Introduction:
I’ve been trying to build good teams with

for a long time and this is definitely the best one I built. I tried out the exact set on a meme team and realized that it can be a serious problem to deal with for a lot of teams. I've experimented Stored Power Sets and Lead Sets but this Sweeper set has done the most work. I have a hard time calling this team that good since Trick Room is very matchup dependent, but it has got a consistent amount of wins and got me to top 500 so its doing something right. I have had a blast laddering with this team and have a lot of faith in it since it can still function in its bad MUs. I find this team to destroy Offence and HO teams since

and

can kill everyone on those teams. Balance, BO and Stall can be a lot trickier but still winnable.
Click For PokePaste
The Squad and Short Summaries:
Chef John (Diancie) @ Power Herb
Ability: Clear Body
Tera Type: Ground
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Meteor Beam
- Moonblast
- Earth Power

in the late game can be a serious threat with its incredible coverage. It can kill a ton of common mons HO and Offence builds would run like


and

. Against bulkier teams, Meteor Beam into another move can pick up kills on

, and

(roll). It can OKHO

(roll if max hp)

and

. Although a lot of these scenarios require TR to be up,

's bulk can let it live majority of neutral moves and some SE moves like Booster Attack

EQ and Booster Speed

Headlong Rush. I Find it struggles the most against



and AV

. If you sacrifice its HP to get up TR then priority moves like

Jet or Grassy Glide become scary. Tera Ground provides

with Stab EP and a thunderclap immunity, also can be used to get up TR in front of steel types like

or

and threaten a KO. My biggest issue with

is that it can still be weak after MBeam. It can miss a lot of KOs on SE hits if the mon is at full. +1 Tera Ground EP is still a roll on Offensive

. Boots

takes 70-82% and +1 Moonblast only does 51-61% to

. Also Rock/Fairy is a very hit or miss typing.
Slowking-Galar @ Shuca Berry / Colbur Berry
Ability: Regenerator
Tera Type: Water
EVs: 252 HP / 200 Def / 56 SpA
Relaxed Nature
IVs: 0 Atk / 1 Spe
- Trick Room
- Ice Beam
- Sludge Bomb
- Chilly Reception

is the primary TR setter and has good synergy with

to make it unkillable in snow. Physdef

is such a cheat code for this team and with Shuca, you always get TR up in front of any ground move. Physdef

checks common counters to this team like

and

. It can live any move from

and threaten it with Sludge Bomb. Phsydef

can also live Knock Off from Scarfed

. The biggest problem I find with

is finding time to heal with Regenerator. I have had lots of endgames where

being at 50% and not 83% costs me game. I went with Tera Water because this team has 0 Water resists and its generally a useful typing. Its a necessity in the Rain MU because

and

kills everything. The only downside is the

and

matchups become a nightmare.
Cinderace @ Focus Sash / Heavy-Duty Boots
Ability: Libero
Tera Type: Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pyro Ball
- High Jump Kick
- Court Change
- Will-O-Wisp / Sucker Punch

is typically who I lead with to counter leads Like

and

. Hazards really suck for this team with 0 Boots users which is the main reason I chose to go with Sash Lead.

is a great

Check with Wisp to block Sucker Punch if you're in range.

also threatens mons this team struggles with like Balloon

and

. Wisp is also nice into teams that pivot

or

expecting U-turn/HJK. Sucker Punch is also a great option for

and revenge killing with TR up but I find Wisp to have way more utility. Keeping the sash and not leading

is something I always consider if I need it to handle a specific counter since

Magic Bounce is also removal. Boots is also an option if you want more consistent removal and saving HP for trading with the team's checks.
Ursaluna @ Flame Orb
Ability: Guts
Tera Type: Ghost
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 27 Spe
- Swords Dance
- Headlong Rush
- Facade
- Fire Punch

is the main wallbreaker and the light of hope in the Balance and Stall MUs. The biggest problem I have with

is that it requires you to get every turn right in those MUs. It's very easy for teams to try to stall out TR by switching in Facade and Head Long immunes.

struggles a ton with longevity if you cannot Hwish into it. Tons of pokemon can live unboosted Facade and chip it down leaving it at 0-30% after TR is gone.

can either break for the Diancie endgame or be the win con. If you're up against teams with mons like

and

you need to get major chip/kill for Diancie to win.

does way too much damage after an SD and can pick up 2 kills a TR with the right calls. SD is a must have since it's the only way to beat

at full. Tera Ghost is nice for

trying to revenge with ESpeed or beating

. It's great for catching rapid spin kill from

and

.

and

are what I find to be the most annoying things to deal with. Also if they get every turn right switching

and

.
Hatterene @ Air Balloon / Babiri Berry
Ability: Magic Bounce
Tera Type: Fire
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Psychic Noise
- Mystical Fire
- Healing Wish

is my secondary lead/who I switch in if I lead wrong. Air Balloon on

is crucial because this team has no Ground Immunity and it gets 2HKO by a lot of ground moves. Air Balloon allows for free pivots on Ground types that lead into

. Babriri is also an option to bait

and get TR up against Steel Types. The EV spread is something I'm still unsure of but I like Max Spatk allowing Psychic Noise and Mystical Fire to hit hard. Healing Wish can save a ton of games with the longevity issue of

.

can be very versatile and some times use up the TR it set up to get some major chip on

's checks like

and

. Throat Spray is also a fun item to run but provides 0 defensive utility so I dropped it.
Horse (Glastrier) @ Babiri Berry
Ability: Chilling Neigh
Tera Type: Water / Fire
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
IVs: 0 Spe
- Swords Dance
- Icicle Crash
- Close Combat
- Crunch / High Horsepower
People do not respect

bulk and end up sacking more mons then they should when trying to take it out. Babiri is a must for dealing

and

. My favourite thing to do with

is to trade the Babiri for a kill on

with CC. Under the snow you Hit around 400 HP 400 Defense and can SD up on almost anything. I like running Crunch to kill Offensive Balloon

at +2 but HH is generally better for stuff like

.

can be amazing at opening up the

or

end game since it beats a lot of their checks.

's biggest problem is bulky Water Types and calling the turns.

takes half from +2 CC and you cannot break through

. Tera Water covers up all the weaknesses of

's Ice typing and is useful if you're playing banded

or get flinched by Iron Head when trading.
Weaknesses: This team has a ton of Overlapping Typings, making it very weak to Steel, Ground, Dark and Water. This team has no Water Ground or Steel resist. Volt-turn teams are very annoying to play against and usually require one of the defensive Teras to get up TR. Against Rain and Sun, the MU can go either way. I feel like if you're behind in these MUs winning is extremely hard. Balance and Stall Teams will always get Hazards on you unless you're a

wizard. Making progress can feel impossible if you don't get turns right with your breakers and can cost the game. No Steel Type on this team makes playing defensively way harder. The mons I hate playing the most against are


Balloon

Tera Grass

and Screen Setters.
Gameplans: Vs Ho and Offence I try to out progress my opponent. I'll Lead
into everything but
which I let
deal with so nothing gets Para'd. I'll troll around with its strong moves and utility. I'll either sack or keep it for
insurance. If they led a Ground type like
or
then Ill go hard
and set up TR. I always try to keep
to the late game Vs these styles since it isn't insanely strong and requires things to be chipped. Usually I'll break with
first and try to snowball with it, especially with Snow up. Vs BO Balance and Stall the leads and early game breakers will vary depending on their Team Comp but typically I'll lead with one of the 3 TR setters and try to keep
's Sash intact for trading purposes. HWish becomes insanely valuable in these MUs so
or
get a second chance at forcing progress.
Magic Bounce comes into play a ton here since hazards are a nightmare. I find these MUs to require a ton of resource management and have such little room for error.
Replays:
https://replay.pokemonshowdown.com/gen9ou-2219720729-bw9veat8we3my81ms0pe7tr4e76i32qpw Dozo Mola Stall (not played the best)
https://replay.pokemonshowdown.com/gen9ou-2219715592-4cpw45wn35s5h0yy1o8ec2z8bhiaukzpw Triple Dark HO
https://replay.pokemonshowdown.com/gen9ou-2218251692-wkvbqxtrd98j4md8r5alltn96byt7jgpw Weird Veil Team
https://replay.pokemonshowdown.com/gen9ou-2219707044 Rillaboom Offence
https://replay.pokemonshowdown.com/gen9ou-2218997311?p2 Volt Turn (L)
https://replay.pokemonshowdown.com/gen9ou-2219006689 Volt Turn Spinback and Major Outplaying
https://replay.pokemonshowdown.com/gen9ou-2218253520 Offence
https://replay.pokemonshowdown.com/gen9ou-2219711587 SD Rilla (L)
https://replay.pokemonshowdown.com/gen9ou-2217557535-jnekxp90axet3n1g2nyz66d4msqn8a4pw Offence
Bonus:
https://replay.pokemonshowdown.com/gen9ou-2207478301 6 Kill game W/ Diancie on the Low Ladder
DIancie Mixtape
Don't expect to win that much with this team, just expect to cook with Chef John and Horse.
Kyurem's Return:
I think now that
is back in OU, this team gets a lot better since I 1. Built it around this meta 2. A lot of annoying stuff for this team is gonna be less common to go against like
and
just to name a few.