Triple Fighting Partial Sticky Web Team with Quick Attack Terrakion
(Yes, the title is long, but it perfectly describes the team)
God, this team took so long to make. Went through 3 different iterations of different teamstyles (first a more balance team and then a triple psychic team), but this one was the best by far. This is a team that abuses the three strongest fighters in the tier with sticky webs that can still function pretty well if sticky webs don't go up.
Of course the subject of this teambuilding comp, this terrakion is a bit special. The main issue with terrakion is that while it is fast, there are some things in the meta it cannot outspeed reliably and due to its only okay bulk, it can struggle against more offensive teams. This is where the tech of this set comes in, tera normal quick attack terrakion. At +2 and by using tera normal, terrakion can pick off fast offensive threats from high ranges with only a bit of chip. Both barra and gardevoir can be potentially OHKO'd from full, while cyclizar will be ko'd from 70% health. This is big for it and mean that only ghost types can take on the combo of fighting and normal, which are walled by terrakion if it tera's at the right time. The rest of the set is standard, sd to boost, LO for switching potential and good damage, CC for fighting stab and rock slide for a more consistent rock stab (I refuse to use stone edge unless necessary).
The sticky web setter of the team, I chose galvantula over araquanid due to its speed tier. The main thing it tries to do is get sticky webs up, and then potentially do good damage with its stab moves. Thunder is 91% accurate with compound eyes, so it is a great option. I chose screech in the last slot because it can help this mostly physical orientated team, though t-wave or another attack like energy ball or volt switch can work too.
The speed control of the team and first defog punisher of the team, gapdos can do big damage and clean up games quite easily. The set is a standard scarf set. Close combat and brave bird are excellent stab options and with tera fighting, it can hit extremely hard. Knock off hits ghost and psychic types that wall cc, and u-turn to pivot in and out.
The main special attacker of the team and spin blocker of the team, basc-f is able to accomplish a variety of roles in a battle. With mystic water, adaptability and tera water, surf is going to do a lot of damage. Combine that with shadow ball, and only cyclizar can wall it. This is remedied by ice beam, which does a lot to cyclizar and other dragons or grass types in the tier. Finally, agility is an option if you get a free turn in order to outspeed most things in the meta unboosted, with only the fast normal types (who can't hit it for a lot of damage), barra (not doing much to it) and fast ghost types outspeeding it.
A mon that I was more hesistant to include, breloom does a lot of work on this team and can be a really powerful attacker. The set is mostly standard, mach punch gives good priority, bullet seed with loaded dice does a lot of damage, rock tomb can hit flying types for big damage and bulldoze can do solid damage while making sure breloom can outspeed other threats. Tera rock boosts the power of rock tomb and gives it a resistance to flying and fire.
The second defog punisher of the team, bisharp was chosen in order to deal with the ghost and psychic types this team could otherwise struggle a bit with, while also helping against the occasional magic bounce espeon and opposing sticky web teams by getting a defiant boost every time it switches in. The set is standard, tera flying to resist fighting type moves and be immune to ground, sd to set up, iron head and throat chop for stab and sucker punch for priority. Don't sleep on bisharp, it is definetely a really great mon on this team and will carry you to victory.
Threats:
Cobalion is a mon that can be dealt with by the team, but can be annoying to play around. This is specifically talking about the iron defense variant, as that takes not a lot of damage if it sets up. Basc-f can wall it and do good damage, but that's the main thing that can stop it. Preferably, try to make sure cobalion doesn't get an id off by playing offensively enough it can't switch in.
Not necessarily threatening the team for huge damage, but can massively disrupt the gameplan. Basc-f can stop it spinning, but knock off does hurt it a lot, doing around 50%. Ice beam chunks it for a lot though. Bisharp, gapdos and breloom can also outspeed it and do big damage to it, but watch out for any tera ghosts if gapdos and breloom are used to kill it.