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Lucid Clay is a defensive Claydol-centered strategy for Terrakion. The opening establishes screens, Tailwind, and hazard control; Samurott then drives Terrakion into Torrent range before the team transitions into a controlled Trick Room phase.
Claydol copies and manipulates boosts, uses Gravity for accuracy, and hands the raid to Ferrothorn, Sableye, Torterra, Garchomp, and Conkeldurr. Exact player roles, Speed order, Defense values, and faint timing are part of the strategy.
⚠️
Core rule
Verify every ability, nature, EV/IV requirement or exact final stat, move, item, and Speed relationship before entering. Do not improvise the Claydol order or the faint cadence.
⚙️ Terrakion Mechanics
🧠
Encounter
Terrakion is a 6★ boss in Unova's Victory Road. It has Justified and holds a Lum Berry.
Add build rule25 IVs · 252 Speed EVsApplies to every added Pokémon
👥 Player Builds and Manual Stats
The supplied guide gives complete manual builds for all four positions. Flexible EVs and source-qualified values remain flexible, while the listed final targets and Speed relationships are preserved exactly.
Opening control, Claydol boosts, and Torterra finish
P1's manual stat requirements are transcribed from the supplied build sheet. Flexible EVs should be assigned to reach the listed final targets and Speed relationships.
Slot 1
Stantler
@ Choice Scarf
Ability: IntimidateNature: AnyIVs / EVs: 4+ Speed EV only if −Speed nature and 0 IVsTarget: 158+ SpeedOther stats: Do not matter
Reflect
P1 Stantler uses Reflect on turn 1. The opening should get its move off before the intended death cadence.
Wood Hammer on turn 10, Wide Guard on turn 11, then Wood Hammer for the all-out finish.
Fast Claydol copy, Ferrothorn damage, and Torterra
P2 follows the Lucid Clay action line with the fast Claydol, Ferrothorn damage, Sableye burn support, and Rocky Helmet Torterra finish. Use the supplied final targets and Speed order.
Opening
Stantler
@ Flame Orb
Ability: IntimidateNature: Any NatureEVs: 4+ Speed only if −Speed nature + 0 IVsTarget: 158+ SpeedOther stats: Do not matter
Trick
Use Trick on turn 1; the opening should get its move off and establish the −2 Attack state.
Wood Hammer on turns 12 and 13 while the final Rocky Helmet chip resolves.
Tailwind, slower Claydol, and Helping Hand
P3 opens with Prankster Murkrow, uses the fastest Samurott, and supplies the slower Claydol, Ferrothorn, Medicham, and Garchomp line with the source’s exact targets.
Turn 1
Murkrow
No item
Ability: Prankster (HA)Nature: Any NatureIVs/EVs: Any IV/EV spread; other stats do not matter
Tailwind
Tailwind is part of the opening Speed state. P3 Samurott must be fastest of the three.
Turns 2 to 3
Samurott
@ Life Orb
Ability: Any AbilityNature: Modest / Mild / RashIVs: 31 SpA requiredEVs: FlexibleTarget: 300–331 HP / 185–206 Def / 346 SpA / 177+ SpeedSpeed: Must outspeed P1/P2 Samurott
Hydro PumpHydro Cannon
Move first on turn 3 so P1/P2 reach Torrent range afterward.
Close Combat on turn 10, then Helping Hand on turns 11–12. Helping Hand can target anything.
Turns 11 to 13
Garchomp
@ Rocky Helmet
Ability: Rough Skin (HA)Nature: Any non −Def NatureEVs: 252 HP / 252 DefTarget: 389+ HP / 258+ Def
Helping Hand
Helping Hand on turns 11–13; Rocky Helmet and Rough Skin provide extra endgame damage.
Defog, Gravity, flurry control, and Conkeldurr
P4 controls hazards and accuracy early, manipulates Stoutland's boosts, and manages the flurry with Quick Guard and later Trick Room using the supplied manual builds.
Turn 1
Pelipper
@ Choice Scarf
Ability: DrizzleNature: Any NatureEVs: 0 HP / 0 DefOther stats: Do not matter
Defog
Defog establishes the intended opening hazard state.
Turns 2 to 3
Jirachi
@ Jaboca Berry
Ability: Serene GraceNature: Any non −Def NatureIVs: 11 HP / 31 Def listed in the build sheetEVs: 0 HP / 100 DefTarget: 341 HP / 260–299 Def
Lucky ChantWish
Lucky Chant on turn 2 and Wish on turn 3. Wish heals P4 Claydol next turn.
Turns 4 to 6
Claydol
@ Covert Cloak
Ability: LevitateNature: Impish / Lax / RelaxedIVs: 28+ HP / 6+ Def / 0 Speed preferredEVs: FlexibleTarget: 321–324 HP / 312 Def / 155 or less SpeedSpeed: Must underspeed all Claydol
Power SwapSafeguardGravityExplosion (Baits Fire Fang)
Take Stoutland's +2 Attack on turn 4, Safeguard on turn 5, then Gravity on turn 6 while moving first in Trick Room.
This line depends on exact Speed order, the Claydol boost sequence, and controlled fainting. Read the transition condition on every turn before continuing.
Turn 1
Opening control
Reflect / Trick / Tailwind / Defog
P1Stantler→Reflect
P2Stantler→Trick
P3Murkrow→Tailwind
P4Pelipper→Defog
Check: Everything should get its move off and die. Intimidate, Tailwind, and Defog establish the intended speed and damage state.
Turn 2
Hydro Pump
Target: ~86%
P1–P3Three Samurott→Hydro Pump
P4Jirachi→Lucky Chant
Speed: P3 Samurott must be fastest so P1/P2 can enter Torrent range on turn 3. Terrakion should still be at −2 Attack.
Turn 3
Torrent and Wish setup
Target: ~73.5%
P1–P3Three Samurott→Hydro Cannon
P4Jirachi→Wish
Check: P3 moves first. P1/P2 should be below 33.3% HP for Torrent. Swords Dance is negated by the turn 1 Intimidates; Wish heals P4 Claydol next turn.
Turn 4
Claydol boost manipulation
Target: ~73%
P1Poliwrath→Belly Drum
P2Claydol→Psych Up (P1)
P3Claydol→Trick Room
P4Claydol→Power Swap (Stoutland)
Order: Poliwrath should be fastest. P4 Claydol takes Stoutland's +2 Attack and leaves it unboosted; Wish offsets the damage.
Turn 5
Copy the Claydol boosts
Target: ~68.5%
P1Claydol→Psych Up (P2)
P2Claydol→Zen Headbutt
P3Claydol→Psych Up (P2)
P4Claydol→Safeguard
Check: P1 and P3 Claydol should both be at +6 after this turn. Zen Headbutt comes before Drill Run to avoid unwanted turn 7 flinches; Safeguard prevents poison and later burns.
Turn 6
Gravity
Target: ~57.5%
P1Claydol→Reflect
P2Claydol→Zen Headbutt
P3Claydol→Zen Headbutt
P4Claydol→Gravity
Purpose: P4 must use Gravity while moving first in Trick Room so all moves become 100% accurate. More Zen Headbutts avoid turn 7 flinches.
Turn 7
Drill Run
Target: ~48.5%
P1–P3Three Claydol→Drill Run
P4Smeargle→Lucky Chant
Order: Under Trick Room, the Claydol order should be P1 → P3 → P2. Flurry should be hit at the end of this turn and everything should be dead.
Turn 8
Flurry / Quick Guard
Target: ~39%
P1Sableye→Tickle
P2–P3Two Ferrothorn→Gyro Ball
P4Gallade→Quick Guard
Key: Quick Guard acts like Protect against priority, making each move deal only 25% of normal damage. Ferrothorn and Sableye must survive the intended targeting.
Turn 9
Quash + Trick Room
Target: ~29.5%
P1Sableye→Quash
P2–P3Two Ferrothorn→Gyro Ball
P4Gallade→Trick Room
Check: Quash lets Trick Room go off before Terrakion acts. If Terrakion uses Earthquake here instead of the expected single-target sequence, something has gone wrong.
Turn 10
Final damage transition
Target: ~18%
P1Torterra→Wood Hammer
P2Sableye→Will-O-Wisp
P3Medicham→Close Combat
P4Gallade→Close Combat
Transition: Fake Out should trigger after the final attack and hit nothing this turn. Close Combat guarantees Medicham and Gallade die so the final Pokémon can enter.
Both Torterra use Wood Hammer, Garchomp uses Helping Hand, and Conkeldurr uses Low Kick.
Boss: ~0%
Turn 13Seal the deal
Both Torterra use Wood Hammer; Garchomp uses Helping Hand. Rocky Helmet and Rough Skin should finish the raid.
Boss: 0%
Turn 14Emergency cleanup
Use P1 Torterra Wood Hammer if Terrakion somehow survives. This indicates a badly damaged line.
Boss: cleanup only
✅ Pre-Raid Checklist
Abilities
Stantler — Intimidate
Pelipper — Drizzle
P1/P2 Samurott — Torrent
Sableye — Prankster
Torterra — Shell Armor
Murkrow — Prankster
Conkeldurr — Guts
Garchomp — Rough Skin
Egg moves and build checks
Torterra — Wide Guard and Tickle
Nature of every Pokémon
EV / IV or exact stat numbers
Every required move
Every item
Correct defensive ranges
Critical Speed rules
P3 Samurott is fastest of the three
P1 Claydol underspeeds P2/P3
P2 Claydol outspeeds other Claydols and Terrakion under Tailwind
P3 Claydol outspeeds P1/P4 and underspeeds P2
P4 Claydol underspeeds all Claydols
Do not improvise the build or order
Queue check: Confirm Nature • Ability • Item • EVs / IVs • Moves • Exact Speed order • Defensive ranges • Party order. Lucid Clay is designed to have no RNG when these requirements and the faint timing are correct.