Ubers Hatterene

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[SET]
name: Bulky Calm Mind
move 1: Psyshock / Stored Power
move 2: Draining Kiss
move 3: Mystical Fire / Protect
move 4: Calm Mind
item: Leftovers
ability: Magic Bounce
nature: Bold
evs: 252 HP / 200 Def / 56 Spe
tera type: Water / Flying

[SET COMMENTS]
  • Hatterene is mostly used to deny entry hazards on offensive teams to allow threats to come in unscathed, and stall teams so they have breaking power and an easier time against hazards.
  • The combination of Draining Kiss and Calm Mind with Defense investment helps Hatterene take hits from common walls like Great Tusk and Ting-Lu well, using them for recovery or setup.
  • Psyshock and Stored Power are interchangeable, as Psyshock is better on more balance and offensive teams due to its immediate power, while Stored Power fits better on bulkier teams, helping them break past walls the teams would otherwise struggle with like Dondozo.
  • Mystical Fire is useful coverage to hit Steel-types, such as Corviknight and Iron Treads, while Protect is used to scout double switches, scout Choice item uses, and rack up Leftovers recovery.
  • The Speed EVs are to outspeed Dondozo.
  • Tera Water provides Hatterene with a Fire resistance and Ghost neutrality to better deal with Koraidon and Flutter Mane. Additionally, Tera Water Hatterene resists Steel-type moves from Kingambit and Corviknight and resists Ice- and Water-type moves, allowing Hatterene to tank hits from Chien-Pao and Iron Bundle more effectively.
  • Tera Flying gives Hatterene immunity to Ground-type moves from Ting-Lu and Great Tusk while also resisting Fighting moves from Koraidon and Great Tusk. It also gives Hatterene a Spikes immunity, giving it easier entry against offensive teams.
  • Stealth Rock-weak Pokemon such as Chien-Pao, Chi-Yu, and Iron Bundle are great partners to Hatterene, since they benefit from Hatterene denying Stealth Rock.
  • Koraidon and Miraidon are great partners, since Hatterene can break their most common checks, being Great Tusk and Toxapex for Koraidon, and Ting-Lu and Clodsire for Miraidon. Hatterene benefits from the breaking power of the Dragon-types, since they can remove offensive threats that annoy Hatterene like Flutter Mane and Miraidon.
[CREDITS]
- Written by: [[Mashing, 537354]]
- Quality checked by: [[corvere, 306317], [ox04, 507268]]
- Grammar checked by: [[autumn, 384270]]
 
Last edited by a moderator:

corvere

and beneath the mist, i saw my true reflection
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  • Hatterene serves as a hazard blocker with its ability Magic Bounce.
maybe expand on this part, say WHAT type of teams appreciate hatt's ability to fight off hazards. also maybe say that its a potential wincon forsaid teams.


  • Tera Water provides Hatterene with a Fire resistance and Ghost neutrality to better deal with Koraidon and Flutter Mane, as well as a resistance to Steel-type moves from Kingambit and Corviknight.
also mention it switches into icicle crash from pao and can potentially let you pivot into hydro / ice beam from bundle

  • The 2 Dragons are great partners, since[...]
just say miraidon and koraidon

1/2
 
I was using this spread:
EVs: 136 HP / 220 Def / 152 SpA
Bold Nature

This spread allows you to better handle the Physical hazard setters (literally every hazard setter except Glimmora). Important thing to note is that less HP means you recover more with Draining Kiss. I know that the set you're suggesting is the same in OU, but that doesn't mean it's optimal. That much speed investement to outspeed such a rare mon (that still doesnt change wether you 1v1 it or not is bs). You really wanna sacrifice bulk and power to get a better mu into Dozo?

Tera Flying should definitely be first slash. The ability to completely blank Ting-Lu and get free opportunities to hit back hard is far too much to sacrifice. This Tera always came through for me. It's role is to block hazards, not sweep. For the 100% consistency in the role Hat is supposed to fill (blocking hazards from the bulky grounds) Tera Flying is necesarry.

Also, it wouldn't hurt to expand the teammates section. Like add mons that are weak to hazards to the list (Chi-Yu, non-HDB Bundle and Pao and if you think of smth else feel free to include it).

QC: 2/2
 
Last edited:
Also, it wouldn't hurt to expand the teammates section. Like add mons that are weak to hazards to the list (Chi-Yu, non-HDB Bundle and Pao and if you think of smth else feel free to include it).

QC: 2/2
added this last part
 
[SET]
name: Bulky Calm Mind
move 1: Psyshock / Stored Power
move 2: Draining Kiss
move 3: Mystical Fire / Protect
move 4: Calm Mind
item: Leftovers
ability: Magic Bounce
nature: Bold
evs: 252 HP / 200 Def / 56 Spe
tera type: Water / Flying (QC 2 said Flying should come first, but analysis has Water first both here and in the Set Comments)

[SET COMMENTS]
  • Hatterene serves as a hazard blocker with its ability Magic Bounce. It's is mostly used to deny hazards on offensive teams to allow with threats to that come in unscathed, and stall teams. (period) so they have breaking power and an easier time against hazards.
  • The combination of Draining Kiss and Calm Mind with Defense investment helps Hatterene take hits well from common walls like Great Tusk and Ting-Lu, using them for recovery or setup.
  • Psyshock and Stored Power are interchangeable, as Psyshock is better on more balance and offensive teams due to its immediate power, while Stored Power fits better on bulkier teams, (comma) helping them break past walls it wouldnt be able to normally such as like Dondozo.
  • Mystical Fire is useful coverege coverage to hit Steel-Types, such as Corviknight and Iron Threads Treads, while Protect is used to scout double switches, scout choiced moves users, and rack up Leftovers recovery. (period)
  • The Speed EVs are to outspeed Dondozo.
  • Tera Water provides Hatterene with a Fire resistance and Ghost neutrality to better deal with Koraidon and Flutter Mane, . (remove comma, add period) as well as a resistance to Additionally, Tera Water helps resist Steel-type moves from Kingambit and Corviknight. Water also provides a resistance to Ice and Water and resists Ice- and Water-type moves, allowing Hatterene to tank hits from Chien-Pao and Iron Bundle more effectively effectively.
  • Tera Flying allows Hatterene to be inmune gives Hatterene immunity to Ground-type moves from Ting-Lu and Great Tusk, while also resisting Fighting moves from Koraidon and Great Tusk, . (remove comma, add period) as well as a It also gives Hatterene a Spike immunity, giving it easier entry against offensive teams.
  • Stealth Rock- (add hyphen)weak Pokemon such as Chien-Pao, Chi-Yu, (comma) and Iron Bundle are great partners to Hatterene, since they benefit from Hatterene denying Stealth Rock, allowing these Pokemon to not be worn down as easily.
  • Koraidon and Miraidon are great partners, since Hatterene can break thier their most common checks checks, being Great Tusk and Toxapex for Koraidon, and Ting-Lu and Clodsire for Miraidon. Hatterene benefits from the breaking power of the Dragons, since they can remove offensive threats that annoy Hatterene like Flutter Mane and Miraidon. (I am leaving this last sentence alone since I have no idea what it is saying or what it implies. QC 1 talks about "the Dragons" being Koraidon and Miraidon)
[CREDITS]
- Written by: [[Mashing, 537354]]
- Quality checked by: [[corvere,306317], [ox04,507268]]
- Grammar checked by: [[,]]


GP Team
 
[SET]
name: Bulky Calm Mind
move 1: Psyshock / Stored Power
move 2: Draining Kiss
move 3: Mystical Fire / Protect
move 4: Calm Mind
item: Leftovers
ability: Magic Bounce
nature: Bold
evs: 252 HP / 200 Def / 56 Spe
tera type: Water / Flying (QC 2 said Flying should come first, but analysis has Water first both here and in the Set Comments)

[SET COMMENTS]
  • Hatterene serves as a hazard blocker with its ability Magic Bounce. It's is mostly used to deny hazards on offensive teams to allow with threats to that come in unscathed, and stall teams. (period) so they have breaking power and an easier time against hazards.
  • The combination of Draining Kiss and Calm Mind with Defense investment helps Hatterene take hits well from common walls like Great Tusk and Ting-Lu, using them for recovery or setup.
  • Psyshock and Stored Power are interchangeable, as Psyshock is better on more balance and offensive teams due to its immediate power, while Stored Power fits better on bulkier teams, (comma) helping them break past walls it wouldnt be able to normally such as like Dondozo.
  • Mystical Fire is useful coverege coverage to hit Steel-Types, such as Corviknight and Iron Threads Treads, while Protect is used to scout double switches, scout choiced moves users, and rack up Leftovers recovery. (period)
  • The Speed EVs are to outspeed Dondozo.
  • Tera Water provides Hatterene with a Fire resistance and Ghost neutrality to better deal with Koraidon and Flutter Mane, . (remove comma, add period) as well as a resistance to Additionally, Tera Water helps resist Steel-type moves from Kingambit and Corviknight. Water also provides a resistance to Ice and Water and resists Ice- and Water-type moves, allowing Hatterene to tank hits from Chien-Pao and Iron Bundle more effectively effectively.
  • Tera Flying allows Hatterene to be inmune gives Hatterene immunity to Ground-type moves from Ting-Lu and Great Tusk, while also resisting Fighting moves from Koraidon and Great Tusk, . (remove comma, add period) as well as a It also gives Hatterene a Spike immunity, giving it easier entry against offensive teams.
  • Stealth Rock- (add hyphen)weak Pokemon such as Chien-Pao, Chi-Yu, (comma) and Iron Bundle are great partners to Hatterene, since they benefit from Hatterene denying Stealth Rock, allowing these Pokemon to not be worn down as easily.
  • Koraidon and Miraidon are great partners, since Hatterene can break thier their most common checks checks, being Great Tusk and Toxapex for Koraidon, and Ting-Lu and Clodsire for Miraidon. Hatterene benefits from the breaking power of the Dragons, since they can remove offensive threats that annoy Hatterene like Flutter Mane and Miraidon. (I am leaving this last sentence alone since I have no idea what it is saying or what it implies. QC 1 talks about "the Dragons" being Koraidon and Miraidon)
[CREDITS]
- Written by: [[Mashing, 537354]]
- Quality checked by: [[corvere,306317], [ox04,507268]]
- Grammar checked by: [[,]]


GP Team
talking with the the GC team we have acorded that water is a superior tera type and it should remain first
 

autumn

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1/1 GP Team done credit both of us
[SET]
name: Bulky Calm Mind
move 1: Psyshock / Stored Power
move 2: Draining Kiss
move 3: Mystical Fire / Protect
move 4: Calm Mind
item: Leftovers
ability: Magic Bounce
nature: Bold
evs: 252 HP / 200 Def / 56 Spe
tera type: Water / Flying

[SET COMMENTS]
  • Hatterene serves as a hazard blocker with its ability Magic Bounce. It's is mostly used to deny entry hazards on offensive teams to allow threats to come in unscathed, and stall teams so they have breaking power and an easier time against hazards.
  • The combination of Draining Kiss and Calm Mind with Defense investment helps Hatterene take hits well from common walls like Great Tusk and Ting-Lu well, using them for recovery or setup.
  • Psyshock and Stored Power are interchangeable, as Psyshock is better on more balance and offensive teams due to its immediate power, while Stored Power fits better on bulkier teams, (comma) helping them break past walls the teams would otherwise struggle with it wouldnt be able to normally such as like Dondozo.
  • Mystical Fire is useful coverege coverage to hit Steel-types, such as Corviknight and Iron Threads Treads, while Protect is used to scout double switches, scout choiced moves Choice item uses, and rack up Leftovers recovery. (period)
  • The Speed EVs are to outspeed Dondozo.
  • Tera Water provides Hatterene with a Fire resistance and Ghost neutrality to better deal with Koraidon and Flutter Mane, . (remove comma, add period) as well as a resistance to Additionally, Tera Water Hatterene resists Steel-type moves from Kingambit and Corviknight. Water also provides a resistance to Ice and Water and resists Ice- and Water-type moves, allowing Hatterene to tank hits from Chien-Pao and Iron Bundle more effectively effectively.
  • Tera Flying allows Hatterene to be inmune gives Hatterene immunity to Ground-type moves from Ting-Lu and Great Tusk (RC) while also resisting Fighting moves from Koraidon and Great Tusk, . (remove comma, add period) as well as a It also gives Hatterene a Spikes immunity, giving it easier entry against offensive teams.
  • Stealth Rock- (add hyphen)weak Pokemon such as Chien-Pao, Chi-Yu, (comma) and Iron Bundle are great partners to Hatterene, since they benefit from Hatterene denying Stealth Rock, allowing these Pokemon to not be worn down as easily.
  • Koraidon and Miraidon are great partners, since Hatterene can break thier their most common checks checks, being Great Tusk and Toxapex for Koraidon, and Ting-Lu and Clodsire for Miraidon. Hatterene benefits from the breaking power of the Dragon-types, since they can remove offensive threats that annoy Hatterene like Flutter Mane and Miraidon.
[CREDITS]
- Written by: [[Mashing, 537354]]
- Quality checked by: [[corvere,306317], [ox04,507268]]
- Grammar checked by: [[,]]

this check was good, try to avoid removing content in amchecks in future
 
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