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well, first of all and any other explanation, I'll leave my peak prof with another alt, because I like to get an account from 0 and see how far I can get with the team, going through some changes until I get to the one that becomes the most convenient and with the best results.
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TEAM INTRODUCTION
This is a BO team to play over chip damage. being salt cure, poison (thanks to poison touch) and magma storm residual damage.
in addition to this constant damage especially in water and metal pokémon like



the team still has two great forms of speed control:



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This team's main idea is Garganacl which was my inspiration to start with.



Salt Cure is another great point of how good Garganacl is because you can deal with



in general you manage to cause 24% of the maximum hp every turn of water and steel pokémon that usually threaten him and you can still subdue them with tera.
not counting walls like



In general

with the help of your moveset extremely focused on your survival, you are able to play your role of putting hazard on the field with ease and still be able to cause fixed damage to any pokémon thanks to salt cure, in case he can't kill you who has it always the advantage is you, because at one time he will have to leave the field.
some examples of how

0 Atk Great Tusk Earthquake vs. 252 HP / 156+ Def Garganacl: 176-210 (43.5 - 51.9%) -- guaranteed 3HKO after Leftovers recovery
0 Atk Landorus-Therian Earthquake vs. 252 HP / 156+ Def Garganacl: 192-228 (47.5 - 56.4%) -- 23.4% chance to 2HKO after Leftovers recovery
here we are simulating a situation where he faces two pokémon which he naturally shouldn't win,


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The next chosen pokémon was Sneasler


the secret is in your hability: poison touch, as you have a 30% chance to inflict poison on hit.
thanks to its high base speed + fake out + protective pads to deal with big threats like Static from



You can abuse him on the field several times and try to inflict poison, with the help of good pivots that you start to receive during the course of the game, he can either have a new opportunity to give poison touch (or use dire claw) if you think it is freer to use.
once you get the fix damage of Salt Cure + Poison, it starts to hurt in any pokémon, even more with the help of eventual protect´s.
Its moveset is not as aggressive as Swords Dance, which is very present in HOs, as its focus here is not to be a kind of sweeper, but an additional aid to provide chip damage throughout the match. it only takes u-turn for pivot and have one more chance of poison and close combat because it is STAB with great base damage, Dire Claw I think it goes without saying why I chose to use it.
In general he will almost always be your lead for being a very safe pokémon. thanks to its high speed, moveset and ability.
the biggest threats to start the game are going to be especially ghosts, like


honorable mention for pokemons that must be taken care of, like Scarf



regarding the tera I leave it open for anyone to tell me which tera to use, because I really don't know which might be the best or a good option for him,i'm using fighting just for the great damage potential with CC, but if I used 2x it was too much
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For the third option I opted for Heatran.

however, it's here on this team for several reasons, one of which is being able to masterfully deal with


Tera Water + Surf is irrelevant, since due to its absurd bulky you are able to win in 1v1 against it on switch + Stealth Rock dmg thanks to fixed damage from Magma Storm + Protect/Leftovers.
120 SpA Tera Water Slowking-Galar Surf vs. 252 HP / 252+ SpD Heatran: 164-194 (42.4 - 50.2%) -- guaranteed 3HKO after Leftovers recovery
Another great common enemy of




+2 252 SpA Gholdengo Shadow Ball vs. 252 HP / 252+ SpD Heatran: 184-217 (47.6 - 56.2%) -- 26.6% chance to 2HKO after Leftovers recovery.
In general



Some additional considerations regarding Heatran that I think are extremely worth mentioning that I noticed during my ascent and changes that I made in the team:
-He is a real threat to most stalls thanks to taunt, possibly because its usage has dropped drastically in relation to other gens I noticed that their preparation is not so good vs him, a pokémon that with this set has always been a reason for threat and need to have answers just for him in stalls.
-And of course, we can't forget to say how good the tera grass was for him, with that he is able to beat




however in my view and what I've been playing Heatran's tera at least on this team should be used as an asset and in very specific situations, as generally using a tera water on

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As the team already had 3 mons and the 3 had a common weakness: GROUND it was about time to have immunity to this.
because of that I chose

You can't always rely on your tera just to defend yourself from one thing and not take 100x0, so it would be an absurd mistake to think that






Rotom comes in as a way to have immunity to Ground-type moves thanks to levitating and helping the defensive duo especially vs

thanks to its considerable bulky on the physical side, it can serve as a kind of "sponge" for this type of damage and "reset" the game.



Now regarding the set Hydro Pump for obvious reasons
Volt Switch because I'm safe to use it and restart the game with a volt switch if I'm under pressure.
protect to further abuse the chip damage strategy in addition to being very good and standard and perhaps the only point that is actually questionable here
TW>Wow.
although will-o-wisp is very good at dealing with physical pokémons thunder wave manages to stop some common threats and very easy to get out of control like:


this choice is really left to the discretion of anyone who is interested in the team
Regarding tera, I opted for water because it is a good defensive property in general and boosts my damage with hydro pump.
however I'm open to suggestions, because just like

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As a fifth slot I added Specs Dragapult.
No wonder he's been one of the most used pokémon in the tier, he's the pokémon with the highest base speed and with few entries after a tera ghost+Shadow Ball.
in fact

It is also possible to pivot with


Its moveset is standard, two very strong stabs with preference to ghost for thinking that tera dragon despite the absurd damage in draco meteor is not a good choice since draco is not as spammable and safe to use as shadow ball and flamethower especially for

I noticed that unfortunately Specs Pult of the opening for

which makes him win a free turn of SD, and everyone knows the absurd potential damage of this pokémon, because of that it was already more than clear which pokémon would close the team.
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And to close the team I chose

With its unbelievable bulky, ability to deal with


Since I returned to playing SV I noticed the importance of sweepers in this current metal, with this set it is able to do that and still keep the field clean, in short you can choose the convenient way to play with it.
Its moveset consists of Ice Spinner with tera ice because I think it's essential for it. being able to destroy big common threats like




EQ is used because it's STAB and doesn't have Headlong Rush's def and sp.def drop. it may be questionable EQ>Close Combat or Body Press but CC I don't like for the same drop factor and Body Press doesn't have such an immediate effect.
he initially came in as a pokémon to cover


a great example of this is against

252+ Atk Dragonite Extreme Speed vs. 252 HP / 4 Def Great Tusk: 78-92 (17.9 - 21.1%) -- possible 5HKO
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Conclusion
Very fun and functional team, fulfills its role well and still helps the






sub calm mind

again, take advantage of infiltrator because the damage will still be high and the fact that your

And

if you have tera water with your

Thank you very much for everyone who was interested and followed another RMT of mine. again I leave it open to suggestions and constructive criticism and I will be making the team available to anyone who wants to test it:https://pokepast.es/3db7e662f8cd17c0