Alright, I have a team built for you, similar to one that I use myself. However, note that Pokémon transferrable through Pokémon HOME might not be immediately available for ranked battles, as rules often exist only allowing Pokémon in the Pokédex. If they do decide to allow it, then you're in luck.
https://pokepast.es/0b15dbdcba3fbe88
Indeedee-F @ Psychic Seed
Ability: Psychic Surge
Tera Type: Normal
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Psychic
- Helping Hand
- Protect
- Follow Me
Apparently, this is the quintessential Indeedee-F build that specializes in redirection with Follow Me and boosting the moves of teammates with Helping Hand. Protect is of course a must-have in Doubles and Psychic is Indeedee's primary attack, which gets stronger in Psychic Terrain. Psyshock also works, as it deals physical damage, which is good for dealing with special walls that have weaker Defense. If you are allowed to use transferred Pokémon in ranked battles with certain moves, Indeedee can also know Expanding Force if transferred from Pokémon Sword and Shield with the move. The EV spread ensures that it is bulky enough to tank hits when using Follow Me and its held item Psychic Seed only makes it specially bulkier.
Armarouge (F) @ Weakness Policy
Ability: Flash Fire
Tera Type: Psychic
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Heat Wave
- Expanding Force
- Aura Sphere
- Protect
Although Armarouge can be run in various ways, especially with Trick Room, this is a non-Trick Room build that I personally use on one of my own Doubles teams. I prefer Heat Wave over Armor Cannon because, despite its lack of accuracy, it is able to hit both of the opponent's Pokémon at the same time and doesn't lower defensive stats. Of course, Expanding Force is its main quintessential move that it would be using, as it would be extremely powerful and hit both Pokémon when used with Indeedee's Psychic Terrain. While uncommon, I prefer to run Armarouge with Aura Sphere for coverage against Dark-type Pokémon. The mere existence of a Dark-type Pokémon can ruin Armarogue's main strategy. The key is to open with Dragapult, Tera Psychic Armarouge, select Expanding Force, and have Dragapult hit Armarogue with U-Turn, which would be super effective, yet still extremely weak. This triggers Armarogue's Weak Armor, which lowers Defense, but increases Speed. This would also trigger the Weakness Policy, boosting its Attack and Special Attack by two stages. After Dragapult uses U-Turn, switch into Indeedee, who would automatically set Psychic Terrain. Armarouge will then hit both of the opponent's Pokémon with massive damage. To do even more damage, you can have Indeedee use Helping Hand to boost the power of Expanding Force (or Heat Wave if need be) to ensure that everything is a guaranteed KO.
Dragapult (F) @ Focus Sash
Ability: Infiltrator
Tera Type: Dragon
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Shadow Ball
- U-turn
- Thunder Wave
In this team, Dragapult is a good Pokémon to use to set up the above strategy for Armarogue by hitting a Terastralized Psychic Armarogue with U-Turn and switching to Indeedee. Draco Meteor is great for dealing massive damage to a target if need be, Shadow Ball is good for Ghost STAB, and Thunder Wave is good for speed control if a Pokémon is somehow faster than it on the field, which probably wouldn't happen often regardless. Because Dragapult is brittle, Focus Sash is necessary. Infiltrator is recommended in case it needs to attack through screens such as Light Screen, Substitute, or similar moves. The 0 Atk IV ensures that its U-Turn will be as weak as possible.
Flutter Mane @ Booster Energy
Ability: Protosynthesis
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dazzling Gleam
- Shadow Ball
- Trick Room
- Protect
Flutter Mane is still the best Pokémon to use for Doubles thus far. It is highly recommended to Terastralize it to Fairy to deal more damage with Dazzling Gleam, which would hit both opponents. However, Moonblast works as well. Indeedee can also boost the move with Helping Hand to make it even stronger. Even though Flutter Mane is very fast, it knows Trick Room for Speed control, mainly to counter other Trick Room users or Pokémon that use Tailwind. If Trick Room isn't helping much, however, you can also go for Mystical Fire for some extra coverage. While there are no sun users on this team, you're very likely to face opponents that set the sun and take advantage of that, which helps Flutter Mane and Armarouge. Yet, in case there is no sun, Booster Energy ensures that its Ability activates.
Iron Hands @ Assault Vest
Ability: Quark Drive
Tera Type: Grass
EVs: 252 Atk / 4 Def / 252 SpD
Adamant Nature
- Drain Punch
- Wild Charge
- Volt Switch
- Fake Out
Iron Hands is a great Pokémon to open with if the strategy with Armarouge isn't going to work for the battle in question. It is a great Fake Out user, and it can pivot out with Volt Switch. Drain Punch ensures that it lives even longer, which goes great with its bulky defense, and Wild Charge deals a lot of damage. It wears an Assault Vest to make it specially bulky, something it really needs. Its Tera Type is Grass to protect from Rage Powder and Spore.
Arcanine (F) @ Safety Goggles
Ability: Intimidate
Tera Type: Grass
EVs: 252 HP / 4 Def / 252 Spe
- Flare Blitz
- Will-O-Wisp
- Snarl
- Protect
Arcanine is very useful for disruption on this team. Flare Blitz deals massive damage when needed. Will-O-Wisp burns physical attackers, and Snarl lowers both opponent's special attack. Its Ability Intimidate lowers physical Attack stats. Safety Goggles protects from powder moves and Tera Type Grass does the same in case its Safety Goggles get knocked off.
I know you asked for another Psychic Pokémon, but I couldn't think of one that would comfortably fit on this team. You also asked for another Hisuian Pokémon, but I am not sure if they would be automatically allowed as soon as they become transferrable. Regardless if so, then I recommend this Pokémon:
Ursaluna (F) @ Flame Orb
Ability: Guts
Tera Type: Ground
EVs: 248 HP / 252 Atk / 8 Def
Impish Nature
- Facade
- Headlong Rush
- Yawn
- Protect
A very powerful Pokémon that would likely make an impact, especially on Trick Room teams, Guts and a burn caused by the Flame Orb makes Façade extremely powerful with a power of 140. This would deal massive damage thanks to its incredible 140 base Attack stat. Headlong Rush is also extremely powerful with 120 base power. Yawn can be used to disrupt and force switches and Protect not only is naturally great and useful in Doubles, but also works well with Yawn. If it is able to be used, it can comfortably replace Iron Hands.
Please test and let me know how the team does. If it struggles, I would make the necessary adjustments.