Im new to making teams, I took inspiration from some websites, please tell me what could be improved.
Ursaluna @ Flame Orb
Ability: Guts
Tera Type: Ghost
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Facade
- Earthquake
- Swords Dance
- Protect
A special attacker that can set up with Swords Dance or Protect itself while Cresselia uses Trick Room. By benefiting from Trick Room, it can hit faster with a very powerful Earthquake. Flame Orb is to power up Facade.
Cresselia @ Mental Herb
Ability: Levitate
Tera Type: Dark
EVs: 244 HP / 188 Def / 76 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Ally Switch
- Trick Room
- Lunar Blessing
- Moonblast
Taking a support role, it can set up Trick Room in company of Ursaluna or Iron Hands. It can use Lunar Blessing to heal itself and partner, and Ally Switch to save itself or its partner from a likely fatal hit, or for other strategical purpose. Moonblast is there to allow it to actually do damage.
Iron Hands @ Booster Energy
Ability: Quark Drive
Tera Type: Water
EVs: 4 HP / 156 Atk / 4 Def / 252 SpD / 92 Spe
Adamant Nature
- Wild Charge
- Drain Punch
- Fake Out
- Heavy Slam
Physical and bulky, it can use Fake Out to make any scary opponent lose a turn and HP. This allows Cresselia to set up Trick Room more easily. I wanted to give it Assault Vest, but since Rillaboom already has it, I gave it a Booster Energy to activate its Quark Drive and boost attack. Drain Punch is always neat to have.
Hurracanis (Tornadus) @ Covert Cloak
Ability: Prankster
Tera Type: Dark
EVs: 252 HP / 4 Def / 116 SpA / 116 SpD / 20 Spe
Modest Nature
IVs: 0 Atk
- Bleakwind Storm
- Tailwind
- Taunt
- Rain Dance
Support and Special Attacker, can disrupt other tailwind setters with Taunt and power up Urshifu with Rain Dance.
Tailwind is there just because it's Tailwind. Bleakwind Storm can do nice damage to both opponents, so it's neat to have.
Vélocidor (Urshifu-Rapid-Strike) @ Mystic Water
Ability: Unseen Fist
Tera Type: Water
EVs: 20 HP / 236 Atk / 4 Def / 244 SpD / 4 Spe
Adamant Nature
- Surging Strikes
- Close Combat
- Aqua Jet
- Protect
Surging Strikes and Aqua Jet hit very hard due to STAB + Mystic Water + Rain + Tera. Tailwind allows it to hit faster as well. Close Combat is there for STAB and coverage, and Protect because why not?
Bom (Rillaboom) @ Assault Vest
Ability: Grassy Surge
Tera Type: Fire
EVs: 228 HP / 252 Atk / 4 Def / 12 SpD / 12 Spe
Adamant Nature
- Wood Hammer
- Fake Out
- U-turn
- Stomping Tantrum
Grassy Surge is good I guess, and it's Wood Hammer does some mean damage, along with yet another Fake Outer, U-turn when in a pinch. Stomping Tantrum hits decently, and harder when the previous move failed. Good with Tailwind.
I do have concerns over Type coverage and role coverage as well. I also worry about how viable it is in Regulation E since it is recent.
Ursaluna @ Flame Orb
Ability: Guts
Tera Type: Ghost
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Facade
- Earthquake
- Swords Dance
- Protect
A special attacker that can set up with Swords Dance or Protect itself while Cresselia uses Trick Room. By benefiting from Trick Room, it can hit faster with a very powerful Earthquake. Flame Orb is to power up Facade.
Cresselia @ Mental Herb
Ability: Levitate
Tera Type: Dark
EVs: 244 HP / 188 Def / 76 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Ally Switch
- Trick Room
- Lunar Blessing
- Moonblast
Taking a support role, it can set up Trick Room in company of Ursaluna or Iron Hands. It can use Lunar Blessing to heal itself and partner, and Ally Switch to save itself or its partner from a likely fatal hit, or for other strategical purpose. Moonblast is there to allow it to actually do damage.
Iron Hands @ Booster Energy
Ability: Quark Drive
Tera Type: Water
EVs: 4 HP / 156 Atk / 4 Def / 252 SpD / 92 Spe
Adamant Nature
- Wild Charge
- Drain Punch
- Fake Out
- Heavy Slam
Physical and bulky, it can use Fake Out to make any scary opponent lose a turn and HP. This allows Cresselia to set up Trick Room more easily. I wanted to give it Assault Vest, but since Rillaboom already has it, I gave it a Booster Energy to activate its Quark Drive and boost attack. Drain Punch is always neat to have.
Hurracanis (Tornadus) @ Covert Cloak
Ability: Prankster
Tera Type: Dark
EVs: 252 HP / 4 Def / 116 SpA / 116 SpD / 20 Spe
Modest Nature
IVs: 0 Atk
- Bleakwind Storm
- Tailwind
- Taunt
- Rain Dance
Support and Special Attacker, can disrupt other tailwind setters with Taunt and power up Urshifu with Rain Dance.
Tailwind is there just because it's Tailwind. Bleakwind Storm can do nice damage to both opponents, so it's neat to have.
Vélocidor (Urshifu-Rapid-Strike) @ Mystic Water
Ability: Unseen Fist
Tera Type: Water
EVs: 20 HP / 236 Atk / 4 Def / 244 SpD / 4 Spe
Adamant Nature
- Surging Strikes
- Close Combat
- Aqua Jet
- Protect
Surging Strikes and Aqua Jet hit very hard due to STAB + Mystic Water + Rain + Tera. Tailwind allows it to hit faster as well. Close Combat is there for STAB and coverage, and Protect because why not?
Bom (Rillaboom) @ Assault Vest
Ability: Grassy Surge
Tera Type: Fire
EVs: 228 HP / 252 Atk / 4 Def / 12 SpD / 12 Spe
Adamant Nature
- Wood Hammer
- Fake Out
- U-turn
- Stomping Tantrum
Grassy Surge is good I guess, and it's Wood Hammer does some mean damage, along with yet another Fake Outer, U-turn when in a pinch. Stomping Tantrum hits decently, and harder when the previous move failed. Good with Tailwind.
I do have concerns over Type coverage and role coverage as well. I also worry about how viable it is in Regulation E since it is recent.