INTRODUCTION
Tailwind is a unique move, providing a mon and their team a temporary +2 to their speed for 4 turns. However, this team is mainly used in doubles, as there is more turns and more opportunities to take advantage of it. In singles, it is barley used due to how inconsistent it is, and it being overshadowed by Sticky Web. Tailwind does have a few things going for it compared to Sticky Web, with them being that it doubles your own speed instantly rather than lowering an opposing mons speed by one, and the fact that or Contrary does not care for it. +2 can make a huge difference as well, as certain mons such as and can outspeed mons such as , , and mons such as . Wind Rider is an ability that boosts attack by +1 under Tailwind, making a mon such as a serious offensive threat. Although Tailwind is not the best, this team takes advantage of the double in speed and abilities that make Tailwind worth fearing.
THE TEAM
Iron Treads @ Booster Energy
Ability: Quark Drive
Tera Type: Ghost
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Stealth Rock
- Earth Power
- Ice Spinner
- Rapid Spin
is the dedicated lead for this team, aimed to get up Stealth Rock as soon as possible and to spin opposing hazards away. Even though this set is running Earth Power, it is more attack invested so can take maximum damage from Ice Spinner. Earth Power is ran over Earthquake mainly for , so an attack does not trigger Toxic Spikes, in which this team struggles with. A Hasty Nature is chose in order to tank a critical hit from offensive Shadow Ball from full. Tera Ghost is chose to deny Rapid Spin attempts from .
Tornadus @ Eject Button
Ability: Prankster
Tera Type: Ghost
EVs: 16 HP / 252 SpA / 240 Spe
Rash Nature
IVs: 0 Atk
- Taunt
- Tailwind
- Bleakwind Storm
- Grass Knot
provides amazing Tailwind support for the team by setting up with swift priorty. Taunt is to shut down hazards and recovery, while forcing the opponent to hit you so you can switch out with . Max Special Attack investment with a Modest Nature is used to deal as much damage as possible before using its . Grass Knot is used to hit , , and without risking a Bleakwind Storm miss. The Speed EVs allow to speed creep . out of Tailwind. Tera Ghost is to block hazard spinning and to block moves such as Extreme Speed.
Brambleghast @ Life Orb
Ability: Wind Rider
Tera Type: Ghost
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Disable
- Poltergeist
- Power Whip
- Shadow Sneak
is one of the team's main Tailwind abusers, getting a nice attack boost from Wind Rider. An Adamant Nature is chose as under Tailwind it can outspeed the likes of and without a Jolly Nature, while it can threaten with Shadow Sneak. Poltergeist and Power Whip are the most powerful moves of providing near to no safe switch ins to it. Disable is used to deny and priority moves in Sucker Punch and Thunderclap respectively. Tera Ghost is chose to power up Poltergeist and Shadow Sneak.
Whimsicott @ Eject Button
Ability: Prankster
Tera Type: Ghost / Fighting
EVs: 248 HP / 32 SpD / 228 Spe
Timid Nature
IVs: 0 Atk
- Encore
- Tailwind
- Moonblast
- Endeavor / Tera Blast
Whimsicott @ Eject Button
Ability: Prankster
Tera Type: Fighting
EVs: 216 HP / 64 SpA / 228 Spe
Timid Nature
IVs: 0 Atk
- Encore
- Tailwind
- Moonblast
- Tera Blast
Ability: Prankster
Tera Type: Fighting
EVs: 216 HP / 64 SpA / 228 Spe
Timid Nature
IVs: 0 Atk
- Encore
- Tailwind
- Moonblast
- Tera Blast
provides additional Tailwind support for the team, also with Prankster to set up near unstoppable status moves. Unlike , comes with one of the best moves in Encore, locking mons into moves forever such as Quiver Dance with and Iron Defense from . Moonblast is a great STAB move that hits Dark types in which Prankster does not work on. Endeavor is a filler move to use against mons such as , , and to weaken them for a mon such as . If running Endeavor, Tera Ghost should be used for the same reason as , in which you avoid Extreme Speed from . If you are comfortable with losing out on this benefit, giving it all to ; then Tera Blast Fight should be used with 64 SpA EVs to OHKO if it tries to set up on you. If somehow reads this and terastilizes itself into any type other than Dark, Encore can be used on it.
Hoopa-Unbound @ Life Orb
Ability: Magician
Tera Type: Dark
EVs: 112 Atk / 144 SpA / 228 Spe
Naive Nature
- Psychic
- Hyperspace Fury
- Drain Punch
- Thunderbolt
is an extremely powerful wallbreaker and the team's second Tailwind abuser. With 228 Speed EVs and a Naive Nature, outspeeds up to in Tailwind, while weakening its more acceptable Special Defense stat so is not as easily picked off by physical priority moves. Psychic is an amazing STAB move for , hitting mons such as , , and . Hyperspace Fury is used over Knock Off so it can attack through Protect from and and to help synergize better with and Poltergeist. Drain Punch is used to negate Life Orb chip while hitting mons such as , , and . Thunderbolt is used to clean up weakened , , , , and . Tera Dark is chose to power up its Hyperspace Fury while resisting Sucker Punch from . The Attack and Special Attack EVs are customizable, however it should not matter in the long-run from my testing.
Enamorus-Therian @ Life Orb
Ability: Overcoat
Tera Type: Ground
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Tailwind
- Moonblast
- Mystical Fire
- Earth Power
provides Tailwind for the team while also being an offensive threat, hitting mons that resist Moonblast such as , , , and . Life Orb allows it to deal as much damage as possible, and a Modest Nature is chose to further this idea. Unfortunately, is extremely slow even under Tailwind, with a Modest Nature outspeeding the likes of and . Tera Ground is chose to boost the power of Earth Power while also avoiding damage from a Thunderclap.
THREATS
Against the lead, is free to set up a Quiver Dance and threaten to sweep the team. The best course of action is to switch into and Encore it before it attacks. After some chip, or can switch in to KO it with Hyperspace Fury or Poltergeist + Shadow Sneak, respectively.
is a major threat to this team, with sets being able to switch in on Poltergeist from , blocking Encore and Taunt from and , and threatening to outspeed the entire team in Tailwind with speed and a Dragon Dance boost. Pray you can bait a tera from and chip it down so Tera Ghost +1 Shadow Sneak from can hopefully pick up a KO.
especially in the late game can easily clean up this team. Tera Blast Fight is an option to help deal with but wastes a Tera. Try not to have or in on as it can easily set up on them. Drain Punch can catch some Kingambit off guard with Tera Dark resisting Sucker Punch, however it is not always guarenteed.
As every single Tailwind user is weak to Ice with no Ice resist on the team, can freely spam Ice Beam to guarentee KOs. Stealth Rock from is stressed upon, with the team able to chip it down for a mon such as , , and to kill it in Tailwind.
CONCLUSION
Tailwind is a unique move which can be used in Singles for fun and good results. Although it is not as good as Sticky Web, Tailwind has a niche to allow mons such as and to smash through unprepared teams, something which Sticky Web cannot do as well. With the right mons and good plays, Tailwind can put in work in OU.
Thank you for reading and feel free to leave any comments or changes!
POKEPASTE
https://pokepast.es/64b69bc10d09c52a
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