My final Violet team. I'm not sure if they'd be competitively viable but they work well enough and I'm fairly proud of them.
Diaper Dan (Gallade) @ Scope Lens
Ability: Sharpness
Tera Type: Psychic
Nature: Jolly
EVs: 252 Atk / 4 Def / 252 Spe
- Psycho Cut
- Leaf Blade
- Sacred Sword
- Stone Edge
Primary physical beater. I rely on him mainly to just to punch holes through whatever he can. I was considering swapping Stone Edge out for Aqua Cutter since the latter would have better BP via Sharpness as well as better accuracy, but I wanted Dan to have something to hit Bombirdier, Honchcrow, or Iron Juggalo decently hard in a worst-case scenario where he's the last man standing.
Merlin (Sylveon) @ Throat Spray
Ability: Pixilate
Tera Type: Ground
ature: Modest
EVs: 4 HP / 252 Def / 252 SpA
- Hyper Voice
- Psyshock
- Tera Blast
- Yawn
If ya'll recall the clip from Drag Race with Laganja Estranja saying "Oh ya'll wanted a twist, eh?" then you know the feeling I wanted Merlin to invoke when he Terastalizes. Fairy/Ground is incredible with its coverage, really only failing to hit a small handful of pokemon for neutral or better, and Psyshock cuts that list down to just Corviknight unless I'm forgetting any Steel types with Levitate or we get more Steel/Flying in the DLC. Yawn can help force switches or shut down threats for a few turns.
Palmetto (Lokix) @ Life Orb
Ability: Swarm
Tera Type: Fighting
Nature: Jolly
EVs: 4 HP / 252 Atk / 252 Spe
- Axe Kick
- Throat Chop
- Leech Life
- First Impression
Also here to slap enemies hard, but he's more of a specialist who I rely on to take out Psychic and Grass types. Terastalization is an option for him but I'd much prefer to use it for Merlin, Dan, or Hexie. Not a whole lot else to say about him.
Xena (Corviknight) @ Rocky Helmet
Ability: Mirror Armor
Tera Type: Steel
Nature: Adamant
EVs: 252 HP / 252 Atk / 4 Def
- Brave Bird
- Iron Head
- U-turn
- Tailwind
Xena is usually my lead. Mirror Armor makes it just a bit harder for Intimidate users, and she can set up a Tailwind to counter foes than might normally outspeed Dan and Hexie. Brave Bird and Iron head are primary attacks of course, and U-Turn can get one of my fast-but-fragile beaters in more easily without them getting injured on the switch. I think I could swap Tailwind out for Defog on the offchance of a Spidops lead, or in case better Sticky Web users pop up in the DLC.
Soft 'N' Wet (Gastrodon) @ Leftovers
Ability: Storm Drain
Tera Type: Water
Nature: Modest
EVs: 4 HP / 252 SpA / 252 SpD
- Earth Power
- Muddy Water
- Ice Beam
- Recover
Classic Gastro, invincible against nearly anything except one (1) blade of grass tickling her foot. Considering I have three other team members who can handle Grass types, though, I feel relatively safe keeping Softie around. I'll freely admit Surf would be better than Muddy Water overall, but I like the accuracy-lowering effect to potentially prolong Softie's life further via lucky hax. Storm Drain helps protect my team from Water since we're otherwise pretty weak against it defensively.
Hexblade (Iron Moth) @ Booster Energy
Ability: Quark Drive
Tera Type: Fire
Nature: Timid
EVs: 4 Def / 252 SpA / 252 Spe
- Fiery Dance
- Discharge
- Sludge Wave
- Energy Ball
Hexie is my main weapon against Fairies, particularly ones with some physical bulk to them, but is also just a good overall specially-focused beater with excellent coverage. Probably the only pokemon it needs to watch its back with are Dragalge and Dragapult; otherwise, the intent is to either drop in early and blast holes in the opponent's team or to bring it in later, Terastalize, and sweep.