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- Offensive Threats:
- Spectrier - 5/5
- High speed, high special attack, high snowball-potential, and only 1 Ghost resist on the entire team. Grafaiai is almost required in this matchup
- Roaring Moon - 3/5
- While it has high attack and high speed, it doesn't want to attack freely into your team due to Talonflame's potential flamebody. A defensive Screamtail can also take any hit and Paralyze it with thunderwave or OHKO it with Dazzling Gleam. You can also outspeed and OHKO it with Inteleon (either Tera-Fairy Tera Blast or Specs-Tera-Ice Ice Beam, non-tera without specs Ice Beam is not guaranteed).
- Calcs:
- 252 SpA Choice Specs Inteleon Ice Beam vs. 0 HP / 4 SpD Roaring Moon: 282-334 (80.3 - 95.1%) -- guaranteed 2HKO
- 0 SpA Tera Fairy Inteleon Tera Blast (80 BP) vs. 0 HP / 4 SpD Roaring Moon: 412-492 (117.3 - 140.1%) -- guaranteed OHKO
- Glimmora - 3/5
- Very high special attack and a good typing vs your team means it can potentially get kills with a surprise Scarf set or a Powerherb Meteor Beam set. However, it's easier to handle both offensively (Inteleon, Garchomp, Jirachi) and defensively (Garchomp, Assault Vest Goodra).
- Iron Hands - 4/5
- High bulk and reliable recovery in Drain Punch and easy set up with Booster Energy, Bulk Up, and Swords Dance makes it difficult to play around it with a weakened team. However, Encore (Grafaiai, Scream Tail, Annihilape) remove any threat level if timed properly, locking it into a set-up move. A defensive or Yache Berry Garchomp can also handle Iron Hands fairly well. Assault Vest is a bigger threat though given your team is specially-orientated. If Garchomp and Annihilape are too weakened to take it on, Iron Hands can run away with the game.
- Tinkaton - 1/5
- Offensive Tinkaton is somewhat of a meme, but with Encore to lock you into a set up move, giving itself a free Swords Dance can mean doom for a weakened team. Gigaton Hammer has absurdly high base power, meaning it has KO potential on most things that don't resist it. However, it's still fairly weak, and would at least need a boosting item like Life Orb to be that dangerous.
- Calcs:
- +2 252 Atk Life Orb Tinkaton Gigaton Hammer vs. 252 HP / 252+ Def Garchomp: 352-415 (83.8 - 98.8%) -- guaranteed 2HKO (Play rough obviously is move that would be used next, since you cannot Gigaton Hammer twice in a row).
- Corviknight - 2/5
- While it seems odd, an Iron Defensive Body Press and a Bulk Up set can be a menace for your team to deal with due to your damage being mainly physical. Taunt and Encore both shut this set down, but it's still going to be difficult to KO quickly without something like Super Fang and passive damage.
- Defensive Threats:
- Hydrapple - 5/5
- With incredible bases, Regenerator, and the ability to Tera into any type, removing the sole 4x weakness it had, this thing can drain tank anything you throw at it with relative ease. There's no for-sure way to get rid of it quickly, as we don't know what Tera Type it may be using. However, having a dedicated special switch in like Scream Tail who can recover or Annihilape who can punish repeated damage can cut down on its effectiveness. Normal Poison is a good way to cut it's survivability (Grafaiai's Superfang + Poison Touch)
- Corviknight - 4/5
- Great typing and reliable recovery in combination with pressure can make this thing a nightmare to get rid of. Due to your team being mostly physical, the best way to get rid of it would be special attacks, but it can easily just pivot with U-Turn to Hydrapple to deal with any special threats. Best way to handle it is to stop its healing with either Taunt or Psychic Noise, or just overwhelming it with repeating attacks, forcing it into a healing loop. OHKOing it is almost entirely impossible outside of a Choice Specs Raikou (which is not good into the opposing team). It can also very easily run a Rocky Helmet to deal passive damage every time you hit it with a physical move.
- Glimmora - 2/5
- Despite it being better suited for offense or utility, the defensive typing of Glimmora can become an issue due to the sole reliable Ground STAB being locked to Garchomp. Hisuian Goodra can somewhat deal with it with Flash Cannon or Heavy Slam, but you risk repeated Earth Powers as well as Corrosion Toxic. An Air-Balloon Grafaiai can deal with it utilizing Taunt to stop Toxic and Super Fang to remove 50% of it's current HP. Garchomp is the best way to handle it though.
- Tinkaton - 2/5
- Similar to Glimmora, the only ways to realibily hit it for good damage are locked to Garchomp (who cannot safely switch in) and Talonflame. However, it has a much lower offensive threat level than Glimmora, so you can afford to be less prepared against it, as the only supportive threat it poses is Stealth Rocks and Thunder Wave. It also does have access to Encore, be warned.
- Cyclizar - 1/5
- Cyclizar can be annoying with Regenerator, Knock off, and an Assault Vest, but it's not that hard to deal with in general. You also have an Annihilape, which flattens it easily (but you will lose your held item most likely).
- Swampert - 3/5
- There are no grass STAB moves on your entire team, which could potentially be a problem. However, Swampert's only recovery lies in Leftover and Rest, and cannot do much outside of set up Stealth Rocks. However, it hits fairly hard with its Water+Ground dual STAB as it hits your entire team for neutral damage (lack of Grass Types).
- Supportive Threats:
- Glimmora - 4/5
- Stealth Rocks, Toxic Debris, and Mortal Spin can making laying and blocking hazards somewhat difficult. Your sole hazard control member is also weak to Glimmora's rock moves. It's likely best to utilize Heavy Duty Boots and or use your Defog only after Glimmora has gone down. A note, 1 layer of Toxic spikes are potentially more threatening than 2 layers, as they deal 12.5% of your HP every turn. That is greater than 2 layers until the 4th consecutive turn of staying in (They even out at turn 3, dealing 37.5% HP total).
- Tinkaton - 4/5
- Stealth Rocks, Thunder Wave, Encore, Light Screen, Reflect, Foul Play, Fake Out, the list goes on. Additionally, an Air Balloon set will likely run Pickpocket to steal your items as well. If no Balloon, Garchomp should be able to handle it if either at +2 or with prior damage on Tinkaton.
- Calcs:
- 252 Atk Garchomp Earthquake vs. 248 HP / 184 Def Tinkaton: 326-386 (87.3 - 103.4%) -- 62.5% chance to OHKO after Stealth Rock
- 252 Atk Garchomp Fire Fang vs. 248 HP / 184 Def Tinkaton: 144-170 (38.6 - 45.5%) -- guaranteed 3HKO after Stealth Rock (If it has an Air Balloon)
- 0 Atk Tinkaton Play Rough vs. 0 HP / 0 Def Garchomp: 162-192 (45.3 - 53.7%) -- 32.4% chance to 2HKO
- Trapinch - 1/5
- It can trap you, but with only 100 base attack and being very slow, the only thing it realistically threatens is a Raikou locked into an electric move and a weakened Inteleon with First Impression. It can also set up Stealth Rocks.
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