Tofu's Table 2/X, Hisui?

Hi everyone, Tofu and Snorlax inviting you back to our table as we had to start cooking for HOME considering it has come!


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Just as a disclaimer, I have no clue whether or not these sets would actually work as well as I think they do, and these are purely my own opinion and are definitely liable to being changed. I will also only be focusing on the new Hisuian Pokémon as we can reference previous generations for the rest of the Home transfer. Stay tuned for my Regulation D Team Concepts in the future!

P.S. I cannot find nice moving 3D models for these guys so they might not look as pretty.

On to the sets!

Hisuian Zoroark

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Ability: Illusion  
Item: Focus Sash Tera Type: Dark EVs: 4 HP / 252 SpA / 252 Spe Timid Nature IVs: 0 Atk - Shadow Ball - Hyper Voice - Protect - Will-O-Wisp

Being completely honest, I don't think Hisuian Zoroark will be that good due to its gimmicky nature, and with OTS it is even harder to bluff with Illusion. It's signature move, Bitter Malice, also hits allies, which isn't great. There could be some niche in ladder where you could potentially use it, but due to its fragile statline, even strong neutrals from something like Flutter Mane will just delete it. It does however have a strength in its unqiue ability to wall Bulk-up Annihilape due to its typing.

Hisuian Arcanine

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Ability: Rock Head  
Item: Choice Scarf / Choice Band  
Tera Type: Grass  
EVs: 4 HP / 252 Atk / 252 Spe  
Jolly Nature  
- Head Smash  
- Flare Blitz  
- Tera Blast  
- Close Combat  

I think Hisuian Arcanine will have a different use relative to Kantonian Arcanine. It is marginally slower by 5 base speed (95 vs 90), but is a bit stronger offensively on its physical side with 5 extra base HP. Having a x4 weakness to both Water and Ground feels extremely devastating as a supporting Pokémon, which makes it a bit harder to Intimidate-Cycle in some matchups. Therefore I suggest we can make use of its Hidden Ability, Rock Head, which prevents recoil damage apart from Life Orb, crash damage, or Struggle.

Hisuian Braviary

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Ability: Tinted Lens  
Item: Life Orb / Sitrus Berry / Covert Cloak
Tera Type: Fairy EVs: 148 HP / 4 Def / 252 SpA / 4 SpD / 100 Spe Timid Nature IVs: 0 Atk - Tailwind - Esper Wing - Dazzling Gleam - Protect / Air Slash

I'm personally unsure of how Hisuian Braviary will be run? I feel lke it has a few options it could do but probably just your standard Tailwind user. Tinted Lens would be nice for consistent chip damage, but doesn't really help when a lot of the metagame is immune towards one of your STABs. The EVs here just have Hisuian Braviary outspeed Dragapult after one Tailwind or 2 Esper Wings.

Hisuian Avalugg

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Ability: Strong Jaw  
Item: Assault Vest / Choice Band?
Tera Type: Ghost  
EVs: 4 HP / 252 Atk / 252 SpD
Brave Nature  
IVs: 0 Spe  
- Mountain Gale  
- Body Press  
- Rock Slide  
- Stomping Tantrum  

I feel Hisuian Avalugg will also be pretty bad. There are far better options for Trick Room in my opinion, and he doesn't do anything particularly special. The above set is more for a Choice Band/AV set, but there is merit in running the Iron Defense/Body Press set which would look something like this:

Ability: Ice Body  
Item: Leftovers 
EVs: 252 HP / 4 Def / 252 SpD  
Calm Nature  
IVs: 0 Atk  
- Iron Defense  
- Body Press  
- Recover  
- Protect  

Hisuian Decidueye

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Ability: Scrappy  
Items: Rocky Helmet? / Life Orb / Sitrus Berry
Tera Type: Rock  
EVs: 116 HP / 252 Atk / 140 Spe  
Jolly Nature  
- Triple Arrows  
- Leaf Blade  
- Tailwind / Tera Blast?
- Protect  

Decidueye can have potential with its interesting signature move. Triple Arrows, which has an increased chance to crit (1/8), alongside a 30% chance to flinch, and a 50% chance to reduce the target's Defense by 1 stage, despite not being fast enough to actually take advantage of the flinch chance if provides. This is why I suggest running Tailwind, which means you can be fast enough to flinch AND potentially reduce Defense of the opposing side for your side slot to capitalise on it. It's also nice the Scrappy means you can cover for Tera Ghost or Ghost-type switch ins, and prevent Intimidate.

Hisuian Electrode

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Ability: Aftermath  
Tera Type: Ice??  
EVs: 252 SpA / 4 SpD / 252 Spe  
Timid Nature  
IVs: 0 Atk  
- Chloroblast  
- Volt Switch  
- Foul Play  / Tera Blast
- Scary Face / Thunder Wave

Boasting a 150 speed stat, Hisuian Electrode could have had a niche to be used as a meta-call pick into Iron Bundle, and as a bonus for the grass typing has the benefit of ignoring Amoonguss. UNFORTUNATELY this is ALSO the same regulation that Regieleki has come in, so who the hell cares.

Hisuian Goodra

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Ability: Shell Armor  
Item: Leftovers  
Tera Type: Ghost  
EVs: 252 HP / 252 Def / 4 SpD  
Careful Nature  
- Acid Armor  
- Heavy Slam  
- Body Press  
- Protect  

One of the more versatile? yet also underwhelming choices to come from Home, it could fulfil a few roles within a team with a couple of sets as detailed. The above set shows basically an "Iron Defense" Body Press set, and Heavy Slam for Flutter Mane.

Ability: Sap Sipper  
Item: Assault Vest  
Tera Type: Flying  
EVs: 252 HP / 252 SpA / 4 SpD  
Modest Nature  
IVs: 0 Atk  
- Draco Meteor  
- Flash Cannon  
- Ice Beam  
- Thunderbolt  

This set would probably be the standard for offensive Goodra, with consistent chip damage.

Ability: Sap Sipper  
Item: Sitrus Berry  
Tera Type: Ghost  
EVs: 252 HP / 252 Def / 4 SpD  
Calm Nature  
- Life Dew  
- Feint  
- Draco Meteor  
- Flash Cannon  

This set is a support set I thought could be of use? Tera-type mainly to prevent Fake Out and just covers the Fighting weakness.

Hisuian Lilligant

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Ability: Chlorophyll  
Item: Focus Sash / Wide Lens / Covert Cloak 
Tera Type: Ghost  
EVs: 252 Atk / 4 SpD / 252 Spe  
Jolly Nature  
- Close Combat  
- Sleep Powder  
- Solar Blade  
- After You  

Another option for sun teams, but I'm not sure it provides anything significantly different relative to regular Lilligant, despite Victory Dance's existence, as Quiver Dance Lilligant was never really an option. Hence I thought you should just capitalise on improved coverage. I don't like Solar Blade, and I prefer something like Leaf Blade, especially as I expect Rain to be decent.

Hisuian Samurott
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Ability: Sharpness  
Item: Focus Sash / Choice Scarf  
Tera Type: Grass 
EVs: 252 Atk / 4 SpD / 252 Spe  
Jolly Nature  
- Ceaseless Edge  
- Razor Shell  
- Sucker Punch /  Knock Off / Sacred Sword
- Protect / Tera Blast

Samurott is going to find some use with Sharpness boosted Ceaseless Edge, allowing it to set Spikes as a byproduct, which goes up to 3 layers. Aside from that, it gets access to a couple of priority STAB moves which is never really a bad thing. Sacred Sword on here is really good too.

Overqwil

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Ability: Swift Swim / Intimidate 
Item: Life Orb / Sitrus Berry 
Tera Type: Grass  
EVs: 4 HP / 252 Atk / 252 Spe  
Jolly Nature  
- Crunch  
- Poison Jab  
- Swords Dance  
- Protect  

Overqwil has a bit of an overlap as an option for both Intimidate and Swift Swim. It does have unique coverage but I doubt provides enough utility to outdo both the alternative options for Swift Swim and Intimidate users.

Basculegion (M)

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Ability: Swift Swim  
Item: Choice Scarf / Life Orb / Choice Band  
Tera Type: Water / Grass  
EVs: 4 HP / 252 Atk / 252 Spe  
Jolly Nature  
- Wave Crash  
- Last Respects  
- Aqua Jet  
- Tera Blast  

I think Basculegion might see some play on Rain teams, but it has a low speed stat which risks being outsped by some of the popular metagame options such as Booster Iron Bundle or Flutter Mane. It also has a depressing movepool.

(I don't think Basculegion-F is worth running at all)

Wyrdeer

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Ability: Intimidate  
Item: Sitrus Berry 
Tera Type: Fairy  
EVs: 252 HP / 100 SpA / 156 Spe  
Modest Nature  
IVs: 0 Atk  
- Imprison  
- Trick Room  
- Psychic  
- Tera Blast  

I personally have gotten to try out Wyrdeer on a team and it does stand to have a unique niche by having access to both Intimidate and Trick Room with Imprison, giving it a good level of utility. It also has the potential to run either Physical with its signature move, Psyshield Bash, which has a 100% chance to boost its Defense by 1 stage, or just running SpAtk with Psychic and Tera Blast (which can double as STAB and coverage). Also gets Thunder Wave!

Hisuian Typhlosion

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Ability: Frisk  
Item: Choice Scarf / Choice Specs  
Tera Type: Fire  
EVs: 4 HP / 252 SpA / 252 Spe  
Timid Nature
IVs: 0 Atk  
- Eruption  
- Overheat  
- Shadow Ball  
- Heat Wave  

Typhlosion is our only fast Eruption user with the benefit of the natural Ghost typing being able to dodge Fake Out,  which is really valuable. Base 95 Speed is a good speed tier as well, as it avoids being slower than Booster Iron Bundle in Tailwind. It does however highlight a weakness to a strong common threat in Chien-Pao and I would fear Urshifu Rapid-Strike with an Aqua Jet (I expect the two to be together). It is also key to highlight I expect Heatran to be meta as well. I feel Typhlosion has a valid role and can be good into a lot of unprepared teams, but risks a lot of inconsistency.

Sneasler
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Ability: Unburden  
Item: Psychic Seed/ Focus Sash  
Tera Type: Flying  
EVs: 252 Atk / 4 SpD / 252 Spe  
Adamant Nature  
- Dire Claw  
- Close Combat  
- Acrobatics / Swords Dance
- Protect  

Sneasler may seem good on paper due to having a base 120 speed with access to Unburden, which doubles your speed upon use of the held item, but I fear with Dire Claw's inconsistency it can lead to a lot of variance, and the team slot dedication can be heavy if you prefer the Psychic Seed set. As a better Hawlucha clone, it could be a lot better than I think it is, but I doubt it will see as much play relative to the stronger options we have.

Ursaluna

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Ability: Guts  
Item: Flame Orb / Assault Vest  
Tera Type: Normal  
EVs: 252 HP / 252 Atk / 4 SpD  
Brave Nature  
IVs: 0 Spe  
- Facade  
- Headlong Rush  
- Crunch / Swords Dance / Drain Punch / Close Combat
- Protect  

The star of Hisui, Ursaluna is going to be a premier meta-defining threat inside and out of Trick Room, due to its incredible statline, and access to STAB Guts-boosted Facade coming off a base 140 attack, with a signature 120 BP STAB in Headlong Rush. This combined coverage can hit most of the metagame barring a few specific choices (Tera-Ghost Orthworm maybe?). I'd definitely be on the lookout for COCAINE BEAR.

Kleavor

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Ability: Sharpness  
Item: Focus Sash / Clear Amulet / Lum Berry Tera Type: Fire EVs: 252 Atk / 4 SpD / 252 Spe Adamant Nature - Stone Axe - X-Scissor - Feint / Tailwind / Close Combat - Protect

I think Kleavor will be an interesting pick for a few reasons, due to it being able to set Stealth Rocks as a by-product of its signature move, Stone Axe, and having access to the usual Scyther-line moveset like Tailwind and Feint. Hazards were never really a thing but since it's a secondary effect here, there is no loss of turn efficiency.

Anyways, thanks for reading, I hope it was useful and good luck for Regulation D!