First post here :) I don't have a lot of teambuilding experience so this may not be super good, but I've been having decent success with it on the OU ladder. Any feedback would be really helpful!
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Torkoal @ Heat Rock
Ability: Drought
Shiny: Yes
Tera Type: Water
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Flamethrower
- Rapid Spin
- Stealth Rock
- Yawn
Standard set! Heat rock over leftovers for extended sun duration. Flamethrower over lava plume since flamethrower fades Dragapult's (who could otherwise set up on him pretty easily) substitute, and burn is less necessary anyway when he has yawn. Rapid spin is great for countering other leads sent out at the same time as him that can set up hazards (rapid spin torkoal hard counters sticky web ribombee in my experience). Tera water to survive hits and set up rocks safely.
Victreebel @ Life Orb
Ability: Chlorophyll
Shiny: Yes
Tera Type: Fire
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Solar Beam
- Synthesis
- Sludge Bomb
- Weather Ball
Solar beam + tera fire weather ball in the sun are both monstrous. Synthesis is also boosted, but he isn't really bulky enough for using it to be better than just attacking. Chlorophyll lets him outspeed most unboosted mons in the sun, which is why I'm running modest instead of timid. Very few things can stop this guy. Super underrated imo, but unfortunately he's really useless without sun.
Walking Wake @ Choice Specs
Ability: Protosynthesis
Tera Type: Water
EVs: 16 HP / 240 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Steam
- Flamethrower
- Draco Meteor
- Dragon Pulse
Hydro steam (esp tera boosted) sweeps basically everything under sun (except blissey and clod), and draco meteor is a great nuke if I think my opponent is going to switch into a water resist. Protosynthesis is great here when having sun up lets me run specs while still getting the speed boost. I also prefer protosynthesis speed over spatk so I can outspeed other Wakes.
Iron Moth @ Booster Energy
Ability: Quark Drive
Tera Type: Fire
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Fiery Dance
- Sludge Wave
- Energy Ball
- Substitute
Iron moth is just too good not to have, especially when fiery dance is so powerful under sun. The problem is that I never really get in the position to set up substitute, and energy ball is less useful when I already have solar beam Victreebel (although it is a good Garganacl counter if I have a few spatk boosts). I think Iron Moth is used the least on the team, so I don't know whether I should replace it, but it is a really good lategame cleaner if it sees the opportunity to be switched in.
Great Tusk @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Steel
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Rapid Spin
- Knock Off
- Headlong Rush
- Close Combat
Having a second spinner is nice, and this moveset is good for coverage for mons that the rest of the team can't handle. Great switch in as well, since he resists attacks most of his teammates die to. Also great to have someone to counter special walls like blissey. Ice spinner could be good here as well but I don't know if it's better than STAB close combat and headlong rush. Tera steel is decent although most of the time I tera torkoal or Victreebel instead.
Hatterene @ Leftovers
Ability: Magic Bounce
Tera Type: Water
EVs: 252 HP / 200 Def / 56 Spe
Bold Nature
- Calm Mind
- Draining Kiss
- Healing Wish
- Nuzzle
Special wall, useful for switching in victreebel and moth (esp. with healing wish). Nuzzle is nice to have for speed control (although I don't know how important it is when everyone is already so fast) and draining kiss does pretty good damage while keeping her alive.
Threats I'm having trouble with atm:
Gliscor
Garganacl
Ogerpon
Iron Moth
View attachment 559173
Torkoal @ Heat Rock
Ability: Drought
Shiny: Yes
Tera Type: Water
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Flamethrower
- Rapid Spin
- Stealth Rock
- Yawn
Standard set! Heat rock over leftovers for extended sun duration. Flamethrower over lava plume since flamethrower fades Dragapult's (who could otherwise set up on him pretty easily) substitute, and burn is less necessary anyway when he has yawn. Rapid spin is great for countering other leads sent out at the same time as him that can set up hazards (rapid spin torkoal hard counters sticky web ribombee in my experience). Tera water to survive hits and set up rocks safely.
Victreebel @ Life Orb
Ability: Chlorophyll
Shiny: Yes
Tera Type: Fire
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Solar Beam
- Synthesis
- Sludge Bomb
- Weather Ball
Solar beam + tera fire weather ball in the sun are both monstrous. Synthesis is also boosted, but he isn't really bulky enough for using it to be better than just attacking. Chlorophyll lets him outspeed most unboosted mons in the sun, which is why I'm running modest instead of timid. Very few things can stop this guy. Super underrated imo, but unfortunately he's really useless without sun.
Walking Wake @ Choice Specs
Ability: Protosynthesis
Tera Type: Water
EVs: 16 HP / 240 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Steam
- Flamethrower
- Draco Meteor
- Dragon Pulse
Hydro steam (esp tera boosted) sweeps basically everything under sun (except blissey and clod), and draco meteor is a great nuke if I think my opponent is going to switch into a water resist. Protosynthesis is great here when having sun up lets me run specs while still getting the speed boost. I also prefer protosynthesis speed over spatk so I can outspeed other Wakes.

Iron Moth @ Booster Energy
Ability: Quark Drive
Tera Type: Fire
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Fiery Dance
- Sludge Wave
- Energy Ball
- Substitute
Iron moth is just too good not to have, especially when fiery dance is so powerful under sun. The problem is that I never really get in the position to set up substitute, and energy ball is less useful when I already have solar beam Victreebel (although it is a good Garganacl counter if I have a few spatk boosts). I think Iron Moth is used the least on the team, so I don't know whether I should replace it, but it is a really good lategame cleaner if it sees the opportunity to be switched in.
Great Tusk @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Steel
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Rapid Spin
- Knock Off
- Headlong Rush
- Close Combat
Having a second spinner is nice, and this moveset is good for coverage for mons that the rest of the team can't handle. Great switch in as well, since he resists attacks most of his teammates die to. Also great to have someone to counter special walls like blissey. Ice spinner could be good here as well but I don't know if it's better than STAB close combat and headlong rush. Tera steel is decent although most of the time I tera torkoal or Victreebel instead.
Hatterene @ Leftovers
Ability: Magic Bounce
Tera Type: Water
EVs: 252 HP / 200 Def / 56 Spe
Bold Nature
- Calm Mind
- Draining Kiss
- Healing Wish
- Nuzzle
Special wall, useful for switching in victreebel and moth (esp. with healing wish). Nuzzle is nice to have for speed control (although I don't know how important it is when everyone is already so fast) and draining kiss does pretty good damage while keeping her alive.
Threats I'm having trouble with atm:
Gliscor
Garganacl
Ogerpon
Iron Moth
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