
Sinistcha @ Covert Cloak
Ability: Heatproof
Level: 50
Tera Type: Fairy
EVs: 244 HP / 244 Def / 20 SpA
Bold Nature
IVs: 0 Atk
- Shadow Ball
- Matcha Gotcha
- Iron Defense
- Strength Sap
I'll probably never not use this, it's awesome. I've seen a fair few sun teams, and this is so crazy to their physical part, never mind the grass type cause heatproof(and tera, if really need be.) But it does so much more, too. Pao is lived bar the odd CB or odder LO, then I sap it. I will then ID, and if they SD I might still have tera up my sleeve, you throw in misc. burns, and that is likely the best mu for anybody that is weak to both STABs lol. KIller into Urshifu RS, and just great to many phys threats all around. This is a specially based meta, but attackers like Caly S and even flutter switching in can be predicted, w/ the former getting ohkod/to sash. Also, both should be lived from full with my tera, unless their tera supports their strongest STAB or they are boosted. I forgot why I shifted EVs, though I didn't change them much so nvm. Still basically max/max. Actually, I think there was no point to new ones w/ team changes now...oh well. Maybe someone has a spread(doubtful.) Shadow Ball is probably necessary. I have thought of tera blast for mir/kor/etc, but it's hard to commit tera to this mon enough that I get consistent use out of the move. I used to run scald over matcha for acc and the better burn rate, but it's a toss up and this heals too...ID is great imo. I often set up, and in cases where Sap isn't enough. Sap won't keep pace w/ SD, doesn't set you up for the next guy, and is blocked by sub, mainly. I also see a fair bit of protect fwiw. Overall I adore this mon AND its performance on every team, my sole gripe is I don't have a shiny one nor artisan form(hopefully both xd.) Fairy is mainly for Kor. In a pinch is ofc dragon immune, for unexpected(expected, which isn't really gonna happen but I'm just saying, is np) CB Outrage form DNite, and Walking Wake(won't hurt w/ fire, or water pre tera so much,) etc.

Klefki @ Lagging Tail
Ability: Prankster
Level: 50
Tera Type: Fire
EVs: 244 HP / 52 Def / 212 SpD
Bold Nature
IVs: 0 Atk
- Draining Kiss
- Switcheroo
- Calm Mind
- Thunder Wave
Time was I'd use this(over grimm mainly for the pao mu...though I suppose also for grimm lol.) It's actually really good, if I'm mindful of darks that beat it. Ting lu, chi yu bar tera(I won one teraing t1 on chi yu overheat lol, they switched, etc.) Oh evs...think for barrage, rest in def for cb pao(still not really enough...hate cb and sheer cold pao more than reg for sure.) Fire is great, bar ofc the continued ground weakness. But I slightly favor CM over Magnet Rise(now.) Because it can set up w/ other cms/deal something/take advantage of predicted protects or what have you. Draining Kiss 2hkos pao...like Gleam, but seems far better on this for a modicum of healing, as this has no other bar a lucky switch. Great general hoodra answer, they should lack surf w/ heatran being low usage. I'm considering ghost for body press though but, well...anyways, this is cool. Mir, Kor, Caly, so many get crippled by this, even if they are immune or can become immune through tera to t wave(I lost one, due to very bad misplay, but woulda got electric t1 kor that predicted t wave.) The lack of damage is the main issue, but I'll pay the price to shore up my pao mu.

Terapagos @ Chesto Berry
Ability: Tera Shift
Level: 50
Tera Type: Stellar
EVs: 236 HP / 4 Def / 252 SpA / 12 SpD / 4 Spe
Modest Nature
IVs: 15 Atk
- Tera Starstorm
- Calm Mind
- Rest
- Scorching Sands
I did have the standard double dance w/ earth power, but I like this far more. Great restricted, and more interesting than the big 3. Chesto resets tera shell, and also can sleep after tera removing e terrain. A little dangerous if they somehow predict it and position a caly s, but that hasn't happened once. This is my legend for Caly s and mir I THINK, barrage immune and cruel to terrains. Downside is mainly stinky to kor, but as that isn't to big of a deal w/ cha usually, I mostly dislike Zacian and pao(2 major reasons for scorching sand...not sure what earth power would do. Also can break glimm's sash.) CM is kept, not felling av here, and it does usually like the SpD and more power, there is often time esp in cm war. Overall good, I'm not quite sold 100%, but close. Cha takes kor well, though in return this is just mid into flutter so meh. Oh right, chesto helps sleep cyycles, 3-0d a hippo leading team w/ tera t1.

Hydrapple @ Assault Vest
Ability: Regenerator
Level: 50
Tera Type: Fire
EVs: 252 HP / 196 SpA / 60 SpD
Quiet Nature
- Fickle Beam
- Giga Drain
- Earth Power
- Sucker Punch
I put this for a variety of reasons. Ting lu, Firepon(hence fire, also didn't wanna re ev my poison tera dipplin,) Miraidon(kinda,) Caly S(sucker,) Chi-Yu(just maybe, it's not really a huge weakness so much as an added consideration,) and uh, maybe clod or idk. The poison would be better for that I figure, but I like fire. Even if much of this team stacks teras(2 fire tera, 1 natural, 2 stellar, etc.) Open to suggestions here,

Arcanine-Hisui @ Choice Band
Ability: Rock Head
Level: 50
Shiny: Yes
Tera Type: Stellar
EVs: 68 HP / 252 Atk / 4 Def / 4 SpD / 180 Spe
Adamant Nature
- Flare Blitz
- Close Combat
- Extreme Speed
- Head Smash
This one is here to break everything. That used to be Craw but...idk. Kinda a tera hog for one. That's probably main thing, although it might not off their lagging tail too. This on the other hand is bulkier and faster, while still doing obscene dmg. I'm thinking rock to ohko garg lol, stellar band is a weird mix, though it can work...I just hate the mechanics of stellar normally. EVs should do something, I've ofc forgotten...put in request on site to get searches in convos, so I can find what the heck all these sets do, rather than just having them. I think this can ohko/bring to sturdy some Arch, and BM. Those are somewhat lesser now, but no harm in good calcs. I don't use this so much, mainly cause cha, pagos, klef is becoming my main 'core,' oddly enough. I think it has potential, though I miss reg arc's resistances, plus the intimidate ability too would make that much better to firepon. I have won w/ Espeed, so I want to keep it. Not crazy for tera normal, but ofc caly s, so open to it.

Sneasler @ Choice Scarf
Ability: Unburden
Level: 50
Shiny: Yes
Tera Type: Fighting
EVs: 12 HP / 228 Atk / 4 Def / 12 SpD / 252 Spe
Adamant Nature
- Dire Claw
- Close Combat
- U-turn
- Switcheroo
This is back, over pory z. Switch/trick scarf has been good to me, p z less so, as it is frail, and weak to ghosts if locked on uproar(actually that was for glis...who is probably a menace now. Must re-do things...though I'll put up what I have for now.) Anywyas, I PROBABLY took advice on EVs from very old thread w/ this, but I can't recall for sure until I check later. No clue what tera to use, the weaknesses are few, but all over kinda, so nothing seems to get more than one. U-turn is crazy, even a little more w/ poison touch. After all the stress I've been put through w/ voltTurn, I figure scarf needs it. Regular STABs, they do a lot(I have this partly for Ting Lu I'm sure.) Switcheroo seems really good on this, as Blissey can't switch in to 'absorb' it w/ its probable fling, like w/ p z. This also prevents Zacian from semi-freely setting up, unlike the other too. Overall just a little dubious of default tera, no issue yet w/ the mon.
So this is actually doing well, not amazing. I mean if it continues I'll take it. Cha is awesome, I find it's more likely to cause a 3-0 than the legend lol. But Hydra is just a little weird to me. I MIGHT need even more SpA, though the SpD helps live 2 unboosted barrages, which is a big deal. I'm also unsure if it should be Hydro>EP, or even ground tera EP(Mir likes to scout a tera w/ volt switch, so could nip that in the bud and resist rock I guess.)