This is the second edition of a team I posted a while ago (that was ignored), but 1500 is more than I've ever reached, so I'm trying again.

Phoenix (Talonflame) @ Heavy-Duty Boots
Ability: Flame Body
Tera Type: Fire
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Defog
- U-turn
- Taunt
- Flare Blitz
My defogger and taunter. Max speed, almost max hp but with a bit on Atk. Talonflame is somewhat of a risky choice because hazard setters are usually Rock type, and if they choose to attack I'll be stuck with hazards for the rest of the game, but it works well enough. U-turn for momentum, flare blitz for attacking.

Sharpened (Baxcalibur) @ Choice Band
Ability: Thermal Exchange
Tera Type: Ice
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Earthquake
- Glaive Rush
- Ice Shard
- Iron Head
Banded Baxcalibur has around 600 Atk, which is a lot, and is kinda bulky too. Jolly Bax doesn't outspeed a lot of things, so I chose Adamant with max hp and Atk. Ice shard checks Cyclizar and Roaring Moon, as well as chipping Koraidon and Miraidon, two of the tier's biggest threats. Earthquake for slow mons like Clod, Skeledirge and Gambit, Glaive Rush being the strongest STAB move Bax has, and Iron head because of Hatt and sylveon (and cause there's nothing else). Tera Ice is a nice way to ensure flutter Mane gets killed, and a chance of killing Miraidon as well.

Slayer (Jolteon) @ Flame Orb
Ability: Quick Feet
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Tera Blast
- Protect
- Volt Switch
- Electro Ball
Probably the most gimmicky set in the team, but tera Fairy Quick Feet Jolteon can outspeed and defeat Koraidon, Iron bundle, Chien-Pao, Meowscarada, Iron Valiant and a couple of others, making it an excellent revenge killer. Protect to ensure Flame orb activates, volt switch for momentum, Electro Ball because why waste that extra speed? Modest over Timid because Timid doesnt outspeed anything significant, and Modest has more power. Also works as a status absorber.

Firevoice (Skeledirge) @ Leftovers
Ability: Unaware
Tera Type: Fairy
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Torch Song
- Will-O-Wisp
- Roar
- Slack Off
Classic Dirge set with roar over Shadow Ball to counter setup sweepers and Baton Pass teams (or, rather specifically, Espathra). Will-o-wisp for physical stuff like Annihilape and Pawmot, Slack off for healing. Max Def. Leftovers for extra recovery.

Eggypink (Blissey) (F) @ Chople Berry
Ability: Natural Cure
Shiny: Yes
Tera Type: Ground
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
- Seismic Toss
- Thunder Wave
- Stealth Rock
- Soft-Boiled
252 Atk Orichalcum Pulse Koraidon Collision Course (133.3251953125 BP) vs. 4 HP / 252+ Def Chople Berry Blissey: 540-636 (82.8 - 97.5%) -- guaranteed 2HKO and then Blissey paralyzes the koraidon and Bax/Jolt comes in for the kill. All right, Bliss dies to Banded and SD, or if even chipped by Stealth rock, but it works. Chople berry is also good for taking a bunch of other stuff like Annihilape, Breloom, Tusk. Other stuff do what the pink blob does, straight out of the sample sets.

Delphi (Palafin) @ Leftovers
Ability: Zero to Hero
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flip Turn
- Jet Punch
- Drain Punch
- Iron Head
Again, standard Palafin set, but Iron Head over Ice punch because there's already ice coverage with my Bax. (Bax has iron head too, but Palafin isn't weak to fairy) Drain punch for recovery, Flip turn for momentum, Jet punch because that's what palafins do. Max Atk/Spe, Jolly, all standard.
Threats:

Specifically, Tera Fire Flame charge. Bliss helps with this, but keeping it perfectly healthy isn't always doable. Tera fire resists Jolteon's fairy blast, doesn't allow Dirge to burn it, and Palafin's jet punch is weakened in sun.

Bliss/Pex stall is annoying to deal with, and Ive considered changing iron head for Zen Headbutt on Palafin. Especially with Bax banded and unable to change moves after Earthquaking the pex and the opponent switching to a Flying type. Or something along the lines of that.
Got the feeling this is gonna get ignored again, but thats fine

Phoenix (Talonflame) @ Heavy-Duty Boots
Ability: Flame Body
Tera Type: Fire
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Defog
- U-turn
- Taunt
- Flare Blitz
My defogger and taunter. Max speed, almost max hp but with a bit on Atk. Talonflame is somewhat of a risky choice because hazard setters are usually Rock type, and if they choose to attack I'll be stuck with hazards for the rest of the game, but it works well enough. U-turn for momentum, flare blitz for attacking.

Sharpened (Baxcalibur) @ Choice Band
Ability: Thermal Exchange
Tera Type: Ice
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Earthquake
- Glaive Rush
- Ice Shard
- Iron Head
Banded Baxcalibur has around 600 Atk, which is a lot, and is kinda bulky too. Jolly Bax doesn't outspeed a lot of things, so I chose Adamant with max hp and Atk. Ice shard checks Cyclizar and Roaring Moon, as well as chipping Koraidon and Miraidon, two of the tier's biggest threats. Earthquake for slow mons like Clod, Skeledirge and Gambit, Glaive Rush being the strongest STAB move Bax has, and Iron head because of Hatt and sylveon (and cause there's nothing else). Tera Ice is a nice way to ensure flutter Mane gets killed, and a chance of killing Miraidon as well.

Slayer (Jolteon) @ Flame Orb
Ability: Quick Feet
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Tera Blast
- Protect
- Volt Switch
- Electro Ball
Probably the most gimmicky set in the team, but tera Fairy Quick Feet Jolteon can outspeed and defeat Koraidon, Iron bundle, Chien-Pao, Meowscarada, Iron Valiant and a couple of others, making it an excellent revenge killer. Protect to ensure Flame orb activates, volt switch for momentum, Electro Ball because why waste that extra speed? Modest over Timid because Timid doesnt outspeed anything significant, and Modest has more power. Also works as a status absorber.

Firevoice (Skeledirge) @ Leftovers
Ability: Unaware
Tera Type: Fairy
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Torch Song
- Will-O-Wisp
- Roar
- Slack Off
Classic Dirge set with roar over Shadow Ball to counter setup sweepers and Baton Pass teams (or, rather specifically, Espathra). Will-o-wisp for physical stuff like Annihilape and Pawmot, Slack off for healing. Max Def. Leftovers for extra recovery.

Eggypink (Blissey) (F) @ Chople Berry
Ability: Natural Cure
Shiny: Yes
Tera Type: Ground
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
- Seismic Toss
- Thunder Wave
- Stealth Rock
- Soft-Boiled
252 Atk Orichalcum Pulse Koraidon Collision Course (133.3251953125 BP) vs. 4 HP / 252+ Def Chople Berry Blissey: 540-636 (82.8 - 97.5%) -- guaranteed 2HKO and then Blissey paralyzes the koraidon and Bax/Jolt comes in for the kill. All right, Bliss dies to Banded and SD, or if even chipped by Stealth rock, but it works. Chople berry is also good for taking a bunch of other stuff like Annihilape, Breloom, Tusk. Other stuff do what the pink blob does, straight out of the sample sets.

Delphi (Palafin) @ Leftovers
Ability: Zero to Hero
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flip Turn
- Jet Punch
- Drain Punch
- Iron Head
Again, standard Palafin set, but Iron Head over Ice punch because there's already ice coverage with my Bax. (Bax has iron head too, but Palafin isn't weak to fairy) Drain punch for recovery, Flip turn for momentum, Jet punch because that's what palafins do. Max Atk/Spe, Jolly, all standard.
Threats:

Specifically, Tera Fire Flame charge. Bliss helps with this, but keeping it perfectly healthy isn't always doable. Tera fire resists Jolteon's fairy blast, doesn't allow Dirge to burn it, and Palafin's jet punch is weakened in sun.


Bliss/Pex stall is annoying to deal with, and Ive considered changing iron head for Zen Headbutt on Palafin. Especially with Bax banded and unable to change moves after Earthquaking the pex and the opponent switching to a Flying type. Or something along the lines of that.