To further add with the message on top most of the teams were designed without Palafin in mind, be attentive of the teams provided during the suspect if you were to use them. Now then here are all request I tackled.
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When asking for this core I already knew I wanted to make this into HO, these two complement each other Primarina is able to punch holes and help against annoying stuff like Corviknight, Moltres, and Dondozo, while Swords Dance Iron Valiant helps pressure Galarian Slowking and Iron Crown for Primarina. Both mons are good in enabling each other to win or to open up for the rest of your team to serve as win-con. Custap Berry on Primarina is really nice to secure one last before fainting or dish out lots of damage on something beefy. Tera Dark on Iron Valiant helps overwhelm Bulky Gholdengo and secure OHKO against Slowking-Galar with Knock Off.

Zamazenta made sense as a the next partner, being able to help against a lot off offensive threat that would've been issue for the main offensive core, like Kingambit, Dragonite, and Darkrai. Similarly benefits the above duo creating opportunities to serve as a wincon as well as a good disruptor with Roar to prevent other set up heavy mons to wreck havoc or booster energy users. Crunch was used instead of Heavy Slam to alleviate reliance on Iron Valiant to overwhelm Galarian Slowking and Dragapult. Tera Fire ensures immunity to getting burned that would shutdown Zamazenta's effectiveness. The EV spread improves the damage to do better against Gholdengo and Galarian Slowking and maximizing its speed so it doesn't always go last against opposing Roar Zamazenta, and the rest is dumped into bulk to better take hits.

Glimmora here is for obligatory Stealth Rock Setter, though went with Mud Shot here for the nice ability to slow down speedier threats, like Iron Valiant and Darkrai. Red Card is good to take a hit and phase out other booster threats that would be problematic for HO match ups, just be mindful of clicking Mud Shot against Iron Crown, but pretty self explanatory mon.

Rounding out the offensive squad we got Dragonite, the team lacked a ground-immunity while also let something like Gliscor and Landorus-T be very annoying outside of Primarina being able to deal with them, which Dragonite covers and more due to its typing letting it relief pressure against Wellspring-Ogerpon. Despite serving as yet another wincon Dragonite is really good at revenge killing thanks to Extreme Speed in case any of the phasers couldn't do anything against them and is further soldified when Tera Normal. Lastly to round up is Iron Moth which serves as a Toxic Spikes absorber, and can work more as a breaker or cleaner as much as the entire team overwhelms or severly weaken answers to Iron Moth like Blissey and Ting-Lu. Dazzling Gleam way picked here for its good coverage in pressuring Dragon-types and Zamazenta with its damage amplified with Tera Fairy while also good defensively to prevent getting revenge killed by Kingambit.





Defensive pivot set for Pecharunt was something in mind though when incomparating this team, but I wanted to explore more potential of its offensive prowess but maintian a good defensive profile with proper support that can effectively make it a potent threat. Nasty Plot give it that boost it needs for Malignant Chain to hit harder dealing loads of damage towards anything that doesn't resist it or have bad Special Defenses. Hex benefits from the potential of getting statused while other teammates in the team are able to continue spread statuses to provide more opportunities to make good use of Hex. Recover allows for Pecharunt to remain healthy and enable to check Zamazenta and Ogerpon-Wellspring. The Max Speed EVs with Timid Nature makes it so that Pecharunt outspeeds Great Tusk, Bulky Gholdengo and Rillaboom, while the Special Attack investment helps it after a boost to deal massive damage to Bulky Gholdengo, Burned Kingambits, and Gliscor. Tera Grass is a super useful defensive Tera as it removes your Ground-weakness into a resistance improving its ability to annoy Great Tusk and Gliscor, while making you an incredible wall against Ogerpon-Wellspring.

Darkrai made sense as the next partner but went more of a utility Darkrai with Will-O-Wisp for the sole reason to catch Kingambit which is the best answer to Pecharunt. A crippled Kingambit makes it easier for the teammates to handle it while it now becomes vulnerable coming to boosted Hex from Pecharunt. Outside of that Darkrai still does what does best punching holes with its vast coverage options and offensive power.

Same reasons it was picked for the team above.

I wanted a Steel-type but also something that was a breaker and could help against Kyurem, while providing Knock Off support. Scizor fit all those criteria serving as as strong breaker and revenge killer conjunction with Bullet Punch and a decent pivot. While Knock Off is mainly used for its good utility, its a good coverage option when facing Ghost-types like opposing Pecharunt and Gholdengo. Close Combat completes its coverage options allowing it to hit Kingambit and Ting-Lu hard. The Speed EVs lets you outspeed max Speed Adamant Kingambit, while the bulk improves to take hits from Kyurem and Iron Valiant.

To round up the team is our defensive back bones, Gliscor provides an answer to myriad of threats due to its good bulk and typing help out with issues that the team struggle such as Raging Bolt, Iron Moth, and Iron Valiant. While serving as the team Stealth Rock setter its ability to spread status thanks to Toxic further helps Pecharunt have more statused user to make good use of Hex. Primarina is a good supportive pivot being able to disrupt defensive mons with Psychic Noise and Encore. Its decent bulk lets it help check Zamazenta, Hisuian Samurott, and Walking Wake and can further be an effective pivot by running Heavy-Duty Boots without being worn down by hazards every time it comes in. Liquid Voice was chosen to make Psychic Noise function as its main stab.






Pretty self explanatory Grassy Terrain core, Rillaboom provides Grassy Terrain which is a huge boon for the entire team activating Grassy Seed and providing passive recovery as well. Despite its main role is to activate Grassy Surge, Rillaboom still act as a great breaker that can pivot for the team. Hawlucha EVs makes it take a Make it Rain Gholdengo, while the speed ensures it outspeeds Sand Rush Excadrill after Unburden activates

Hatterene benefits terrain allowing itself to set up and slowly recover to enable be a potent sweeper with Stored Power and Grassy Seed. While you mainly want to sweep with it, you can prevent hazards coming in thanks to Magic Bounce while also avoid get crippled by status effect moves or encored. Nuzzle was picked over Mystical Fire as a great support move to cripple speedier threats such as Kingambit, Gholdengo, and Iron Moth. if its clear that Hatterene won't win.

The main star for this team, while normally any sane person would use standard Swords Dance Guts Ursaluna, I wanted to look past it since its breaking isn't as required compared to the rest of the team. That's when I realized Grassy Terrain teams generally struggled mainly get a pick or two while letting plethora of threats just be annoying nuisance. To combat this I wanted to make use of Ursaluna bulk with Bulletproof an Assault Vest to better deal against these threats which gives you a hard hitting tank able to take on Dragapult, Darkrai, Raging Bolt, and Iron Moth. Making good use of Grassy Terrain to passively heal back any damage taken due ot the lack of reliable reocvery enable this set to work effectively. Bulletproof is required in this set as the immunity to moves like Focus Blast and Energy Ball from Darkrai and Iron Moth want to be blocked, while you Tera Fairy further avoiding Sludge Bomb and Shadow Ball is especially useful making you hard wall Dakrai and Dragapult. Useful coverage options on Ursaluna help it deal against the threats it wants to do deal with, Fire Punch for Gholdengo, Avalanche to hit back Dragapult and Raging Bolt, and Heavy Slam for Iron Valiant, also Stomping Tantrum was used to not lower your defenses, while not being weakened by Grassy Terrain. Attack Investment with Adamant Nature ensures that Ursaluna can 2HKO Gholdengo with Fire Punch or Stomping Tantrum for Bulkier versions once Air Balloon is popped.

SubTect Kyurem becomes an annoying threat that takes full advantage of Grassy Terrain and Leftovers to recover plenty of health while being hard to take down dwindling PP thanks to Pressure all while hiding behind Substitute and Protect. Kyurem greatly improves this team match up against Ogerpon-Wellspring, while also common Encore users that could be problematic for the team are greatly reduced. The EV spread prevents Blissey to break Substitute with Seismic Toss while taking better damage when coming in on hazards. Tera Poison was picked to further benefit its ability when taking advantage of Grassy Terrain while preventing itself getting placed on a timer by Toxic or Toxic Spikes, while making most of its weakness into a new resistance. Iron Moth reasonings similar to the first team, but decided for Tera Blast Ground to better deal with Slowking-Galar.






When deciding what to do with Meowscarada, Choice Scarf was clear in mind serving itself as speed control able to revenge kill speedier threats like Roaring Moon and Deoxys-Speed. This set is pretty straight forward mainly going to spam U-Turn or Knock Off to remove items, while the rest of the team is able to make up for its frailty or punch holes later on so that Meowscarda can effectively sweep.

Decided Nasty Plot Darkrai was the best option serving more of a breaker for the team with its coverage options, breaking past the checks for the main offensive core. Focus Blast was preferred here as a way to hit Kingambit as the main offensive threats all struggle to deal with Kingambit later on. Sludge Bomb will always be required as its your best tool against Fairy-types like Iron Valiant and Clefable.

Iron Boulder was hard to justify anything outside of HO, but did my best attempt to make it work in BO. Earthquake was preferred over Zen Headbutt as you hit a lot more important stuff like Kingambit, Gholdengo without Air Ballon, and Iron Crown. The slight difference from traditional Iron Boulder here is that this is Tera Blast Fairy last this give you the ability to hit Zen Headbutt target such as Zamazenta and Great Tusk, while also jabbing Dark-types like Roaring Moon, great bonus of resisting Kingambit's Sucker Punch that normally shuts down Iron Boulder with ease. You rarely wanna use this until it can effectively sweep to make good use of its Booster Energy Speed buff and rely on its allies to bring it in safely and pave the way to win.

Standard Defensive core, though be mindful as the team struggles with Raging Bolt due to no Toxic on Slowking-Galar, since Thunder Wave was preferred due to the crippling opposing Darkrai which threatened this team immediately. Psyshock on this team was preferred due to not having as many things punishing Dark-types in this team. Great Tusk provides entry hazard setter and remover also able to punch holes with its raw power on its own to further support your main win cons to potentially clean. This defensive duo is good covering different parts as Slowking-Galar handles special threats like Iron Valiant, Walking Wake, and Primarina, while Great Tusk improves the teams match up against Kingambit.

Moltres completes the defensive backbones as a good way to punish faster threats like Zamazenta, Iron Valiant, and Kingambit. Roar is a good tool to phase out Zamazenta and Iron Moth that would've easily give this team problem. U-Turn was picked over Will-O-Wisp as to generate momentum for the team and safely bringing in the main offensive core safely without fear of taking damage. Tera Grass was the proffered Tera option as the team struggled heavily against Ogerpon-Wellspring flipping the matchup against it.
Hope everyone your teams provided as the rest team finishes writing up their request, happy holidays and happy posting.
