Kyogre @ Blue Orb
Ability: Drizzle
Tera Type: Water
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Origin Pulse
- Ice Beam
- Thunder
- Water Spout
You might notice that with a lot of my Pokemon I don't run +speed nature. This is because I rely on sticky web to slow opposing mons down. The team functions without sticky web, but not as well. Water Spout can be clicked when faster instead of Origin Pulse because it has a higher accuracy and (usually) a higher BP. Origin Pulse when at low HP. Ice Beam for coverage and to do damage to Primal Groudon in sun, and Thunder for coverage. Tera Water for STAB increase.
Zacian-Crowned @ Rusted Sword
Ability: Intrepid Sword
Tera Type: Fighting
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Play Rough
- Sacred Sword
- Wild Charge
Again, max attack nature because sticky web, but even with that Zacian has a high speed stat. Swords Dance to set-up, and Play Rough for STAB. I run Sacred Sword instead of the widely prefered Close Combat for 2 reasons. Firstly, it can do damage to Pokemon like Coil Zygarde when they reach max defense. Secondly, I needed a 100% accuracy move without drawbacks for revenge killing and to kill pokemon once sash is broken. Wild Charge for coverage. Tera Fighting for boost to Sacred Sword
Rayquaza @ Sky Plate
Ability: Air Lock
Tera Type: Rock
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Dragon Ascent
- Extreme Speed
- V-create
Rayquaza runs max attack nature for same reasons. Item is Sky Plate because Life Orb does a lot of chip, and this is inconvinient. Even though I originally intended Rayquaza to be an E-Killer, I tested out Dragon Dance over Swords Dance and it worked a lot better, because I could click Dragon Ascent to do insane amounts of damage. I kept Extreme Speed for priority, and V-Create is there because of its high BP and for coverage. Tera Rock to protect against Ditto.
Chien-Pao @ Choice Band
Ability: Sword of Ruin
Tera Type: Fighting
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Crunch
- Ice Spinner
- Ice Shard
- Sacred Sword
Not max speed again. Choice Band for damage boost. Crunch over Sucker Punch because it has a higher BP and I expect to usually outspeed. Ice Spinner for STAB. Ice Shard for priority in case needed (usually for revenge killing without webs). Sacred Sword for coverage. Tera Fighting for Sacred Sword boost.
Shuckle @ Mental Herb
Ability: Sturdy
Tera Type: Steel
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Encore
- Sticky Web
- Stealth Rock
- Final Gambit
Sticky Web setter. I chose Sturdy to guarantee webs, because although it has good defenses, it can still be OHKO'd by some Pokemon due to its low HP stat. Encore is used on Defoggers, so they will be locked in and allow Shuckle to set webs. I set Stealth Rock if I can without risking removing webs, but it is risky so I usually don't. Final Gambit is to let me easily bring in Pokemon which can OHKO the defoggers. Tera Steel to block Mortal Spin, but I shouldn't need to use it.
Marshadow @ Choice Band
Ability: Technician
Tera Type: Ghost
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Shadow Sneak
- Rock Tomb
- Spectral Thief
- Close Combat
Marshadow is my main speed control and priority user. Unlike the rest, it is max speed for speed control. Shadow Sneak with Technician boost and Choice Band hits very hard. Spectral Thief instead of Poltergeist because it steals stat changes, allowing it to stop setup sweepers and Pokemon with high defensive stat changes, along with higher accuracy. Close Combat over Low Kick because its more consistent, and the defense drops aren't much of a problem because Marshadow isn't meant to take hits anyway. Rock Tomb for coverage and because I need 4 moves. Tera Ghost to boost Shadow Sneak and Spectral Thief, and to lose weaknesses to Flying, Psychic, and Fairy.