OU Healing Wish Hatterene

[SET]
name: Healing Wish
move 1: Healing Wish
move 2: Psychic
move 3: Dazzling Gleam
move 4: Nuzzle / Mystical Fire
item: Eject Button
tera type: Steel
ability: Magic Bounce
nature: Bold
evs: 252 HP / 124 Def / 132 Spe

[SET COMMENTS]
Through a coveted combination of Healing Wish, an elite ability in Magic Bounce, reasonably strong STAB moves, a typing that naturally checks Fighting-types, and a choice of Nuzzle to effortlessly spread paralysis or Mystical Fire to check special attackers and punish Steel-types, Hatterene can support its teammates in a way that cannot be fully replicated by anything else. Healing Wish is crucial, as it allows Hatterene to sacrifice itself in order to fully heal a teammate's HP and cure any status effects; because Hatterene is often paired with sweepers and Terrain or weather setters that enable them, this is often a perfectly acceptable trade to pivot them in safely. Psychic and Dazzling Gleam boast decent coverage together and greatly threaten Fighting-types like Great Tusk and Zamazenta thanks to Hatterene's high base Special Attack; Psychic leaves its mark against Poison-types like Glimmora and Toxapex, while Dazzling Gleam hits Dragon-types like Roaring Moon, Kyurem, Raging Bolt, and Dragapult and Dark-types like Darkrai. Nuzzle ensures that Hatterene remains far from passive by paralyzing anything bar Ground-types and Electric-types; even Gholdengo and opposing Hatterene, which are safe from paralysis from Thunder Wave, are crippled if hit by Nuzzle. Mystical Fire, however, complements Hatterene's STAB moves well by hitting Steel-types super effectively; it also always lowers the opponent's Special Attack, giving it some added utility against threats that can boost their Special Attack like Quiver Dance Volcarona and Calm Mind Raging Bolt. Eject Button complements Magic Bounce perfectly; Hatterene's mere presence on a team will deter opponents from setting entry hazards and using status moves, and with significant investment, Hatterene's bulk is sufficient enough to switch directly into a strong neutral hit, survive, and activate Eject Button to safely pivot a teammate in. Eject Button also has the added benefit of turning the tables on U-turn and Volt Switch users, getting a free switch while denying their own switch. 132 Speed EVs allow Hatterene to outpace Ting-Lu, ensuring that it can at least get some chip damage against it before being attacked in return and expanding the number of slower threats it can use Healing Wish against before being KOed. The rest of its EVs serve to maximize its physical bulk, allowing Hatterene to better pivot in against most physical attackers such as unboosted Kingambit and Roaring Moon, Great Tusk, Landorus-T, and Meowscarada. Tera Steel allows Hatterene to handle Fairy-type attacks from Iron Valiant and Enamorus more easily so it can punish them with Nuzzle and turns Hatterene's Poison weakness into an immunity, allowing it to spinblock against Mortal Spin Glimmora. Steel's powerful defensive profile also expands the number of threats Hatterene can safely use Healing Wish against in a pinch, such as Iron Head Kingambit, Kyurem and Galarian Slowking; though very situational, other Tera types like Dark and Flying can accomplish similar goals against different threats like Gholdengo and Dragapult for the former and Great Tusk and Heavy Slam Zamazenta for the latter.

Healing Wish Hatterene's ability to enable multiple free switches for its teammates makes it a strong choice for offensive teams—particularly teams vulnerable to entry hazards—that need to maximize a limited number of turns. Healing Wish Hatterene is almost mandatory on sun teams, which are often so vulnerable to hazards that its Magic Bounce serves as a strong secondary or even tertiary countermeasure against them; Fire-types such as Torkoal and Gouging Fire are especially weak to entry hazards, but even powerful attackers like Choice Band Roaring Moon, Choice Specs Walking Wake, Black Glasses and Air Balloon Kingambit, and Life Orb Venusaur and Hisuian Lilligant can be worn down very quickly with hazard chip. Many of these are also answers to traditional Hatterene checks; powerful offensive threats like Choice Specs Walking Wake, Choice Band Roaring Moon, offensive Great Tusk, and Dragon Dance Gouging Fire can collectively overwhelm Hatterene checks like Gholdengo, Galarian Slowking, and Heatran, which gives Hatterene plenty of opportunities to switch in on a neutral attack and either pivot out with Eject Button or use Healing Wish. Sun teams also greatly appreciate Hatterene's ability to give Torkoal an extra chance to support its team with Drought through Healing Wish, further enable these aforementioned offensive threats with Healing Wish, or spread paralysis with Nuzzle. Hatterene is also useful on rain teams for similar reasons; Pelipper greatly appreciates extra opportunities to set Drizzle up through Eject Button or Healing Wish, and teammates like Barraskewda and Assault Vest Archaludon appreciate both Hatterene's ability to deny hazards to keep them healthy and the many safe switches it can enable. Hatterene is also a staple on Psychic Terrain teams, which appreciate its ability to give Indeedee an extra chance to set up Psychic Terrain or to safely pivot in sweepers like Quiver Dance Volcarona, Shell Smash Polteageist, Dragon Dance Roaring Moon and Gouging Fire, offensive Deoxys-S, and Booster Energy Iron Boulder and Iron Crown while wasting as few precious Psychic Terrain turns as possible.

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/dreadfury.408271/
Quality checked by:
https://www.smogon.com/forums/members/alkazoth.518682/
https://www.smogon.com/forums/members/setsusetsuna.548068/
https://www.smogon.com/forums/members/magcargo.177111/

Grammar checked by:
https://www.smogon.com/forums/members/tbolt.555379/
 
Last edited:
This is also QC-ready out of the gate! This second paragraph feels incredibly barren compared to what I normally write, but it's tough because this thing's purpose is very often to just switch in, get hit once or twice, maybe hit something or paralyze it, and die either through Healing Wish or just getting sacced and it is incredibly good at doing this.
 
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[SET]
name: Healing Wish
move 1: Healing Wish
move 2: Psychic
move 3: Dazzling Gleam
move 4: Nuzzle / Mystical Fire
item: Eject Button
tera type: Steel
ability: Magic Bounce
nature: Bold
evs: 252 HP / 124 Def / 132 Spe

[SET COMMENTS]
Through a coveted combination of Healing Wish, an elite ability in Magic Bounce, reasonably strong STAB moves and a typing that naturally checks Fighting-types, and a choice of Nuzzle to effortlessly spread paralysis or Mystical Fire to check special attackers and punish Steel-types, Hatterene can support its teammates in a way that cannot be fully replicated by anything else. Healing Wish is crucial, as it allows Hatterene to sacrifice itself in order to fully heal a teammate's HP and cure any status effects; because Hatterene is often paired with sweepers and Terrain or weather setters that enable them, this is often a perfectly acceptable trade to pivot them in safely. Psychic and Dazzling Gleam boast decent coverage together and greatly threaten Fighting-types like Great Tusk and Zamazenta thanks to Hatterene's high base Special Attack; Dazzling Gleam hits Dragon-types like Roaring Moon, Kyurem, Raging Bolt, and Dragapult and Dark-types like Darkrai, while Psychic leaves its mark against Poison-types like Glimmora and Toxapex. Nuzzle ensures that Hatterene remains far from passive by paralyzing anything bar Ground-types and Electric-types; even Gholdengo and opposing Hatterene, which are safe from Thunder Wave's paralysis, are crippled if hit by Nuzzle. Mystical Fire, however, complements Hatterene's STAB moves well by hitting Steel-types super effectively; it also always lowers the opponent's Special Attack, giving it some added utility against threats that can boost their Special Attack like Quiver Dance Volcarona and Calm Mind Raging Bolt. Eject Button complements Magic Bounce perfectly; Hatterene's mere presence on a team will deter opponents from setting entry hazards and using status moves, and with significant investment Hatterene's bulk is sufficient enough to switch directly into a strong neutral hit, survive, and activate Eject Button to safely pivot a teammate in. Eject Button also has the added benefit of turning the tables on U-turn and Volt Switch users, getting a free switch while denying their own switch. 132 Speed EVs allow Hatterene to outpace Ting-Lu, ensuring that it can at least get some chip damage against it before being attacked in return; the rest of its EVs serve to maximize its physical bulk, allowing Hatterene to better pivot in against most physical attackers. I'd add physical attackers Sun and Psychic Terrain teams appreciate Hatterene coming in on to activate Eject Button and pivot, since new players reading this might need help determining which mons it should pivot into. Tera Steel allows Hatterene to handle Fairy-type attacks from Iron Valiant and Enamorus more easily so it can punish them with Nuzzle and turns Hatterene's Poison weakness into an immunity, allowing it to handle Galarian Slowking better while spinblocking against Mortal Spin Glimmora.

Healing Wish Hatterene's ability to enable multiple free switches for its teammates makes it a strong choice for offensive teams--particularly teams vulnerable to entry hazards--that need to maximize a limited number of turns; Hatterene doesn't even need to successfully use a move to help facilitate these teams, as its very presence on a team deters status moves and entry hazards alike the sheer momentum gained from getting a free switch into a threat of one's own choosing can be incredibly powerful. Healing Wish Hatterene is almost mandatory on sun teams, which are often so vulnerable to entry hazards that its Magic Bounce serves as a strong secondary or even tertiary countermeasure against them; sun teams also greatly appreciate Hatterene's ability to give Torkoal an extra chance to support its team with Drought through Healing Wish or to give a powerful offensive threat like Chlorophyll Venusaur, Dragon Dance Gouging Fire, Choice Specs Walking Wake, or Choice Band Roaring Moon a safe point of entry with Healing Wish or more opportunities to sweep by spreading paralysis with Nuzzle. Hatterene is also a staple on Psychic Terrain teams, which appreciate its ability to give Indeedee an extra chance to set up Psychic Terrain or to safely pivot in sweepers like Quiver Dance Volcarona, Shell Smash Polteageist, Dragon Dance Roaring Moon and Gouging Fire, offensive Deoxys-S, and Booster Energy Iron Crown while wasting as few precious Psychic Terrain turns as possible. One thing I'd probably add somewhere in this paragraph, though I'm not sure if this is important, is how Sun teams are running mons like Walking Wake, Roaring Moon, Great Tusk, and Gouging Fire, so they're naturally equipped to beat common Hatterene answers such as Gholdengo, Galarian Slowking, and Heatran, giving it more opportunities to come in to soak up a neutral hit to pivot out or use Healing Wish.

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/dreadfury.408271/
Quality checked by:
https://www.smogon.com/forums/members/username.XXXXXX/
https://www.smogon.com/forums/members/username.XXXXXX/
Grammar checked by:
https://www.smogon.com/forums/members/username.XXXXXX/
I could find barely anything wrong with this post, super high quality! Stamping 1/2 when implemented.
glowking approved.png
 
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QC 2/2
after implemented, ty

[SET]
name: Healing Wish
move 1: Healing Wish
move 2: Psychic
move 3: Dazzling Gleam
move 4: Nuzzle / Mystical Fire
item: Eject Button
tera type: Steel
ability: Magic Bounce
nature: Bold
evs: 252 HP / 124 Def / 132 Spe

[SET COMMENTS]
Through a coveted combination of Healing Wish, an elite ability in Magic Bounce, reasonably strong STAB moves and a typing that naturally checks Fighting-types, and a choice of Nuzzle to effortlessly spread paralysis or Mystical Fire to check special attackers and punish Steel-types, Hatterene can support its teammates in a way that cannot be fully replicated by anything else. Healing Wish is crucial, as it allows Hatterene to sacrifice itself in order to fully heal a teammate's HP and cure any status effects; because Hatterene is often paired with sweepers and Terrain or weather setters that enable them, this is often a perfectly acceptable trade to pivot them in safely. Psychic and Dazzling Gleam boast decent coverage together and greatly threaten Fighting-types like Great Tusk and Zamazenta thanks to Hatterene's high base Special Attack; Dazzling Gleam hits Dragon-types like Roaring Moon, Kyurem, Raging Bolt, and Dragapult and Dark-types like Darkrai, while Psychic leaves its mark against Poison-types like Glimmora and Toxapex. Nuzzle ensures that Hatterene remains far from passive by paralyzing anything bar Ground-types and Electric-types; even Gholdengo and opposing Hatterene, which are safe from Thunder Wave's paralysis, are crippled if hit by Nuzzle. Mystical Fire, however, complements Hatterene's STAB moves well by hitting Steel-types super effectively; it also always lowers the opponent's Special Attack, giving it some added utility against threats that can boost their Special Attack like Quiver Dance Volcarona and Calm Mind Raging Bolt. Eject Button complements Magic Bounce perfectly; Hatterene's mere presence on a team will deter opponents from setting entry hazards and using status moves, and with significant investment Hatterene's bulk is sufficient enough to switch directly into a strong neutral hit, survive, and activate Eject Button to safely pivot a teammate in. Eject Button also has the added benefit of turning the tables on U-turn and Volt Switch users, getting a free switch while denying their own switch. 132 Speed EVs allow Hatterene to outpace Ting-Lu, ensuring that it can at least get some chip damage against it before being attacked in return (Outpacing more Pokemon also gives you more space to pull Healing Wish off); the rest of its EVs serve to maximize its physical bulk, allowing Hatterene to better pivot in against most physical attackers such as unboosted Kingambit and Roaring Moon, Great Tusk, Landorus-T, and Meowscarada. Tera Steel allows Hatterene to handle Fairy-type attacks from Iron Valiant and Enamorus more easily so it can punish them with Nuzzle and turns Hatterene's Poison weakness into an immunity, allowing it to handle Galarian Slowking better while spinblocking against Mortal Spin Glimmora. (I feel "handle" in a bit too strong of a word for Pokemon like Galarian Slowking, Similar to the Speed part, you can mention how the extra immunity/resistance can help you pull off Healing Wish in situations it otherwise wouldnt be able to. Same reason you see other Tera types on different teams to better adapt to this, such as Flying and Dark)

Healing Wish Hatterene's ability to enable multiple free switches for its teammates makes it a strong choice for offensive teams--particularly teams vulnerable to entry hazards--that need to maximize a limited number of turns; Hatterene doesn't even need to successfully use a move to help facilitate these teams, as its very presence on a team deters status moves and entry hazards alike the sheer momentum gained from getting a free switch into a threat of one's own choosing can be incredibly powerful. (I would remove this since you already mentioned/implied it pretty heavily in the 1st paragraph) Healing Wish Hatterene is almost mandatory on sun teams, which are often so vulnerable to entry hazards (I feel that you could explain this part a bit more in depth; first the Fire-types in those teams Torkoal and Gouging Fire yes, but also how most Pokemon on these teams dont opt for Heavy-Duty Boots and instead other items such as Choice Items in the case of Walking Wake and Roaring Moon, Black Glasses or Air Balloon in Kingambit's case, or even Life Orb for Hisuian Lilligant) that its Magic Bounce serves as a strong secondary or even tertiary countermeasure against them. Sun teams naturally run numerous answers to traditional Hatterene checks; powerful offensive threats like Choice Specs Walking Wake, Choice Band Roaring Moon, offensive Great Tusk, and Dragon Dance Gouging Fire can collectively overwhelm Hatterene checks like Gholdengo, Galarian Slowking, and Heatran, which gives Hatterene plenty of opportunities to switch in on a neutral attack and either pivot out with Eject Button or use Healing Wish. Sun teams also greatly appreciate Hatterene's ability to give Torkoal an extra chance to support its team with Drought through Healing Wish or to further enable these aforementioned offensive threats with Healing Wish or by spreading paralysis with Nuzzle. Hatterene is also a staple on Psychic Terrain teams, which appreciate its ability to give Indeedee an extra chance to set up Psychic Terrain or to safely pivot in sweepers like Quiver Dance Volcarona, Shell Smash Polteageist, Dragon Dance Roaring Moon and Gouging Fire, offensive Deoxys-S, and Booster Energy Iron Boulder and Iron Crown while wasting as few precious Psychic Terrain turns as possible.

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/dreadfury.408271/
Quality checked by:
https://www.smogon.com/forums/members/alkazoth.518682/
https://www.smogon.com/forums/members/username.XXXXXX/
Grammar checked by:
https://www.smogon.com/forums/members/username.XXXXXX/
 
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[SET]
name: Healing Wish
move 1: Healing Wish
move 2: Psychic
move 3: Dazzling Gleam
move 4: Nuzzle / Mystical Fire
item: Eject Button
tera type: Steel
ability: Magic Bounce
nature: Bold
evs: 252 HP / 124 Def / 132 Spe

[SET COMMENTS]
Through a coveted combination of Healing Wish, an elite ability in Magic Bounce, reasonably strong STAB moves, (AC) and a typing that naturally checks Fighting-types, and a choice of Nuzzle to effortlessly spread paralysis or Mystical Fire to check special attackers and punish Steel-types, Hatterene can support its teammates in a way that cannot be fully replicated by anything else. Healing Wish is crucial, as it allows Hatterene to sacrifice itself in order to fully heal a teammate's HP and cure any status effects; because Hatterene is often paired with sweepers and Terrain or weather setters that enable them, this is often a perfectly acceptable trade to pivot them in safely. Psychic and Dazzling Gleam boast decent coverage together and greatly threaten Fighting-types like Great Tusk and Zamazenta thanks to Hatterene's high base Special Attack; Dazzling Gleam hits Dragon-types like Roaring Moon, Kyurem, Raging Bolt, and Dragapult and Dark-types like Darkrai, while Psychic leaves its mark against Poison-types like Glimmora and Toxapex. Psychic leaves its mark against Poison-types like Glimmora and Toxapex, while Dazzling Gleam hits Dragon-types like Roaring Moon, Kyurem, Raging Bolt, and Dragapult and Dark-types like Darkrai. (Reordered this sentence to match the ordering of the moves in the set.) Nuzzle ensures that Hatterene remains far from passive by paralyzing anything bar Ground-types and Electric-types; even Gholdengo and opposing Hatterene, which are safe from paralysis from Thunder Wave's paralysis, are crippled if hit by Nuzzle. Mystical Fire, however, complements Hatterene's STAB moves well by hitting Steel-types super effectively; it also always lowers the opponent's Special Attack, giving it some added utility against threats that can boost their Special Attack like Quiver Dance Volcarona and Calm Mind Raging Bolt. Eject Button complements Magic Bounce perfectly; Hatterene's mere presence on a team will deter opponents from setting entry hazards and using status moves, and with significant investment, (AC) Hatterene's bulk is sufficient enough to switch directly into a strong neutral hit, survive, and activate Eject Button to safely pivot a teammate in. Eject Button also has the added benefit of turning the tables on U-turn and Volt Switch users, getting a free switch while denying their own switch. 132 Speed EVs allow Hatterene to outpace Ting-Lu, ensuring that it can at least get some chip damage against it before being attacked in return and expanding the number of slower threats it can use Healing Wish against before being KOed.; (RSC, AP) the The rest of its EVs serve to maximize its physical bulk, allowing Hatterene to better pivot in against most physical attackers such as unboosted Kingambit and Roaring Moon, Great Tusk, Landorus-T, and Meowscarada. Tera Steel allows Hatterene to handle Fairy-type attacks from Iron Valiant and Enamorus more easily so it can punish them with Nuzzle and turns Hatterene's Poison weakness into an immunity, allowing it to spinblock against Mortal Spin Glimmora. Steel's powerful defensive profile also expands the number of threats Hatterene can safely use Healing Wish against in a pinch, such as Iron Head Kingambit, Kyurem and Galarian Slowking; though very situational, other Tera types like Dark and Flying can accomplish similar goals against different threats like Gholdengo and Dragapult for the former and Great Tusk and Heavy Slam Zamazenta for the latter.

Healing Wish Hatterene's ability to enable multiple free switches for its teammates makes it a strong choice for offensive teams--—particularly teams vulnerable to entry hazards--—that need to maximize a limited number of turns. Healing Wish Hatterene is almost mandatory on sun teams, which are often so vulnerable to entry hazards (If you wish, any mention of "entry hazards" from this point can be just written as "hazards." Only the first mention of hazards should be "entry hazards.") that its Magic Bounce serves as a strong secondary or even tertiary countermeasure against them; Fire-types such as Torkoal and Gouging Fire are especially weak to entry hazards, but even powerful attackers like Choice Band Roaring Moon, Choice Specs Walking Wake, Black Glasses and Air Balloon Kingambit, and Life Orb Venusaur and Hisuian Lilligant can be worn down very quickly with entry hazard chip. Many of these are also answers to traditional Hatterene checks; powerful offensive threats like Choice Specs Walking Wake, Choice Band Roaring Moon, offensive Great Tusk, and Dragon Dance Gouging Fire can collectively overwhelm Hatterene checks like Gholdengo, Galarian Slowking, and Heatran, which gives Hatterene plenty of opportunities to switch in on a neutral attack and either pivot out with Eject Button or use Healing Wish. Sun teams also greatly appreciate Hatterene's ability to give Torkoal an extra chance to support its team with Drought through Healing Wish, (AC) or to further enable these aforementioned offensive threats with Healing Wish, (AC) or by spreading spread paralysis with Nuzzle. Hatterene is also useful on rain teams for similar reasons; Pelipper greatly appreciates extra opportunities to set Drizzle up through Eject Button or Healing Wish, and teammates like Barraskewda and Assault Vest Archaludon appreciate both Hatterene's ability to deny entry hazards to keep them healthy and the many safe switches it can enable. Hatterene is also a staple on Psychic Terrain teams, which appreciate its ability to give Indeedee an extra chance to set up Psychic Terrain or to safely pivot in sweepers like Quiver Dance Volcarona, Shell Smash Polteageist, Dragon Dance Roaring Moon and Gouging Fire, offensive Deoxys-S, and Booster Energy Iron Boulder and Iron Crown while wasting as few precious Psychic Terrain turns as possible.

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/dreadfury.408271/
Quality checked by:
https://www.smogon.com/forums/members/alkazoth.518682/
https://www.smogon.com/forums/members/setsusetsuna.548068/
https://www.smogon.com/forums/members/magcargo.177111/

Grammar checked by:
https://www.smogon.com/forums/members/tbolt.555379/

GP Team done
 
All implemented!

And with that, Healing Wish Hatterene is now done! Thank you for the excellent QC and GP work, everyone!
 

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