With sun being the dominant weather this generation thanks to past paradox pokemon having the ability protosynthesis, I decided to try using an electric terrain team to take advantage of quark drive, which really only gets activated through booster energy on most teams. The team consists of 3 sweepers, and 2 bulky pokemon that can also serve as a pivot to help position the sweepers and check meta offensive threats. I would like some tips on modifications for the team so that I could try laddering with it. Thanks in advance.
Pincurchin @ Terrain Extender
Ability: Electric Surge
Tera Type: Ghost
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Discharge
- Spikes
- Thunder Wave
- Toxic Spikes
Pincurchin was an easy pick for the team, with it being the only electric surge pokemon available so far this generation. I ran terrain extender so I could get as many electric terrain turns to try and take advantage of as possible, and otherwise I used a utility moveset with spikes, toxic spikes, and thunder wave. Pincurchin is a pretty underwhelming pokemon otherwise, which is why I went for a utility set. Discharge is boosted to 104 base power in terrain, and has a paralyse chance on top of that. It also hits Dondozo super effectively, who with unaware can be a problem for my sweepers. I ran tera ghost to block rapid spin to keep spikes and toxic spikes up, but I rarely intend for this to be used as I would rather save the tera for another offensive or defensive pokemon.
Sneasler @ Electric Seed
Ability: Unburden
Tera Type: Flying
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Close Combat
- Dire Claw
- Acrobatics
- Swords Dance
Sneasler was one of the first pokemon to come to mind, as an unburden sweeper who can take advantage of electric terrain + electric seed, rather than needing to burn a move slot on fake out + normal gem. After a swords dance, sneasler has immense power due to being able to run adamant since jolly is not needed after an unburden boost. It is a fantastic late game sweeper who can run through an entire team assuming it's few checks have been weakened by other pokemon. Tera flying boosts acrobatics, allowing sneasler to easily break through great tusk and amoonguss. Tera flying also helps snealser set up a swords dance on an incoming great tusk earthquake or any other super effective move that would otherwise one hit ko. Electric terrain also defends sneasler from spore amoonguss (assuming you have not yet used tera flying), and sneasler was intended to be the main abuser of tera on the team.
Dondozo @ Leftovers
Ability: Unaware
Tera Type: Grass
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Liquidation
- Body Press
- Rest
- Sleep Talk
Dondozo is one of the premier walls in the OU tier, and it is intended to sponge hits for the other sweepers on the team, allowing them to conserve their hp and be brought in later. With unaware, Dondozo can shut down prominent swords dance and dragon dance users such as Dragapult, Baxcalibur, Dragonite, and Kingambit, whose sucker punch can be a problem for a weakened sneasler and Iron moth. It can retaliate with a strong body press, and has liquidation as a primary STAB move to deal damage. Rest and sleep talk is an emergency fall back, and curse might be a better option as rest cannot activate in electric terrain. This does often lead to dondozo getting worn down quickly. Tera grass allows it to aborb hits from Sandy Shocks and Breloom.
Iron Moth @ Heavy-Duty Boots
Ability: Quark Drive
Tera Type: Grass
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Agility
- Fiery Dance
- Psychic
- Energy Ball
Iron Moth was the first of the quark drive sweepers. Not requiring booster energy allows Iron Moth to switch in again and again, and always keep the special attack boost. Heavy-Duty boots saves Iron Moth 25% of it's hp each time it switches in, allowing to live one future sight from slowking galar and an unboosted kowtow kleave from kingambit. Agility allows Iron Moth to boost its speed, and fiery dance is a STAB move with decent base power and can also raise special attack, which can lead to an Iron Moth sweep. Tera grass helps Iron Moth take on Great Tusk's earthquake, and retaliate with STAB energy ball. Energy ball also hits Dondozo well, especially since the special attack boost from quark drive bypasses unaware.
Iron Valiant @ Life Orb
Ability: Quark Drive
Tera Type: Fairy
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Moonblast
- Thunderbolt
- Close Combat
- Psyshock
Iron Valiant is a fantastic sweeper in electric terrain with it's mixed moveset. With electric terrain granting Iron Valiant it's speed boost, booster energy is not required meaning Iron Valiant can benefit from the added damage of life orb. It can also switch in repeatedly and recieve the speed boost each time. Moonblast is the main damaging more for Iron Valiant, and the addition of close combat makes it very tricky to switch into, as even without any attack EV's it can easily break through specially defensive garganacl. Thunderbolt is great coverage to hit pokemon like Corviknight and Enamorus and it's base power is further boosted by the electric terrain. Psyshock is used to chip down special tanks who resist close combat, namely slowking-galar. I used tera fairy to get extra power on moonblast, but tera electric is another good option to get both a stab and terrain boost on thunderbolt.
Landorus-Therian @ Leftovers
Ability: Intimidate
Tera Type: Water
EVs: 252 HP / 248 SpD / 8 Spe
Careful Nature
- Earthquake
- U-turn
- Stealth Rock
- Smack Down
To round out the team, I opted to use Landorus-Therian. Landorus is the stealth rock user for the team, which can chip down defensive pokemon and also deals important damage to choice scarf or choice specs Enamorus to put it in range of Iron Moth. I decided to run a specially defensive set as it synergises well with physically defensive dondozo, whose water typing also pairs well with Landorus. The special defence EV's combined with the move smack down allow Landorus to 1v1 Zapdos. Landorus only has 8 speed EV's giving it a slow U-turn meaning it can absorb a hit and then pivot into a sweeper. Tera water is used to match up well against Baxcalibur and the plethora of water types that roam the OU tier.
Pincurchin @ Terrain Extender
Ability: Electric Surge
Tera Type: Ghost
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Discharge
- Spikes
- Thunder Wave
- Toxic Spikes
Pincurchin was an easy pick for the team, with it being the only electric surge pokemon available so far this generation. I ran terrain extender so I could get as many electric terrain turns to try and take advantage of as possible, and otherwise I used a utility moveset with spikes, toxic spikes, and thunder wave. Pincurchin is a pretty underwhelming pokemon otherwise, which is why I went for a utility set. Discharge is boosted to 104 base power in terrain, and has a paralyse chance on top of that. It also hits Dondozo super effectively, who with unaware can be a problem for my sweepers. I ran tera ghost to block rapid spin to keep spikes and toxic spikes up, but I rarely intend for this to be used as I would rather save the tera for another offensive or defensive pokemon.
Sneasler @ Electric Seed
Ability: Unburden
Tera Type: Flying
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Close Combat
- Dire Claw
- Acrobatics
- Swords Dance
Sneasler was one of the first pokemon to come to mind, as an unburden sweeper who can take advantage of electric terrain + electric seed, rather than needing to burn a move slot on fake out + normal gem. After a swords dance, sneasler has immense power due to being able to run adamant since jolly is not needed after an unburden boost. It is a fantastic late game sweeper who can run through an entire team assuming it's few checks have been weakened by other pokemon. Tera flying boosts acrobatics, allowing sneasler to easily break through great tusk and amoonguss. Tera flying also helps snealser set up a swords dance on an incoming great tusk earthquake or any other super effective move that would otherwise one hit ko. Electric terrain also defends sneasler from spore amoonguss (assuming you have not yet used tera flying), and sneasler was intended to be the main abuser of tera on the team.
Dondozo @ Leftovers
Ability: Unaware
Tera Type: Grass
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Liquidation
- Body Press
- Rest
- Sleep Talk
Dondozo is one of the premier walls in the OU tier, and it is intended to sponge hits for the other sweepers on the team, allowing them to conserve their hp and be brought in later. With unaware, Dondozo can shut down prominent swords dance and dragon dance users such as Dragapult, Baxcalibur, Dragonite, and Kingambit, whose sucker punch can be a problem for a weakened sneasler and Iron moth. It can retaliate with a strong body press, and has liquidation as a primary STAB move to deal damage. Rest and sleep talk is an emergency fall back, and curse might be a better option as rest cannot activate in electric terrain. This does often lead to dondozo getting worn down quickly. Tera grass allows it to aborb hits from Sandy Shocks and Breloom.
Iron Moth @ Heavy-Duty Boots
Ability: Quark Drive
Tera Type: Grass
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Agility
- Fiery Dance
- Psychic
- Energy Ball
Iron Moth was the first of the quark drive sweepers. Not requiring booster energy allows Iron Moth to switch in again and again, and always keep the special attack boost. Heavy-Duty boots saves Iron Moth 25% of it's hp each time it switches in, allowing to live one future sight from slowking galar and an unboosted kowtow kleave from kingambit. Agility allows Iron Moth to boost its speed, and fiery dance is a STAB move with decent base power and can also raise special attack, which can lead to an Iron Moth sweep. Tera grass helps Iron Moth take on Great Tusk's earthquake, and retaliate with STAB energy ball. Energy ball also hits Dondozo well, especially since the special attack boost from quark drive bypasses unaware.
Iron Valiant @ Life Orb
Ability: Quark Drive
Tera Type: Fairy
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Moonblast
- Thunderbolt
- Close Combat
- Psyshock
Iron Valiant is a fantastic sweeper in electric terrain with it's mixed moveset. With electric terrain granting Iron Valiant it's speed boost, booster energy is not required meaning Iron Valiant can benefit from the added damage of life orb. It can also switch in repeatedly and recieve the speed boost each time. Moonblast is the main damaging more for Iron Valiant, and the addition of close combat makes it very tricky to switch into, as even without any attack EV's it can easily break through specially defensive garganacl. Thunderbolt is great coverage to hit pokemon like Corviknight and Enamorus and it's base power is further boosted by the electric terrain. Psyshock is used to chip down special tanks who resist close combat, namely slowking-galar. I used tera fairy to get extra power on moonblast, but tera electric is another good option to get both a stab and terrain boost on thunderbolt.
Landorus-Therian @ Leftovers
Ability: Intimidate
Tera Type: Water
EVs: 252 HP / 248 SpD / 8 Spe
Careful Nature
- Earthquake
- U-turn
- Stealth Rock
- Smack Down
To round out the team, I opted to use Landorus-Therian. Landorus is the stealth rock user for the team, which can chip down defensive pokemon and also deals important damage to choice scarf or choice specs Enamorus to put it in range of Iron Moth. I decided to run a specially defensive set as it synergises well with physically defensive dondozo, whose water typing also pairs well with Landorus. The special defence EV's combined with the move smack down allow Landorus to 1v1 Zapdos. Landorus only has 8 speed EV's giving it a slow U-turn meaning it can absorb a hit and then pivot into a sweeper. Tera water is used to match up well against Baxcalibur and the plethora of water types that roam the OU tier.