I was scrolling through the Mon list and randomly saw Hoopa-U, saw its stats and decided to make a band team about it, I wanted to make a band team because Hoopa looked like an insane breaker by the stats alone so I felt like it can work (I don't want to make an av team yet but I'll do it in the future.)
PokèPaste: https://pokepast.es/97d3e926701c4da7
The Master Hand(s) (Hoopa-Unbound) @ Choice Band
Ability: Magician
Tera Type: Fairy
EVs: 32 HP / 252 Atk / 8 SpD / 216 Spe
Adamant Nature
- Knock Off
- Drain Punch
- Hyperspace Fury
- Tera Blast

Hoopa-U can turn into a terrifyingly strong breaker after equipped with choice band, with knock off I can guarantee progress even with a defensive switch in like
and is just a really good move to have in general when hyperspace runs out of pp. I chose DPunch next due to the fact it allows
to have some longevity and be able to hit steels and darks and the fact its other options aren't as good as it in my opinion made it the clear choice. Hyperspace does not need an explanation, it is a 100 bp dark move that breaks through sub and tect, lets me beat subtect users like
(if its chipped and im healthy enough to tank a hit) and WishTect
trying to heal Infront of me by protecting.
For the last move I went Tera Blast Fairy, TBFairy lets me hit mons like
etc. The EVs allow me to out speed
and the 32 hp 8 spdef are leftovers, Lastly I chose Tera Fairy to resist Fighting and bug moves to stop it from getting destroyed by a U-Turn or DMeteor, it also gave me an immunity to Dragon which is nice VS specs Dragon types like
Also lets me beat
if it’s locked into Outrage + it lets me use TBFairy.
Glowking (Slowking-Galar) @ Heavy-Duty Boots
Ability: Regenerator
Level: 99
Tera Type: Water
EVs: 248 HP / 8 SpA / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Future Sight
- Chilly Reception
- Sludge Bomb
- Flamethrower

For the second slot I went with Glowking.
gives me a status spreader, a slow pivot for
, and FSight support.
is level 99 to always lose the speed tie against other
and due to the fact, it won't live a
knock anymore, i went for 248 hp for odd 252 spdef and 8 spattack as leftovers. FSight gives
amazing support against stuff like bulk up
, curse
, IronPress 
etc. Chilly is an amazing pivot move so I went with it, Sludge bomb is just stab no explanation needed. I went with Flamethrower because after testing I saw that skarmory destroys me so Flamethrower improves my Steel MU. Tera Water is used here to give
a generally good defensive type and make my weather MU much better. (Also debating whether do this set or go AV.)
Dreamy (Darkrai) @ Heavy-Duty Boots
Ability: Bad Dreams
Shiny: Yes
Tera Type: Ghost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Nasty Plot
- Dark Pulse
- Ice Beam
- Focus Blast

For the third slot I went with darkrai.
gives me a wincon, speed control, and an offensive partner for
. Hdb and the EVs are pretty standard so no need for an explanation, but I will explain Tera Ghost, it gives me a fighting immunity, ESpeed immunity, helps me beat
and
it also allows me to spin block which could be vital due to how much mons in the meta hate rocks, Nasty Plot is for setup, Dark pulse is S.T.A.B, Ice Beam hits
and
And Focus Blast hits Steels like
and
and darks like
and 
Cobalt (Corviknight) @ Rocky Helmet
Ability: Pressure
Tera Type: Dragon
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Brave Bird
- Defog
- U-turn
- Roost

For my fourth slot I needed a ground immunity, a steel type, and removal so Corviknight looked like the obvious choice. I gave it those EVs to make its HP odd and be as physically bulky as possible, also the 8spdef are leftover EVs, I went for pressure and the rocky helmet to be able to punish U-Turns and remove PP from it in the long run, The moves are standard no need for an explanation, BraveBird kills
after rocks, Defog is removal, U-Turn is pivot, and Roost is healing. I went for Tera Dragon to have an emergency check against
if
was chipped and ivy would ohko. It also granted me resistance to fire and electric, the 2 types that hit
for super effective damage. -Speed nature makes
as bulky as possible and makes it a slow pivot, 0 IVs make me even slower so I can underspeed some
, and underspeed some 0 speed evs neutral
to safely get in my other teammates like
and 
Cuphead (Ting-Lu) @ Leftovers
Ability: Vessel of Ruin
Tera Type: Poison
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Stealth Rock
- Earthquake
- Whirlwind
- Ruination

For my fifth slot I needed a
switch in and check, hazards, and a ghost resist so I went with Ting-Lu. Max hp lets it get the highest amount of recovery from leftovers, rocks are obvious because I needed hazards, EQ let me 2hko
and ruination can pop balloons, whirlwind gives me phasing to stop setup sweepers, ruination is just free progress no matter what, whether it's making the opponent switch or heal up you get guaranteed chip on at least 1 of their mons and if they try to heal that hp they have used 1 recover pp so if the game is long i would have the pp advantage. Spdef EVs make
very specially bulky to eat
Ice Beams and
MoonBlasts if glowking goes down, 4 def nature are leftover EVs, and a careful nature makes me as specially bulky as possible. Tera Poison is used to give
a fairy and fighting resist and an immunity to toxic from
and
to not be put on a clock which
greatly appreciates due to its insane bulk.
The Fisch (Alomomola) @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Ghost
EVs: 4 HP / 252 Def / 252 SpD
Relaxed Nature
IVs: 0 Spe
- Scald
- Flip Turn
- Wish
- Protect

For the last slot I decided to go with Alomomola to Wish pass and check
and
. Hdb needs no explanation. A relaxed nature and 0 speed IVs make me as slow as I can be to safely get the wish passed on another mon. Scald can fish for burns against physical attacks that it can wall short term due to its sheer bulk like
and physical
, 252 defense and special defense allow me to wish pass Infront of special and physical attacks and it makes sure I don't get fried by shadow balls and Moon blasts. Flip Turn is a pivot move so no need an explanation for it, I already explained wish at the start and protect lets me get the wish on myself and lets me scout.
I also went with tera ghost to be able to wall
so I can fish for burns while it does 10%.
The way this team plays is to find an opening for
to sweep/clean or
to break/remove an item on one of their mons to give
more opprotunities to sweep.
I have tested the team a fair bit of times and I felt like it was quite nice, just would like to know if there is anything to improve on it to make it even better so I can break out of low ladder jail.
PokèPaste: https://pokepast.es/97d3e926701c4da7
The Master Hand(s) (Hoopa-Unbound) @ Choice Band
Ability: Magician
Tera Type: Fairy
EVs: 32 HP / 252 Atk / 8 SpD / 216 Spe
Adamant Nature
- Knock Off
- Drain Punch
- Hyperspace Fury
- Tera Blast

Hoopa-U can turn into a terrifyingly strong breaker after equipped with choice band, with knock off I can guarantee progress even with a defensive switch in like




For the last move I went Tera Blast Fairy, TBFairy lets me hit mons like










Glowking (Slowking-Galar) @ Heavy-Duty Boots
Ability: Regenerator
Level: 99
Tera Type: Water
EVs: 248 HP / 8 SpA / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Future Sight
- Chilly Reception
- Sludge Bomb
- Flamethrower


For the second slot I went with Glowking.











Dreamy (Darkrai) @ Heavy-Duty Boots
Ability: Bad Dreams
Shiny: Yes
Tera Type: Ghost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Nasty Plot
- Dark Pulse
- Ice Beam
- Focus Blast



For the third slot I went with darkrai.












Cobalt (Corviknight) @ Rocky Helmet
Ability: Pressure
Tera Type: Dragon
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Brave Bird
- Defog
- U-turn
- Roost




For my fourth slot I needed a ground immunity, a steel type, and removal so Corviknight looked like the obvious choice. I gave it those EVs to make its HP odd and be as physically bulky as possible, also the 8spdef are leftover EVs, I went for pressure and the rocky helmet to be able to punish U-Turns and remove PP from it in the long run, The moves are standard no need for an explanation, BraveBird kills









Cuphead (Ting-Lu) @ Leftovers
Ability: Vessel of Ruin
Tera Type: Poison
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Stealth Rock
- Earthquake
- Whirlwind
- Ruination





For my fifth slot I needed a









The Fisch (Alomomola) @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Ghost
EVs: 4 HP / 252 Def / 252 SpD
Relaxed Nature
IVs: 0 Spe
- Scald
- Flip Turn
- Wish
- Protect






For the last slot I decided to go with Alomomola to Wish pass and check






I also went with tera ghost to be able to wall

The way this team plays is to find an opening for



I have tested the team a fair bit of times and I felt like it was quite nice, just would like to know if there is anything to improve on it to make it even better so I can break out of low ladder jail.
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