INTRO
It all started with plagarism. I fought an opponents team which absolutely swept me with armarouge-indeedee and i couldn't deal with it. After the battle, i started noticing some errors in their strategy, like their required tera. So i went out and built myself a better version of their team. At the time i was playing a coallosal strategy and haven't entirely removed it, and it has saved my neck on several occasions.
It all started with plagarism. I fought an opponents team which absolutely swept me with armarouge-indeedee and i couldn't deal with it. After the battle, i started noticing some errors in their strategy, like their required tera. So i went out and built myself a better version of their team. At the time i was playing a coallosal strategy and haven't entirely removed it, and it has saved my neck on several occasions.
Rose (Armarouge) @ Weakness Policy
Ability: Weak Armor
Shiny: Yes
Tera Type: Rock
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Armor Cannon
- Tera Blast
- Expanding Force
- Aura Sphere
This is my primary attacker. Turn one it gets off 2x speed, 2x sp.atk and 2x atk and starts sweeping with the absolutely busted expanding force. With terrain boost it is over 150 BP and hits both opponents. Tera rock is bc it is also weak to flip turn and tera rock tera blast kills murkrow. +2 252+ SpA Tera Rock Armarouge Tera Blast vs. 252 HP / 252+ SpD Eviolite Murkrow: 440-518 (135.8 - 159.8%) -- guaranteed OHKO. The aura sphere is for dealing with pesky dark types who are immune to e-force and the armor cannon is for coverage.
Deli Clause (Iron Bundle) @ Choice Scarf
Ability: Quark Drive
Tera Type: Ground
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Flip Turn
- Air Cutter
- Freeze-Dry
- Hydro Pump
Iron Bundle aims to outspeed and Flip Turn armarouge tun one, and frankly has an obscene speed stat with scarf. Flip Turn deals minimal damage and trips weak armor and weakness policy. Other moves are for if I need a backup attacker, freeze dry is water coverage, air cutter bc bundle learns next to no special moves and i needed something. Iron Bundle is not an attacker, but can be if i am on my last mon.
Deedeedee (Indeedee-F) @ Terrain Extender
Ability: Psychic Surge
Tera Type: Psychic
EVs: 248 HP / 8 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Follow Me
- Helping Hand
- Heal Pulse
- Substitute
Indeedee is my only support. Next to nothing can get around a bulky pokemon spamming follow me, helping hand is for the little extra damage boost on some occasions, heal pulse is for reliable recovery for all of my pokemon and sub is for tanking an extra hit. Psychic surge makes my team immune to priority for 8 turns and double e-forces BP, making armarouge monstrously powerful.
Funny Coal Man (Coalossal) @ Weakness Policy
Ability: Steam Engine
Shiny: Yes
Tera Type: Grass
EVs: 216 Atk / 252 SpD / 40 Spe
Adamant Nature
- Flare Blitz
- Rock Slide
- Earthquake
- Heavy Slam
My backup strategy, coalossal. Gets flip turned or terastallizes and gets lava plumed bringing it to 4x speed 2x atk and sp atk. Then just starts attacking. Heavy Slam over Iron Head bc coalossal is very heavy so it is almost always 120 BP. Preferably Flip Turned by Bundle so Bundle can pivot into Flamigo, bringing both of then to insane stats, and coalossal's earthquake doesn't affect Flamigo. 40 speed EVs to outspeed anything at 4x speed
Normal Birb (Flamigo) @ Focus Sash
Ability: Costar
Tera Type: Steel
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Throat Chop
- Close Combat
- Acrobatics
- Liquidation
Costar is such a versatile ability, and with two setup sweepers Flamigo takes the cake. Throat Chop has helped deal with Skeledirge more times than i can count, which is especially helpful thanks to Skeledirge being able to tank an E-Force. Liquidation provides valuable coverage and sash has helped deal with priority once psychic terrain expires, not sure about the tera steel on this. Acrobatics synergizes well with sash though, and Flamigo isn't bulky enough that CC's stat drops matter
The Masked Bandit (Hawlucha) @ Psychic Seed
Ability: Unburden
Shiny: Yes
Tera Type: Steel
EVs: 252 Atk / 252 SpD / 4 Spe
Adamant Nature
- Poison Jab
- Acrobatics
- Close Combat
- Rock Slide
Psychic Seed Unburden is good synergy, along with being specially bulky upon entry. Good coverage is provided with my moveset, and 252 sp def makes it even bulkier. Flamigo can costar this, but it's not really useful. Rock Slide I'm not sure about, but Poison Jab checks Fairy types. Acrobatics being 110 BP upon entry is crazy.
PROS
- Can attack for a lot of damage on turn one
- Hard to stop once started
- Not many counters
- Psychic terrain helps deal with priority
- Psychic terrain provides great synergy
CONS
- If disrupted turn one, can't do anything anymore
- If Murkrow doesn't start out or has sash, can deal with my set up
- If Iron Bundle is outsped, then I cannot set up.
Any advice for how improve would be appreciated. Also might swap Sneasler for Lucha, tell me what you think.
EDIT: I have replaced Chi-Yu with Hawlucha
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