Got inspired by an idea by
LesbianWhimsicott I believe it was, of putting

in Grassy Terrain and watching it blow things up. I also decided to shore it up with the recently unbanned Stored Power

for more justification to run Grassy Terrain.
If I'm building Grassy Terrain, I'd be stupid not to start with

. Opted for a defensive moveset so I can consistently use him to set up Grass for the aforementioned abusers. U-Turn gives

the ability to pivot around, which could be useful, and Grassy Glide is here for prio. Knock is good utility, and Drain Punch helps to keep me topped up. Tera Steel functions as a solid defensive tera to add a little more bulk to

.
Secondly, I picked

as a Grass abuser, since if I'm not mistaken,

got banned last year for the same type of shenanigans it pulls off here. Grassy Seed allows

to gain a defense boost by merely switching in under the right circumstances, not to mention the fact that having a defense boost means that

gets more set-up opportunities, which is vital for a 'mon like it, which takes a turn or two to get going. Once it's got its foot in the door though, it's very hard to stop. Agility and CM help patch up its speed and help power up Stored Power. Tera Fairy is chosen here for both offensive and defensive purposes, namely giving

an invaluable method to hit Darks like

and

, which it otherwise struggles to consistently break with its special attacking movepool, while at the same time helping it eat Sucker Punches from priority users attempting to revenge kill it. Admittedly, this makes Wyrdeer pretty tera-reliant in certain situations, but I think it's worth it.
Thirdly, the 'mon this week's competition is centered around,

. I opted for a Life Orb variant so I have some move flexibility, which other options like Scarf or Specs fail to provide. I also opted for tera Grass to potentially power up Seed Flare to stupifying levels of power (And this move already hits quite hard without tera). Earth Power and Dazzling Gleam are your two coverage moves, Earth Power in particular being solid into Fires like

. Healing Wish occupies the last slot, allowing

to potentially heal up a 'mon for a second lease on life, which can really help in a strategy as otherwise all-or-nothing as Stored Power.
It took me a while to find three 'mons that fill in this team's defensive gaps in a satisfactory way (Having two pure Grass-types isn't the smartest idea from a defensive point of view), but I think I ended up succeeding, firstly with

, which gives me a Fire, Poison- and Flying-resist. I decided to play by the rules here and made him a bulky hazard setter with Leftovers and Galvanize, allowing him to both support the team with Rocks, and hit pretty hard with its STABs. Volt Switch is chosen for pivoting, and tera Flying for the Ground-immunity.
The second 'mon in my little defensive situation is

, a very solid physical tank who also gives me an Ice, Poison- and Bug resist. Since I already have hazards covered through

, I decided to give the team another wincon with IDPress, which starts really dealing some damage after a boost or two. Substitute is chosen here, but moves like Protect and Spikes would probably work just fine; it comes down to preference in my opinion. I went for Tera Ghost to help blank strong Fighting-moves from 'mons like

and

.
Lastly, I chose

for a second Fire- and Bug-resist, as well as a Fighting-resist. Roost is here for longevity, Hydro Pump and Hurricane for STABs (Even though the latter never landed when I needed it to :/ ), and Defog to clear hazards, which is pretty important to the team, particularly

. Boots are obviously chosen so

can switch in on Rocks, and tera Ground gives me an Electric-immunity, which would otherwise be her Achilles heel.