Indeedee @ Terrain Extender
Ability: Psychic Surge
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Dazzling Gleam
- Encore
- Calm Mind
Usually my lead, sets Psychic Terrain for the rest of the team, Encore is mainly here to screw with opposing setup sweepers, Psychic/Dazzling Gleam is just nice STAB to have, and Calm Mind can let it hit harder if needed but frankly I don't really click Calm Mind often here, it mostly just comes in to set Psychic Terrain then switches out; Tera Fairy to help Dazzling Gleam wear down darks if needed but again I don't really tera it often
Polteageist @ Focus Sash
Ability: Weak Armor
Tera Type: Fighting
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shell Smash
- Shadow Ball
- Stored Power
- Tera Blast
Comes in, clicks Shell Smash, maybe gets a speed boost off Weak Armor, and sweeps with Stored Power; Shadow Ball covers opposing Psychics while Fighting Tera Blast covers Steel and probably more importantly Dark; in practice this ends up being the Pokemon I tera the most often because this team otherwise just doesn't deal with Dark types well, and jumpscaring Darks with a Fighting Tera Blast usually secures a win
Armarouge @ Twisted Spoon
Ability: Weak Armor
Tera Type: Psychic
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Endure
- Expanding Force
- Armor Cannon
- Destiny Bond
Armarouge is usually for when I can't set up Polteageist safely, Expanding Force under Psychic Terrain and Twisted Spoon is just a stupid amount of damage, Endure mainly lets it eat an OHKO from stuff that might otherwise outspeed it, and hopefully turn the tables around with Weak Armor, Armor Cannon is a nice STAB to have, and last slot used to be Calm Mind but Destiny Bond has been surprisingly useful at either forcing a KO on mons that might otherwise bend the rest of my team over or just forcing stuff out
Hatterene @ Eject Button
Ability: Magic Bounce
Tera Type: Steel
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Healing Wish
- Mystical Fire
- Dazzling Gleam
- Nuzzle
Hatterene's main use is Magic Bounce to block hazards, opted for Mystical Fire instead of Psychic because my team already has enough Psychics and SpA drop is nice, but Dazzling Gleam is still ran to improve Dark-type matchups, and Nuzzle's paralyze can come in handy mainly for letting Baxcalibur outspeed more easily; Healing Wish can help recover Polteageist's Focus Sash which along with Eject Button lets Hatterene act as a pivot
Hawlucha @ Psychic Seed
Ability: Unburden
EVs: 248 HP / 252 Atk / 8 Spe
Tera Type: Fighting
Adamant Nature
- Swords Dance
- Close Combat
- Acrobatics
- Substitute
I'm going to preface this by saying that there is quite a bit of personal bias behind this choice, as Hawlucha is one of my favourite mons in general, and seemed to fit well on this team, but feel free to switch it out; 8 Speed EVs instead of 4 outspeeds Speed Booster Energy Valiant after Unburden, Close Combat and Acrobatics are its usual STAB moves, and Substitute helps with setting up Swords Dance
Baxcalibur @ Loaded Dice
Ability: Thermal Exchange
Tera Type: Fairy
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Glaive Rush
- Icicle Spear
- Earthquake
Went for Loaded Dice Icicle Spear here instead of Boots Icicle Crash, because being able to bypass Substitutes is just really nice to have; other than that it's just a pretty standard Baxcalibur set, setup with Dragon Dance then carve through everything with Glaive Rush, tera is Fairy instead of Dragon to block opposing Dragons and resist Dark/Fighting