Thanks for the advice! im going to use showdown to build a team with this in mind, once im done ill add a link to the pokepaste so you can see their movesets etc. Here is the link:
https://pokepast.es/e42f8bb0780d51a9
Change Indeedee's Ability from "Own Tempo" to "Psychic Surge. " This automatically sets up Psychic Terrain, which protects you from priority moves, powers up your Psychic-type moves if your Pokémon are grounded, and allows Armarouge to hit harder and both of his opponent's Pokémon with "Expanding Force." It also allows Indeedee to hit harder with her "Psyshock." Nonetheless, the move set for Indeedee is great and Psychic Seed is a smart choice. I don't understand why you selected the EV spread you did though, but the Nature is good. You're using Armarouge to Choice lock your opponents with "Trick? " That seems a little too situational, doesn't it, especially in Doubles? I would recommend that you simply go full offensive with Armarogue. Open Armarogue with Indeedee and Psychic Surge to improve your Expanding Force. Instead of running Trick and "Dark Pulse," try replacing Trick with "Protect" for scouting moves and to be safe. Instead of a "Choice Scarf," I recommend a "Life Orb" or even a "Weakness Policy" to make it more powerful when it attacks.
As long as Indeedee is on the field with it, you don't really have to worry about its Speed because "Follow Me" can redirect attacks from it. However, instead of Dark Pulse, I do recommend a boosting move such as "Calm Mind. " This would let Armarouge hit even harder and make it specially bulkier. Have Indeedee use Follow Me while you set this up to keep Armarouge safe. Other than that, your Ability choice, Nature, and EV spreads are pretty good. As for Palafin, I get that "Flip Turn" is often used because it helps Palafin do damage before switching, but when you think about it, is it really necessary? Palafin's Ability would still kick in even if you switched manually via the menu as well. Having Flip Turn limits your options with Palafin if you ask me. A lot of players run a "Haze" set with Palafin, which is useful for removing all stat changes. Like I mentioned before, this is very useful for Dondozo and Tatsugiri because if they boost their stats, it could be a major problem. Why did you choose "Zen Headbutt? " It doesn't really cover any of Palafin's weaknesses, which is only weak to Grass and Electric. It also has only 80 base power and isn't even 100% accurate. If anything, that should be your "Jet Punch," a move that has a powerful 80 base power with STAB and increased priority, allowing it to hit first every time, even if your opponent outspeeds you. Speed control is very good, especially against Pokémon such as Flutter Mane, which is extremely quick. Choice Band is a good choice, especially for wallbreaking, but keep in mind that it does limit your options.
Instead, you can try "Mystic Water" to increase the power of your Water-type attacks if you don't want your options locked, which would work wonders for Jet Punch. Also, I must ask, why Ground-type Tera Type? Is this to protect it against Electric-type attacks? If so, well, in the meta, the only commonly used Electric-types are Sandy Shocks and Iron Hands. You have other Pokémon such as Aramrouge and Iron Valiant that make short work of Iron Hands and Sandy Shocks is already weak to Water-type attacks due to being part Ground-type. You also have no moves to benefit from its Ground Tera Type and while I understand you're trying to be defensive, understand that with a Ground Tera Type, you're only making Palafin weaker to even more types with Ground, including types it normally resists such as Ice. Ground-type is strictly an offensive type, not a defensive one. It also still has its Grass weakness. Instead, why not make it Tera Fighting? A Fighting Tera Type gives you even more offense against Dark-types, which you said you had problems with, and makes your "Close Combat" stronger. It would also make the Electric damage neutral that you would potentially take from a Pokémon such as Sandy Shocks.
Other than that, the Nature and EV spread is pretty good. As for Arcanine, I see many issues. I'm really not sure what you're going for with its EV spread. Why are you going for a slow, bulky build here? I'm not really trying to critique here, but I am curious why you selected this. What exactly are you going for? Anyways, Arcanine is a support Pokémon with pretty decent Speed. Thus, you want it to be fast. If you want bulky support, you can make this happen while still having a fast Arcanine. You can go for 244 HP EVs, 4 Attack and Defense EVs, 36 Special Defense, and 220 Speed. In addition, because "Intimidate" lowers Attack, you don't really have to worry about physical attackers either. This allows you to outspeed most other Pokémon while causing disruption with your moves, while also providing you with enough bulk to stay alive. As for its moves, why "Psychic Fangs? " That's a good move for physical Psychic-types, but for Arcanine, it's weak coverage, and for what, to take down the Fighting-types that Armarouge, Iron Valiant, and Indeedee can already handle?
I'm guessing to dismantle walls like Light Screen or Reflect? Either way, I recommend "Snarl" over Psychic Fangs. It's a good move that, while weak, lowers the Special Attack stat of both opponents by one stage. This makes Arcanine not only able to lower Attack with Intimidate, but also Special Attack. As for its Water Tera Type, why? How does that help it in any way? Is it to be defensive? If that's the case, why not go with a Grass Tera Type? Grass Tera Type eliminates Ground and Water weaknesses while also neutralizing Rock. It also protects you from Amoonguss' "Spore" and "Rage Powder," which most players already do by letting Arcanine hold "Safety Goggles," but a "Sitrus Berry" is a smart choice as well. Other than that, your move selection is pretty good, but I recommend changing its Nature to Jolly. You want it to be faster than most other Pokémon when you're disrupting your opponent. As for Revavroom, yeah, I'm not really sure what you were going for here. It's worth noting that Revavroom has a signature move called "Spin Out. " It is a Steel-type attack that has 100% accuracy (unlike "Iron Head)," but lowers its Speed by two stages. It sounds like a drawback, but perhaps Revavroom would fit in on another Trick Room team.
I see you picked a Flying Tera Type to protect it from Ground-type attacks. That's smart, but impractical. You want your primary attackers to have the ability to Teralize and Revavroom doesn't seem like one of your main attackers, at least on this team. It can probably work on another team, though. Either way, I still don't see Revavroom having a place on this particular team. Again, I'm not saying that you shouldn't use it or that it's bad, as I am all in favor of using favorites in competitive. In fact, I made it to the Master Ball tier in ranked using just my favorites with Butterfree as my lead in Sword and was among the top of the ladder in Pokémon Showdown when competing in Gen 8 Doubles OU using my favorites again. Revavroom just doesn't seem to fit in with this group. I recommend replacing it with Amoonguss. I recommend the set of "Spore," "Rage Powder," "Pollen Puff," and "Clear Smog. " Spore is great as it can put several Pokémon to sleep with 100% accuracy. Rage Powder works like Follow Me, making it a good support Pokémon like Indeedee, but note that it doesn't work on Grass-type Pokémon.
Pollen Puff can either heal your partner or do damage, and Clear Smog does a bit of STAB but also removes stat changes, which is always great, especially in this metagame. Let it hold a "Rocky Helmet." (Remember what I said about Maushold). Its Ability should always be "Regenerator" so it can restore health when it switches out. As for its EV spread, go for 252 HP to make it bulky as possible, 156 Defense to allow it to take physical hits better, and 100 Special Defense for special hits. A Relaxed or Bold Nature could work pretty equally. Finally, for Iron Valiant, I recommend you make it a physical attacker rather than special. While this might seem like a very weird move set that nobody uses and probably won't work, hear me out. I recommend "Spirit Break," "Brick Break," "Swords Dance," and "Protect. " Spirit Break and Brick Break only have 75 base power, which isn't that powerful, but they do grant STAB, and with Swords Dance, they can become really powerful. Spirit Break also has the added bonus of lowering the target's Special Attack and Brick Break can shatter any potential screens like Psychic Fangs did. However, if screens aren't that important to you, invest in Close Combat instead of Brick Break.
The key is to open with either Indeedee or Amoonguss if needed, redirect attacks with Follow Me or Rage Powder, and boost with Swords Dance. This would make Iron Valiant's attacks stronger. The held item should be "Booster Energy. " As for its EV spread, make it have 252 Attack EVs and 252 Speed EVs with a Jolly Nature to ensure that its Speed is its best stat. Thus, when Booster Energy activates, it would get a Speed boost, allowing it to outspeed most of the metagame. After safely Swords Dancing, it would then be able to hit harder than much of the metagame while also being faster. With this, you would then have an even number of special and physical attackers, with Indeedee, Armarouge, and Amoonguss being special, and Iron Valiant, Arcanine, and Palafin being physical. Nonetheless, it's always good to test things out and see what works. Try out my advice and see if it helps you. Also, I am always down to battle, so if you ever want to test your strategies, be it on the Nintendo Switch or Pokémon Showdown, just hit me up. We can see if everything works out for you before we hit those ranked battles!