Yooooo. Wass poppin?
4 bans happened while I was gone (one of which I predicted), and a string cheese man became the dominant pokemon in the metagame. I can't wait for Smogon Premier League for that SwSh Futerport esk tech. Meanwhile, I've been loving Jaw Lock Roaring Moon. The idea behind trapping one Mon and sweeping the opponent sounds so ludicrous and fun to me - so I built a team around it:

Ability: Toxic Debris
Tera Type: Ghost
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Stealth Rock
- Spikes
- Mortal Spin
- Power Gem
Need I say more? It's the best hazard setter in the tier. Tera Ghost helps in matchups we're hazards are essential to victory. Mortal spin is rapid spin, and Power Gem is the attack of choice simply because it has no immunities (while being valuable chip or even a KO).

/

Ability: Protosynthesis
Tera Type: Steel
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Knock Off
- Body Press
- Earthquake
- Rapid Spin
The good ol reliable Tusk. It was initially Heavy-duty Boots, but after a few games I realized how well I negate hazards without Tusk. So I went with the special bulk adding Assault Vest - giving it the push vs powerful special moves. Max HP and Sp Def with a +Sp Def nature gives it decent natural special bulk without the need of AV. The moveset is fairly standard - swapping the 2 Close Combats for the next strongest option. The Tera Steel is for the resistances to it's weakness, though it's usually not needed.

Ability: Good as Gold
Tera Type: Dark
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Shadow Ball
- Make It Rain
- Recover
Its a standard Air Balloon Gholdengo with the surprise factored Tera Dark. The amount of people that forfeit to it is illegal.

Ability: Quark Drive
Tera Type: Grass
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Fiery Dance
- Energy Ball
- Sludge Wave
- Morning Sun
I was thinking about 3 things in making this team: my special attacker, my dozo answer, and my ground type check. Iron Moth with Tera Grass was my answer. It's a volcarona without quiver dance and a normal rocks weakness - and booster energy gives it the wall breaking special attack boost. Nice coverage and a healing move. Overall solid.

Ability: Protosynthesis
Tera Type: Flying
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 11 Atk / 21 Spe
- Acrobatics
- Dragon Dance
- Jaw Lock
- Roost
My special Roaring Moon set and the star of my team. The IVs and evs allow it to get a defense boost when booster energy is active. With 105/71/101 bulk, it's fairly specially tanky. Jaw lock is a risky move due to the fact that you need to either KO a mon or be trapped with it. Otherwise it's a flying type Dragon Dance Acrobatics Roost set.

Ability: Technician
Tera Type: Fighting
EVs: 252 Atk / 252 Spe
Jolly Nature
- Mach Punch
- Spore
- Swords Dance
- Rock Tomb
Wanna start off with a disclaimer: DON'T TERASTILLIZE BRELOOM. Not unless you need it to win. My team was pretty complete without it, so I just tact on the anti lead Spore SD breloom. Not much else to say.
Despite the dual sashes, the sacrifices of Glimmora and Breloom came in extremely clutch when I needed them to.
https://pokepast.es/ab1190ff0978534d <- team paste
https://replay.pokemonshowdown.com/gen9ou-1755826376-iowalzzqedzrcqzt40oudrgzlce7zyxpw
https://replay.pokemonshowdown.com/gen9ou-1755860129
https://replay.pokemonshowdown.com/gen9ou-1755848789
https://replay.pokemonshowdown.com/gen9ou-1755883747
https://replay.pokemonshowdown.com/gen9ou-1755845688
https://replay.pokemonshowdown.com/gen9ou-1755853533-2v5k203rwad494mk68z2jtkzrhc1s98pw <- games
Man that was long! Sorry for the long team thing. It wasn't meant to be a RMT (and I don't know how to do descriptions). TRy it out for yourself. Try to beat the team. And with all that being said, goodbye.