
yung rapunxel (Hippopotas) @ Eviolite
Ability: Sand Stream
Tera Type: Dragon
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- Earthquake
- Slack Off
- Roar
easily the worst mon on this team and the most expendable mon slot, it just can't take hits reliably and really struggles to use slack off vs almost anything, but roar is often useful against stupid phys attackers and auto sandstorm is also very nice considering like 50% teams on ladder are weather ho. tera dragon almost never gets used but it's there if you really need an emergency raichu check.

ice princess (Rotom-Frost) @ Heavy-Duty Boots
Ability: Levitate
Tera Type: Rock
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Blizzard
- Discharge
- Volt Switch
nice momentum mon and occasional wallbreaker that is mostly there for nullifying any and all tera ground bailes/paus (and also pre-tera bailes) with tera rock and levitate preventing them from doing anything but firing weak hurricanes. it will become gradually less useful as ppl start ditching tera ground and start using the better tera (fighting). blizzard is nice when it doesn't miss.

miss camaraderie (Oricorio-Pa'u) @ Mirror Herb
Ability: Dancer
Tera Type: Fighting
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Hurricane
- Revelation Dance
- Roost
mother. i cannot emphasize how busted mirror herb is for oricorios in this gen - this not only allows you to punish other quiver dancers and other random setup sweepers like falinks for trying to win, but also lets you initiate the boost vs. opposing oricorios, immediately getting you the upper hand in a 1v1 scenario. since this team features no hazard removal, pau is the obvious choice over baile for this strategy as rocks completely invalidate the latter. tera fight grants it practically unresisted coverage together with hurricane, a way to dismiss of steels and various tera rock users (like the aforementioned rock frosttom/fantom that tera grounds can't touch) that may try to dispose of it, and a really nice resistance to sucker punch.

212 (Golduck) @ Choice Scarf
Ability: Cloud Nine
Tera Type: Water
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Ice Beam
- Hypnosis
- Encore
like in previous gens, golduck finds itself in a "jack of all trades but master of none" situation wherein it doesn't excel at any single role but can perform a lot of them decently. scarf works well for this team as an emergency houndoom/pyroar switchin, another anti-weather check (cloud nice stops weather effects and i'm pretty sure it ohkos scovillain with hydro pump), and a generally nice water-type scarfer. fast encore is an absolute gem on any mon that can get it in this meta full of setup sweepers. i opted not to run grass knot as it really doesn't do a lot vs. opposing waters and instead went for hypnosis which can be really annoying during early game when mons like quaxwell are still on the field. tera water is nice if golduck is needed to clean up late game.

desperado (Gogoat) @ Choice Band
Ability: Sap Sipper
Tera Type: Rock
EVs: 180 HP / 216 Atk / 112 Spe
Adamant Nature
- Horn Leech
- Rock Slide
- Earthquake
- Leaf Blade
gogoat is surprisingly really solid this gen, bulk up sets get the most fanfare but band and av sets are really excellent too. even without full attack investment, gogoat is really hard to switch into reliably, with rock slide in particular being very spammable if other sap sipper mons are on the field. i don't remember exactly what the ev's do and what they're meant to outspeed but the extra bulk helps it with raichu which can put pressure on this team. tera rock is really useful not only against oricorios but also against other normal- and flying-type attackers like squawkabilly, and it makes rock slide even harder to switch into in a meta deprived of good bulky grounds. leaf blade is there just in case you need something stronger than horn leech for a particular threat but it almost never gets clicked, i can see milk drink work there in case you really need to get that extra hp during a forced switchin and can't rely on horn leech for it.

luxury (Perrserker) @ Assault Vest
Ability: Tough Claws
Tera Type: Poison
EVs: 100 HP / 152 Atk / 236 SpD / 20 Spe
Careful Nature
- Iron Head
- Close Combat
- Gunk Shot
- U-turn
really nice av user that can reliably provide slow momentum and is also difficult to switch into even without a lot of atk investment. 20 spe evs are for speed creeping other perrserkers so you can dent them with close combat first, the rest are for comfortably taking a thunderbolt from specs magneton and proceeding to ko it after rocks with close combat. tera poison is barely ever used but it's there for emergency fighting moves counterplay as well as for emergency removal of tspikes since the team doesn't have removal or another grounded poison-type. tera ground or tera electric might work too if you're super worried about being trapped by specs magneton with less than full health.