Name: Brute Bonnet
Type:
Poison / Dark
Abilities: Protosynthesis /
Seed Sower (Hidden)
New Moves: Poison Jab, Gunk Shot, Toxic, Sludge Bomb
Removed Moves: None
Justification: Bonnet's not bad, but we have four Grass / Darks and they're all physical attackers except Wo-Chien. Poison / Dark sets it apart since the competition there is less steep and none of the others (Overqwil, Skuntank, Alolan Muk) are really OU material. It's a very good defensive typing to leverage with its natural bulk, and I kept its move additions slim because it doesn't really need much. Seed Sower as a hidden is just a cherry on top, hearkening back to its original typing, granting it some much-desired passive recovery, and weakening Earthquake.
Name: Iron Jugulis
Type: Dark / Flying
Abilities: Quark Drive /
Aerilate (Hidden)
New Moves: Roost, Defog, Explosion, Work Up, Echoed Voice
Removed Moves: None
Justification: Jugulis really just wants to not have to hit Hurricanes all the time, so Aerilate lets it upgrade to Hyper Voice instead, making it much more consistent outside of rain teams. Work Up is not Nasty Plot but is still a way to boost, which it also loves. Roost and Defog are obligatory for an options-starved Flying-type. Explosion is funny with Aerilate. Lastly, I'm told Echoed Voice is usable when it's not Normal-type? I'll have to see it to believe it but it can't hurt.
Name: Iron Leaves
Type: Grass / Psychic
Abilities: Quark Drive /
Sharpness (Hidden)
New Moves: Psycho Cut, Bitter Blade
Removed Moves: None
Justification: Iron Leaves is in such an awkward position, with one of the worst typings in the game, and I'm hesitant to change it because its signature move shares one of its types... so here's a different option, going full in on insane power. Psycho Cut is a flavour addition; the important things are Sharpness and Bitter Blade. Sharpness by itself is a gigantic buff, making it actually hit hard with Leaf Blade, Psyblade, and Sacred Sword, while Bitter Blade is another huge Sharpness move and one that provides it with a safeguard against chip damage and excellent coverage all in one, letting it hit Steels not weak to Sacred Sword like Gholdengo and Corviknight.
Name: Electrode | Electrode-Hisui
Type: Electric / Normal | Electric / Grass
Abilities: Soundproof /
Electric Surge / Aftermath (Hidden) | Soundproof /
Grassy Surge / Aftermath (Hidden)
New Moves: Both: Rapid Spin, Terrain Pulse
Electrode: Boomburst, Tri Attack, Overheat
Electrode-Hisui: Strength Sap, Earth Power, Apple Acid
Removed Moves: None
Justification: Here's our real Electric Surge user and its cool sibling. I'm not gonna pretend it's easy redeeming Electrode when it has the stats that it has, but it's actually very well suited to be a Terrain setter, and there's justifications for all the cool new toys in its kit. First, Electric / Normal is a super small change, but a good one because it lets it come in on Ghost moves - the Fighting weakness isn't super relevant when most Fighting moves would murder it anyways. To make up for its pathetic Sp. Atk, it has a spammable STAB move in Boomburst - and trust me, Boomburst is justified. Its Japanese name is Sound Wave Explosion, and it fits its gameplay identity of using really powerful explosive Normal moves. Tri Attack is so that Boomburst isn't its only Normal STAB, and Overheat is a tech option so it can snipe some Steels and Grasses. But really, Boomburst is the key, giving Electrode an actual offensive presence. Still no Rising Voltage, just to be safe, but it does keep Volt Switch.
Electrode-Hisui isn't quite as cool, but Electric / Grass is still a neat typing, and it's a Volt Switcher that Grounds
really want nothing to do with, hitting them with its Grass STAB and weakening their Earthquakes. Apple Acid is an upgrade over the Energy Ball it would otherwise be using, while retaining Leaf Storm or Chloroblast as nukes. Earth Power gives it a bit of coverage, particularly for Iron Moth and Heatran, while Strength Sap is the biggest addition, letting it debuff and heal with its incredible Speed all at once. It has a surprising amount of longevity for something so frail.
Lastly, the shared moves are largely tech; Rapid Spin is a gimme when the hazard removal meta is so dire and they're literally spheres, and Terrain Pulse feels obligatory for terrain setters.