Submitting for the first time here on samples but i made a team that is really easy to start playing both on the tier and Showdown in general and we don't have a representant of the style here.
Webs HO.
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So this playstyle is seems rather simple to play. Set webs, keep webs up and hit hard. And it isn't wrong if you can just do this do it, but how to navigate against people that have tools to slow you down or even stop you its how you get consistence results of a team like this.
Early Game> This team has a few openings that can do it. But the idea is to fight for hazard control and position so your breakers can weaken bulky mons or against more offensive opponents to put them on a lose lose situation even it means to sac something to achieve that.
The vast majority of the time you are leading with
Galvantula you want to have webs up so you can dictate the flow of the game. If they open with a spinner you can just webs tera ghost but i don't advice that you most of the time don't want to use tera like that so you can just attack or even volt out (that's why the move and not energy ball) the only other mon that can threaten you is Lycanrock-D some leads have rock blast that can OHKO before you move even with sash. But most of the time against stuff like A-Muk, Krook or Mienshao its perfectly fine to trade sash for webs. And its great to maintaining it alive specially against teams that have defog that you can't block.
Other lead option is
Tsareena it's a great lead against balance teams that rely on hazards first because you threaten most rockers with Power Whip and Triple Axel and aways has the mid ground play of using Koff on the switch. One play that most players do not respect is turn one Rapid spin, this Tsareena is offensive with 372 attack and has speed that after 1 spin out speed Lycanrock-D, and has HP to live Jolly CC from it or Timid Bug Buzz from Galvantula so basically if the go for hazards and you just spin out you have a powerful attacker and that is now faster than everything that isn't scarf or Noivern, Talonflame and KO them on turn 2 and prevent hazards and go 6-5. If you go on a problematic lead like Tsareena vs Infernape Tera Dragon is there for you and Dragon Tsareena is really good, it has a ok natural bulk and priority immunity that you gain a mon that you can actually use to pivot around that still hits really hard.
Finally here a more all in oppening
Cloyster is usually your late game cleaner or mid game breaker but in some really rare cases if you got the right read on the lead it can means a free shall smash that can snowball games out of control really fast.
Mid Game> This part is what happens after the first couple of turns and the main objetive here is to keep your webs up or try to remove the Spinner/Defogger.
One of best tools to do that is
Krookodile that with webs up can hit basically everything with obscene power Koffs or even EQs that most of the time will 2hit anything that doesn't resist and because of Moxie you can usually get one or 2 KOs with it with some good consistence. Scarf Mienshao is really common to answer because they are faster and can OHKO even with webs. That's where tera ghost comes If you turn around and grab another Moxie boost there are many games that are just over or the physical wall that comes in will take a Koff for the ages and than the clean for Gator and Cloyster is made much much easier .
The other options is
Chandelure, it's scarf for a surprise of many. The reason for that is that many games webs are off the field and than speed comes in handy big, second fast trick is really good in to destroying defoggers and some walls are in deep trouble too if they get scarfed. But more than that Chandy is immediate offense Overheat might have the drawback of needing to switch the next turn but that 5% more accuracy than Fire Blast to me is big. If you can predict right energy ball on the switch can open teams with KOs on Swampert and dealing like half on Diancey. Tera Grass + Flash Fire is the standard defensive way to go.
Late game> It's the point in the game where hazards are set either on your favor, neutral or against. And no team is complete usually a 3x3 or less situation or have more mons but are heavily damaged.
To close the game most of the time we most of the time will use
Cloyster,
Feraligatr, one of Krook or Chandy and one of Tsareena and Galvantula but damaged.
Cloyster and Gator fill the same space specially with webs up that you boost 1 time and than you just start outspeeding and getting KO on everything, they share many defensive answers so its fine to sac one if means to open the sweep for the other like taking a burn from Talonflame to remove it and clear the last roadblock to the other. If you have no water resist Gator on webs is a better closer if they have a water resist or you don't have webs up Cloyster with tera can hit everything , although it sometimes a little bit off in dmg like Terablast deals 80% on Slowbro so you need to be aware of some calcs like that.
As you can see finishing the game isn't automatic as it might seem. But in general lines if you play keeping tera, and maximizing the trades you end in positive situation that will result in many wins.
Games vs notable good players to highlight the team.
Krook finish vs Shagg51
Gator breaks Cloyster finish vs Shengineer
Tera read vs Pika123
Game vs Rabia and pokeaimMD
Cloyster lead vs Kiyo
Gator power on webs vs Ninja