to give Hatterene a better chance at immediately sweeping at the expense of being worse at coming in repeatedly, though Leftovers is still a viable option on these builds. The given spread runs enough Speed EVs to outspeed Toxapex, allowing for Hatterene to use a boosted attack before Toxapex can Haze away its boosts, with the remaining EVs invested to maximise physical defense. This notably allows for Hatterene to live even a +1 Protosynthesis-boosted Knock Off from Roaring Moon, while also dodging the 2HKO from Cinderace's Pyro Ball. An alternative spread of 252 HP / 252 Def / 4 SpD with a Bold nature can be considered on Nuzzle variants of Hatterene, as the speed is less necessary when you are able to paralyse opponents and so more physical bulk can be invested; however, this notably makes you slower than offensive Kingambit even after paralysis. Tera Water is a great neutral defensive typing that grants you a resistance to Steel-type attacks from Kingambit and Gholdengo, along with allowing you to stay in on Water- and Fire-type attacks from Pokemon that now struggle to eliminate you like Dondozo and Gouging Fire. Tera Fire also grants you a better matchup into Kingambit and Gholdengo while also giving you resistances to attacks from Rillaboom and Volcarona and powering up your coverage option on Mystical Fire sets. However, this comes at the expense of a weakness to Ground-type attacks from Great Tusk and Gliscor, along with making Hatterene much easier to revenge with strong Water-types like Ogerpon-Wellspring and Walking Wake.

Calm Mind Hatterene is a great pick on offense teams that appreciate the support against entry hazards, particularly for bulkier offense builds without a dedicated hazard setting lead. One particular form of bulky offense that Hatterene thrives on is Grassy Terrain with Rillaboom, with the additional passive recovery from terrain being much appreciated to help boost Hatterene's longevity further. In return, Hatterene can keep hazards clear from the field, allowing for teammates like Heatran, Raging Bolt and Rillaboom itself to opt not to run Heavy-Duty Boots without fearing hazard damage racking up over time. Hatterene fits on far more than terrain offense though (yh it also fits on hos w leads and stuff. i think we even have a sample like that), and some of its best partners are offensive hazards-weak Pokemon that would sooner run a boosting item than Heavy-Duty Boots; prime examples of this are both Gouging Fire and Kyurem. With Hatterene's support, Gouging Fire can use Booster Energy without fearing Stealth Rock damage, boosting its power significantly, while Gouging Fire can also switch into Steel-type attacks such as Kingambit's Iron Head and Gholdengo's Make It Rain and Hatterene in return can come in on Dragon-type attacks from opposing Kyurem and Walking Wake. Hatterene is also able to switch in on these attacks for Kyurem, but their primary synergy is Hatterene's ability to keep hazards off the field to help mitigate the hazard weakness of both Choice Specs and Dragon Dance Kyurem variants. Though Hatterene has ways of dealing with some of its more problematic matchups, Kingambit and Gholdengo are always an issue for their ability to shrug off your STAB attacks and threaten you with their own; bulky, offensive switch-ins to the former like Great Tusk and Zamazenta can alleviate this issue without dropping offensive pressure, while Kingambit itself can make a strong partner for its ability to come in on Gholdengo along with other Ghost- and Poison-type moves from foes like Dragapult and Galarian Slowking, the latter of which being one of Hatterene's most prevalent checks with its high Special Defense and resistance to Draining Kiss. In return for Kingambit's positive matchups into these targets, Hatterene resists Fighting-type attacks from Great Tusk, Skarmory, and Iron Valiant that would typically be directed towards Kingambit. One Pokemon that Hatterene struggles to break through is Heatran, as it takes negligible damage from even a boosted Draining Kiss and can negate Hatterene's Leftovers recovery with Magma Storm's passive damage; If Hatterene has Tera available and has already boosted with multiple Calm Minds as Heatran enters the field, the matchup swings in Hatterene's favour, but Hatterene is notably unable to come in directly on Heatran to prevent it from setting up Stealth Rock. Offensive partners like Hisuian Samurott and Gouging Fire can be used as switch-ins to Magma Storm, able to threaten the opposing Heatran out and with the latter appreciating Hatterene's ability to bait Heatran in and pop a potential Air Balloon. Although Hatterene is usually sufficient in keeping hazards off of its side of the field, opposing Hisuian Samurott are able to put them up with Ceaseless Edge despite losing to Hatterene itself, while Heatran is typically able to get Stealth Rock up regardless of Hatterene's presence; this makes alternative forms of hazard removal such as Great Tusk and Iron Treads (what about mspin glimmora?) good partners to Hatterene, as they can provide key relief in these matchups for hazard-weak teams that would otherwise be overly reliant on Hatterene.

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/kd458.633798/
Quality checked by:
https://www.smogon.com/forums/members/setsusetsuna.548068/
https://www.smogon.com/forums/members/username.XXXXXX/
Grammar checked by:
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great analysis, 2/2
 
Thanks, implemented - I added Glimmora as a quick mention for a partner when noting Hatt fits on more than terrain offense, but left it off as alternate removal as Glimmora kinda sucks at staying alive to get opportunities to remove. Hope this is fine; should be ready for GP, tysm!
GP Team
 

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[SET]
name: Calm Mind
move 1: Calm Mind
move 2: Draining Kiss
move 3: Psyshock / Stored Power
move 4: Mystical Fire / Nuzzle
item: Leftovers
tera type: Water / Fire
ability: Magic Bounce
nature: Bold
evs: 252 HP / 204 Def / 52 Spe

[SET COMMENTS]
There are few ways to provide more value to an offense team than with a Calm Mind Hatterene; with With (fluff, and you mention its values later on anyways. also avoids repetition since it's pretty much covered at the end of this sentence) entry hazard control provided by Magic Bounce, solid defensive stats that combine with powerful offenses to grant it great matchups against Great Tusk, Ting-Lu, and Clefable, and the potential for it to set up and snowball out of control with Calm Mind while keeping itself healthy with Draining Kiss, Hatterene makes a great addition to offensive teams looking for a special sweeper and hazard control in one. Psyshock is a strong STAB option that allows for Hatterene to target specially defensive walls on their weaker side, allowing for it to break through Blissey, Galarian Slowking, and Clodsire while dealing with opposing setup sweepers that boost their Special Defense such as Volcarona. Stored Power lacks the immediate power of Psyshock but can scale heavily with multiple Calm Minds to allow Hatterene to muscle past even Unaware targets like Skeledirge, Clodsire, and Dondozo, along with also helping to win the one-on-one against 1v1 with other special setup sweepers in a similar manner to Psyshock. Unfortunately, Fairy- and Psychic-type coverage its STAB combination leaves Hatterene walled by common Steel-types like Gholdengo, Heatran, and Iron Treads, while the low base power of Draining Kiss allows for Kingambit to easily stomach a boosted hit. Mystical Fire is a great coverage option that targets Steel-types, in particular helping to weaken Gholdengo's attacks, although this leaves Hatterene unable to hit Heatran; Nuzzle can alternatively be used to spread paralysis onto common switch-ins like Kingambit, Gholdengo, Heatran, and Skeledirge. Leftovers is Hatterene's best option to greatly improve its staying power along with allowing it to switch in multiple times over the course of a game to block hazards; on Grassy Terrain teams and particularly with Stored Power, Grassy Seed can be considered to give Hatterene a better chance at immediately sweeping at the expense of being worse at coming in repeatedly, though Leftovers is still a viable option on these builds. The given spread runs enough Speed EVs to outspeed Toxapex, allowing for Hatterene to use a boosted attack before Toxapex can remove its boosts with Haze (we dont use moves as verbs) Haze away its boosts, with the remaining EVs invested to maximize maximise physical defense. This notably allows for Hatterene to live even a +1 Protosynthesis-boosted Knock Off from Roaring Moon, while also dodging the 2HKO from Cinderace's Pyro Ball. An alternative spread of 252 HP / 252 Def / 4 SpD with a Bold nature can be considered on Nuzzle variants of Hatterene, as the speed Speed is less necessary when it is able to paralyze foes paralyse opponents and so more physical bulk can be invested; however, this notably makes Hatterene slower than offensive Kingambit even after paralysis. Tera Water is a great neutral defensive typing that grants Hatterene a resistance to Steel-type attacks from Kingambit and Gholdengo, along with allowing it to stay in on Water- and Fire-type attacks from Pokemon that now struggle to eliminate it like Dondozo and Gouging Fire. Tera Fire also gives Hatterene a better matchup into Kingambit and Gholdengo while also giving it resistances to attacks from Rillaboom and Volcarona and powering up its coverage option on Mystical Fire sets. However, this comes at the expense of a weakness to Ground-type attacks from Great Tusk and Gliscor, along with making Hatterene much easier to revenge kill with strong Water-types like Ogerpon-Wellspring and Walking Wake.

Calm Mind Hatterene is a great pick on offense teams that appreciate the support against entry hazards, particularly for bulkier offense builds without a dedicated hazard setting lead. One particular form of bulky offense that Hatterene thrives on is Grassy Terrain with Rillaboom, with the additional passive recovery from the Terrain terrain being much appreciated to help boost Hatterene's longevity further. In return, Hatterene can keep hazards clear from the field, allowing for teammates like Heatran, Raging Bolt, (ac) and Rillaboom itself to opt not to run Heavy-Duty Boots without fearing hazard damage racking up over time. Hatterene fits on far more than terrain Terrain offense though, finding a home on even hyper offensive offense teams alongside hazard setters like Glimmora, and some of its best partners on both bulky offense and hyper offense are offensive hazards-weak Pokemon that would sooner run a boosting item than Heavy-Duty Boots; prime examples of this are Gouging Fire and Kyurem. With Hatterene's support, Gouging Fire can use Booster Energy without fearing Stealth Rock damage, boosting its power significantly. (ap) while Gouging Fire can also switch into Steel-type attacks such as Kingambit's Iron Head and Gholdengo's Make It Rain and Hatterene in return can come in on Dragon-type attacks from opposing Kyurem and Walking Wake. Hatterene is also able to switch in on these attacks for Kyurem, but their primary synergy is Hatterene's ability to keep hazards off the field to help mitigate the hazard weakness of both Choice Specs and Dragon Dance Kyurem variants. Though Hatterene has ways of dealing with some of its more problematic matchups, Kingambit and Gholdengo are always an issue for their ability to shrug off its STAB attacks and threaten it with their own; bulky, offensive switch-ins to the former like Great Tusk and Zamazenta can alleviate this issue without dropping offensive pressure, while Kingambit itself can make a strong partner for its ability to come in on Gholdengo along with other Ghost- and Poison-type moves from foes like Dragapult and Galarian Slowking, the latter of which being one of Hatterene's most prevalent checks with its high Special Defense and resistance to Draining Kiss. In return for Kingambit's positive matchups into against these targets, Hatterene resists Fighting-type attacks from Great Tusk, Skarmory, and Iron Valiant that would typically be directed towards Kingambit. One Pokemon that Hatterene struggles to break through is Heatran, as it takes negligible damage from even a boosted Draining Kiss and can negate Hatterene's Leftovers recovery with Magma Storm's passive damage; If Hatterene has Tera available and has already boosted with multiple Calm Minds as Heatran enters the field, the matchup swings in Hatterene's favour, but Hatterene is notably unable to come in directly on Heatran to prevent it from setting up Stealth Rock. Offensive partners like Hisuian Samurott and Gouging Fire can be used as switch-ins to Magma Storm, able to threaten the opposing Heatran out and with the latter appreciating Hatterene's ability to bait Heatran in and pop a potential Air Balloon. Although Hatterene is usually sufficient in keeping hazards off of its side of the field, and on top of the aforementioned Stealth Rock Heatran matchup, opposing Hisuian Samurott are able to put them up with Ceaseless Edge despite losing to Hatterene itself, while Heatran is typically able to get Stealth Rock up regardless of Hatterene's presence; (you've covered the rocks heatran vs hatt interaction above already, so reworded it a bit) this makes alternative forms of hazard removal such as Great Tusk and Iron Treads good partners to Hatterene, as they can provide key relief in these matchups for hazard-weak teams that would otherwise be overly reliant on Hatterene.

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/kd458.633798/
Quality checked by:
https://www.smogon.com/forums/members/setsusetsuna.548068/
https://www.smogon.com/forums/members/zastra.558636/
Grammar checked by:
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1/1
GP Team done
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