Pincurchin @ Rocky Helmet
Ability: Electric Surge
Shiny: Yes
Tera Type: Dark
EVs: 252 HP / 176 Def / 80 SpD
Bold Nature
IVs: 0 Atk
- Protect
- Spikes
- Electroweb
- Scald
nobody targets this thing ever. you always get at least two layers, not sure what the optimal item is, helmet feels pretty good at least for allowing better sacks. electro web helps if goal is not to get up trick room, and scald is really funny! tera dark is cool because it allows counterplay to leading against a psychic terrain team.
Iron Hands @ Clear Amulet
Ability: Quark Drive
Shiny: Yes
Tera Type: Ghost
EVs: 252 HP / 48 Atk / 112 Def / 96 SpD
Brave Nature
IVs: 0 Spe
- Fake Out
- Drain Punch
- Wild Charge
- Swords Dance
standard iron hands swords dance set. i realized that rather than running av it would be better to run clear amulet in order to just wash unexpecting incineroar as otherwise the teams physical presence is just kinda lacking. tera ghost helps but not sure its optimal, ive found the team is kinda weak to other iron hands so it feels like counterplay but im open to other ideas. goes without saying but he is super buffed by pincurchin and chien pao
Chien-Pao @ Focus Sash
Ability: Sword of Ruin
Tera Type: Ghost
EVs: 252 Atk / 252 Spe
Adamant Nature
- Protect
- Sucker Punch
- Sacred Sword
- Icicle Crash
main function is to help out iron hands and provide complemetary coverage in form of ice stab, are there other good ice stabs?. feels good, idk if anyone knows a more optimal spread, just kinda the focus sash bot.
Ursaluna-Bloodmoon @ Assault Vest
Ability: Mind's Eye
Tera Type: Ghost
EVs: 108 HP / 252 SpA / 148 Spe
Modest Nature
IVs: 0 Atk
- Blood Moon
- Hyper Voice
- Earth Power
- Vacuum Wave
fuctions well in the trickroom mode provides crucial ground stab to help against pesky electric typesLOL, and good neutral coverage. more of a recent adition so dont know what to expect from it and especially open to suggestions
Cresselia @ Leftovers
Ability: Levitate
Shiny: Yes
Tera Type: Poison
EVs: 252 HP / 128 Def / 128 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Lunar Blessing
- Icy Wind
- Trick Room
- Ally Switch
cres is crucial to the team, allows the trickroom mode, but also icy wind allows it to sit next to the faster pokemon like chien pao and iron bundle that have protect. ally switch helps quite a bit more than you might think because the team is weak to ground and allows safer pivots in against single target ground moves. doul defense spread, maybe better to optimize in one or the other?
Iron Bundle @ Life Orb
Ability: Quark Drive
Tera Type: Grass
EVs: 100 HP / 116 Def / 252 SpA / 40 Spe
Timid Nature
IVs: 0 Atk
- Protect
- Freeze-Dry
- Hydro Pump
- Encore
really fucking with the moveset outside of hydro pump ofc. my common lead is with bundle and hands and fake out(into non prankster lead) plus encore(into prankster lead) is rather nasty. feel like the tera could be better? life orb feels necessary too but also not sure