Hey, just recently decided to get into competitive showdown and tried building my own balance team. Let me know what you think!
Glimmora @ Focus Sash
Ability: Toxic Debris
Tera Type: Grass
EVs: 252 HP / 4 Atk / 252 Spe
Naive Nature
- Rock Tomb
- Earth Power
- Toxic
- Protect
This what I open with every time, mostly just to set up toxic spikes/poison their lead. Poison leads pretty well into the rest of my team (mainly Clodsire and Great Tusk), so I chose this instead of screens Grimmsnarl. I've been able to get a few picks early on with toxic->protect->rock tomb/earth power which has been useful.
Clodsire @ Black Sludge
Ability: Unaware
Tera Type: Water
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Protect
- Toxic
- Earthquake
- Recover
My special defense wall, and god damn is it an effective SpD wall. Being able to stall out most things with toxic->protect->recover and get in some chip damage with earthquake has been amazingly helpful, though I've been considering switching to Water Absorb to deal with hydro pump from Rotom-Wash or Iron Jugulis. I swap to this or Great Tusk after Glimmora if the opponent has any glaring counters to Roaring Moon.
Great Tusk @ Leftovers
Ability: Protosynthesis
Tera Type: Steel
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Earthquake
- Protect
- Knock Off
- Rapid Spin
My physical defense wall/fallback if Roaring Moon dies. Knock Off has been a great option to knock off things like Dragonite Life Orb, and I swap to this after Glimmora if they got to set up significant hazards. Protect instead of Close Combat to take advantage of poison. Have considered swapping to booster energy instead of leftovers, but leftovers feels more impactful since I use protect.
Orthworm @ Sitrus Berry
Ability: Earth Eater
Tera Type: Water
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Shed Tail
- Body Press
- Stealth Rock
- Heavy Slam
Exclusively here for shed tail and to take care of things like Hatterene or tera-normal Dragonite in case of emergency. Initially I had a scarf Gholdengo here to take care of Roaring Moon counters, but Shed Tail for the sweeper seemed too good to pass up.
Pawmot @ Focus Sash
Ability: Natural Cure
Tera Type: Fairy
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
IVs: 0 Atk
- Revival Blessing
- Volt Switch
- Protect
- Wish
Very open to swapping this out, but it's done well so far as a Revival Blessing machine. Focus Sash instead of Leppa Berry since I never got much value out of Leppa Berry when I had it, and Protect in the rare case it ends up as my last mon without Revival Blessing.
Roaring Moon @ Booster Energy
Ability: Protosynthesis
Tera Type: Flying
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Acrobatics
- Crunch
- Dragon Claw
- Dragon Dance
Pretty much my only actual offense, but it's worked so far. Very straightforward; swap this in on shed tail, dragon dance as many times as you can get away with, and spam whatever move works best against the current opponent. I initially used Iron Valiant with calm mind and tera thunderbolt, which worked fine, but Roaring Moon seemed more effective with Dragon Dance.
Glimmora @ Focus Sash
Ability: Toxic Debris
Tera Type: Grass
EVs: 252 HP / 4 Atk / 252 Spe
Naive Nature
- Rock Tomb
- Earth Power
- Toxic
- Protect
This what I open with every time, mostly just to set up toxic spikes/poison their lead. Poison leads pretty well into the rest of my team (mainly Clodsire and Great Tusk), so I chose this instead of screens Grimmsnarl. I've been able to get a few picks early on with toxic->protect->rock tomb/earth power which has been useful.
Clodsire @ Black Sludge
Ability: Unaware
Tera Type: Water
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Protect
- Toxic
- Earthquake
- Recover
My special defense wall, and god damn is it an effective SpD wall. Being able to stall out most things with toxic->protect->recover and get in some chip damage with earthquake has been amazingly helpful, though I've been considering switching to Water Absorb to deal with hydro pump from Rotom-Wash or Iron Jugulis. I swap to this or Great Tusk after Glimmora if the opponent has any glaring counters to Roaring Moon.
Great Tusk @ Leftovers
Ability: Protosynthesis
Tera Type: Steel
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Earthquake
- Protect
- Knock Off
- Rapid Spin
My physical defense wall/fallback if Roaring Moon dies. Knock Off has been a great option to knock off things like Dragonite Life Orb, and I swap to this after Glimmora if they got to set up significant hazards. Protect instead of Close Combat to take advantage of poison. Have considered swapping to booster energy instead of leftovers, but leftovers feels more impactful since I use protect.
Orthworm @ Sitrus Berry
Ability: Earth Eater
Tera Type: Water
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Shed Tail
- Body Press
- Stealth Rock
- Heavy Slam
Exclusively here for shed tail and to take care of things like Hatterene or tera-normal Dragonite in case of emergency. Initially I had a scarf Gholdengo here to take care of Roaring Moon counters, but Shed Tail for the sweeper seemed too good to pass up.
Pawmot @ Focus Sash
Ability: Natural Cure
Tera Type: Fairy
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
IVs: 0 Atk
- Revival Blessing
- Volt Switch
- Protect
- Wish
Very open to swapping this out, but it's done well so far as a Revival Blessing machine. Focus Sash instead of Leppa Berry since I never got much value out of Leppa Berry when I had it, and Protect in the rare case it ends up as my last mon without Revival Blessing.
Roaring Moon @ Booster Energy
Ability: Protosynthesis
Tera Type: Flying
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Acrobatics
- Crunch
- Dragon Claw
- Dragon Dance
Pretty much my only actual offense, but it's worked so far. Very straightforward; swap this in on shed tail, dragon dance as many times as you can get away with, and spam whatever move works best against the current opponent. I initially used Iron Valiant with calm mind and tera thunderbolt, which worked fine, but Roaring Moon seemed more effective with Dragon Dance.