Intro
Psyterrain HO is one of my favorite team styles in SV OU (even if it is a little cheap sometimes lol), I rocked that shit for so many games back before Sneasler got banned. The basic idea behind it is a team that wants to make the most of Indeedee and his Psychic Terrain, which powers up Psychic moves and protects grounded Pokemon from any priority moves, damaging or status. This enables you to stack a bunch of frail sweepers who normally are easily RKO’d by priority together onto one team, creating an absurd level of offense that either wins or gets blown up extremely quickly.
I figured I would give it another real shot, and it performed… ok? It’s definitely not super consistent (I ended with like ~73% GXE), but it definitely got higher than I expected it to. I peaked at around 1850ish, but I don't think that's a super accurate measurement for the true power of this team since I lost like 5 games immediately afterwards lol. This is less of a "look how cool my team is" RMT and more asking for advice, as I'd love to hear if people have ideas for making this kind of team more consistent.
Pokepaste

Team members

gommage (Indeedee) @ Terrain Extender
Ability: Psychic Surge
Tera Type: Fairy
EVs: 252 HP / 72 Def / 184 Spe
Timid Nature
IVs: 0 Atk
- Expanding Force
- Dazzling Gleam
- Encore
- Healing Wish

i think i'm trans (Hatterene) @ Eject Button
Ability: Magic Bounce
Tera Type: Steel
EVs: 252 HP / 124 Def / 132 Spe
Bold Nature
IVs: 0 Atk
- Healing Wish
- Psychic Noise
- Dazzling Gleam
- Nuzzle

through (you) line (Hawlucha) @ Psychic Seed
Ability: Unburden
Tera Type: Electric
EVs: 136 HP / 252 Atk / 4 SpD / 116 Spe
Adamant Nature
- Swords Dance
- Acrobatics
- Close Combat
- Taunt

astral infection (Deoxys-Speed) @ Twisted Spoon
Ability: Pressure
Tera Type: Psychic
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Nasty Plot
- Expanding Force
- Focus Blast
- Stealth Rock

FIVE BIG BLADES (Ceruledge) @ Focus Sash
Ability: Weak Armor
Tera Type: Fighting
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Bitter Blade
- Poltergeist
- Close Combat

field contact (Maushold) @ Wide Lens
Ability: Technician
Tera Type: Ghost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Tidy Up
- Population Bomb
- Encore
- Bite
Closing thoughts
Shoutouts to the stall player who got a game stolen from them after Maus got a Tera Ghost Gweezing to flinch twice
Psyterrain HO is one of my favorite team styles in SV OU (even if it is a little cheap sometimes lol), I rocked that shit for so many games back before Sneasler got banned. The basic idea behind it is a team that wants to make the most of Indeedee and his Psychic Terrain, which powers up Psychic moves and protects grounded Pokemon from any priority moves, damaging or status. This enables you to stack a bunch of frail sweepers who normally are easily RKO’d by priority together onto one team, creating an absurd level of offense that either wins or gets blown up extremely quickly.
I figured I would give it another real shot, and it performed… ok? It’s definitely not super consistent (I ended with like ~73% GXE), but it definitely got higher than I expected it to. I peaked at around 1850ish, but I don't think that's a super accurate measurement for the true power of this team since I lost like 5 games immediately afterwards lol. This is less of a "look how cool my team is" RMT and more asking for advice, as I'd love to hear if people have ideas for making this kind of team more consistent.






Team members

gommage (Indeedee) @ Terrain Extender
Ability: Psychic Surge
Tera Type: Fairy
EVs: 252 HP / 72 Def / 184 Spe
Timid Nature
IVs: 0 Atk
- Expanding Force
- Dazzling Gleam
- Encore
- Healing Wish
Indeedee enables this entire team by providing the Terrain, but safe to say that he isn’t very good otherwise lol. Still, he has a strong Expanding Force to click in certain situations, he leads well into, and Healing Wish offers the ability to instantly pivot into some goob threat once you’re confident extending the terrain is no longer needed. Tera Fairy plus Dazzling Gleam is one of the team’s only answers to a runaway Dark type like
or
, so it might be important to preserve health/Tera if you see one of those in the back. I’ve considered opting to deliberately underspeed Jolly
to allow for an Encore, but you have to choose between that and being able to outspeed Glimm, and your team has plenty of ways to shut down even a boosted Dnite.
Trading some Speed EVs for bulk allows Indeedee to absorb a Headlong Rush frommost of the time and kill back while still outspeeding Glimmora.

i think i'm trans (Hatterene) @ Eject Button
Ability: Magic Bounce
Tera Type: Steel
EVs: 252 HP / 124 Def / 132 Spe
Bold Nature
IVs: 0 Atk
- Healing Wish
- Psychic Noise
- Dazzling Gleam
- Nuzzle
A sun team staple, Eject Button Hatt works great on this team, doing all the stuff she does there; offering hazard control, a bulky body with support moves and attacking options, and, crucially, Eject Button to offer a huge, momentum-swinging pivot once per game. Because the turns you have to sweep under Psyterrain are so limited, andhas no ability to offer his teammates safe switches himself, Eject Hatt provides a role that pretty much no other mon can. I don’t really have much to say about this set, it’s super standard but it’s very effective. You’re probably going to have to burn Eject on turn 2 in a lot of games, but there are some situations where you don’t have to; preserving the pivot for later in a game can prove to be just as valuable, if you can find the opportunity to.

through (you) line (Hawlucha) @ Psychic Seed
Ability: Unburden
Tera Type: Electric
EVs: 136 HP / 252 Atk / 4 SpD / 116 Spe
Adamant Nature
- Swords Dance
- Acrobatics
- Close Combat
- Taunt
The closest thing to Sneasler that’s still in the tier lol. Hawlucha is still a very strong mon on its own merits, playing a similar role to Sneas as a scary sweeper with a pretty much unrivaled speed tier via Unburden. SD/CC/Acro are pretty self-explanatory, but the fourth slot has some flexibility; I’ve found Taunt the most consistent, dunking on/
/non-BB
, but you can also opt for Encore, Substitute, or Throat Chop (to threaten an OHKO on offensive
). Tera Electric does a lot for this mon, allowing it to resist Corv/
/
, and blocks things Taunt can’t stop like Nuzzle. You can also opt for Tera Poison to stop Malignant Chain from halting a sweep, since most physically defensive variants of
have no trouble stomaching a boosted Acro.
It’s important to note that Hawlucha is part-Flying by default and thus does not benefit from the priority immunity that Terrain offers! This isn’t a big deal for some of the time since Lucha already resists some priority like Sucker and Vacuum Wave, but in other cases you will have to Tera to ground yourself to block stuff like Espeed/Thunderclap/etc., which can be awkward. I definitely have never forgotten about this and thrown away Lucha for no reason.

astral infection (Deoxys-Speed) @ Twisted Spoon
Ability: Pressure
Tera Type: Psychic
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Nasty Plot
- Expanding Force
- Focus Blast
- Stealth Rock
Deoxys is predictably very strong under Psychic Terrain, taking advantage of both the priority immunity and the insane repeatable damage output of Expanding Force. Rocking Expanding Force and Focus Blast makes it really difficult to stop this thing from making progress, and if you ever get a NP off they are probably completely clipped. I’ve found that those two attacks are pretty much all Deoxys needs, so I opt for Rocks in the last slot, giving this HO team much-needed access to hazards if Deo has nothing better to click (although Taunt is also a solid option, or Shadow Ball forand
). I’ve opted for Twisted Spoon over Life Orb as I find that Deoxys needs every point of health it can get to pull off a sweep; compromising its bulk (even if it is shit lol) can lead to a stopped sweep if it ends up getting chipped or having to NP up in front of a big attack. Tera Psychic can be used to turn Expanding Force into a guaranteed OHKO against things like
and
at +0, and
and offensive
at +2.
Modest over Timid honestly it doesn’t change that many Speed thresholds (you still outspeed +1, Ghold, Hamurott, etc.), and the power boost is very appreciated. The biggest interaction change (I think?) is no longer outspeeding a +1 Kyurem

FIVE BIG BLADES (Ceruledge) @ Focus Sash
Ability: Weak Armor
Tera Type: Fighting
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Bitter Blade
- Poltergeist
- Close Combat
Ceru really loves Psyterrain, preventing it from instantly getting smashed after picking up a Weak Armor proc. The team really likes having a naturally Burn-immune mon, offering opportunities to hard-switch into things like,
, and
without consuming Hatt’s item. Fire and Ghost are also very nice STABs for this team to have, beating things like
and
that this team otherwise has almost nothing to deal with. It can be hard keeping hazards off considering your two forms of hazard removal are a little situational, but Sash still feels pretty mandatory, buying it a crucial turn to SD up and threaten to end the game.
I prefer Close Combat as the fourth move as a way to chunkand
for huge damage, but Endure is also an option for when sash is broken by hazards or something. Tera Fight is to turn CC into a guaranteed OHKO on Lu and Garg (also good defensively), but you can also opt for Tera Ghost to make Poltersheist much harder to wall

field contact (Maushold) @ Wide Lens
Ability: Technician
Tera Type: Ghost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Tidy Up
- Population Bomb
- Encore
- Bite
Maus is probably my favorite Gen 9 mon, I’ve probably seen the “hurt by Rocky Helmet” line more than any other person in this tier lol. It finds a solid home here, with it providing valuable hazard control to the team while also abusing terrain itself as a very scary boost sweeper. Population Bomb hits stupid hard, and becomes nigh unwallable after a Tidy Up. Getting statused by contact punishing abilities isn't a huge deal, as one of its Healing Wish teammates can restore it later on. It's a solid anti-lead into and Sash(careful about scarfed Sacred Sword tho), can help against threats like
(dies at +1) and
(dies at +0), and in general is an extremely powerful progress-making tool against slower teams. It's also really nice to have against Webs, as both leads die to a neutral Bomb.
is faster, but has to choose between attempting a Stun Spore (which means webs probably won't go up) and immediately going for Webs (which are pretty likely to get Tidied immediately afterwards, or
bounced away).
All of this fun stuff comes at the cost of the team’s only direct removal option being extremely frail, which can become very dicey if's Sash is necessary to pull off the win. Helmet mons like
and
are also obvious problems, especially since this team has no access to item removal. I’ve considered swapping this guy out for Speed Booster Treads/Tusk for a more guaranteed spin, but I think Maus offers enough unique stuff to the team that it's a tough call to make.
Tera Ghost blocks Extreme Speed and Fighting stuff, in both cases offering a good setup opportunity via Encore.
Closing thoughts
Shoutouts to the stall player who got a game stolen from them after Maus got a Tera Ghost Gweezing to flinch twice