This is a balance team I have been using around 1400-1500 and have had decent success with it so far:
GargaNaCl @ Leftovers
Ability: Purifying Salt
Tera Type: Water
EVs: 252 HP / 140 Def / 116 SpD
Impish Nature
- Stealth Rock
- Salt Cure
- Protect
- Recover
serves as a good check to many of the meta games threats such as
,
and
while also being able to beat almost anything after terastalising into a water type. If the enemy team has
I usually save my tera until after it has been fainted or is very low otherwise this team can just lose to
carrying Thunderbolt as it outdamages your own
Discharge. It runs Stealth Rock instead of Curse because I wanted a more offensive 
Great Tusk @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Ground
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Headlong Rush
- Ice Spinner
- Knock Off
- Rapid Spin
serves as a check to opposing
and
. Headlong Rush is good ground STAB, Ice Spinner is to pick off low
and threaten
and
. Knock off is a good utility move and can cripple opposing
by removing leftovers or other tanky walls. Rapid Spin is our team's hazard removal and can sometimes lead to some sweeps as well. I rarely terastalise Tusk so it's tera type is ground to increase damage.
Zapdos @ Heavy-Duty Boots
Ability: Static
Tera Type: Steel
EVs: 252 HP / 104 Def / 152 Spe
Timid Nature
- Roost
- U-turn
- Hurricane
- Discharge
is very well positioned in this meta game and it sort of has a rock-paper-scissors relationship with
and
where it beats
as long as you land your Hurricanes but loses to
. It's dual STABS in Hurricanes and Discharge are hard to switch into as there are not many common pure Electric types. I run U Turn since it can't be blocked by opposing Ground types and Roost is good recovery.
Amoonguss @ Rocky Helmet
Ability: Regenerator
Tera Type: Water
EVs: 252 HP / 84 Def / 172 SpD
Calm Nature
IVs: 0 Atk
- Spore
- Giga Drain
- Sludge Bomb
- Foul Play
I feel like
fits well onto this team as it can check this team's weakness such as
and
. It is my only water resist on this team so that can lead to problems if
is not terastalised yet. I run rocky Helmet for opposing physical water attackers e.g.
or the occasional
. The moves are pretty standard: Spore for status, Giga Drain and Sludge Bomb as STAB and Foul Play to hit
on the switch but I'm open to changing the move to perhaps maybe Toxic.
Kingambit @ Leftovers
Ability: Supreme Overlord
Tera Type: Flying
EVs: 236 HP / 252 Atk / 20 Spe
Adamant Nature
- Swords Dance
- Kowtow Cleave
- Sucker Punch
- Iron Head
The team's backup win condition. There's a reason it's being suspect tested and also fits well onto this team. It can check opposing
,
and
that don't run Flamethrower. I'm running Leftovers since it will switch in often and Tera Flying eliminates its fighting and ground weaknesses. Swords Dance for boosting attack, Kowtow Cleave and Iron Head as STAB and Sucker Punch as priority to pick off low enemies.
Enamorus @ Choice Scarf
Ability: Contrary
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Moonblast
- Earth Power
- Mystical Fire
- Healing Wish
Lastly,
functions as the speed control for the team running a choice scarf. Even with a scarf, Moonblast OHKO's
,
,
and many other Fairy weak pokemon. I run contrary for the odd parting shot against
and obviously max speed and max attack. Running it modest outspeeds most of the non-boosted metagame and increases power. Earth Power as coverage for
and
and :Mystical Fire: to threaten
Healing Wish is good as well if I need to heal my Kingambit or Garganacl for the win and can also remove a potential burn from
.
Overall, this team is working well on mid-ladder but it can lose to set-up sweepers especially
as it can muscle through my
and
or Terastalise in front of
to prevent being OHKO'd by moonblast.
Any advice on how to improve the team is greatly appreciated as I've only been playing for around two months.
GargaNaCl @ Leftovers

Ability: Purifying Salt
Tera Type: Water
EVs: 252 HP / 140 Def / 116 SpD
Impish Nature
- Stealth Rock
- Salt Cure
- Protect
- Recover








Great Tusk @ Heavy-Duty Boots

Ability: Protosynthesis
Tera Type: Ground
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Headlong Rush
- Ice Spinner
- Knock Off
- Rapid Spin








Zapdos @ Heavy-Duty Boots

Ability: Static
Tera Type: Steel
EVs: 252 HP / 104 Def / 152 Spe
Timid Nature
- Roost
- U-turn
- Hurricane
- Discharge





Amoonguss @ Rocky Helmet

Ability: Regenerator
Tera Type: Water
EVs: 252 HP / 84 Def / 172 SpD
Calm Nature
IVs: 0 Atk
- Spore
- Giga Drain
- Sludge Bomb
- Foul Play
I feel like







Kingambit @ Leftovers

Ability: Supreme Overlord
Tera Type: Flying
EVs: 236 HP / 252 Atk / 20 Spe
Adamant Nature
- Swords Dance
- Kowtow Cleave
- Sucker Punch
- Iron Head
The team's backup win condition. There's a reason it's being suspect tested and also fits well onto this team. It can check opposing



Enamorus @ Choice Scarf

Ability: Contrary
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Moonblast
- Earth Power
- Mystical Fire
- Healing Wish
Lastly,









Overall, this team is working well on mid-ladder but it can lose to set-up sweepers especially




Any advice on how to improve the team is greatly appreciated as I've only been playing for around two months.