This is a team that I have been using.
Chesnaught @ Rocky Helmet
Ability: Bulletproof
Tera Type: Ghost
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Spikes
- Body Press
- Knock Off
- Synthesis
Walking Wake @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Water
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Surf
- Dragon Pulse
- Knock Off
- Flip Turn
Gholdengo @ Ability Shield
Ability: Good as Gold
Tera Type: Fairy
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Thunder Wave
- Hex
- Dazzling Gleam
- Recover
Great Tusk @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Headlong Rush
- Ice Spinner
- Rapid Spin
Zamazenta @ Heavy-Duty Boots
Ability: Dauntless Shield
Tera Type: Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Crunch
- Stone Edge
- Heavy Slam
Pecharunt @ Heavy-Duty Boots
Ability: Poison Puppeteer
Tera Type: Dark
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Malignant Chain
- Shadow Ball
- Parting Shot
- Recover
The idea behind the team is that Chesnaught and Great Tusk will be the hazard setters, Walking Wake will be the Knock Off user that can deal with Knock Off absorbers, Gholdengo prevents Rapid Spin from Great Tusk, and Defog attempts from any Pokemon, even G-Weezing because of Ability Shield. Great Tusk is on the team because it is the most used Pokemon in Gen 9, so why not? Plus, I needed a hazard remover. Zamazenta is meant to provide speed control and answers to Kingambit, and Pecharunt is used to switch into Ogerpon-W.
Problematic matchups:
The two Ground- and Steel-types, Iron Treads and Excadrill matchup extremely well against Gholdengo and Pecharunt. The Ghost-type STAB aren't doing much damage, Dazzling Gleam is not very effective, Malignant Chain ain't doing anything at all, and an Earthquake will do a lot of damage to Gholdengo and Pecharunt. You need safe switch-ins to Walking Wake or Zamazenta to hit Iron Treads or Excadrill with a Surf or Close Combat. Excadrill in sand will be a bit more problematic, since Sand Rush makes it faster, meaning it would Rapid Spin away the hazards before getting knocked out.
Kyurem's Ice-type STAB hit Chesnaught and Great Tusk for super-effective damage. Walking Wake is getting one-shot by Freeze-Dry. Gholdengo can't take an Earth Power well and neither can Pecharunt. The only way to win against Kyurem is to threaten it offensively, as there are no defensive switch-ins. Even Gholdengo is not taking a Choice Specs boosted Ice Beam, especially if Kyurem Tera Ice.
Rain teams are a massive problem. The only Water resists, Chesnaught and Walking Wake, don't do a good job. What's worse is that rain teams often pack an Iron Treads or Excadrill.
Cinderace is a problem as well since its Fire STAB is super-effective against Chesnaught and Gholdengo. Cinderace is faster than Walking Wake, so it could U-turn before Walking Wake could hit it with Surf, Zamazenta needs to be positioned in front of a Cinderace which can be difficult to do, and of course, setting all the hazards only for Cinderace to use Court Change is such a bad idea.
Hatterene's Magic Bounce is only the tip of the iceberg. Just its Psychic and Fairy STAB + Mystical Fire hits the whole team for super-effective damage. The three Fighting-types hate taking a Psychic Noise or a Draining Kiss, Pecharunt is weak to Psychic Noise on top of the fact that it can't heal off the damage, Walking Wake will take massive damage from Draining Kiss, and Gholdengo hates taking a Mystical Fire. Not to mention that Hatterene has Nuzzle to slow down threats. Threatening it back is an issue as well, especially the Assault Vest sets. They can tank Gholdengo's Hex and Pecharunt's STAB moves. Only Zamazenta's Heavy Slam is two shotting.
That is a lot of horrible matchups, which is why I really need your help in improving this team.

Chesnaught @ Rocky Helmet
Ability: Bulletproof
Tera Type: Ghost
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Spikes
- Body Press
- Knock Off
- Synthesis
Walking Wake @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Water
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Surf
- Dragon Pulse
- Knock Off
- Flip Turn

Gholdengo @ Ability Shield
Ability: Good as Gold
Tera Type: Fairy
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Thunder Wave
- Hex
- Dazzling Gleam
- Recover

Great Tusk @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Headlong Rush
- Ice Spinner
- Rapid Spin

Zamazenta @ Heavy-Duty Boots
Ability: Dauntless Shield
Tera Type: Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Crunch
- Stone Edge
- Heavy Slam

Pecharunt @ Heavy-Duty Boots
Ability: Poison Puppeteer
Tera Type: Dark
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Malignant Chain
- Shadow Ball
- Parting Shot
- Recover
The idea behind the team is that Chesnaught and Great Tusk will be the hazard setters, Walking Wake will be the Knock Off user that can deal with Knock Off absorbers, Gholdengo prevents Rapid Spin from Great Tusk, and Defog attempts from any Pokemon, even G-Weezing because of Ability Shield. Great Tusk is on the team because it is the most used Pokemon in Gen 9, so why not? Plus, I needed a hazard remover. Zamazenta is meant to provide speed control and answers to Kingambit, and Pecharunt is used to switch into Ogerpon-W.
Problematic matchups:


The two Ground- and Steel-types, Iron Treads and Excadrill matchup extremely well against Gholdengo and Pecharunt. The Ghost-type STAB aren't doing much damage, Dazzling Gleam is not very effective, Malignant Chain ain't doing anything at all, and an Earthquake will do a lot of damage to Gholdengo and Pecharunt. You need safe switch-ins to Walking Wake or Zamazenta to hit Iron Treads or Excadrill with a Surf or Close Combat. Excadrill in sand will be a bit more problematic, since Sand Rush makes it faster, meaning it would Rapid Spin away the hazards before getting knocked out.

Kyurem's Ice-type STAB hit Chesnaught and Great Tusk for super-effective damage. Walking Wake is getting one-shot by Freeze-Dry. Gholdengo can't take an Earth Power well and neither can Pecharunt. The only way to win against Kyurem is to threaten it offensively, as there are no defensive switch-ins. Even Gholdengo is not taking a Choice Specs boosted Ice Beam, especially if Kyurem Tera Ice.





Rain teams are a massive problem. The only Water resists, Chesnaught and Walking Wake, don't do a good job. What's worse is that rain teams often pack an Iron Treads or Excadrill.

Cinderace is a problem as well since its Fire STAB is super-effective against Chesnaught and Gholdengo. Cinderace is faster than Walking Wake, so it could U-turn before Walking Wake could hit it with Surf, Zamazenta needs to be positioned in front of a Cinderace which can be difficult to do, and of course, setting all the hazards only for Cinderace to use Court Change is such a bad idea.

Hatterene's Magic Bounce is only the tip of the iceberg. Just its Psychic and Fairy STAB + Mystical Fire hits the whole team for super-effective damage. The three Fighting-types hate taking a Psychic Noise or a Draining Kiss, Pecharunt is weak to Psychic Noise on top of the fact that it can't heal off the damage, Walking Wake will take massive damage from Draining Kiss, and Gholdengo hates taking a Mystical Fire. Not to mention that Hatterene has Nuzzle to slow down threats. Threatening it back is an issue as well, especially the Assault Vest sets. They can tank Gholdengo's Hex and Pecharunt's STAB moves. Only Zamazenta's Heavy Slam is two shotting.
That is a lot of horrible matchups, which is why I really need your help in improving this team.