Cinderace @ Heavy-Duty Boots
Ability: Libero
Tera Type: Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Court Change
- Pyro Ball
- U-turn
- Gunk Shot
Hazard control I guess. Court change is handy for changing hazards on my side to the opponents, while taking their screens for myself if possible cause hyper offense is quite popular right now. Pyro ball for stab, u turn for pivoting into other mobs and gunk shot for fairy types and fairy Tera. Tera fire for stronger pyro balls and 252 evs in attack and speed and jolly nature to be fast and strong. Heavy duty boots is for hazards.
Great Tusk @ Leftovers
Ability: Protosynthesis
Tera Type: Steel
EVs: 252 HP / 252 SpD / 4 Spe
Careful Nature
- Stealth Rock
- Rapid Spin
- Earthquake
- Knock Off
Using a more defensive great tusk set for hazards. Stealth rocks for own hazards and rapid spin for extra hazard control if needed. Earthquake so there is no defense and special defense drops, knock off for item removal. Overall much weaker great tusk but more sturdier. Steel Tera type for defensive typing, 252 HP and SpD to be bulkier especially on special attackers + careful nature. Leftovers for longevity.
Enamorus @ Choice Specs
Ability: Contrary
Tera Type: Stellar
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Tera Blast
- Mystical Fire
- Earth Power
Special attacker no 1 cause why not. Has more immediate power with choice specs + stellar Tera type. Moonblast is for stab, mystical fire for steel types and maybe some fire weak mons like ammongus. Earth power for ground weak mons or something. Stellar type Tera blast might be useful or something but the decrease in SpA and Atk is kinda bad so maybe could be used on a calm mind set. Scarf or calm mind might be better but idk. 252 SpA and Spe EVs for speed and power.
Alomomola @ Red Card
Ability: Regenerator
Tera Type: Flying
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Scald
- Flip Turn
- Wish
- Acrobatics
That one set for alolomola that I saw from pinkacross. Scald to deal with physical attackers and for free burn, flip turn for pivoting, wish for healing and acrobatics for grass types or something. Red card idk it exists it can be removed for double power from acrobatics and to remove threatening sweepers if it hasn’t been used up yet. 252 HP and 252 Def to be bulky. Tera flying for acrobatics power increase. Idk dunno if the set fits well but it works fine.
Kingambit @ Leftovers
Ability: Supreme Overlord
Tera Type: Flying
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Low Kick
- Sucker Punch
- Kowtow Cleave
Idk what it does here but it’s here. Good sweeper if can get sucker punch predicts right I guess. Swords dance for boosts, low kick for other Kingambit and fighting weak mons and tera. Sucker punch for strong priority and kowtow cleave for stab. Kinda want iron head for fairy types but not too sure what to remove. 252 Atk and Spe for attack and a little speed, Jolly to be faster to outspeed bulky kingambit and adamant ones. Tera flying to be not weak to ground and fighting. Leftovers for free recovery, else idk what item slot should be maybe a black glasses but idk.
Dragapult @ Choice Specs
Ability: Infiltrator
Tera Type: Ghost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Shadow Ball
- U-turn
- Flamethrower
Special attacker no 2. Draco meteor and shadow ball for stab, u turn for pivot and flamethrower for steel types. Might switch it for thunderbolt to hit water types if needed (eg other alolomola cause they’re annoying). 252 SpA and Spe is usual, tera Ghost for stronger shadow balls, choice specs for strength and infiltrator to hit through substitute and screens cause hyper offense is everywhere.
Ability: Libero
Tera Type: Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Court Change
- Pyro Ball
- U-turn
- Gunk Shot
Hazard control I guess. Court change is handy for changing hazards on my side to the opponents, while taking their screens for myself if possible cause hyper offense is quite popular right now. Pyro ball for stab, u turn for pivoting into other mobs and gunk shot for fairy types and fairy Tera. Tera fire for stronger pyro balls and 252 evs in attack and speed and jolly nature to be fast and strong. Heavy duty boots is for hazards.
Great Tusk @ Leftovers
Ability: Protosynthesis
Tera Type: Steel
EVs: 252 HP / 252 SpD / 4 Spe
Careful Nature
- Stealth Rock
- Rapid Spin
- Earthquake
- Knock Off
Using a more defensive great tusk set for hazards. Stealth rocks for own hazards and rapid spin for extra hazard control if needed. Earthquake so there is no defense and special defense drops, knock off for item removal. Overall much weaker great tusk but more sturdier. Steel Tera type for defensive typing, 252 HP and SpD to be bulkier especially on special attackers + careful nature. Leftovers for longevity.
Enamorus @ Choice Specs
Ability: Contrary
Tera Type: Stellar
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Tera Blast
- Mystical Fire
- Earth Power
Special attacker no 1 cause why not. Has more immediate power with choice specs + stellar Tera type. Moonblast is for stab, mystical fire for steel types and maybe some fire weak mons like ammongus. Earth power for ground weak mons or something. Stellar type Tera blast might be useful or something but the decrease in SpA and Atk is kinda bad so maybe could be used on a calm mind set. Scarf or calm mind might be better but idk. 252 SpA and Spe EVs for speed and power.
Alomomola @ Red Card
Ability: Regenerator
Tera Type: Flying
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Scald
- Flip Turn
- Wish
- Acrobatics
That one set for alolomola that I saw from pinkacross. Scald to deal with physical attackers and for free burn, flip turn for pivoting, wish for healing and acrobatics for grass types or something. Red card idk it exists it can be removed for double power from acrobatics and to remove threatening sweepers if it hasn’t been used up yet. 252 HP and 252 Def to be bulky. Tera flying for acrobatics power increase. Idk dunno if the set fits well but it works fine.
Kingambit @ Leftovers
Ability: Supreme Overlord
Tera Type: Flying
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Low Kick
- Sucker Punch
- Kowtow Cleave
Idk what it does here but it’s here. Good sweeper if can get sucker punch predicts right I guess. Swords dance for boosts, low kick for other Kingambit and fighting weak mons and tera. Sucker punch for strong priority and kowtow cleave for stab. Kinda want iron head for fairy types but not too sure what to remove. 252 Atk and Spe for attack and a little speed, Jolly to be faster to outspeed bulky kingambit and adamant ones. Tera flying to be not weak to ground and fighting. Leftovers for free recovery, else idk what item slot should be maybe a black glasses but idk.
Dragapult @ Choice Specs
Ability: Infiltrator
Tera Type: Ghost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Shadow Ball
- U-turn
- Flamethrower
Special attacker no 2. Draco meteor and shadow ball for stab, u turn for pivot and flamethrower for steel types. Might switch it for thunderbolt to hit water types if needed (eg other alolomola cause they’re annoying). 252 SpA and Spe is usual, tera Ghost for stronger shadow balls, choice specs for strength and infiltrator to hit through substitute and screens cause hyper offense is everywhere.