flower veil with tera is kind of insane this gen, i've run two teams with it so far
Flarelm @ Eviolite
Ability: Flower Veil
Tera Type: Ghost
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD
Relaxed Nature
IVs: 0 Spe
- Metronome
Type: Null @ Eviolite
Ability: Unaware
Tera Type: Grass
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD
Relaxed Nature
IVs: 0 Spe
- Metronome
this is the stall team
now that type: null can tera grass, you have an incredible option for a wall
flarelm is the best defensive grass imo, 90/95/70 defenses with eviolite is very hard to pass up
with flower veil protecting from most effects, and unaware protecting from stat boosters with intrepid sword and defiant, it's very hard to break type: null, and even if you do you still have to get through flarelm who is very bulky and has flower veil still up
Venusaur-Mega @ Weakness Policy
Ability: Flower Veil
Tera Type: Grass
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD
Quiet Nature
IVs: 0 Spe
- Metronome
Tyranitar @ Weakness Policy
Ability: Mold Breaker
Tera Type: Grass
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD
Brave Nature
IVs: 0 Spe
- Metronome
this team is much more offensive
ttar kind of sucked last gen cause of its type, but with tera grass it can become an amazing pokemon for veil teams
ttar's stats are perfect across the board, making it a great candidate for wp, and with mold breaker it ignores common abilities like unaware and good as gold
mvenu also runs weakness policy and is also a pokemon with great stats across the board. i don't really like using mirror herb on it since it's very unreliable and you can easily copy something stupid like meditate
GOOD points. I think the potential for Tera Grass Flower Veil is pretty interesting since the Grass type notably doesn't have a lot of high bulk options at base outside of the usual Mega and Legendary territory, and the mentioned Type: Null and Tyranitar are pretty solid tanks for that purpose. I can see Glastrier, Cresselia, and Suicune as defensive mons that could also slot into similar bulky statboost roles and don't mind switching to the Grass type. As a side note, making use of tera for a bulky Eviolite user with Flower Veil reminds me that you could do the same thing with adding new type options to Imposter Blissey, Light Ball Pikachu-Starter, Thick Club Marowaks, and Leek Sirfetch'd among other things.
While looking for defensive mons, this reminded me that Darmanitan-Zen exists with its surprising spread of 105/30/105/140/105/55 that's both very defensive and minmaxed, going all in on dumping its physical Attack and Speed. I don't think this mon has ever been mentioned before in this thread, but it could honestly make for a solid pick with tera to go with any other typing now to reduce its weaknesses. Looking at its stats again, Zen Darmanitan may be the only mon in the meta with more than 100 HP/Def/SpA/SpD, just based off /nds and a quick scroll through the teambuilder sorted by SpA (ironically it does not show up here), so it's one of the bulkiest SpA nukers out there which is not a very bulky archetype to begin with. To compare, Mega Ampharos and Enamorus-T have more balanced offenses, but Darmanitan-Zen is still bulkier with Enamorus's HP dragging it down and Mega Ampharos can't use tera, so overall I think this mon has a real niche to itself that's been underlooked and there could be something interesting to make out of it that I want to try out. The low Attack might drag it down with physical moves being more common and most other minmaxed mons at least have more than 30 in their off-stat, but 140 SpA still makes for one impressive offensive side to rely on.
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In other news, Cud Chew may end up being really good. On release, Cud Chew was a mostly outclassed ability, being similar to Harvest without the longevity and Ripen without the burst. However, as found recently in the battle mechanics thread, Cud Chew in SV version 1.2.0 will reactivate a berry on every 2 turns until it no longer takes effect. Hypothetically this gives Cud Chew the longevity factor that it was lacking, making it more consistent than sunless Harvest, but still not matching its peak performance for most berries like Starf. Despite this, there is still one key berry type that 1.2.0 Cud Chew has an edge over Harvest with.
It is important to note that Harvest regenerates a berry in your hold item slot, while Cud Chew will directly reuse an eaten berry at the end of turn regardless of if its eat condition is met. This distinction notably affects the Kee and Maranga berries that boost Defense/Special Defense, but can only be eaten after being hit with their respective attacks.
Harvest + Kee/Maranga can result in a lot of bulk, but you would have to take a hit for every activation which would still wear you down over time and cancel out your gains. On the other hand, 1.2.0 Cud Chew can activate Kee/Maranga once and directly reuse it for the rest of the battle, potentially reaching +6 in a defensive stat after 12 turns. If 1.2.0 Cud Chew is implemented on Showdown before the next SV update in April when it may be fixed among other bugs, then it may be a force to be reckoned with as one of the strongest possible defense boosting setups, but for now it's just a hypothetical that may not come to pass.