Oranguru (F) ("Bonzi Buddy") @ Mental Herb
Nature: Sassy
Ability: Inner Focus
IVs: 0 Spe
EVs: 252 HP/252 SpD/4 Def
- Trick Room
- Instruct
- Reflect
- Light Screen
Primary trick room setter, with massive offencive pressure via Instruct. EV's are nothing special, but with max Spd investment, Intimidate support, Inner Focus, and Mental Herb, it can almost always set TR unless it is afflicted with a status condition. Instruct is a given, as it turns M-Mawile into a destructive monster, Drampa as a powerful spread attacker, and Araquanid as powerful water spam. The last two moves are mostly filler, they were initially Taunt and Foul Play, but I replaced them with Dual Screens to give the rest of my team enough bulk to survive powerful attackers, especially after Trick Room ends. I might want Protect/Safeguard to avoid status, but in general I never really used it's last two moves much.
Mawile (M) ("Jaws 2") @ Mawilite
Nature: Brave
Ability: Intimidate --> Pure Power
IVs: 0 Spe
EVs: 252 HP/252 Atk/4 SpD
- Iron Head
- Crunch
- Swords Dance
- Protect
With the highest existent Attack stat thanks to Pure Power, maximum investment, Swords Dance, and Instruct, M-Mawile is a force of mass destruction. Depending on the situation, I either lead with a Swords Dance, strike an immediate threat, Protect to avoid status, or switch to a teammate. Plus, it has solid defence due to Intimidate and bulk due to its typing. Once Trick Room is set, Mawile goes all out on the offence. Iron Head is it's most accurate STAB move, and has solid neutral coverage with Crunch. I initially ran Play Rough, but it has an unreliable accuracy and generally worse neutral coverage (After a Swords Dance, about nothing can survive a neutral hit.) Don't really want to change much here, though if anything, Protect isn't used that much.
Drampa (M) ("FOXY GRANDPA") @ Life Orb
Nature: Quiet
Ability: Cloud Nine
IVs: 0 Spe
EVs: 252 HP/252 SpA/4 SpD
- Hyper Voice
- Flamethrower
- Thunderbolt
- Ice Beam
The team's only special attacker, posing a threat to its massive power, spread STAB, and coverage. I initially ran a Dragonium-Z Draco Meteor set, but it had poor synergy with Instruct and Life Orb gives greater overall power. Hyper Voice provides a powerful STAB that works well with Instruct to target both opponents, with great neutral coverage and reliability. The rest of the set is just me trying to round out its coverage to take down specific threats, and provides a variety of opportunities to score super-effective hits. Cloud Nine is to counter weather teams. I didn't run Protect again, largely because the team is so offencive and wants to finish battles before Trick Room is, though I am open to replacing Ice Beam.
Araquanid (M) ("Torrentula") @ Choice Band
Nature: Bold
Ability: Water Bubble
IVs: 0 Spe, average SpA
EVs: 252 HP/252 Atk/4 Def
- Liquidation
- Lunge
- Scald
- Mirror Coat
While lacking depth, Araquanid provides an excellent switch in for Mawile, as it has a high Special Defence and can counter the Fire and Ground types that threaten it. Choice Band leaves it locked into one move, which can be annoying, but the power is worth it as Liquidation is almost always the move it wants to use. Without the Water Bubble boost, few other moves are worth using. Lunge provides an option against Grass types and is mostly used for it's ability to lower the target's attack. Scald and Mirror Coat are both filler moves that I never used, and I am willing to replace either.