
Sinistcha @ Covert Cloak
Ability: Heatproof
Level: 50
Tera Type: Fairy
EVs: 244 HP / 252 Def / 12 SpD
Bold Nature
IVs: 0 Atk
- Shadow Ball
- Matcha Gotcha
- Iron Defense
- Strength Sap
My favorite, actualy for results by now, but aesthetic is nice. EVs will take most kor(need to tera for cb tera fire blitz,) and the change in SpD w/ odd HP. They also take a hit from standard pao and sap it, crippling ones that lack SD and Sheer cold(have beaten SD, but it's tricky to be sure.) Given some vulnerability to SD EVEN w/ ID on the set, unsure if I should go back to ditto to abuse those mons. It disappointed me before, though. ID is still great for some SD situations(Zacian switched in on sap once,) as well as outpacing DD, or if they can't comfortably switch in their Zacian or whatever, I have time to set up to be more ready for it. Usual STABs, even w/ lower acc and, unfortunately, burn rate, I think Matcha is better than scald. This isn't usually good ino special stuff, but can take a barrage terad, and gets caly and BM on the switch. Physical stuff often sucks, notably this is amazing into Urshifu RS, a horrifying presence. I love my SInistcha into all sorts, Kor, sometimes pao and ho oh, Dozo, Ting lu and Landog w/o fissure, the other ursh too if terad, sometimes Zacian, NDM, etc. It has been better for me than my legend, regardless of which I was using at the time, most of the time. Far more games have been lost cause I didn't bring this than because I did. Still a bit dubious about a tera bad into zacian, otherwise I think it's solid for me. Not a fan of cm on here, too frail anyways for mir and those kinds. Cloak is mainly for pao, or 30 ish percent to be invalidated.

Klefki @ Lagging Tail
Ability: Prankster
Level: 50
Tera Type: Fire
EVs: 244 HP / 52 Def / 36 SpA / 172 SpD / 4 Spe
Bold Nature
IVs: 0 Atk
- Draining Kiss
- Switcheroo
- Calm Mind
- Thunder Wave
Here over Grimm for the pao mu, mainly. I suppose can wall the occasional tern lacking fire too. I have started to really like Switcheroo/trick+lagging tail. This will cripple most things, notably the main restricted. EVs were tweaked to better 2hko pao(yes, sadly need EVs for that even w/ SE STAB.) Still should take a barrage and often something from mir unboosted, rest in Def for pao. I don't really tera this, and I'm considering other options anyways. Fire has only for sure ever saved me once, though it has some use vs kor ofc. T wave is still run w/ this item because often I want to save it, or I need the hax(for instance if I have to sac this and there's no point doing 5 dmg or what have you.) CM is ok to set up, I have very occasionally had this be the wincon w/ that(vs hoodra for one.) I think it's the least needed move though, I do need kiss not gleam to heal up vs pao's high damage. This has been very good actually, even beating kor that switch in or w/e some(does live a flame charge, too.)

Ho-Oh @ Heavy-Duty Boots
Ability: Regenerator
Level: 50
Tera Type: Ground
EVs: 252 HP / 236 Atk / 20 Def
Adamant Nature
- Earthquake
- Recover
- Sacred Fire
- Brave Bird
Idk why this is here, but it works very well. Maybe even more so in I, when I plan to run AV Dialga/Dialga-o(they cover each other's weaknesses fully.) Full atk EVs didn't seem to do much, I cut a little for pao rolls(do I need 4 Spe for parad max Zacian? Can't decide...) SR had been very annoying, so I finally went boots on this, not disappointed. Ugh that move, I can't even imagine how annoying in 6v6. Ground is what I had, seems obvious enough for mir(they don't ever go flying to keep in touch w/ terrain, so I pseudo guarantee a good hit even if they predict.) Usual other moves too...Brave Bird is ok for big damage on all, kor, ursh switches, oger h, and lack of options. This has been fairly good, though I do hate Ursh RS(I'm great into these w/ cha, but when that's not brought eek.)

Arboliva @ Assault Vest
Ability: Seed Sower
Level: 50
Tera Type: Electric
EVs: 252 HP / 108 SpA / 148 SpD
Modest Nature
IVs: 0 Atk
- Alluring Voice
- Earth Power
- Giga Drain
- Mirror Coat
Arb was always good into Mir, caly s, and kyogre, so I put it back. Still does the job...not much else usually, but meh. AV really makes those mus shine usually, w/ Seed Sower for mir. Alluring Voice's confusion sometimes saves things, though the main move is mirror coat for stuff like draco, psyshock and tera fight blast from caly, and all sorts of other moves like BM. Earth Power is for stuff like Arch and Heatran, that is otherwise a nuiscance. Main special mon this can't get, that I know of, is chi yu. Flutter and Bundle type stuff not safe. Electric on a whim for flying attacks and para, only weakness is mostly negated in terrain. This seems ok, sometimes it's great, but I'm no overly impressed. This is what will go for Dialga(o) in reg i.

Bronzong @ Chesto Berry
Ability: Heatproof
Level: 50
Shiny: Yes
Tera Type: Electric
EVs: 244 HP / 12 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Rest
- Power Gem
- Stored Power
- Calm Mind
I have like 10 shiny Zongs from go, I frequently use one. I put this for the match up into Tern SPECIFICALLY, though it seems ok for some other stuff too. I'm still getting used to it, but it should get Chi Yu w/ a tera, can set up on a lagging tail mir, etc. Odd HP w/ otherwise fully maxed SpD, as barrage and stuff hits hard even w/ tera. I felt I needed more SpD than def, but idk. Power Gem is for chi yu and ho oh, and Stored Power gets through standard unaware stuff and ofc tern. Rest seems a given(this is over the good recovery Reuniclus or Espeon to switch in on tern and threaten ho oh,) but idk 100% about chesto since it's a one off and sometimes useless. Electric is from when this had boring levitate, heatproof seems necessary for tern, helps some into kor and such.

Noivern @ Choice Specs
Ability: Infiltrator
Level: 50
Tera Type: Normal
EVs: 36 HP / 4 Def / 236 SpA / 4 SpD / 228 Spe
Modest Nature
IVs: 0 Atk
- Air Slash
- Boomburst
- Draco Meteor
- Switcheroo
Also on the chopping block. However, this is my glis answer, soi can't go with my first idea of Persian a lol. I forget why that was the idea um. I'm losing a lot, but I'm still unsure what I need to cover, besides glis, in this slot. Simple enough moves, normal for obvious damage plus barrage immune. Changed evs a bit ago, less spe is mostly ok. This notably falls to any steel that can take a scarf, I hate that. It was also put for ursh and ogerpon h, but Ieas weak to them than glis. While this is sometimes ok, it has almost fully been from the nature of switch scarf, not the mon's other properties.
Mostly I'm considering a trick specs Spiritomb or farigiraf in the last slot, but idk. I really like trick, but could use more for pao and such...klefki can die fast depending on their lead, which unfortunately isn't always going to be pao. I feel like it's been some misplays combined with people essentially always bringing ursh rs if they have it that's made me lose a lot. I have resolved to TRY to always bring Cha to the ursh mu, though it's hard with special restricted, or other partners that are special...I maybe have trouble breaking grounds, though that may be more an issue with dialga later than rn.