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Swampert Tera Raid solo strats?

Sandslash Fan

Spikey Boi
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    The Swampert tera 7-star raid was announced with Poison tera type. What is everyone planning to try for the raid?

    We won't have to worry about planning around a hidden ability (Damp) this time around, since exploding is typically a bad raid strategy anyways. Poison tera is strong against Grass-type Pokémon that would resist the Ground and Water attacks. Bringing a Steel-type to be immune to Poison tera attacks is no good since Swampert has STAB Ground moves. Was thinking Orthworm, since it has Earth Eater, but Low Kick coverage would be nasty against any Steel-type builds like that. Wondering if Swampert will be a mixed attacker like Greninja was. Could maybe just bring the Slowbro build that we beat Greninja with? Could maybe bring a Steel or Psychic type with Levitate to spice things up instead. For defensive moves, seeing Amnesia and Supersonic as possibilities. Support Screech could be deadly with Swampert's high Attack stat. Thinking moves will be Poison Jab or Sludge Wave, Hydro Pump or Muddy Water, Earth Quake or Bulldoze, and leaning towards Low Kick as coverage, but could be Bite since that's an egg move. Wondering if there will be an attack at the start of the raid like Surf.

    Thinking I'll bring a serious Bronzong build and then a meme build with Revaroom (hoping to out-speed with Magnet Rise on T1 and dodge lots of attacks).

    Swampert Tera Raid solo strats?

    Bronzong
    Nature: Modest
    Ability: Levitate
    Tera: Psychic
    Item: Shell Bell
    - Iron Defense
    - Calm Mind
    - Stored Power
    - Sunny Day / Light Screen / Reflect / Protect

    Swampert Tera Raid solo strats?

    Revaroom
    Nature: Jolly
    Ability: Filter
    Tera: Ground
    Item: Shell Bell
    - Magnet Rise
    - Shift Gear
    - Screech / Iron Defense
    - High Horsepower
     
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    Guesses a full physical moveset, something along the lines of Liquidation, High Horsepower, Poison Jab, and...something mean like Screech or Yawn?

    Sees little to challenge a Psychic type, other than Knock Off (possible). Seems like a good raid for Slowbro. Brings a good typing and solid Defense. Potentially deals with an Iron Defense and Screech war, on the negative side.

    Imagines a chance for Espathra to shine versus a Bulk Up/Curse Swampert, with the aid of Opportunist. Controls Swampert's Attack with allied Intimidates while boosting its Defense (and Stored Power). Must beware the buff clear, however.

    Potentially does alright with Wyrdeer and Psyshield Bash. Raises Defense while hitting super-effectively. Hm. On a similar note, is it time for Calm Mind Stantler to ride again? Surely not, right? Hits pretty weakly. Beat Typholosion thanks to walling its Special moves and Intimidates on the physical side. Doubts such kind circumstances versus Swampert.
     

    Mewtwolover

    Mewtwo worshiper
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    Looks like it's finally Mewtwo's time to shine. Swampert can't have better Dark type moves than Knock Off so it might be pretty easy battle unless Swampert has Amnesia and tries to stall the timer by walling special moves.
     

    Sandslash Fan

    Spikey Boi
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    Tried Revaroom, but couldn't get there from needing to juggle Magnet Rise and trying to get tera charges. Didn't bother with Bronzong, but might be fine to use. After trying Speed Boost Espathra with Stored Power, got tired of dying too fast and ended up trying a Gastrodon that worked after the second attempt (was learning when to use moves the first time). Second attempt got two lucky Ancient Power buffs and had a Storm Drain buff later on when Swampert used Muddy Water again. A.I. seems to not want to use Water-type moves against Storm Drain even when Ground tera is presented to it.

    :plead:

    Swampert Tera Raid solo strats?

    Gastrodon
    Nature: Modest (max SAtk, Def EVs, didn't bottle cap)
    Ability: Storm Drain
    Tera: Ground
    Item: Metronome
    - Earth Power
    - Mud-Slap
    - Ancient Power
    - Recover
     
    Last edited:
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    Made Swampert a mixed attacker after all.
    Moves: Earthquake, Hydro Pump, Sludge Wave, and Liquidation.
    Nature: Relaxed
    Out-of-turn moves: Muddy Water x2, Yawn x1.

    Leads the raid with Muddy Water. Pulled out Yawn around the midway point or so. Tossed out the second Muddy Water after breaking the shield (so, either pretty low health or time). Steals your Tera Orb charge once near the start. Clears your buffs maybe 5 turns in. Cleanses itself of debuffs a little while after that. Wipes away your buffs again at the ~50% hitpoint mark, as a guess. (Notably says only one buff clear on Serebii, not two. Hm. Could be mistaken.)

    Gave Slowbro a shot. Bailed after seeing the first buff clear. Beat it with Espathra on the...third attempt? (One instant reset for a bad party, one reset because of a Turn 1 Earthquake critical (after Feather Dance) with no Intimidate partners, and one win?)

    Nature: Modest
    Effort Values: Probably max Hitpoints and Special Attack, like usual.
    Ability: Opportunist (Not helpful)
    Tera: Psychic
    Item: Shell Bell
    Moves: Lumina Crash, Psychic, and two unused moves.

    Tunneled Lumina Crashes into it at the start. Fainted. (Might have cleared most of its debuffs around now.) Terastallized upon coming back in. Took almost every Hydro Pump. (Missed its first Hydro Pump on the last turn of the raid.) Credits Weavile for an amazing freeze or two. Stopped Swampert for two turns.

    Switched to Psychic when Swampert hit -6 Special Defense. Broke the Tera Shield. Fainted on that turn to a critical Earthquake + Muddy Water. Finished the job on the third life with a couple of turns to spare.

    Did not have an optimized party, either: Staraptor, Haxorus, and Weavile. Would have gone better with Intimidate + Bellibolt/Sylveon.
     

    Mewtwolover

    Mewtwo worshiper
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    Mewtwo did the job as I expected.

    Mewtwo
    Nature: Modest
    Effort Values: 252 SpA, 252 Spe, 4 HP
    Ability: Unnerve
    Tera: Psychic
    Item: Shell Bell
    Moves: Psystrike, Calm Mind and two unused moves.

    Start with one Calm Mind and then use Psystrike until Mewtwo faints just before Swampert uses Yawn so it wont fell asleep. After that it's pretty straightforward, just don't use more than one Calm Mind in a row. Muddy Water can cause problems if you're unlucky.
     
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