Bellibolt @ Rocky Helmet
Ability: Static
Tera Type: Flying
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Toxic
- Slack Off
- Volt Switch
- Muddy Water
Near-standard Bellibolt as the physical blanket, this was in a meta where you didn't need much more than him and at worse you should be trading with or paralyzing the things too strong to wall like Staraptor. Tera Flying wasn't and isn't nearly as common as Water, but I didn't feel the need for the Fire/Water resist here given the remaining teammates and fully dodging some EQs could be pretty good
Arcanine @ Heavy-Duty Boots
Ability: Intimidate
Tera Type: Normal
EVs: 160 HP / 252 Atk / 96 Spe
Adamant Nature
- Curse
- Morning Sun
- Extreme Speed
- Flare Blitz
Main sweeper and wincon with its standard Curse set, blanket checks and revenge kills a large portion of the tier. One of the biggest issues for the team was fast Tera Ghost mons because of its reliance on Arcanine sweeping. They weren't as popular when the team was made and most successful, but over time you saw a lot more fast mons running it purely to stop things like Arcanine. Tera Ghost Inteleon is particularly devastating, and because it was simultaneously the less popular choice and still pretty common it made that mon into a guessing game
Meloetta @ Choice Specs
Ability: Serene Grace
Tera Type: Ghost
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Hyper Voice
- Psychic
- Shadow Ball
- Alluring Voice
This is pretty much just standard Meloetta as the main breaker. It has other options like Psyshock > Psychic, Focus or Tbolt over Alluring, or Timid, but it's the only real breaker here so I prioritized max power and trying to always have at least one solid neutral coverage move.
Altaria @ Heavy-Duty Boots
Ability: Natural Cure
Tera Type: Water
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Defog
- Roost
- Brave Bird
- Roar
PU had a lot of easily blocked spinners with relatively little Defog options, I started using more Altaria when Houndstone Spikes was feeling too oppressive. It blanket checks a large portion of the tier, especially Fire/Water Tauros and Glowbro. Roar over Wisp is better for forcing out opposing Arcanine until it's the last mon and being generally annoying, especially if you can get some rocks and knocks.
Bombirdier @ Heavy-Duty Boots
Ability: Big Pecks
Tera Type: Ground
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Roost
- Knock Off
- Brave Bird
Pretty much standard Bombirdier, not really able to fit Sucker Punch but still does its job in Rocking and doing some mid-strength breaking. Often sacrifices itself to cripple an opposing Skunk or Mudsdale or something along those lines, it's rarely needed to last too long but Roost is there for the matchups where you really want it late-game. I opted for Tera Ground because the team has no Volt Switch immunity and occasionally you'll need it, things like Scarf Toxtricity were less common so I felt comfortable giving that up but it helps that the only Electric-weak mon on the team can sometimes choose not to be that.
Slowbro-Galar @ Assault Vest
Ability: Regenerator
Tera Type: Water
EVs: 248 HP / 128 Def / 128 SpD / 4 Spe
Relaxed Nature
- Psychic
- Shell Side Arm
- Flamethrower
- Earthquake
Necessary to check the remaining 25% of the meta that you can sort of pivot around but really need a fat regen mon to help out with. The last two slots keep you more solid against Steels that force Meloetta into annoying predictions and opposing Glowbro so you can win the 1v1 vs non-EQ AV sets.