Cresselia (F) @ Mental Herb
Nature: Sassy
Ability: Levitate
IVs: 31/3/31/31/31/0
- Trick Room
- Psychic
- Helping Hand
- Moonlight
252 HP / 76 Def / 180 SpD
Pretty standard fare here; Mental Herb for Cress to setup TR in front of Taunt, Helping Hand to boost allies' moves, and Moonlight for reliable recovery, restoring a massive 2/3 of total HP when the sun's out. The nature and EV spread favours Cresselia's higher Special Defense, while still offering respectable Defense.
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Camerupt (F)
("Hot Humps") @ Cameruptite
Nature: Quiet
Ability: Magma Armor --> Sheer Force
IVs: 31/1/31/31/31/0
- Eruption
- Earth Power
- Solar Beam
- Protect
252 HP / 4 Def / 252 SpA
Not much of an explanation needed for the camel either. STAB Earth Power and Solar Beam beat down Fire-resistant threats, but even so, Helping Hand, Sun-boosted Eruptions can do things like this:
252+ SpA Mega Camerupt Helping Hand Eruption (150 BP) vs. 0 HP / 0 SpD Tyrantrum in Sun: 97-114 (61.7 - 72.6%) -- guaranteed 2HKO. Protect is mandatory for something so slow, but there are rare instances where you can afford not to Protect even before TR is up.
Klefki (M)
("Key Chainz") @
Wide Lens
Nature: Impish
Ability: Prankster
IVs: 31/31/31/7/31/31
- Safeguard
- Sunny Day
- Play Rough
- Swagger
252 HP / 252 Def / 4 SpD
Safeguard's ability to protect my whole side is an absolute godsend, as we all know how prevalent status is in the Maison. Sunny Day powers up Eruption to scary levels (imagine if it got a Sheer Force Boost as well!), and Swagger provides utility in two ways: in conjunction with Safeguard, Klefki can boost Conkeldurr or Bisharp's Attack if the need arises; or if there's no better option, he can use it in an attempt to dismantle the CPU. Play Rough is the filler move, its main target being Dragon types which it still does respectable damage too. Other options are Magnet Rise or Protect, which would make Klefki Taunt-bait. He has 31 Speed IVs which may not be optimal here, but I couldn't be bothered breeding for a new one, and the non-Prankster Play Rough is rarely used anyway. Max physically defensive build works out well here, balancing out with the more specially oriented teammates.
Gastrodon-East (M)
("Slughorn") @ Rindo Berry
Nature: Quiet
Ability: Storm Drain
IVs: 31/3/31/31/31/0
-
Scald
- Earth Power
- Ice Beam
- Protect
100 HP / 92 Def / 252 SpA / 64 SpD
Gastrodon's a great switch-in to the Water moves Camerupt attracts, redirecting any single-target move. Storm Drain doesn't protect Camerupt from Surf or Muddy Water, however, which I need to remember haha. Standard coverage, but the main change I'm considering is Scald; Muddy Water does provide spread damage, but that 85% accuracy will probably bite me in the butt before too long, and Gastrodon's damage output isn't that impressive without any boosts. Scald's 100% accuracy and 66% chance to burn may be in my best interests. Also, I'm not sure how often Rindo Berry will actually come into play, so Sitrus Berry was another option. I believe the EV spread was taken from R Inanimate's Rain team.
Conkeldurr (M)
("Mr Muscle") @ Assault Vest
Nature: Brave
Ability: Iron Fist
IVs: 31/31/31/13/31/0
- Drain Punch
- Knock Off
- Ice Punch
- Mach Punch
108 HP / 252 Atk / 8 Def / 140 SpD
With the Assault Vest and Iron Fist, Conkeldurr's a good switch-in to special attackers with great power to boot. Drain Punch recovers lost health and is his most damaging move, Knock Off & Ice Punch were too good to pass up for coverage, and Mach Punch is the emergency response for threats that need to be dealt with ASAP, and for picking off weakened foes. I just used Eppie's EV spread, as I liked the look of the damage calcs he displayed.
Bisharp (F)
("Mileena") @ Black Glasses
Nature: Adamant
Ability: Defiant
IVs: 31/31/31/0/31/31
- Sucker Punch
- Iron Head
- Knock Off
- Protect
124 HP / 252 Atk / 4 Def / 4 SpD / 124 Spe
The Speed EVs might look weird, but Bisharp's middling Speed tier and access to STAB Sucker Punch means he can function well both inside or outside of Trick Room. I wanted her to hit 106 Speed so she can outrun Articuno1/2, Cresselia1/2/3, and Suicune1/2/3, while still "underspeeding" a decent number in TR. Protect is always handy for baiting SE moves (especially Fighting ones), as is Knock Off for its power and item-removing effect, while STAB Iron Head rounds off Bisharp's coverage nicely.