
starting with nacl, salt cure + bp + recover were basically non-negotiable, and last i had to choose between iron defense and rocks. i ultimately went id because i figured that i'd want to run spdef. i opted for tera water and enough speed for an uninvested camerupt, which can otherwise give this squad some issues with its dual stab and its natural typing. tera dragon is also definitely an option to still answer camel's fire-type stab while also answering fire- and grass-type moves that are prevelant on sun teams, which is a strong archetype atm; dragon is also just a generally good type to have on a spdef mon, and removes both nacl's weaknesses to grass- and water-types


sableye was next, and i made it standard physdef support. tera steel blanks fairy-type attacks and also blocks attempts to poison you to wear you down. steel is also just a great defensive typing as always. taunt is an option over encore if you want, as is going tera poison to achieve the aforementioned results while also providing the team with a toxic spike absorber can also be beneficial, considering the team's lack of hazard removal and two of the team's wincons relegated to eviolite



whicash was my chosen ground-type, fulfilling all three requirements for the prompt. cash carries rocks so that nacl can run id, and i also slotted spikes because of how strong hazards are in the current meta. i opted for a physically defensive spread because sableye is still a bit frail, even when fully defensive. physdef also helps when answering strong threats like combusken and sneasel. for its attacking moves, i chose ice beam + stab earth power just for the nice neutral coverage, but you could probably run surf over spikes, or maybe even something like stone edge to smack sneasel even harder on its weaker defense. tera ghost to block spin and to force busken to click flare blitz and take recoil, and 44 speed for uninvested quaxwell in the rare scenario where it comes in to try and spin but it's weakened enough for earth power to take it out




i had my defensive core, so now was the time for some offensive mons. busken is so strong rn and resists grass-types for nacl and cash, and gives the team an offensive wincon, as our first (idpress nacl) is bulky and defensive





servine also adds a grass resist and supports itself and its teammates with glare, namely our nacl and busken. servine can also snowball on its own thanks to contrary leaf storm + tera stellar tera blast. tertiary wincon for the team, with speed for invested positive nature base 70s like scovillain out of sun and klawf, both of which can realistically give the team issues






rounded out the team with electabuzz, which provides knock off support, a fast pivot, and a strong special attacker all in one, which was exactly what i needed in this last slot. i like boots here because i dont have hazard control on the team (sorry to the other nfes here sporting their eviolites proudly), and tera fly is for when i fear the ground-type attacks. ive been running psychic in the last slot since this dropped with dlc2 because it synergized well with electric stab, but with the new shifts, i can see tera water tera blast being an option to hit all of carbink, alolan duggy, the golem cousins, and naclstack, while hitting camel super effectively and maintaining the neutral hit on amphy + whiscash. now that i wrote that out, i think that might be the wave (no pun intended)
the team doesnt have "real" speed control, but ive found that prankster on sab, speed boost on busken, glare on servine, and buzz's natural speed tier have been enough so far