Building a cute little Paraspam kinda team utilising none of the shifts we got earlier today because I'm quirky like that :3
I've actually never used SD

before, so I thought it'd be fun to build around.
Now, with the theme for this week being

, it's only natural I start my team with this guy. I gave it the aforementioned Swords Dance set with Sucker Punch for priority and tera Dark to boost it while also helping a bit with 'mons like

. The rest of the moveset is relatively standard with dual STABs and a Lum Berry to deal with annoying status like Burn and Para.

has slight issues with its speed-stat, so I aim to fix that with the next few picks.

seems like a pretty ideal partner for

, seeing as it can provide Paralysis support to slow down faster threats and let

outspeed them. Furthermore,

's unique type allows it to switch in to common Fire- and Flying-types that have

's number. As for its other moves, Scald allows

to pressure burn and damage Grounds like

, though

obviously isn't comfortable switching in. Tera Flying helps this matchup out a bit, though my choice of leftovers and Protect to improve

's longevity means it's a bit reliant on my own

after terastallizing. Lastly, Volt Switch allows for some pivoting and doubles as Electric-STAB. I've chosen to not really invest in

's HP, as I believe it's got enough of the stuff to make investing in solely its defenses worth it. If I invest in HP,

ends up a bit frailer on one side of the spectrum than I'd prefer.
At this point, I'd prefer having a 'mon with actual reliable recovery in order to solidify my defenses a bit. I also need some entry hazards.

kills two birds with one stone in this regard, with access to both Stealth Rock and Roost for healing. I chose to add Body Slam in order to potentially paralyze more things, as

can still get a bit overwhelmed. Dragon Tail makes it so

doesn't get overrun by setup sweepers like

, which would otherwise turn

into setup fodder. Lastly, tera Fairy grants

a Fighting-resistance, allowing it to take out or phaze hard-to-stop Fighting-types.
Now, all that bulk is fun and all, but it doesn't mean much if hazards can easily wear away at it, so I'd like to have a way to remove any hazards that end up on my side of the field in order to grant

, and to a lesser extent,

after tera unimpeded access to the field. Enter

, which can clear the field of hazards with Rapid Spin. It also has access to useful utility in Knock Off, which nobody else on the team has, and often chips in defensively with its solid Defense stat and threat of Earthquake.
My matchup into

still isn't excellent, and my offenses are slightly lacking, so at this point I chose to add

, which can be a problem for

with Encore and U-turn allowing it to lock

into Curse and tag out to a pokémon that can deal with it (Maybe

can even get in a Swords Dance). Moonblast and Giga Drain are

's STABs, with Giga Drain giving it a bit of recovery that this more utility-focused set appreciates.

almost forms a kind of pivot core with

, for some added synergy.
To end off, I chose to add

. It's running a standard Scarf set which grants my team some revenge killing potential should

not cover a specific threat.

really appreciates the hazard removal

provides, as stated before, and enjoys

's slow pivoting, allowing it to get on the field with Eruption's power minimally affected. Tera Fire beefs up

's powerful Fire-type moves to maximize its damage output, which is much appreciated on a team slightly lacking in other immediate threats.
(ngl

is also a bit of a comfort pick: I have it on like half my teams I've built over the past month or two :p)