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Community POTW #77

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Ghosts of the Forums

Who Ya Gonna Call?
Partner power!
Standard choice set
Dusknoir w/ skill swap plus Medicham with pure power ind doubbles.
Skill swap on medicham then swap medicham for terakion and swap to terrakion.
You end up with something with 258 base attack.

Or use a sword dance set. (Shudder)
Hard to do, but extremely effective.
Even steelix would fear it's stone edge with swords dance.

........
You're kidding, right?
Swords Dance is used on almost ALL terrakion sets because of his decent bulk, good typing, and ability to force many switches.

+6 atk 252atk terrakion stone edge vs. 252hp 252def impish steelix: 70 - 82 damage (19.8 - 23.2%)
+6 atk 252atk adamant terrakion stone edge vs. 252hp 252def impish steelix: 76 - 90 damage (21.5 - 25.4%)
+6 atk 252atk terrakion stone edge vs. 252hp 0def impish steelix: 80 - 94 damage (22.6 - 26.6%)
+6 atk 252atk adamant terrakion stone edge vs. 252hp 0def impish steelix: 87 - 103 damage (24.6 - 29.1%)
Steelix most certainly does NOT fear terrakion's stone edge, even at plus 6 attack.
 

philzone

Ready for trumpets
Counters: will o wisp or burns in general, as the att stat softens terrakions blows. Paralysis is great to ruin its sweeping capabilities. Forretress and ferrothorn are great at sponging the physical blows, though the former needs to watch out for fighting type STABs. Scizor, lucario and hitmontop do well with STAB boosted priority moves - mach punch and bullet punch. Technician boosted especially. Only switch in if you know you can stand 1 turn.
 

Dragalge

"Orange" Magical Girl
Counters: will o wisp or burns in general, as the att stat softens terrakions blows. Paralysis is great to ruin its sweeping capabilities. Forretress and ferrothorn are great at sponging the physical blows, though the former needs to watch out for fighting type STABs. Scizor, lucario and hitmontop do well with STAB boosted priority moves - mach punch and bullet punch. Technician boosted especially. Only switch in if you know you can stand 1 turn.

Quick Guard laughs at priority moves or Weavile can fake out them while Terrakion kills them. Still can't go wrong with mach punch from Conkeldurr with guts activated.
 

TrollFreak

Pit is Awesome :P
Whew, a Pokemon with viablity in OU and Ubers, lets hope Blue Harvest gets the ubers side (PM me if you want help on Uber sets BH :D)

Anywho, I <3 using this in doubles, mite even use it at Nationals in about 2 weeks, brb, writing double options
 

Ilan

Well-Known Member
Terrakion have a limited movepool but it have just what it needs in it Stone Edge, EQ, CC, Swords Dance, Rock Slide, X-Sccissors,rock polish.
Most sets if not all were posted but the main problem with terrakion is... countering it

I used azumarill lately and it does about 92% with choice band and adamant in the rain... (I lost a battle bcause of that so it isn't a safe check..

+2 terrakion is hard to counter +2/+2 almost impossible (double booster set)

Even Skarmory isn't a safe check it get 2HKO y the choice band set, gliscor might work for CC but SE still deal some damage.

Pokemons that resist terraions' STABS: claydol,slowbro,nidoqueen,nidoking,golurk,croagunk
Pokemons that resist all of terrakion moves: nothing

The only pokemon that always manage to kill terrakion (I know about) is CB scizor bullet punch, that's why with this guy around scizor is also around to keep it checked.

Out speeding him is another way to defeat it there are pleny of pokemons whom outspeed terrakion like gengar,latios,durant,starmie and etc if it rock polished you are in trouble, double booster sets are meant to sweep paralzing or burning those sets are terrakions bane .
slowbro can survive even a banded X-sccisors and cripple him with a burn or paralyze.

Anyway there is no safe counter but it can be countered by predicting right choice sets are locked into something so you just need to resist that move.. if it didn't boost yet it is strong but not THAT strong so physical walls like skarmory can whirlwind him and set hazard for his return gliscor can KO with earthquake if it boosted then scizor is your best check or other things that outspeed and have a SE STAB can beat it.

beating terrakion is hard (without scizor) but possible you just need to predict right.

EDIT: It is good I don't need to write the section I messed all out LOL anyway best checks scizor and golurk.
 
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Kraleck

Well-Known Member
With a Base 129 Attack and dual-type like that, I must say that Terrakion is most definitely Arceus Potestas In Terra (the Power of Arceus on Earth). Base 72 Sp.Atk is forgettable, and even if Base Attack were Base 70, I'd still go for Attack over Sp.Atk with those STAB Types.

Balanced Base 90 defenses with Base 91 HP is great. Plus, Terrak' Resists and is Weak to 6 Types (each). While Ground, Fighting, Water, and Psychic being among those Weaknesses isn't promising, Fire, Rock, and Dark being among those Resistances is. The Sp.Def boost in Sandstorm is quite nice, too. However, Terrak' doesn't resist Stealth Rock or Dark Type Moves as well as its Poke-brother-in-antlers, Cobal', can.

Speed at Base 108 makes you the 4th fastest Rock Type behind Aerodactyl, Arceus, and Archeops. But consider these facts:
-Only Arceus is more durable on the defending side (but is beyond-Uber and not always a Rock Type)
-None of them resist Stealth Rock (Aerodactyl and Archeops are actually WEAK to it)
-Only Archeops is stronger (but only above half HP and if Terrak' doesn't have the Attack buffs up)

Overall, Terrakion is well built before analysis of its Moves, though not as defensive as Cobal' or Viriz' on their respective ends of the spectrum. Much like them, it has the signature Sacred Sword Move to ignore Defense buffs, but requires it less often through its raw power.

As for Moves:
-The Edge-quake and Slide-quake combos are in top form coming from Terrak', especially with Rock STAB
-Close Combat is sweet, sweet power
-Aerial Ace is there if you need it
-Poison Jab is there if you want to chip damage off with a chance to Poison instead a guaranteed Toxic and no immediate damage
-X-Scissor is good for Grass and/or Psychic Types (who both hold your weaknesses as STAB Types)
-Double Kick is there for chipping through a Substitute
 
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Ilan

Well-Known Member
With a Base 129 Attack and dual-type like that, I must say that Terrakion is most definitely Arceus Potestas In Terra (the Power of Arceus on Earth). Base 72 Sp.Atk is forgettable, and even if Base Attack were Base 70, I'd still go for Attack over Sp.Atk with those STAB Types.

Balanced Base 90 defenses with Base 91 HP is great. Plus, Terrak' Resists and is Weak to 6 Types (each). While Ground, Fighting, Water, and Psychic being among those Weaknesses isn't promising, Fire, Rock, and Dark being among those Resistances is. The Sp.Def boost in Sandstorm is quite nice, too. However, Terrak' doesn't resist Stealth Rock or Dark Type Moves as well as its Poke-brother-in-antlers, Cobal', can.

Speed at Base 108 makes you the 4th fastest Rock Type behind Aerodactyl, Arceus, and Archeops. But consider these facts:
-Only Arceus is more durable on the defending side (but is beyond-Uber and not always a Rock Type)
-None of them resist Stealth Rock (Aerodactyl and Archeops are actually WEAK to it)
-Only Archeops is stronger (but only above half HP and if Terrak' doesn't have the Attack buffs up)

Overall, Terrakion is well built before analysis of its Moves, though not as defensive as Cobal' or Viriz' on their respective ends of the spectrum. Much like them, it has the signature Sacred Sword Move to ignore Defense buffs, but requires it less often through its raw power.

As for Moves:
-The Edge-quake and Slide-quake combos are in top form coming from Terrak', especially with Rock STAB
-Close Combat is sweet, sweet power
-Aerial Ace is there if you need it
-Poison Jab is there if you want to chip damage off with a chance to Poison instead a guaranteed Toxic and no immediate damage
-X-Scissor is good for Grass and/or Psychic Types (who both hold your weaknesses as STAB Types)
-Double Kick is there for chippping through a Substitute

sorry poison jab is useless... the poison it brings isn't badly poison either.. so.. yeah useless.. AA is too weak (even when super effective it is weaker than close combat.. and *4 it is stronger but breeloom and virizion are frail in defense anyway. same for double kick...
X-sccisors is good.. even more than earthquake cause fighting and ground coverage is quiete bad and now in gen 5 ground got so much nerfed... so better go with X-sccissors for the occassional slowbro or reuniculus speaking of reuniculus trick room is a fine way to counter terrakion if you set trick room up you end terrakion sweep but yu still have to take the hit and KO it.
 

MetalCrow

Well-Known Member
Why do none of you bring up hippowdon as a counter? It is the best choice against all but the strongest of terrakion in any situation...it resists the stone edge that everybody fears, and always ko's with earthquake...just saying, you people don't seem to notice such diamonds in the sands
 

Meowmeow

selfproclaimed guru
Why do none of you bring up hippowdon as a counter? It is the best choice against all but the strongest of terrakion in any situation...it resists the stone edge that everybody fears, and always ko's with earthquake...just saying, you people don't seem to notice such diamonds in the sands

Hippowdon can only take Close Combat so many times. Not only that, Terrakion would force its "counter" in, which is all it needs to use Swords Dance and be unstoppable. Not only that, switching into a Close Combat will likely take away over half of Hippowdon's health, guaranteed after Spikes/Stealth Rock. Otherwise, you're absolutely right. With a Curse set with Slack Off, that could be a pretty effective way to handle Terrakion.
 

pikadon92

Raiden Maximus
ROCKS FALL ALL DIES!

Non-single battle moveset for terrakion@Expert Belt/Life Orb
Jolly Nature
EV: 252 Spd,
-Rock Polish/X-Scissors
-Rock Slide
-(insert good fighting move here)/X-Scissors
-EQ

It has three awesome attacking moves with coverages! X-Scissors is mentioned as Claydol resists the rock-ground combination, so you either sacrifice your other STAB-move or your speed boost. However, I did not include Sword Dance because of this:

Whimsicott @ Leftovers
Timid Nature
Ability: Prankster
EV: 252 HP, 252 Spd, 4 Def
IV: 0 Att
-Beat Up
-Protect
-Stun Spore/Swagger/Encore
-Trick Room

With justified, Beat Up maximizes terrakion's attack stats, ranging from +4 to +6, depending on the battle mode and rules on how many players are allowed, while its own is minimized to reduce damage terrakion will receive.

+4 and +6 will multiply terrakion's stat by 3. This is the reason why I left terrakion's EV incompleted-to calculate how much investment on Attack is already enough.
Protect is for terrakion to safely use EQ. HP investment and type resistance does not necessary save whimsy.

Move slot #3 is to hinder your oppoments further. Do take note that grasswhistle is illegal with beat up, so I excluded it.

Trick Room may sound like a retarded choice, but its real purpose is to nullify the effects of TR, not starting it. All you need is to predict on which is the turn the oppoment uses TR.
 
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Dragalge

"Orange" Magical Girl
Whimsicott @
Timid Nature
Ability: Prankster
EV: 252 HP, 252 Spd, 4 Def
IV: 0 Att
-Beat Up
-Protect
-Stun Spore/Swagger/Encore
-Trick Room

Beat Up maximizes terrakion's attack stats, ranging from +4 to +6, depending on the battle mode and rules on how many players are allowed, while its own is minimized to reduce damage terrakion will receive.
+4 and +6 will multiply terrakion's stat by 3. This is the reason why I left terrakion's EV out-to calculate how much investment on Attack is already enough.
Protect is for terrakion to safely use EQ. HP investment and type resistance does not necessary save whimsy.
Move slot #3 is to hinder your oppoments further. Do take note that grasswhistle is illegal with beat up, so I excluded it.
Trick Room may sound retarded, but its real purpose is to nullify the effects of TR, not starting it.

Uh, might want to add tailwind since this helps Terrakion sweep faster, especially with Weavile allowing to use Beat Up on Terrakion better though Stun Spore has potential.
 

pikadon92

Raiden Maximus
^True, but my stadegy here is for terrakion to RP while whiscott beats up, giving the former 1 turn to set up into a monster sweeper, as compared to taking 2 turns of whimsicott setting terrakion up. Tailwind also would not make terrakion go first immediate simply due to its speed being raised.

But of cource, if rock polished is replaced with X-Scissors, tailwind is a viable option.

Also, I did not choose weavile because of its high attack stat and STAB. With beat up, it could have injure terrakion in the process.
 
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ClefairyRox

Nintendo Fan
We go from the least-used to the most-used member of the Muskedeer squad that is available. Terrakion is quite simply a monster. It has a huge base 129 Attack stat, just a bit lower than that of Garchomp, Mamoswine, and Scizor. Like its fellow Muskedeers, it boasts a blazing base 108 Speed. Its 91/90/90 defenses mean it can take a few hits before going down. Finally, it has one of the best, if not THE best, STAB combination in the game, which helps make up for a relatively small movepool. The combination of Rock and Fighting inflicts supereffective damage on eight of the seventeen Pokemon types, and only a choice few Pokemon resist it. Defensively, it gives Terrakion several useful resistances (including a Stealth Rock resistance) as well as the 50% Sp. Defense boost in a Sandstorm. All this adds up to make Terrakion an extremely threatening Pokemon. Everyone playing in the OU and Uber tiers should be on the lookout for it.

Recommended tiers: OU-Uber

Justified is Terrakion's only ability, but it is extremely powerful when used properly. Every time Terrakion is hit with a Dark-type attack, its Attack stat raises one level. This abilty has great synergy with Beat Up and Terrakion's already huge Attack stat, which is why Whimsicott and Terrakion are popular together on Doubles and Triples teams.

Close Combat and Stone Edge are where it's at with Terrakion. Just these two moves can deal massive amounts of damage to almost any Pokemon. If you don't like CC's Defense drops or SE's shaky accuracy, you can opt for the weaker Sacred Sword and Rock Slide instead. X-Scissor deals serious damage to Psychic types like Cresselia. Earthquake is usually a great move for a physical attacker, but Terrakion's STABs are almost always better. Terrakion can actually make mild use out of Quick Attack, especially on a Choice Band set, since there are Pokemon like Latios and Starmie that outrun it. Terrakion can also make fantastic use out of both Swords Dance and Rock Polish, and is a rarity in that it can viably run both moves on the same set.

Double and Triple options: The Whimsicott/Terrakion combo is fearsome to behold. Whimsicott simply uses Beat Up on Terrakion, who proceeds to wreak the opponent's team with crazy-powerful Justified-boosted attacks. This combo has but a few counters, namely priority abusers and Trick Room. Be on the watch for it whenever you play Doubles or Triples.

Countering Terrakion: It is INSANELY difficult to counter Terrakion. Very few Pokemon resist its STAB combo, and most of those that do exist in the lower tiers. Toxicroak, Nidoqueen, Nidoking, and Golurk are the primary examples. Once you figure out what Terrakion's running, it becomes a bit easier. The Banded set can be revenge killed. The Scarf set's hits are easier to take, meaning you can send in a physical wall like Skarmory. All Terrakion loathe to be burned, so Will-O-Wisp or Scald are fantastic ideas. Unaware Quagsire walls Sword Dancing Terrakion all day, especially if he carries Curse or Scald. Priority is a good idea, as Terrakion is weak to many priority moves. Scizor and Metagross' Bullet Punch, Azumarill's Aqua Jet, Infernape's Mach Punch, and Toxicroak's Vacuum Wave are just a few examples.
 
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Dragalge

"Orange" Magical Girl
^True, but my stadegy here is for terrakion to RP while whiscott beats up, giving the former 1 turn to set up into a monster sweeper, as compared to taking 2 turns of whimsicott setting terrakion up. Tailwind also would not make terrakion go first immediate simply due to its speed being raised.

But of cource, if rock polished is replaced with X-Scissors, tailwind is a viable option.

Also, I did not choose weavile because of its high attack stat and STAB. With beat up, it could have injure terrakion in the process.


Ah, that makes more sense since Weavile has a STAB with Beat Up and is better off with a Whimsicott with an IV of 0.
 

Kraleck

Well-Known Member
sorry poison jab is useless... the poison it brings isn't badly poison either.. so.. yeah useless.. AA is too weak (even when super effective it is weaker than close combat.. and *4 it is stronger but breeloom and virizion are frail in defense anyway. same for double kick...
X-sccisors is good.. even more than earthquake cause fighting and ground coverage is quiete bad and now in gen 5 ground got so much nerfed... so better go with X-sccissors for the occassional slowbro or reuniculus speaking of reuniculus trick room is a fine way to counter terrakion if you set trick room up you end terrakion sweep but yu still have to take the hit and KO it.

I agree. However, Poison Jab does have a bit of punch (even if it is not a guaranteed Poisoning, the massive damage chip helps with Focus Sash KOs), Double Kick is only if you know the opponent you'll face personally and they like Substitutes, and Aerial Ace is only there for the perfect accuracy and not lowering your stats like CC does to your defenses. Otherwise, they're as forgettable as Terrak's Sp.Atk...

As for taking this absolute-beast down, Stone Edge and Close Combat are weak links, despite their power. Will-o-Wisp access and Pressure Ability are huge assets for any Pokemon expecting to take Terrak' down. Eviolite-clops, Dusknoir, and Spiritomb have those, plus immunity to CC, but also have low Base HP and Speed.

Prankster-cott's Tailwind can help your team if Terrak' doesn't have full Rock Polish buffs already. Prankster Sableye can use Will-o-Wisp or Confuse Ray, though has no durability to get in (outside of a KO-replacement situation). Likewise, Prankster Murkrow has Haze and no durability.

Sturdy helps, but only before entry hazards, and Low Sweep and Bulldoze help even more. You may not get a KO with their damage, but you can take Terrak's Speed down a peg, especially if it has to come into you. If Terrak' is the one that has to come into something besides a Dark Type Move, it has a more difficult time with a setup. Earthquake, Surf, Psychic, Close Combat, and a few other common-Type power-Moves have a Type advantage that could be disastrous during setup.

Countering Terrakion is easy. Countering it after it digs its feet into the high ground with buffs is impossible. Once buffed, all you can do is check it until its high ground erodes...
 
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Vandslaux

Well-Known Member
Terrakion is one of the best pokes in OU right now, in particular the Scarf and SubSD sets. SubSD wrecks stall and Scarf wrecks offensive teams w/o Scizor. Actually, Scizor is probably the thing that should send Terrakion packing if he even sees one and he's not behind a Sub.
 

sbktdreed

Veteran Trainer
Adamant w/ 252 Attack, 252 Speed, 6 HP
Muscle Band/Life Orb
Rock Slide/Stone Edge/Smack Down
Close Combat/Sacred Sword
Earthquake
Aerial Ace/X-scissor/Poison Jab/Swords Dance/Work Up

Aerial Ace for Fighting. X-scissor and Poison Jab for Grass.

Partners
Beat-up users
Sandstorm users
Flying or Levitate-users if Earthquake is added

Countering
This pokemon's moveset is more physical and has more weaknesses than Colbalion.
A defensive pokemon that knows Water/Grass/Fighting/Ground/Psychic/Steel-type atttacks like Leaf Blade Leafeon, Earthquake Gliscor, and Energy Ball/Dig Durant. If Trick Room is in effect, Metagross, Tangrowth, Crabhammer Kingler, Waterfall Huntail, Hydro Pump Gorebyss, and Seed Bomb/Wood Hammer Torterra.
Will-o-wisp users like Night Shade/Energy Ball Cofagrigus and Dusknoir.
 
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