Pokémon Rate My Team
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Iron Hands @ Clear Amulet
Type: Fighting / Electric
Ability: Quark Drive
Level: 50
Tera Type: Grass
EVs: 180 Atk / 140 SpD / 188 Spe
Jolly Nature
- Wild Charge
- Close Combat
- Fake Out
- Protect
Iron Hands is my official Urshifu counter. Without it, my team would get ripped to shreds by the Water and Fighting coverage it pressures me with. Beats both Rapid-Strike and Single-Strike. Enough Speed EVs and a Jolly Nature to outspeed Max Speed Timid Flutter Mane while under Roaring Moon's Tailwind. Clear Amulet allows for Close Combat to do absurd amounts of damage. The rest of the EVs are dumped into Sp. Def. Fake Out can help get Tailwind up or allow a freer Meteor Beam for my Glimmora. This is just a great move. Tera Grass, cause without it, this Hands set would be completely walled by Amoonguss.

Glimmora @ Power Herb
Type : Rock / Poison
Ability: Toxic Debris
Level: 50
Tera Type: Grass
EVs: 12 HP / 20 Def / 252 SpA / 92 SpD / 132 Spe
Modest Nature
IVs: 0 Atk
- Meteor Beam
- Sludge Bomb
- Energy Ball
- Spiky Shield
Glimmora here is a one-time nuke. With enough Speed investment to outspeed Max Speed Jolly Choice Scarf Urshifu-Rapid-Strike, Max Special Attack Modest, AND Power Herb Meteor Beam which has crazy high base power, and increasing its Special Attack?! It is truly a force to be reckoned with. It has great type synergy with Landorus-I and Iron Hands. Earth Power, run to hit Steel types, was unnecessary for this team, as I already have plenty of ways to hit Steel, such as Iron Hands, Lando, Zapdos-Galar, and Chien-Pao's Sacred Sword. Energy Ball, on the other hand, synergizes nicely with Tera Grass to beat Ground types.

Roaring Moon @ Booster Energy
Type: Dragon / Dark
Ability: Protosynthesis
Level: 50
Tera Type: Flying
EVs: 132 HP / 46 Atk / 236 Def / 4 SpD / 92 Spe
Jolly Nature
- Acrobatics
- Knock Off
- Tailwind
- Protect
This bulky Roaring Moon is designed to set up Tailwind for its partners and then tank a hit. Enough Speed investment to activate Booster Speed, and Tera Flying to synergize with Acrobatics and to Tera defensively in front of a Flutter Mane or Urshifu.

Zapdos-Galar @ Choice Scarf
Type: Fighting / Flying
Ability: Defiant
Level: 50
Tera Type: Flying
EVs: 252 Atk / 58 Def / 58 SpD / 140 Spe
Adamant Nature
- Close Combat
- Brave Bird
- Stomping Tantrum
- U-turn
The star of this team presents itself as Zapdos-Galar. Holding a Choice Scarf and having 140 Speed EVs enables it to outspeed most everything in the format, even without Tailwind support. Tera Flying Max Attack Adamant Sword of Ruin Brave Bird can tear through entire teams single-handedly. Close Combat is for coverage, U-Turn for repositioning and Stomping Tantrum comes in handy if your opponent leads Incineroar or another Fake Out user. The main reason I'm using this 'mon is because of its access to the ability Defiant. This phenomenal ability scares away common Intimidate Pokemon such as Incineroar, Arcanine-Hisui, Landorus-T, and more from my physical attackers, Roaring Moon and Chien-Pao.

Landorus @ Life Orb
Type: Ground / Flying
Ability: Sheer Force
Level: 50
Tera Type: Poison
EVs: 4 HP / 76 Def / 252 SpA / 156 SpD / 20 Spe
Modest Nature
IVs: 0 Atk
- Earth Power
- Sandsear Storm
- Sludge Bomb
- Protect
Landorus-I is a powerhouse of a Pokemon with its Sheer Force Life Orb combo coupling nicely with the three moves I'm running on it. Earth Power, for single-target damage, Sandsear Storm for spread damage, and Sludge Bomb to give Landorus-I near-perfect offensive coverage. It may seem strange to run only 20 Speed EVs on what is normally a very frail fast special attacker, but with Tailwind support, this is all this 'mon needs. I could run it with 12 Speed EVs instead of the 20 I am using, but I wanted it to outspeed my own Glimmora so that it could use Sandsear Storm, a spread attack, before Glimmora moved so Glimmora's move would be redirected into the remaining surviving target. The Speed bump I wanted to hit is identical to that of Glimmora's, so look above for that. Tera Poison is a great defensive option as well as powering up Sludge Bomb.

Chien-Pao @ Focus Sash
Ability: Sword of Ruin
Level: 50
Tera Type: Ghost
EVs: 252 Atk / 252 Spe
Adamant Nature
- Ice Spinner
- Sucker Punch
- Sacred Sword
- Protect
A typical Chien-Pao set, this Pokemon is mostly used as a soft-check to Flutter Mane, and to power up Zapdos-Galar's attacks.

So, what do you think? I would love some suggestions as to how I could optimize my EV spreads. My main concern with this team is that it is extremely weak to Flutter Mane, the second-most used Pokemon in the format, right behind Ogerpon-Wellspring, particularly Booster Energy Speed Flutter Mane, as Scarfed Zapdos-Galar can't outspeed to one shot it. Thank you for your time & have a good day!

by

1 Answer

0 votes

I think youre team is really good.
the only think i would change is no speed EVs on the iron hands, get rid of protect and give it an assault vest.
heres my iron hands that i use;
Iron Hands @ Assault Vest
Ability: Quark Drive
Tera Type: Water
EVs: 252 HP / 252 Atk / 4 SpD
- Fake Out
- Wild Charge
- Heavy Slam
- Drain Punch
overall though, its a good team
you might want tailwind though
4.5 out of 5

by
Can you explain why these things are better than what's currently used?
first of all, iron hands is so bulky on the physical side that you don't need protect, so giving it an assault vest is a no-brainer, drain punch is a better option that close combat becuase iron hands has a sky high attack stat, and its also very hard to deal damage to iron hands adn fake out is the 2nd best move in the game.
So if Fake Out is the "2nd best move", what's the first?
Protect? But Iron Hands doesn't need that because of it's bulk
What happens if something knocks off Assault Vest?