Cloyster @ Focus Sash
Ability: Skill Link
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Spear
- Tera Blast
- Drill Run
- Shell Smash
Most of the mons on this team are very basic. Click shell smash, nuke everything in sight. Tera blast grass is used to bypass quagsire. Drill run to hit steels. Icicle spear is quintessential stab. Rock blast is a trap, it barely hits anything worth hitting anyways.
Drednaw @ Focus Sash
Ability: Strong Jaw
Tera Type: Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Waterfall
- Shell Smash
- Crunch
- Stone Edge
Drednaw is one of the 3 shell smashers on this team. Waterfall can be substituted for liquidation if you want the 5 power over the chance to cause ragequits.
You can run tera ground and earthquake instead of tera dark crunch if you wish to bypass Registeel instead of Deoxys-D and Cresselia.
Espeon @ Eject Button
Ability: Magic Bounce
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Expanding Force
- Roar
- Alluring Voice
- Thunder Wave
You switch this in turn 2, and it either gets switched out from eject button, dies, or blocks hazards. This is solely on the team to block hazards so the sash shell smashers can function. Or provide a free switch to them. Expanding force is there for ensuring damage, and alluring voice is for hitting dark types. Thunder wave is just a move to click.
Indeedee @ Terrain Extender
Ability: Psychic Surge
Tera Type: Fighting
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Expanding Force
- Encore
- Healing Wish
- Tera Blast
It sets psychic terrain, and in midgame it can sacrifice itself to bring a shell smasher back to full. Stabs are pretty normal. Tera fighting just for hitting steels and dark types super effectively. Encore to lock things into setup.
Torterra @ Focus Sash
Ability: Overgrow
Tera Type: Rock
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Shell Smash
- Seed Bomb
- Headlong Rush
- Stone Edge
This is the slowest mon on the team, and even jolly and after a shell smash, it is outsped by many scarfers, such as flygon, mienshao, etc. Therefore, I was not really sure about including it on the team, but given the other shell smasher was minior, which is incredibly inconsistent.
Hitmonlee @ Psychic Seed
Ability: Unburden
Tera Type: Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Close Combat
- Swords Dance
- Knock Off
- Stone Edge
This is the fastest mon on the team, but its fragile. Very fragile. Any hit on the physical side will probably do 80 something to it, so it needs to setup on special threats. Sometimes I feel like I should run like sash on this thing.
Alternate Team Members:
Gallade @ Life Orb
Ability: Sharpness
Tera Type: Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Agility
- Psycho Cut
- Sacred Sword
- Night Slash
Click agility, click big moves. Don't know what else to say, really. Breaks pass Avalugg, a pretty big issue for this team.
Porygon-Z @ Life Orb
Ability: Download
Tera Type: Fighting
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Agility
- Tera Blast
- Shadow Ball
- Flamethrower
One of the only special attacking options you have. Get it in on something with a lower spdef than def, then click agility and blast holes in the opposing team. It's a real shame Porygon-Z doesn't get hyper voice, or else I could run throat spray on this thing.
Klawf @ Focus Sash
Ability: Anger Shell
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Stone Edge
- Reversal
- Trailblaze
This is one of the weirder options I considered when I built this team. Send it on something that can get it below half and is weak to trailblaze. Swords dance, proc anger shell, trailblaze(tera if needed), and hopefully run away with the game. Also, as a bonus, you get to use a silly lil' crab dude.
Magcargo @ Focus Sash
Ability: Weak Armor
Tera Type: Grass
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shell Smash
- Fire Blast
- Power Gem
- Tera Blast
The main problem with magcargo is that even after a shell smash, it's still painfully slow. You need to proc weak armor to outspeed scarfers,
Threats:
Anything really bulky is somewhat annoying for this team to bypass. Stuff like cress, deo-d, avalugg, registeel, diancie, etc. Most of these can be defeated by just throwing enough pokemon at it.
Trick Room: Not sure if it's just me, but trick room just keeps on popping up on random diancies and every uxie and porygon 2 happens to run the move. Best option is just to ride out the turns and then send out another sweeper and hope trick room doesn't go up again. When the team that is built around going fast can't go fast things go bad.
Mold Breaker Hazards: This is really niche, but if somebody pops up with lead stealth rocks rampardos, your espeon can't block it. Not sure how often this'd come up.
Loaded Dice Dragon Dance Scale Shot Flygon: This is possibly the singular most dangerous mon you can run into while playing this team. Your best bet is to hope it doesn't get too much speed boosts and force it out with hitmonlee.
Ability: Skill Link
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Spear
- Tera Blast
- Drill Run
- Shell Smash
Most of the mons on this team are very basic. Click shell smash, nuke everything in sight. Tera blast grass is used to bypass quagsire. Drill run to hit steels. Icicle spear is quintessential stab. Rock blast is a trap, it barely hits anything worth hitting anyways.
Drednaw @ Focus Sash
Ability: Strong Jaw
Tera Type: Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Waterfall
- Shell Smash
- Crunch
- Stone Edge
Drednaw is one of the 3 shell smashers on this team. Waterfall can be substituted for liquidation if you want the 5 power over the chance to cause ragequits.
You can run tera ground and earthquake instead of tera dark crunch if you wish to bypass Registeel instead of Deoxys-D and Cresselia.
Espeon @ Eject Button
Ability: Magic Bounce
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Expanding Force
- Roar
- Alluring Voice
- Thunder Wave
You switch this in turn 2, and it either gets switched out from eject button, dies, or blocks hazards. This is solely on the team to block hazards so the sash shell smashers can function. Or provide a free switch to them. Expanding force is there for ensuring damage, and alluring voice is for hitting dark types. Thunder wave is just a move to click.
Indeedee @ Terrain Extender
Ability: Psychic Surge
Tera Type: Fighting
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Expanding Force
- Encore
- Healing Wish
- Tera Blast
It sets psychic terrain, and in midgame it can sacrifice itself to bring a shell smasher back to full. Stabs are pretty normal. Tera fighting just for hitting steels and dark types super effectively. Encore to lock things into setup.
Torterra @ Focus Sash
Ability: Overgrow
Tera Type: Rock
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Shell Smash
- Seed Bomb
- Headlong Rush
- Stone Edge
This is the slowest mon on the team, and even jolly and after a shell smash, it is outsped by many scarfers, such as flygon, mienshao, etc. Therefore, I was not really sure about including it on the team, but given the other shell smasher was minior, which is incredibly inconsistent.
Hitmonlee @ Psychic Seed
Ability: Unburden
Tera Type: Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Close Combat
- Swords Dance
- Knock Off
- Stone Edge
This is the fastest mon on the team, but its fragile. Very fragile. Any hit on the physical side will probably do 80 something to it, so it needs to setup on special threats. Sometimes I feel like I should run like sash on this thing.
Alternate Team Members:
Gallade @ Life Orb
Ability: Sharpness
Tera Type: Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Agility
- Psycho Cut
- Sacred Sword
- Night Slash
Click agility, click big moves. Don't know what else to say, really. Breaks pass Avalugg, a pretty big issue for this team.
Porygon-Z @ Life Orb
Ability: Download
Tera Type: Fighting
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Agility
- Tera Blast
- Shadow Ball
- Flamethrower
One of the only special attacking options you have. Get it in on something with a lower spdef than def, then click agility and blast holes in the opposing team. It's a real shame Porygon-Z doesn't get hyper voice, or else I could run throat spray on this thing.
Klawf @ Focus Sash
Ability: Anger Shell
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Stone Edge
- Reversal
- Trailblaze
This is one of the weirder options I considered when I built this team. Send it on something that can get it below half and is weak to trailblaze. Swords dance, proc anger shell, trailblaze(tera if needed), and hopefully run away with the game. Also, as a bonus, you get to use a silly lil' crab dude.
Magcargo @ Focus Sash
Ability: Weak Armor
Tera Type: Grass
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shell Smash
- Fire Blast
- Power Gem
- Tera Blast
The main problem with magcargo is that even after a shell smash, it's still painfully slow. You need to proc weak armor to outspeed scarfers,
Threats:
Anything really bulky is somewhat annoying for this team to bypass. Stuff like cress, deo-d, avalugg, registeel, diancie, etc. Most of these can be defeated by just throwing enough pokemon at it.
Trick Room: Not sure if it's just me, but trick room just keeps on popping up on random diancies and every uxie and porygon 2 happens to run the move. Best option is just to ride out the turns and then send out another sweeper and hope trick room doesn't go up again. When the team that is built around going fast can't go fast things go bad.
Mold Breaker Hazards: This is really niche, but if somebody pops up with lead stealth rocks rampardos, your espeon can't block it. Not sure how often this'd come up.
Loaded Dice Dragon Dance Scale Shot Flygon: This is possibly the singular most dangerous mon you can run into while playing this team. Your best bet is to hope it doesn't get too much speed boosts and force it out with hitmonlee.