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Iron Crown @ Booster Energy
Ability: Quark Drive
Tera Type: Fighting
EVs: 84 HP / 172 SpA / 252 Spe
Timid Nature
IVs: 20 Atk
- Calm Mind
- Psyshock
- Tachyon Cutter
- Focus Blast
Well, first of all, the main point of the team. I had the idea to build arround speed
because of it's sweeping capability + the added bulk from the EVs. The booster energy is here so it can outspeed most threats, and with one boost KO many of them, like
,
and
. With calm mind it can compensate the power it would otherwise lack without full investment, and with the extra HP it can become very hard to KO on the special side. With solid base defenses it set up capibility is very significant, and it's ability to threaten Glimmora and Ribombee with
is very much appreciated. I opted for psyshock as it's psychic STAB so I can not be hard walled by Blissey or specially defensive mons, although I think I may change that. Tachyon Cutter is standard steel STAB, but it's in very high regard here due to it's ability to break focus sash and be super effective on the two main sash users (with an addition of not activating toxic debris). Focus Blast is here for coverage, and it makes tera fighting useful not just as a defensive tera but an offensive one. Speaking of tera fighting, it's useful for beating
and
, mons that it usually lures and that are usually easily killed by tera focus blast.
Ogerpon-Wellspring (F) @ Wellspring Mask
Ability: Water Absorb
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Horn Leech
- Ivy Cudgel
- Play Rough
The second mon I added,
. The main idea behind this is to beat
,
and
mons that, in my experience, stay in on Oger and get easily two or three shot, while being incapable of doing the same ammount of damage back. The set is pretty standard, with Swords Dance so it can kill
easily and snowball through bulkier teams; Horn Leech so it can recover HP and 1v1 most other Ogerpon; and the only part that's a tad less usual: the Play Rough. This move is meant to be a useful tool to get big damage in common threats like
,
and
and pick up surprise KOs on
and
switching in.
Great Tusk @ Assault Vest
Ability: Protosynthesis
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ice Spinner
- Close Combat
- Headlong Rush
- Rapid Spin
Elon "Great" Tusk. He is here for one reason: rapid spin. In geral, the team doesn't appreciate hazards, and only
would afford to run boots, so I really need a spinner, and it was the best option for a spinner I could find: it's typing I get some useful defensive coverage, allowing me to hit resists to all types while also having something to awnser
. With Ice Spinner I can smash
in the head real hard, and if it wants to use tera, well, Close Combat it is. It's two STAB options offer both great coverage and ability to deal with many mons. I opted for a more offensive spread here for two reasons: the first one is to outspeed
, so I can at least break it's sash, if not KO it and keep the field hazardless, and the second one is that, with the rapid spin speed boost and it's great attack stat, I can easily put a lot of pressure and get very big chip on enemy threats. Tera Water helps me with Hydro Steam and fire moves on sun teams, and let
put a lot of pressure to those teams very easily.
Primarina @ Leftovers
Ability: Liquid Voice
Tera Type: Steel
EVs: 252 HP / 244 Def / 8 SpD / 4 Spe
Bold Nature
IVs: 0 Atk
- Alluring Voice
- Draining Kiss
- Substitute
- Calm Mind
The diva, Primarina. It's my biggest answer to
, and with substitute+calm mind it can easily go away with the game. I chose Alluring Voice over Psychic Noise for the small damage boost, while also giving me an useful secondary effect that can stop many set up sweepers. Draining Kiss is very useful, especially when the
are knocked off, even though it can't KO
the recovery makes
able to easily tank another hit. Substitute is very useful to deal with more passive mons, and let's me set up so I can spam Draining Kiss. Calm Mind can put the power of Draining Kiss through the roof, letting
recover almost all damage done to it. Tera Steel is useful to cover some of it's most glaring weaknessess, like poison, steel and grass.
Heatran @ Leftovers
Ability: Flash Fire
Tera Type: Grass
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Will-O-Wisp
- Magma Storm
- Earth Power
The bean man himself: Heatran. Let's start off with the great synergy between tera grass and flash fire, allowing it to take off one of it's main weaknessess on ground without losing to fire moves. Here I've gone with the default specially defensive set because it can stop
and
from being giga threats. Stealth Rock is my only form of hazard, and this is the only mon I could fit it in. Will-O-Wisp allows me to deal with physicall threats like
,
and
among many many others. Magma Storm is a great STAB option because of the high base power, the trapping and the extra damage, I just wish it had more consistent accuracy. Earth Power is default coverage, with this move
can hit opposing
,
,
and after it teras
.
Meowscarada @ Choice Band
Ability: Protean
Tera Type: Ice
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Triple Axel
- Knock Off
- Flower Trick
And last but not least, the fur bait itself, Meowscarada. The cat is here mainly for speed control and as a ghost resist, but with Triple Axel it can be very threatening, killing mons like
at minus one and breaking
multiscale. With u-turn I can hit oposing
for big damage and bring out my own Oger. Flower Trick let's me hit iron defense
and curse
while also being a powerful grass STAB. Knock Off is the last move and is here for obvious reasons, the lack of knock off users in this team is notable, even with
and
being able to learn it. Removing items is obviously great utility for any team, and with
it can deal very high damage. Tera Ice is to boost Triple Axel even more, while being able to maintain the boost to the two other STAB options.
Iron Crown @ Booster Energy
Ability: Quark Drive
Tera Type: Fighting
EVs: 84 HP / 172 SpA / 252 Spe
Timid Nature
IVs: 20 Atk
- Calm Mind
- Psyshock
- Tachyon Cutter
- Focus Blast
Well, first of all, the main point of the team. I had the idea to build arround speed








Ogerpon-Wellspring (F) @ Wellspring Mask
Ability: Water Absorb
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Horn Leech
- Ivy Cudgel
- Play Rough
The second mon I added,










Great Tusk @ Assault Vest
Ability: Protosynthesis
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ice Spinner
- Close Combat
- Headlong Rush
- Rapid Spin
Elon "Great" Tusk. He is here for one reason: rapid spin. In geral, the team doesn't appreciate hazards, and only





Primarina @ Leftovers
Ability: Liquid Voice
Tera Type: Steel
EVs: 252 HP / 244 Def / 8 SpD / 4 Spe
Bold Nature
IVs: 0 Atk
- Alluring Voice
- Draining Kiss
- Substitute
- Calm Mind
The diva, Primarina. It's my biggest answer to





Heatran @ Leftovers
Ability: Flash Fire
Tera Type: Grass
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Will-O-Wisp
- Magma Storm
- Earth Power
The bean man himself: Heatran. Let's start off with the great synergy between tera grass and flash fire, allowing it to take off one of it's main weaknessess on ground without losing to fire moves. Here I've gone with the default specially defensive set because it can stop











Meowscarada @ Choice Band
Ability: Protean
Tera Type: Ice
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Triple Axel
- Knock Off
- Flower Trick
And last but not least, the fur bait itself, Meowscarada. The cat is here mainly for speed control and as a ghost resist, but with Triple Axel it can be very threatening, killing mons like








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