Loving this new, crazy fast-paced meta! This is a hyper offense team centered around Rain and Electric Terrain that handles most teams pretty well! It's not super duper optimized or anything, so let me know if you have any suggestions
Iron Bundle @ Choice Specs
Ability: Quark Drive
Tera Type:
Ground Ice
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
-
Ice Beam Freeze Dry
- U-turn
- Hydro Pump
-
Tera Blast Ice Beam
This guy is a MAJOR Miraidon check. Under terrain, he outspeeds with Quark Drive, and Specs Ice Beam OHKOs w/o opposing Tera.
You can run Freeze Dry to smack Palafins, but I find that Miraidon and Palafin can handle opposing ones fine. Freeze Dry is great for the common Palafins, and as he resists Jet Punch, allows him to revenge kill them from high health. Hydro Pump blasts the Phan twins and the many mons that like to Tera Fire, especially the motorcycles. U-turn is mildly better for pivoting b/c someone MIGHT have Gastrodon or something, but until Kyogre becomes a thing in the meta, I don't think its super important, so you can run Flip Turn. Just a matter of preference.
You can fill the last slot with either Freeze Dry for Waters or Tera Blast for coverage. I like Tera Ground for more Miraidon murder; additionally, it's nice for Iron Moth and other Fire-types the want to abuse Koraidon's sun. Tera Ice allows you to win Iron Bundle dittos and KO bulky Dragons with Freeze Dry.
Miraidon @ Life Orb
Ability: Hadron Engine
Tera Type: Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Volt Switch
- Electro Drift
- Overheat
The LAD. Moveset is pretty self-explanatory. You could run this thing choiced, but I don't like to have more than two on a team. Overheat is especially nice for Iron Treads, which is otherwise a good wall for this thing. Tera Fire forces opposing Iron Bundles into a dangerous 50/50 between Ice Beam and Hydro Pump and gives a Fairy resist for Flutter Mane matchups. It also allows Miraidon to capitalize on opposing sun. Volt Switch is especially nice for allowing Miraidon to reset its drops and Terrain.
Flutter Mane @ Choice Scarf
Ability: Protosynthesis
Tera Type:
Ghost Normal
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Mystical Fire
- Shadow Ball
- Psyshock
Another mon that capitalizes on opposing sun, but can certainly function without it. STAB smacks anything that doesn't resist it. Mystical Fire covers for Iron Treads and other potential Steels and is boosted by Sun. Additionally in Sun, it gets double speed boosted, allowing it to revenge kill opposing Booster Energy or Modest Flutter Manes. You can run a number of coverage moves in the final slot, but I like Psyshock to nail Iron Moths that try to switch in on your Moonblast. I like Choice Scarf over Booster Energy because it allows FM more opportunities to capitalize on its immunities and switch in while maintaining its boost, in addition to the Sun double-boost. Tera Normal allows you to counter opposing Flutter Manes.
Palafin @ Choice Band
Ability: Zero to Hero
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Flip Turn
- Jet Punch
- Ice Punch
- Close Combat
An absurdly great revenge killer. I often lead it, and I often also hard switch it out since it's quite frail pre-transformation. Most of the time, you should only be clicking Jet Punch to revenge kill things. If it can't KO it, you'll eat up some big damage. Other moves are more meant for predicted switch ins. Ice Punch nails the motorcycles and Grass-types that resist Jet Punch, and Close Combat has nice neutral coverage and can hit Iron Bundle super effectively. Flip Turn can also be used to slow pivot in an ally, which is greatly appreciated by fast and frail Iron Bundle and Flutter Mane. If you don't think Ice Punch will KO one of the dragons, Flip Turning to one of these two on the switch is a really nice way to counter it and make progress. Tera Water make Jet Punch go brrrr.
Iron Treads @ Assault Vest
Ability: Quark Drive
Tera Type: Water
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Rapid Spin
- Iron Head
- Earthquake
- Knock Off
The insanely role-compressed hazard-removal special wall. AV and Max SpDef allows it to tank a Mystical Fire from Flutter Mane or a Fiery Dance from Iron Moth and KO them back. There's even a chance to survive a Fiery Dance in Sun!
252 SpA Flutter Mane Mystical Fire vs. 248 HP / 252+ SpD Assault Vest Iron Treads in Sun: 154-182 (40.2 - 47.5%) -- guaranteed 3HKO after Stealth Rock
252 SpA Iron Moth Fiery Dance vs. 248 HP / 252+ SpD Assault Vest Iron Treads in Sun: 326-386 (85.1 - 100.7%) -- 25% chance to OHKO after Stealth Rock
252 SpA Iron Moth Fiery Dance vs. 248 HP / 252+ SpD Assault Vest Iron Treads: 218-258 (56.9 - 67.3%) -- guaranteed 2HKO after Stealth Rock
Knock Off is great utility and can help with removing pesky items, as well as hitting Ghost types like Houndstone or Gholdengo that might try and spinblock. STAB moves are both great for hitting Flutter Mane, Iron Moth, Miraidon, and other common types. Tera Water can be used as a last-ditch effort to survive a Fire attack. NOTE: You are giving up your STAB, so make sure you're still able to KO.
Pelipper @ Heavy-Duty Boots
Ability: Drizzle
Tera Type: Ground
EVs: 248 HP / 252 Def / 8 SpA
Relaxed Nature
- U-turn
- Hurricane
-
Knock Off Surf
- Roost

look how they massacred my boy
I'd love to have ONE of Scald or Defog on this set, but Game Freak is some bitches that are afraid of bulky waters. HDB protects from rocks, and with Roost and Max HP/Def, it can actually take a few hits (but not many, cause this gen is power crept to hell). Hurricane can hit Koraidon decently hard, and with addition to removing Sun, makes him a pretty reliable Koraidon switch in. Until they catch on and run Wild Charge.
Knock Off is filler and nice utility. Surf is filler and nice against the Phan twins and Tera Fire Koraidon, which Pelipper can usually switch in on. U-turn allows you to bring in a sweeper safely and blow things up. Tera Ground allows you to escape an electric attack, but should be used as a last resort.
https://pokepast.es/99b58488fa36f891
All in all, I think the team manages most of the current Ubers well! The team is somewhat prediction-reliant between Iron Bundle and Flutter Mane and is susceptible to being worn down by some bulky teams. The best strategy is generally to lead Palafin, capitalize on Koraidon comps with Flutter Mane and Pelipper, and punch holes with the three special attackers until Palafin can clean. In theory, Indeedee can put a stop to this, but it's unlikely to survive the prior onslaught of nukes. I recommend trying to save Tera for Palafin, so that Jet Punch can deal even more damage, but Iron Bundle and Miraidon Tera are both good. The other three are pretty niche, but they have their uses.
EDIT: Freeze Dry helps the team a lot, definitely worth it over ice beam. :)
EDIT 2: Made a couple of small changes to the team! I found that sometimes, when I locked into it, Freeze-Dry couldn't pick up a few key KO's. Enter Tera Ice! This allows an extra boost of damage that allows Freeze Dry to take out bulky dragons that might survive a Freeze Dry. Additionally, it has a niche use versus opposing Iron Bundles: it can allow you to resist and survive their Freeze Dry while KOing them in return. I added Surf to Pelipper because I found that he switches in on the Phans often, and having a reliable Water move to click is often very useful.