Crimson Core Guides: Terrakion - Lucid Clay Strat

Raid Guide 19 September 2026

Terrakion Raid Guide: Lucid Clay

⭐6★ RaidTerrakion encounter
🧱Claydol CoreBoost manipulation
🌀Trick RoomExact Speed order
🌪️SandstormPermanent phase
🎲No RNGWhen builds are correct
🧱 What is Lucid Clay?

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.

📉

HP thresholds

100% progressive shield, 80.9% Swords Dance, 66.9% Permanent Sandstorm, 50.9% flurry/+1 priority, 33.9% three-action Protects, and 20.9% typeless Fake Out.

🛡️

Progressive Shield

Repeated attacks of the same type give Terrakion an immunity shield with 9% resistance to that type each time.

🌀

Trick Room order

P2 Claydol must outspeed the other Claydols and Terrakion under Tailwind. P1/P4 Claydol must underspeed P2/P3; P3 must underspeed P2.

📊

Boss stats

HP 910 + 31 IV, Attack 256 + 31 IV, Defense 900 + 31 IV, Special Attack 144 + 31 IV, Special Defense 900 + 31 IV, Speed 315.

⚔️

Boss moves

Sacred Sword 117 BP, Stone Edge 130 BP, Earthquake 130 BP, and Poison Jab 104 BP.

ExcadrillSand Rush · Soft Sand · 269 / 538 SpeedEarthquake / X-Scissor / Rock Slide / Iron Head
GigalithSand Force · Normal Gem · 143 SpeedEarthquake / Explosion / Stone Edge / Superpower
HippowdonSand Force · Earth Plate · 187 SpeedThunder Fang / Earthquake / Stone Edge / Crunch
SandslashSand Rush · Ground Gem · 223 / 446 SpeedEarthquake / Leech Life / Seismic Toss / Stone Edge
DugtrioSand Force · Dark Gem · 333 SpeedFoul Play / Earthquake / Stone Edge / Night Slash
StoutlandSand Rush · Silk Scarf · 253 / 506 SpeedFire Fang / Wild Charge / Return / Crunch
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
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.
Slot 2
Samurott
Samurott
@ Life Orb
Ability: TorrentNature: Modest / Mild / RashIVs: 31 SpA requiredEVs: FlexibleTarget: 300–331 HP / 185–206 Def / 346 SpA / 158–176 SpeSpeed: Must underspeed P3 Samurott
Hydro PumpHydro Cannon
Hydro Pump on turn 2, then Hydro Cannon on turn 3. P1 must be below 33.3% HP for Torrent on turn 3.
Slot 3
Poliwrath
Poliwrath
@ Rocky Helmet
Nature: AnyEVs: 0 HP / 0 Def / 252 SpeTarget: under 322 HP / under 249 Def / 189+ SpeedSpeed: Must outspeed P2 Claydol
Belly Drum
Poliwrath must be the fastest Pokémon on turn 4. Its fate after Belly Drum does not matter because Wish offsets P4 Claydol's damage.
Slot 4
Claydol
Claydol
@ Light Clay
Ability: LevitateNature: Impish / Lax / RelaxedIVs: 28+ HP / 31 Atk / 28+ Def / 0 Speed preferredEVs: FlexibleTarget: 292–295 HP / 205 Atk / 336–339 Def / 156 or less SpeedSpeed: Underspeed P2/P3
Psych UpReflectDrill Run
P1 Psych Ups on turns 5 and 6, then uses Drill Run on turn 7 in the P1 → P3 → P2 Trick Room damage order.
Slot 5
Sableye
Sableye
@ Jaboca Berry
Ability: Prankster (HA)Nature: Any non −Def natureIVs: 15+ HP / 15+ DefEVs: 252 HP / 252 DefTarget: 288+ HP / 233+ Def
TickleQuash
Tickle on turn 8, then Quash on turn 9 so Trick Room resolves before Terrakion acts.
Slot 6
Torterra
Torterra
@ Miracle Seed
Ability: Shell Armor (HA)Nature: Adamant / Naughty / BraveIVs: 25+ HP / 31 Atk / 25+ DefEVs: 252 Atk / 252 DefTarget: 325+ HP / 348 Atk / 303+ Def
Wide GuardTickleWood Hammer
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
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.
Turns 2 to 3
Samurott
Samurott
@ Life Orb
Ability: TorrentNature: Modest / Mild / RashIVs: 31 SpA requiredEVs: FlexibleTarget: 300–331 HP / 185–206 Def / 346 SpA / 158–176 SpeSpeed: Must underspeed P3 Samurott
Hydro PumpHydro Cannon
P2 must enter Torrent range on turn 3, then transitions to Claydol.
Turns 4 to 7
Claydol
Claydol
@ Jaboca Berry
Ability: LevitateNature: Impish / LaxIVs: 28+ HP / 31 Atk / 20+ Def / 0 Speed preferredEVs: FlexibleTarget: 258–261 HP / 239 Atk / 325 Def / 158+ SpeedSpeed: Must outspeed all Claydol and Terrakion under Tailwind
Psych Up (P1)Zen HeadbuttDrill Run
Psych Up on turn 4, Zen Headbutt on turns 5–6, then Drill Run on turn 7. P2 is the fast Claydol.
Turns 8 to 9
Ferrothorn
Ferrothorn
@ Choice Band
Ability: Iron BarbsIVs: 25+ HP / 31 Atk / 25+ DefEVs: FlexibleTarget: 305+ HP / 292+ Atk / 355+ Def / 53 or less SpeedSpeed IV: Brave ≤14; Adamant/Naughty ≤8
Gyro Ball
Use Gyro Ball on turns 8 and 9 with the source’s low-Speed constraints.
Turns 10 to 11
Sableye
Sableye
No item
Ability: Prankster (HA)Nature: Any NatureEVs: 0 HP / 0 DefTarget: 241 HP or less / 204 Def or less
Will-O-WispTickle
Will-O-Wisp on turn 10, then Torterra Tickle on turn 11.
Turns 12 to 13
Torterra
Torterra
@ Rocky Helmet
Ability: Shell Armor (HA)Nature: Adamant / Naughty / BraveIVs: 25+ HP / 31 Atk / 25+ DefEVs: 252 Atk / 252 DefTarget: 325+ HP / 348 Atk / 303+ Def
Wood HammerTickleWide Guard
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
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
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.
Turns 4 to 7
Claydol
Claydol
@ Jaboca Berry
Ability: LevitateNature: Impish / LaxIVs: 28+ HP / 31 Atk / 28+ Def / 0 Speed preferredEVs: FlexibleTarget: 258–261 HP / 238 Atk / 336–339 Def / 157 SpeedSpeed: Outspeed P1/P4 Claydol but underspeed P2
Trick RoomPsych Up (P2)Zen HeadbuttDrill Run
Trick Room on turn 4, Psych Up on turn 5, Zen Headbutt on turn 6, Drill Run on turn 7.
Turns 8 to 9
Ferrothorn
Ferrothorn
@ Covert Cloak
Ability: Iron BarbsIVs: 25+ HP / 31 Atk / 25+ DefEVs: FlexibleTarget: 305+ HP / 292+ Atk / 355+ Def / 53 or less Speed
Gyro Ball
Use Gyro Ball on both turns during the flurry phase.
Turns 10 to 12
Medicham
Medicham
@ Expert Belt
Ability: Pure PowerNature: Adamant / Naughty / LonelyIVs: 6+ AtkEVs: 252 Atk / 0 HP; Defense flexibleTarget: 230–261 HP / 213+ Atk / 155–186 Def
Close CombatHelping Hand
Close Combat on turn 10, then Helping Hand on turns 11–12. Helping Hand can target anything.
Turns 11 to 13
Garchomp
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
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
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
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.
Turn 7
Smeargle
Smeargle
No item
Ability/Nature/IV/EV: AnyOther stats: Nothing matters
Lucky Chant
Use Lucky Chant during the Drill Run turn.
Turns 8 to 9
Gallade
Gallade
@ Fighting Gem
Ability: Any AbilityNature: Adamant / SaughtyIVs: 31 AtkEVs: 252 Atk / 252 DefTarget: 246+ HP / 383 Atk / 198+ Def
Quick GuardTrick RoomClose Combat
Quick Guard on turn 8 acts like Protect during the flurry; Trick Room on turn 9 is protected by Quash.
Turns 10 to 12
Conkeldurr
Conkeldurr
@ Choice Band
Ability: GutsNature: Adamant / Brave / NaughtyIVs: 20+ HP / 31 Atk / 20+ DefEVs: 252 HP / 252 AtkTarget: 403+ HP / 416 Atk / 215–226 Def
Low Kick
Close Combat on turn 10, then Low Kick on turns 11–12. P4 may finish before turn 13.
📋 Turn-by-Turn Cheat Sheet
TurnP1P2P3P4Boss HP
1Stantler: ReflectStantler: TrickMurkrow: TailwindPelipper: Defog100%
2Samurott: Hydro PumpSamurott: Hydro PumpSamurott: Hydro PumpJirachi: Lucky Chant~86%
3Samurott: Hydro CannonSamurott: Hydro CannonSamurott: Hydro CannonJirachi: Wish~73.5%
4Poliwrath: Belly DrumClaydol: Psych Up (P1)Claydol: Trick RoomClaydol: Power Swap (Stoutland)~73%
5Claydol: Psych Up (P2)Claydol: Zen HeadbuttClaydol: Psych Up (P2)Claydol: Safeguard~68.5%
6Claydol: ReflectClaydol: Zen HeadbuttClaydol: Zen HeadbuttClaydol: Gravity~57.5%
7Claydol: Drill RunClaydol: Drill RunClaydol: Drill RunSmeargle: Lucky Chant~48.5%
8Sableye: TickleFerrothorn: Gyro BallFerrothorn: Gyro BallGallade: Quick Guard~39%
9Sableye: QuashFerrothorn: Gyro BallFerrothorn: Gyro BallGallade: Trick Room~29.5%
10Torterra: Wood HammerSableye: Will-O-WispMedicham: Close CombatGallade: Close Combat~18%
11Torterra: Wide GuardTorterra: TickleGarchomp: Helping HandConkeldurr: Low Kick~9.5%
12Torterra: Wood HammerTorterra: Wood HammerGarchomp: Helping HandConkeldurr: Low Kick~0%
13Torterra: Wood HammerTorterra: Wood HammerGarchomp: Helping HandFinish0%
14Torterra: Wood HammerFinishFinishFinishcleanup
⏱️ Turn-by-Turn Guide

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
P1StantlerStantler→Reflect
P2StantlerStantler→Trick
P3MurkrowMurkrow→Tailwind
P4PelipperPelipper→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–P3SamurottThree Samurott→Hydro Pump
P4JirachiJirachi→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–P3SamurottThree Samurott→Hydro Cannon
P4JirachiJirachi→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%
P1PoliwrathPoliwrath→Belly Drum
P2ClaydolClaydol→Psych Up (P1)
P3ClaydolClaydol→Trick Room
P4ClaydolClaydol→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%
P1ClaydolClaydol→Psych Up (P2)
P2ClaydolClaydol→Zen Headbutt
P3ClaydolClaydol→Psych Up (P2)
P4ClaydolClaydol→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%
P1ClaydolClaydol→Reflect
P2ClaydolClaydol→Zen Headbutt
P3ClaydolClaydol→Zen Headbutt
P4ClaydolClaydol→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–P3ClaydolThree Claydol→Drill Run
P4SmeargleSmeargle→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%
P1SableyeSableye→Tickle
P2–P3FerrothornTwo Ferrothorn→Gyro Ball
P4GalladeGallade→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%
P1SableyeSableye→Quash
P2–P3FerrothornTwo Ferrothorn→Gyro Ball
P4GalladeGallade→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%
P1TorterraTorterra→Wood Hammer
P2SableyeSableye→Will-O-Wisp
P3MedichamMedicham→Close Combat
P4GalladeGallade→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.
Turn 11Wide Guard + Helping Hand

P1 Torterra uses Wide Guard, P2 Torterra uses Tickle, P3 Garchomp uses Helping Hand, and P4 Conkeldurr uses Low Kick.

Boss: ~9.5%
Turn 12All-out damage

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.
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