Crimson Core Guides: Terrakion - Sword in Stone Strat

Raid Guide 19 September 2026

Terrakion Raid Guide: Sword in Stone

⭐6★ RaidTerrakion encounter
👥4 PlayersCoordinated race line
🗡️Sword in StoneWorld’s First style
🏜️SandstormProgressive threshold
⛏️Excadrill FinishEarthquake endgame
🗡️ Raid Overview

Sword in Stone is a World’s First-style Terrakion race strategy from Unova’s Victory Road. It uses controlled damage, progressive shields, Sandstorm timing, carefully tuned Speed ranges, and a final Excadrill phase.

This is explicitly a race strategy rather than a sustainable, consistent route. The goal of this guide is to preserve the exact content and sequence of the supplied route, including its reset conditions and flexible-build rules.

⚠️

Race strategy warning

Verify every teammate’s exact build before starting. The line depends heavily on stat ranges, the progressive shield, precise fainting timing, required SpD drops, and specific Speed relationships.

⚙️ Terrakion Mechanics
🧠

Boss

Terrakion has Justified, which raises Attack when hit by a Dark-type move, and holds a Lum Berry.

📊

Base stats

HP 910 + 31 IV, Attack 322 + 31 IV, Defense 900 + 31 IV, Special Attack 72 + 31 IV, Special Defense 900 + 31 IV, Speed 315.

🛡️

Progressive Shield

At 100% HP, each attack of the same type gives Terrakion an additional 9% resistance shield to that type.

📉

Key thresholds

100% shield begins, 80.9% Swords Dance, 66.9% Permanent Sandstorm, 50.9% flurry, 33.9% Protect, and 20.9% typeless Fake Out.

💥

Fake Out timing

At 20.9%, the first mover is hit by typeless Fake Out. The first trigger is doubled if it procs after the fourth ally’s move.

⚔️

Boss moves

Earthquake, Sacred Sword, Stone Edge, and Poison Jab.

ExcadrillSoft Sand · Sand RushEarthquake / X-Scissor / Rock Slide / Iron Head
GigalithNormal Gem · Sand ForceEarthquake / Explosion / Stone Edge / Superpower
HippowdonEarth Plate · Sand ForceThunder Fang / Earthquake / Stone Edge / Crunch
SandslashGround Gem · Sand RushEarthquake / Leech Life / Seismic Toss / Stone Edge
DugtrioDark Gem · Sand ForceFoul Play / Earthquake / Stone Edge / Night Slash
StoutlandSilk Scarf · Sand RushFire Fang / Wild Charge / Return / Crunch
👥 Player Builds and Manual Stats

PokéPaste links have been removed. The build information below is transcribed from the supplied strategy document. Flexible rules are shown directly; unstated spreads and items are not invented.

Opening control, damage transition, and Excadrill finish

P1’s six-slot build is transcribed from the supplied strategy document. Where the source gives only a role or a flexibility rule, that is shown instead of an invented exact spread.

Slot 1
Gyarados
Gyarados
Opening support
Reflect
Use Reflect on turn 1. Reset if Gyarados is OHKO’d or critically OHKO’d; an early loss causes Exeggutor to take extra damage.
Slot 2
Suicune
Suicune
Hydro Pump support
Speed rule: Keep under 8 Speed EVsPurpose: Underspeed Exeggutor
Hydro Pump
Use Hydro Pump on turns 2, 3, and 4. P1/P2 Suicune must underspeed Exeggutor.
Slot 3
Ferrothorn
Ferrothorn
Bold / Impish both work
Gyro Ball
Gyro Ball on turns 5 and 6. The source allows Bold or Impish.
Slot 4
Sableye
Sableye
Prankster mandatory
Tickle
Tickle on turns 7 and 8. Reset if P1 Sableye dies early.
Slot 5
Gallade
Gallade
Adamant; Naughty can work
EVs: 252 Atk / 252 SpeIVs: 31 Atk + Speed required; SpD irrelevantRisk: Lower HP/Defense increases crit risk
Psycho Cut
Psycho Cut on turns 7 and 9. Reset if Gallade flinches from Excadrill’s Iron Head.
Slot 6
Excadrill
Excadrill
Earthquake phase
Earthquake
Earthquake on turn 10. It is the main P1 finisher after the controlled damage race.
Intimidate, Trick Room, burn, and Conkeldurr

P2 supplies the mandatory Intimidate Stantler, Cofagrigus Trick Room sequence, and the Conkeldurr damage line. The source gives flexibility rules for these roles; omitted item and spread fields remain unspecified.

Turn 1
Stantler
Stantler
Ability: Intimidate mandatory
Speed: Minimum 158IVs: 0 Speed or moreRule: −Speed nature + 0 Speed IV needs only 4 Speed EVs
Trick
Any nature works as long as the Intimidate and minimum Speed requirements are met.
Turns 2 to 4
Suicune
Suicune
P2 Suicune uses Hydro Pump on turns 2–4 and must keep under 8 Speed EVs to underspeed Exeggutor.
Hydro Pump
Turns 4 to 6
Cofagrigus
Cofagrigus
Bold / Impish both work
Trick RoomNight ShadeWill-O-Wisp
Trick Room on turn 4, Night Shade on turn 5, Will-O-Wisp on turn 6.
Turns 7 to 9
Conkeldurr
Conkeldurr
Brave or Adamant works
Bulk UpLow Kick
Bulk Up on turn 7, then Low Kick on turns 8 and 9.
Turn 10
Excadrill
Excadrill
Earthquake
Join P1 on Earthquake in the final damage turn.
Turn 11
Mienshao
Mienshao
Close Combat
The source lists Mienshao Close Combat as the turn 11 close if needed.
Gravity, SpD-drop setup, and Excadrill

P3 opens with Exeggutor, coordinates the required Seed Flare SpD drop, and then supplies P3 Conkeldurr, Staraptor, Excadrill, Crobat, and Alakazam. The source gives a specific Exeggutor speed rule; omitted spreads remain unspecified.

Turns 1 to 3
Exeggutor
Exeggutor
Speed: Must be faster than the P1/P2 Suicunes
Lucky ChantGravityLeaf Storm
Lucky Chant on turn 1, Gravity on turn 2, and Leaf Storm on turn 3. The Seed Flare drop must line up.
Turns 4 to 6
Conkeldurr
Conkeldurr
Brave or Adamant works
Low Kick
Low Kick on turns 4, 5, and 6.
Turn 7
Staraptor
Staraptor
Ability: Reckless mandatory
Brave Bird
Use Brave Bird on turn 7 as the main damage transition.
Turns 8 to 10
Excadrill
Excadrill
Earthquake
Earthquake on turns 8 and 10. P3’s turn 10 Alakazam acts alongside P1/P2 Excadrill.
Turn 9
Crobat
Crobat
Tailwind
Crobat provides final Speed support. If it dies before Tailwind, the win is no longer guaranteed.
Turn 10
Alakazam
Alakazam
Psyshock
Use Psyshock on turn 10. This is the final visible P3 damage action.
Tailwind, Seed Flare, Quash, and Psycho Cut

P4 establishes Tailwind with Pelipper, uses Shaymin for the required Seed Flare pressure, then manages Quash and the Gallade/Medicham endgame.

Turn 1
Pelipper
Pelipper
Tailwind
Establish Tailwind on turn 1.
Turns 2 to 4
Shaymin
Shaymin
Nature: ModestIVs: 3 SpeedEVs: 0 SpeedSpeed: Must underspeed Exeggutor and outspeed Suicunes
Seed Flare
Seed Flare on turns 2, 3, and 4. Reset if the required early SpD drop does not happen.
Turns 5 to 6
Sableye
Sableye
Ability: Prankster mandatory
TickleQuash
Tickle on turn 5, Quash on turn 6.
Turn 7
Gallade
Gallade
Nature: Adamant; Naughty can workEVs: 252 Atk / 252 SpeIVs: 31 Atk + Speed needed
Psycho Cut
Psycho Cut on turn 7.
Turn 8
Excadrill
Excadrill
Earthquake phase
Earthquake
Join P3 Excadrill on Earthquake.
Turn 9
Medicham
Medicham
Low Kick
Use Low Kick on turn 9. The source leaves P4’s turn 10 cell empty.
📋 Main Solve — Turn-by-Turn
TurnP1P2P3P4Boss HP
1Gyarados: ReflectStantler: TrickExeggutor: Lucky ChantPelipper: Tailwind100%
2Suicune: Hydro PumpSuicune: Hydro PumpExeggutor: GravityShaymin: Seed Flare87.7–87.4%
3Suicune: Hydro PumpSuicune: Hydro PumpExeggutor: Leaf StormShaymin: Seed Flare71.5–70.7%
4Suicune: Hydro PumpCofagrigus: Trick RoomConkeldurr: Low KickShaymin: Seed Flare59.9–58.1%
5Ferrothorn: Gyro BallCofagrigus: Night ShadeConkeldurr: Low KickSableye: Tickle49.0–46.5%
6Ferrothorn: Gyro BallCofagrigus: Will-O-WispConkeldurr: Low KickSableye: Quash40.6–37.4%
7Sableye: TickleConkeldurr: Bulk UpStaraptor: Brave BirdGallade: Psycho Cut31.6–28.2%
8Sableye: TickleConkeldurr: Low KickExcadrill: EarthquakeExcadrill: Earthquake19.5–15.6%
9Gallade: Psycho CutConkeldurr: Low KickCrobat: TailwindMedicham: Low Kick8.2–1.9%
10Excadrill: EarthquakeExcadrill: EarthquakeAlakazam: PsyshockUnspecified0.3–0.0%
11UnspecifiedMienshao: Close CombatUnspecifiedUnspecified0%
⏱️ Turn-by-Turn Guide

This is a race route. Follow the displayed sequence and reset when a listed condition occurs; do not treat a close position as a guaranteed clear.

Turn 1
Opening setup
Reflect / Trick / Lucky Chant / Tailwind
P1GyaradosGyarados→Reflect
P2StantlerStantler→Trick
P3ExeggutorExeggutor→Lucky Chant
P4PelipperPelipper→Tailwind
Reset if: Gyarados is OHKO’d or critically OHKO’d. An early Gyarados loss causes Exeggutor to take extra damage.
Turn 2
Water and Grass setup
Target: 87.7–87.4%
P1–P2SuicuneTwo Suicune→Hydro Pump
P3ExeggutorExeggutor→Gravity
P4ShayminShaymin→Seed Flare
Reset if: Seed Flare misses. The target is approximately 87.7–87.4%.
Turn 3
Required SpD-drop window
Target: 71.5–70.7%
P1–P2SuicuneTwo Suicune→Hydro Pump
P3ExeggutorExeggutor→Leaf Storm
P4ShayminShaymin→Seed Flare
Reset if: Neither turn 2 nor turn 3 Seed Flare produces the required Special Defense drop.
Turn 4
Trick Room
Target: 59.9–58.1%
P1SuicuneSuicune→Hydro Pump
P2CofagrigusCofagrigus→Trick Room
P3ConkeldurrConkeldurr→Low Kick
P4ShayminShaymin→Seed Flare
Goal: Reach approximately 59.9–58.1% and transition into the Trick Room control line.
Turn 5
Fury Attack timing
Target: 49.0–46.5%
P1FerrothornFerrothorn→Gyro Ball
P2CofagrigusCofagrigus→Night Shade
P3ConkeldurrConkeldurr→Low Kick
P4SableyeSableye→Tickle
Reset if: Quash timing does not line up with the Fury Attack proc. You should receive the Fury Attack notification on turn 5.
Turn 6
Burn and Quash
Target: 40.6–37.4%
P1FerrothornFerrothorn→Gyro Ball
P2CofagrigusCofagrigus→Will-O-Wisp
P3ConkeldurrConkeldurr→Low Kick
P4SableyeSableye→Quash
Goal: Reach approximately 40.6–37.4% and keep the control line intact.
Turn 7
Main damage transition
Target: 31.6–28.2%
P1SableyeSableye→Tickle
P2ConkeldurrConkeldurr→Bulk Up
P3StaraptorStaraptor→Brave Bird
P4GalladeGallade→Psycho Cut
Reset if: P1 Sableye dies early. This is the main damage transition.
Turn 8
Excadrill enters
Target: 19.5–15.6%
P1SableyeSableye→Tickle
P2ConkeldurrConkeldurr→Low Kick
P3–P4ExcadrillTwo Excadrill→Earthquake
Goal: Bring both Excadrill into the Earthquake phase and reach approximately 19.5–15.6%.
Turn 9
Final Speed support
Target: 8.2–1.9%
P1GalladeGallade→Psycho Cut
P2ConkeldurrConkeldurr / support→Low Kick
P3CrobatCrobat→Tailwind
P4MedichamMedicham→Low Kick
Caveat: If Crobat dies before Tailwind or Gallade flinches from Excadrill’s Iron Head, the win is no longer guaranteed, but the position is close enough to attempt.
Turn 10
Final damage
Target: 0.3–0.0%
P1–P2ExcadrillTwo Excadrill→Earthquake
P3AlakazamAlakazam→Psyshock
P4Source cell→Unspecified
Goal: Reach 0.3–0.0%. P4’s turn 10 cell is empty in the source.
Turn 11Close if needed

P2 Mienshao uses Close Combat. The source leaves P1, P3, and P4 unspecified.

Raid: 0%
Reset conditionsDo not force the race

Reset for the listed Gyarados, Seed Flare, SpD-drop, Fury Attack/Quash, Sableye, Crobat, or Gallade failures.

Outcome: not guaranteed
Build ruleRespect Speed ranges

Suicune, Shaymin, Stantler, and Gallade must meet their exact relationships.

Order: critical
Source fidelityEmpty cells stay empty

No missing moves or Pokémon are inferred from the screenshots.

Unspecified: intentional
✅ Pre-Raid Checklist

Mandatory abilities

  • Sableye — Prankster
  • Staraptor — Reckless
  • P2 Stantler — Intimidate
  • Verify all other ability choices against the builds

Build checks

  • Exact nature
  • EVs and IVs
  • Moves
  • Held items
  • Party order
  • Gyarados opening survival

Critical Speed and reset rules

  • P1/P2 Suicune underspeed Exeggutor
  • P4 Shaymin underspeeds Exeggutor and outspeeds Suicunes
  • P2 Stantler reaches at least 158 Speed
  • P1 Gallade has 31 Speed IV and 252 Speed EVs
  • Reset for bad SpD drops or Fury Attack/Quash timing
  • Reset for early Sableye death or Crobat loss before Tailwind
Strategy summary: Opening Reflect → Trick → Lucky Chant → Tailwind; double Hydro Pump plus Gravity and Seed Flare / Leaf Storm; Trick Room → Tickle → Will-O-Wisp → Quash; Staraptor / Gallade / Excadrill / Medicham damage; Tailwind → Earthquake → Psyshock → Close Combat finish.
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