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[Question] Decidueye Tera Raid strats?

Sandslash Fan

Spikey Boi
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    Anyone have builds they are thinking about for the Decidueye tera raid coming out this weekend? I was looking at everything that resist Grass, Ghost, and Flying (the moves we know it will have).

    Kingambit (Dark/Steel) looks to the best defensively, but if Decidueye has Low Kick coverage it'll be a waste. Big attack moves could be Stone Edge and Foul Play.

    Honchkrow (Dark/Flying) looks interesting as well since it can learn Feather Dance and Chilling Water plus has Haze. It won't be able to take a Brave Bird or Acrobatics if Decidueye has either of those, unless you can out-speed with minimal Speed investment. If Decidueye is going to run around with Sword's Dance, then Foul Play could put in work too. With the Super Luck ability, it could help dig past the shield when it comes up. Was thinking this could be more of a support pokemon.

    After looking at those two, I might just try max HP/SAtk Bellibolt with Shell Bell. It can carry Reflect and Light Screen (as needed) and can also have Parabolic Charge for healing. Thinking the following:

    [PokeCommunity.com] Decidueye Tera Raid strats?

    Bellibolt
    Electromorphosis ability (doubles Electric attack damage the turn after being hit)
    Bold nature (+Def, - Atk), Shell Bell (Light Clay or Terrain Extender might be good too)
    - Parabolic Charge
    - Charge Beam
    - Light Screen/Reflect
    - Electric Terrain
     
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    Current ideas as a solo player. Assumes one Intimidate partner to keep Decidueye in check.

    Avalugg
    Ability: Own Tempo in the event of Confuse Ray
    EVs: Hitpoints and Attack
    Nature: Adamant
    Tera: Ice
    Moves: Avalanche, Recover, Curse, Icicle Crash (just in case)
    Hold Item: Shell Bell

    Strategy: Sets up a few Curses, then Avalanches. Recovers as needed.

    Shortcomings: Weak to any Special Attack and Feather Dance. Takes a considerable amount of damage from Low Kick.

    _________________

    Kingambit
    Ability: Defiant
    EVs: Hitpoints and Attack
    Nature: Adamant
    Tera: Steel
    Moves: Swords Dance, Iron Defense, Iron Head, and ...Rest (as a last resort)?
    Hold Item: Shell Bell

    Strategy: Mix up Swords Dances and Iron Defenses. Add Iron Head a few times for healing.

    Shortcomings: Weak to Low Kick. Not great for Special Attacks, but not necessarily sunk by them.

    __________________

    Miraidon
    Ability: Hadron Engine
    EVs: Hitpoints and Special Attack
    Nature: Modest
    Tera: Electric
    Moves: Electro Drift (with maximum PP), Parabolic Charge, Metal Sound, and Taunt (or something)
    Hold Item: Shell Bell

    Strategy: Metal Sound x3 (if able), then Electro Drift. Get in a move before the end of Electric Terrain, at least. Added Parabolic Charge as a strong heal, if necessary. Does not expect to need Taunt. (Thought about Thunder Wave, Eerie Impulse, Electric Terrain, Calm Mind, and Reflect instead.)

    Might be the strongest of everything listed.

    Shortcomings: Convincing Metal Sound to hit.

    __________________

    Bellibolt
    Ability: Electromorphosis
    EVs: Hitpoints and Special Attack
    Nature: Modest
    Tera: Electric
    Moves: Acid Spray, Parabolic Charge, Thunderbolt, Chilling Water
    Hold Item: Shell Bell

    Strategy: Acid Spray x3, then Parabolic Charge. Switch to Thunderbolt if you are healing enough. Put Chilling Water in as a decent extra option. Dislikes Reflect with Leaf Blade being Decidueye's primary attack.

    Shortcomings: Suffers a lot of damage from Leaf Blade criticals. Would be safer with a higher Defense investment. Likes more general builds, though.
     
    @Devalue, Yeah I was worried about the possibility of Decidueye being a mixed attacker, so I was shying away from physical walls. I was considering Tyranitar for a while, but wasn't sure how it could handle the Leaf Blade even with Iron Defense, and if Decideye has Low Kick, it'd be in the same boat as Kingambit.

    Do crits bypass Reflect/Light Screen?
     
    I'm going to try with these two:

    Miraidon - Tera type: electric - Nature: modest - Held item: shell bell or magnet
    Movepool: electro drift, dragon pulse, taunt and parabolic charge

    Corviknight - Tera type: steel - Nature: impish - Ability: mirror armor - Held item: leftovers
    Movepool: drill peck, iron head, taunt and reflect
     
    I'm thinking the good ol' Belly Drum Iron Hands + Screech support for the OHKO as its pure Flying-type. Of course unlike the 5-star legendaries there will be some sort of curveball that might turn this into an "85% damage, wait 20 minutes for all the set animations to trigger, then hammer it to try and tera before you faint" strat. Anyhow:

    Iron Hands - Max HP, Max Atk holding Sitrus Berry
    Charge, Belly Drum, then Wild Charge

    Corviknight - Reflect, Screech, Screech
     
    I'm thinking the good ol' Belly Drum Iron Hands + Screech support for the OHKO as its pure Flying-type.

    I was worried about getting taken down by a Brave Bird while at 1/2 life, but thought about using Iron Hands as well.

    Miraidon - Tera type: electric - Nature: modest - Held item: shell bell or magnet
    Movepool: electro drift, dragon pulse, taunt and parabolic charge

    My friend was going to run that, so the free Electric Terrain for my Bellibolt will be nice.
     
    Won with Miraidon (solo). Came down to the wire. Used this:

    Miraidon
    Ability: Hadron Engine
    EVs: Hitpoints and Special Attack
    Nature: Modest
    Tera: Electric
    Moves: Electro Drift (with maximum PP), Parabolic Charge, Metal Sound, and Electric Terrain (better off with Reflect, probably)
    Hold Item: Shell Bell

    Be careful with Belly Drum on other Pokemon. Clears your buffs almost immediately. Does not recall that happening again later, however.

    Advises against Avalugg and especially Kingambit. Knows Air Cutter and Low Kick. (Might only use Air Cutter when the shield goes up? Not sure.) Also tossed out a Feather Dance once (on a different Pokemon).

    Turns really nasty when the shield goes up (and/or a timing thing). Cleared all its debuffs, Swords Danced, and then Air Cuttered x2. Attacked twice every turn from then onwards.

    Almost fainted (28 hitpoints at one point). Probably should have, as a solo player. Could have re-entered with full health and Electric Terrain up. Would not have needed to use Parabolic Charge to stay alive.

    Shortcomings: Convincing Metal Sound to hit.
    Foreshadowed the fight so hard. Missed the first three Metal Sounds. Still won, though.
     
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    Just caught one myself using a slightly altered version of the Miraidon strat Devalue posted. (Thanks for that BTW)
    I switched out Electric Terrain for a turn one Thunder Wave, and gave Miraidon a Razor Claw for the crit chance.
    Got a really lucky Electro Drift crit after three Metal Sounds as well, chewed through two-thirds of it's health bar before it even got the shield up!
     
    Notched a victory with Bellibolt (solo), for those without Miraidon. Beat Greninja and Walking Wake with this Pokemon, as an aside.

    Bellibolt
    Nature: Modest (+Special Attack / -Attack)
    Tera: Electric
    Ability: Electromorphosis
    EVs: Hitpoints and Special Attack. (Likely wins easier with Defense over Hitpoints. Prefers general builds, once again.)
    Moves: Parabolic Charge, Acid Spray, Discharge, and Slack Off. (Did not feel like teaching Thunderbolt. Never used Slack Off. Could slot in Reflect over Slack Off here. )
    Hold Item: Shell Bell
    Necessary teammate: Something with Intimidate

    Opened with three Acid Sprays. Healed to full with Parabolic Charge. Knocked Decidueye into the shield (~66% health remaining). Cleared debuffs here. (Edit: Might have been better served setting up Reflect before Parabolic Charge.)

    Managed...two(?) Acid Sprays before fainting. Hit Decidueye with a third upon re-entering. Was not certain if Bellibolt would survive the next hit. Opted to faint again. Fired off one Discharge into it. (Would have survived and probably saved a lot of time by Terastallizing and Discharging/Parabolic Charging here. Alternatively: Reflect before going down. Went for Leaf Blade infrequently enough to be worthwhile.)

    Popped back in again. Immediately Terastallized. Broke the shield in two Discharges. Finished it with one more. Ended the battle with a sliver of time left. Estimates enough time for only one more move.
     
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    Just caught one myself using a slightly altered version of the Miraidon strat Devalue posted. (Thanks for that BTW)
    I switched out Electric Terrain for a turn one Thunder Wave, and gave Miraidon a Razor Claw for the crit chance.
    Got a really lucky Electro Drift crit after three Metal Sounds as well, chewed through two-thirds of it's health bar before it even got the shield up!

    Easy solo with Miraidon assuming you don't miss a metal sound (timing is tight).

    This depends on a couple of things, but all of them are identifiable very early, so you won't waste your time going down to the wire.

    1. I don't know if it's absolutely necessary, but having a Tauros or Staraptor with intimidate in your AI group helps a LOT. The low kicks hit for much less.
    2. Restart if there's an Arboliva

    Modest @ Magnet (my Miraidon doesn't have any HP EVs and it was fine)
    Metal sound
    Charge
    Electro drift
    Whatever you want

    3x metal sound
    Charge
    Electro drift

    Should take 5 turns and that will knock it out in one shot.

    If any metal sounds miss, restart the fight.
     
    I ended up having two builds for Bellibolt. One for duo play with my friend, and the other solo.

    Bellibolt - SOLO
    Nature: Modest (+Special Attack / -Attack)
    Tera: Electric
    Ability: Electromorphosis
    EVs: Hitpoints and Special Attack.
    Moves: Parabolic Charge, Acid Spray, Chilling Water, and Reflect.
    Hold Item: Shell Bell

    Bellibolt - DUO
    Nature: Modest (+Special Attack / -Attack)
    Tera: Electric
    Ability: Electromorphosis
    EVs: Hitpoints and Special Attack.
    Moves: Parabolic Charge, Acid Spray, Thunderbolt, and Reflect.
    Hold Item: Shell Bell

    For solo it helps to have an NPC with Intimidate that you can help with Chilling Water. Decidueye will use Sword's Dance at the shield, and I've seen it use it once more later on, but not often. Just enough that Chilling Water + Reflect keeps you alive to get the stacks of -Special Defense on it. First turn Reflect, second turn usually Acid Spray or Chilling Water if you don't have an NPC with Intimidate.. Third turn Parabolic Charge or a second Acid Spray if health is high enough. After that it's using Acid Spray until -6 Special Defense or Parabolic Charge for healing (Heal cheer if it removes its debuffs). Sometimes I am able to get the tera up before the shield, while other times I can't get the tera up until it's time to put up a new Reflect (RNG). Goes smoothly compared to when I tried Electric Terrain instead of Chilling Water.
     
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