
Landorus-Therian (M) @ Focus Sash
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Stealth Rock
- U-turn

leads with rocks as its primary function. Swords dance and earthquake are used to start with some pressure to prevent immediate set-up, and may come in handy to deal with other fire/steel types mid-game if

survives the early game. Similarly, U-turn may provide useful swaps against faster mid-game mons to create a free swap into

or

. Otherwise,

is a useful mid-game electric/ground immunity. A

triple-axel lead is probably the biggest threat to Lando-T's purpose.

Bisharp @ Weakness Policy
Ability: Defiant
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Swords Dance
- Iron Head
- Knock Off
- Sucker Punch

makes the opponent weary of using defog from fear of a defiant boost. In addition,

benefits greatly from screen protection while setting-up for the mid-late game. This is a standard

set aside from the weakness policy.

has several opportunities to set up with swords dance, its item and ability. It's important to note sucker punch is useless under psychic terrain, but it provides necessary priority throughout the battle otherwise. Bisharp's dark typing also provides an immunity to psychic types looking to benefit from the terrain set by

.

Tapu Lele @ Light Clay
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Light Screen
- Reflect
- Moonblast
- Focus Blast

sets up priority protection under terrain, but most importantly screens for the hyper offense. I would describe this team as full of glass cannons. Every sweeper/wall breaker benefits from the screens.

is also a great dark and primarily dragon check thanks to its fairy typing and moonblast. Focus blast is absolutely essential to deal with a

pair. While

does great against

,

in the back destroys the momentum. Hence, a two-shot (barring a miss) on

prevents the team from losing pressure. While I wasn't too pleased with getting rid of psychic STAB, it was a necessary sacrifice and

makes up for it.

Hawlucha @ Psychic Seed
Ability: Unburden
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Close Combat
- Acrobatics
- Poison Jab

is a given sweeper under terrain. While I tend to see the Koko-Lucha or Lucha-Boom combo, which raise Hawlucha's defense, The psychic seed raises its Sp. Def. This is both necessary to activate unburden with

and helpful in certain situations. under screens,

is able to comfortably survive a hit from +1

, set up a swords dance of its own, and follow up with a faster acrobatics one shot. This exact situation happened while I was testing, and

proceeded to wipe out the rest of my opponent's team, OHKO-ing

and

and finishing off an already weakened

. I personally like poison jab for fairy coverage just like in this exact case.

Blacephalon @ Choice Scarf
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Shadow Ball
- Expanding Force
- Flamethrower
- Trick
Scarfed

is designed for late-game sweeping under the right conditions. Flamethrower and shadow ball are reliable STAB coverage moves. Expanding force utilizes the psychic terrain and capitalizes on fighting type match-ups that may occur upon swapping

in thanks to its immunity, and who doesn't love obliterating defensive

?

is guaranteed to OHKO or 2HKO

regardless of defensive investment while under terrain. The scarf is a great item to outrun

and

, which both otherwise run rampant against the team. It also pairs well with the scarfed

. Opponents may not expect two of the team's major powerhouses to possess move-restricting items, which is precisely why I did it. The two mons also happen to benefit greatly from the scarves regardless. Trick is useful against stall and can get rid of the scarf against slower teams where it isn't as essential while potentially forcing a swap to re-establish momentum.

Arctovish @ Choice Scarf
Ability: Water Absorb
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Fishious Rend
- Icicle Crash
- Psychic Fangs
- Super Fang
Scarfed

is obviously designed for fishious rend spam. However, it's also a necessary water type for the team since the only other mon on the team who checks fire types is the suicide lead,

.

is also reasonably bulky while under screens and psychic fangs is boosted under the terrain. I chose to carry psychic fangs to check fighting types and potentially to break the opposing team's screens if I face another HO. I also chose super fang as an unexpected move to break stall somewhat. Super fang may also come in handy to put a troublesome mon in range for

or even

. Its ability, water absorb, has come in handy a few times to annoy crawdaunts and other water types. Since

and

are both weak to water,

has opportunities to come in safely and even heal off damage from previous encounters or rocks.

and

carry the team most often, while every mon benefits from screens

. Double scarf makes up for the lack of priority moves, which works well under psychic terrain. Weavile is probably the biggest threat to this team. The team also restricts itself thanks to double scarf. In the end, this team is about throwing yourself at the opponent. You may need to make predictions to maintain the edge, but that's what HO is about IMO. My biggest concern with the team is that it is reliant on screens

, and in certain situations you may not have the chance to swap it in. At least, that's what I've noticed from how I battle. I don't have the greatest ELO on Showdown, so there may be flaws I haven't noticed, which is why I'm posting here. I also want to learn about how Team Raters rate teams so I can get better at rating my own and hopefully improve on the ladder.
Thanks for your time! I'm in your hands.
-Wolfburn97