Please note I posted an earlier version of this team earlier, but have made some changes to it (some based off of past comments). If you read this before please read it again as I always want ideas to help me improve.
Mantine @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Defog
- Roost
- Scald
- Toxic
I built my team around these first two mons, and I really like Mantine as a Sp Def wall. It deals well with threats like Lando and Volcanrona (assuming it isn't Smack Down or Stone Edge Lando). The first two moves are fairly standard as removal is always good, and reliable recovery is needed for a wall. Scald is good for fishing for burns and dealing some damage, and toxic is good for dealing with other walls and spreading chip.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 8 Def / 244 SpD
Relaxed Nature
- Knock Off
- Spikes
- Leech Seed
- Thunder Wave
Ferrothorn is the second mon that I built around, and I think it is a brilliant spreader of hazards. Spikes are good for switch heavy team, and t-wave is great for stopping fast mon. Leech seed is for some recovery and Knock off is good for removing items, but is mainly there so that Ferro isn't completely passive.
Zygarde @ Leftovers
Ability: Aura Break
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Thousand Arrows
- Dragon Dance
- Substitute
- Extreme Speed
This may be an odd set, but it is one of my best win cons. If I can get a sub set up against a passive mon such as Toxapex or Skarmory, then it is fairly easy for me to sweep with one or two d-dances. Thousand Arrows is arguably the best move in the game, and is great to spam with d-dances. E-speed is on in order to deal with fast mons or the rare TR team.
Medicham @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Zen Headbutt
- Ice Punch
M-Medicham is on here in order to deal w/ Toxapex, Ferrothorn, T-tar, Lando-T, and Heatran which all walled me to a certain extent before. These moves are fairly standard on M-Medicham and for a good reason, they deal with lots of threats.
Magearna @ Fairium Z
Ability: Soul-Heart
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Shift Gear
- Thunderbolt
- Flash Cannon
- Fleur Cannon
Magearna is a solid mon who really fits on most teams, and is a brilliant z-crystal user. For the first draft of this team I ran Z-hypnosis Xurkitree and ran into issues with that, and so I figured having fairy nukes did well. My team is very fast and as such I thought that shift gear would be nice to put tremendous pressure. Flash Cannon is good for dealing with the tapus, and T-bolt deals w/ Fini, Pex, Steela, and Skarm.
Tapu Koko @ Life Orb
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- U-turn
- Taunt
- Thunderbolt
- Hidden Power [Ice]
This is the spot that has most changed on my team, and the mon I am the least sure of. U-turn is for unblockable movement, and Taunt is to deal with mons that either like set up or for bulkier mons. T-bolt hits really hard, and HP Ice is for Lando, as that mon is everywhere.
Mantine @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Defog
- Roost
- Scald
- Toxic
I built my team around these first two mons, and I really like Mantine as a Sp Def wall. It deals well with threats like Lando and Volcanrona (assuming it isn't Smack Down or Stone Edge Lando). The first two moves are fairly standard as removal is always good, and reliable recovery is needed for a wall. Scald is good for fishing for burns and dealing some damage, and toxic is good for dealing with other walls and spreading chip.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 8 Def / 244 SpD
Relaxed Nature
- Knock Off
- Spikes
- Leech Seed
- Thunder Wave
Ferrothorn is the second mon that I built around, and I think it is a brilliant spreader of hazards. Spikes are good for switch heavy team, and t-wave is great for stopping fast mon. Leech seed is for some recovery and Knock off is good for removing items, but is mainly there so that Ferro isn't completely passive.
Zygarde @ Leftovers
Ability: Aura Break
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Thousand Arrows
- Dragon Dance
- Substitute
- Extreme Speed
This may be an odd set, but it is one of my best win cons. If I can get a sub set up against a passive mon such as Toxapex or Skarmory, then it is fairly easy for me to sweep with one or two d-dances. Thousand Arrows is arguably the best move in the game, and is great to spam with d-dances. E-speed is on in order to deal with fast mons or the rare TR team.
Medicham @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Zen Headbutt
- Ice Punch
M-Medicham is on here in order to deal w/ Toxapex, Ferrothorn, T-tar, Lando-T, and Heatran which all walled me to a certain extent before. These moves are fairly standard on M-Medicham and for a good reason, they deal with lots of threats.
Magearna @ Fairium Z
Ability: Soul-Heart
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Shift Gear
- Thunderbolt
- Flash Cannon
- Fleur Cannon
Magearna is a solid mon who really fits on most teams, and is a brilliant z-crystal user. For the first draft of this team I ran Z-hypnosis Xurkitree and ran into issues with that, and so I figured having fairy nukes did well. My team is very fast and as such I thought that shift gear would be nice to put tremendous pressure. Flash Cannon is good for dealing with the tapus, and T-bolt deals w/ Fini, Pex, Steela, and Skarm.
Tapu Koko @ Life Orb
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- U-turn
- Taunt
- Thunderbolt
- Hidden Power [Ice]
This is the spot that has most changed on my team, and the mon I am the least sure of. U-turn is for unblockable movement, and Taunt is to deal with mons that either like set up or for bulkier mons. T-bolt hits really hard, and HP Ice is for Lando, as that mon is everywhere.