So after fooling around for a while with different variations this is a team I came up with:
Espeon @ Leftovers
Ability: Magic Bounce
EVs: 200 HP / 188 Def / 120 Spe
Bold Nature
IVs: 2 Atk / 30 SAtk / 30 Spe
- Baby-Doll Eyes
- Morning Sun
- Grass Knot
- Hidden Power [Fire]
Breakdown: So I did have an entirely different and weird setup, but after learning about Baby Doll eyes that's solved all my problems. The idea is to use Baby Doll eyes on the first turn against the relevant pokemon (namely Hippowdon and Ferrothorn) and then take it out in subsequent turns, healing when necessary - for Forretress, Mamoswine and Skarmory you shouldn't need this first step. The EVs are based on outspeeding a Jolly 252 Spe Mamoswine and surviving the attacks (EQ then Ice Shard) of an Adamant 252 Mamoswine whilst 2HKOing with Grass Knot. It won't be able to survive Galvantula but my team doesn't suffer from the effects of Sticky Web (flyers, levitators or pokemon with low speed anyway), Tyranitar is also going to kill it but Sableye can deal with him. My team doesn't suffer too greatly from residual hazards anyway (unless it's three levels of spikes, or toxic spikes), but it is nice to get them out of the way and rebuff status moves. The IVs are for full power HP Fire whilst minimising attack, in case Foul Play comes up which it often does.
Synergy: It's nice to not have status on your stall pokemon or have to contend with hazards, plus having Baby Doll eyes means I can suicide Espeon when the need arises to pave the way for something else (or just lower their attack to hilarious levels). Grass Knot lets it handle annoyances like Gastrodon and Quagsire when they occasionally rear their ugly heads.

Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SDef
Calm Nature
IVs: 0 Atk
- Foul Play
- Swagger
- Substitute
- Thunder Wave
Breakdown: This set is great, as very few people know what to do with it. If you didn't know already, the idea is to Thunder Wave pokemon you can take hits from or - if you're desperate - Swagger pokemon you can't take hits from and who will OHKO (as a worse case scenario, not your go-to option). On the second turn, use the other status move when applicable (not when they have Own Tempo or ground/electric type respectively) and on the third set up a sub. Keep trying to sub until it sticks, confusing again when necessary, and then Foul Play. Rinse and repeat, once you're actually behind the sub your troubles are somewhat over. If you see a known Knock Off user (Tentacruel or Mandibuzz) or WoW user always sub first, their resisted dark type move won't break your sub anyway but this set is ruined by loss of its leftovers or by a burn.
Though this set relies on chance, it's really controlled chance - if you can take the alternate pokemon's hit and have reduced its chance of hitting by 50% on the first turn then you're set. Next with confusion that becomes 75%. Your subs have priority, so you won't have to suffer more than 25% of its boosted attack from your health. With Klefki's natural bulk the chances of all this happening are quite good.
Synergy: Can switch in easily on fairy moves directed at Sableye, grass moves directed at Rotom-W or dragon moves directed at Noivern and can switch out easily to Rotom-W and Noivern to cover its ground and fire weakness (always initially switching to Rotom-W due to its nice bulk, unless I see a Mold Breaker). Also, completely eliminates the problem of Dragon Tail phazing if they lack fire moves. Chansey can further wall most special attacks, and can alleviate any status it may be afflicted with that would prevent stalling. When Klefki does fall, Sableye or Chansey can revenge kill the paralysed foe with Foul Play or Seismic Toss. Also, opponents don't like to deal with two Pranksters in my experience - they'll have a contingency for one but not two.
Sableye @ Leftovers
Ability: Prankster
EVs: 252 HP / 252 Def / 4 Spd
Bold Nature
IVs: 0 Atk
- Taunt
- Will-O-Wisp
- Recover
- Foul Play
Breakdown: You know the drill, burn physical attackers with WoW (now with pretty great accuracy, and even when it doesn't land Sableye can usually manage) then either stall them out with recover or finish them off with Foul Play; the amount of people who SD to overcome the burn only to be wiped out by Foul Play is astonishing. Defense investiture as Chansey or Klefki are there to take the special hits not Sableye. Really does a number on most megas not called Mega Mawile (notably including Mega TTar who it can stop SRing with Taunt), also makes for a nice ghost counter. Taunt stops BP chains dead in their tracks, and also stops phazers.
Synergy: As mentioned, Klefki covers its fairy weakness. Sableye covers Chansey's fighting weakness very nicely.
Chansey (F) @ Eviolite
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature
IVs: 0 Atk
- Seismic Toss
- Toxic
- Soft-Boiled
- Aromatherapy
Breakdown: I was having a lot of problems with Rotom-W, then in comes Chansey to make all my problems go away. Chansey clerics for the team (absolutely vital) and can absorb status if I predict it, it's also a vital stall component in and of itself. As I mentioned it can also take care of any dirty messes Klefki leaves so long as they are paralysed.
Synergy: Can swap out to Sableye when the need arises, but with its defense it's fine with a lot of physical Fighting hits so long as they aren't STABed. General sponge for special attacks, and can take out Rotom-W (so long as it doesn't have trick, which isn't very common). Did I mention Chansey is a cleric?
Noivern @ Choice Specs
Ability: Infiltrator
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Flamethrower
- Focus Blast
- Switcheroo
Breakdown: Noivern comes in very handy, able to both revenge kill or neutralise threats with Switcheroo behind subs with Infiltrator who might stop the stall (Gliscor with Draco Meteor and Trevenant with Flamethrower, or BPers). It can also neutralise other annoying pokemon, such as Clerics. Unlike Rotom-W, Switcheroo isn't walled by dark types which is something else useful about Noivern. Hits dragons hard when you need it, a Timid nature is absolutely necessary to outspeed Greninja and OHKO in most cases. Focus Blast will be useful for when Heatran comes into play.
Synergy: There to remove the problems blocking a stall, and to hit hard when the need requires - especially on dragons like Charizard-X who would otherwise avoid the burn. Not much more to say here.
Rotom-Wash @ Choice Scarf
Ability: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Dark Pulse
- Trick
Breakdown: Another Trick user to ensure I can take out a cleric, if the opponent is clever they might switch out their cleric when I try to Trick or Switcheroo them first time round - Rotom-W gives me another shot at it. Rotom-W is also a very good Talonflame and Gliscor counter, and can tag team with Noivern to take out Charizard-Y (who would ordinarily cause problems for the team) by Volt Switching before it lands SolarBeam and letting Noivern finish it off with Draco Meteor (the main reason I'm running Scarf instead of Specs). Dark Pulse is really there just because, any suggestions on what I should change it to? It goes without saying that Rotom-W has pretty nice bulk.
Synergy: Helps with Klefki's weaknesses, and has its own grass weakness covered by a whole variety of other mons here. Trick again needed to neutralise difficult pokemon.
Problems for the Team: Trick users can be an issue if they land on my Chansey, hopefully with prediction I can switch in Noivern and Rotom-W. The only real problem is, as my dedicated Rotom-W counter is Chansey, she might get tricked inadvertently - still this team should be able to manage most of the time if that is the case. Hydration Rain Dance Goodra can also be a huge annoyance, but a Trick or Switcheroo would stop its fun and then you can stall it out once the rain stops like anything else. I also might run into problems with ground types who's attack I've boosted with Klefki if I'm not careful, I used to use Unaware mons in the place of Chansey to stop this problem but decided Chansey is in most cases a better wall.
Thoughts? Be as scathing as you like.

Espeon @ Leftovers
Ability: Magic Bounce
EVs: 200 HP / 188 Def / 120 Spe
Bold Nature
IVs: 2 Atk / 30 SAtk / 30 Spe
- Baby-Doll Eyes
- Morning Sun
- Grass Knot
- Hidden Power [Fire]
Breakdown: So I did have an entirely different and weird setup, but after learning about Baby Doll eyes that's solved all my problems. The idea is to use Baby Doll eyes on the first turn against the relevant pokemon (namely Hippowdon and Ferrothorn) and then take it out in subsequent turns, healing when necessary - for Forretress, Mamoswine and Skarmory you shouldn't need this first step. The EVs are based on outspeeding a Jolly 252 Spe Mamoswine and surviving the attacks (EQ then Ice Shard) of an Adamant 252 Mamoswine whilst 2HKOing with Grass Knot. It won't be able to survive Galvantula but my team doesn't suffer from the effects of Sticky Web (flyers, levitators or pokemon with low speed anyway), Tyranitar is also going to kill it but Sableye can deal with him. My team doesn't suffer too greatly from residual hazards anyway (unless it's three levels of spikes, or toxic spikes), but it is nice to get them out of the way and rebuff status moves. The IVs are for full power HP Fire whilst minimising attack, in case Foul Play comes up which it often does.
Synergy: It's nice to not have status on your stall pokemon or have to contend with hazards, plus having Baby Doll eyes means I can suicide Espeon when the need arises to pave the way for something else (or just lower their attack to hilarious levels). Grass Knot lets it handle annoyances like Gastrodon and Quagsire when they occasionally rear their ugly heads.

Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SDef
Calm Nature
IVs: 0 Atk
- Foul Play
- Swagger
- Substitute
- Thunder Wave
Breakdown: This set is great, as very few people know what to do with it. If you didn't know already, the idea is to Thunder Wave pokemon you can take hits from or - if you're desperate - Swagger pokemon you can't take hits from and who will OHKO (as a worse case scenario, not your go-to option). On the second turn, use the other status move when applicable (not when they have Own Tempo or ground/electric type respectively) and on the third set up a sub. Keep trying to sub until it sticks, confusing again when necessary, and then Foul Play. Rinse and repeat, once you're actually behind the sub your troubles are somewhat over. If you see a known Knock Off user (Tentacruel or Mandibuzz) or WoW user always sub first, their resisted dark type move won't break your sub anyway but this set is ruined by loss of its leftovers or by a burn.
Though this set relies on chance, it's really controlled chance - if you can take the alternate pokemon's hit and have reduced its chance of hitting by 50% on the first turn then you're set. Next with confusion that becomes 75%. Your subs have priority, so you won't have to suffer more than 25% of its boosted attack from your health. With Klefki's natural bulk the chances of all this happening are quite good.
Synergy: Can switch in easily on fairy moves directed at Sableye, grass moves directed at Rotom-W or dragon moves directed at Noivern and can switch out easily to Rotom-W and Noivern to cover its ground and fire weakness (always initially switching to Rotom-W due to its nice bulk, unless I see a Mold Breaker). Also, completely eliminates the problem of Dragon Tail phazing if they lack fire moves. Chansey can further wall most special attacks, and can alleviate any status it may be afflicted with that would prevent stalling. When Klefki does fall, Sableye or Chansey can revenge kill the paralysed foe with Foul Play or Seismic Toss. Also, opponents don't like to deal with two Pranksters in my experience - they'll have a contingency for one but not two.

Sableye @ Leftovers
Ability: Prankster
EVs: 252 HP / 252 Def / 4 Spd
Bold Nature
IVs: 0 Atk
- Taunt
- Will-O-Wisp
- Recover
- Foul Play
Breakdown: You know the drill, burn physical attackers with WoW (now with pretty great accuracy, and even when it doesn't land Sableye can usually manage) then either stall them out with recover or finish them off with Foul Play; the amount of people who SD to overcome the burn only to be wiped out by Foul Play is astonishing. Defense investiture as Chansey or Klefki are there to take the special hits not Sableye. Really does a number on most megas not called Mega Mawile (notably including Mega TTar who it can stop SRing with Taunt), also makes for a nice ghost counter. Taunt stops BP chains dead in their tracks, and also stops phazers.
Synergy: As mentioned, Klefki covers its fairy weakness. Sableye covers Chansey's fighting weakness very nicely.

Chansey (F) @ Eviolite
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature
IVs: 0 Atk
- Seismic Toss
- Toxic
- Soft-Boiled
- Aromatherapy
Breakdown: I was having a lot of problems with Rotom-W, then in comes Chansey to make all my problems go away. Chansey clerics for the team (absolutely vital) and can absorb status if I predict it, it's also a vital stall component in and of itself. As I mentioned it can also take care of any dirty messes Klefki leaves so long as they are paralysed.
Synergy: Can swap out to Sableye when the need arises, but with its defense it's fine with a lot of physical Fighting hits so long as they aren't STABed. General sponge for special attacks, and can take out Rotom-W (so long as it doesn't have trick, which isn't very common). Did I mention Chansey is a cleric?
Noivern @ Choice Specs
Ability: Infiltrator
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Flamethrower
- Focus Blast
- Switcheroo
Breakdown: Noivern comes in very handy, able to both revenge kill or neutralise threats with Switcheroo behind subs with Infiltrator who might stop the stall (Gliscor with Draco Meteor and Trevenant with Flamethrower, or BPers). It can also neutralise other annoying pokemon, such as Clerics. Unlike Rotom-W, Switcheroo isn't walled by dark types which is something else useful about Noivern. Hits dragons hard when you need it, a Timid nature is absolutely necessary to outspeed Greninja and OHKO in most cases. Focus Blast will be useful for when Heatran comes into play.
Synergy: There to remove the problems blocking a stall, and to hit hard when the need requires - especially on dragons like Charizard-X who would otherwise avoid the burn. Not much more to say here.

Rotom-Wash @ Choice Scarf
Ability: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Dark Pulse
- Trick
Breakdown: Another Trick user to ensure I can take out a cleric, if the opponent is clever they might switch out their cleric when I try to Trick or Switcheroo them first time round - Rotom-W gives me another shot at it. Rotom-W is also a very good Talonflame and Gliscor counter, and can tag team with Noivern to take out Charizard-Y (who would ordinarily cause problems for the team) by Volt Switching before it lands SolarBeam and letting Noivern finish it off with Draco Meteor (the main reason I'm running Scarf instead of Specs). Dark Pulse is really there just because, any suggestions on what I should change it to? It goes without saying that Rotom-W has pretty nice bulk.
Synergy: Helps with Klefki's weaknesses, and has its own grass weakness covered by a whole variety of other mons here. Trick again needed to neutralise difficult pokemon.
Problems for the Team: Trick users can be an issue if they land on my Chansey, hopefully with prediction I can switch in Noivern and Rotom-W. The only real problem is, as my dedicated Rotom-W counter is Chansey, she might get tricked inadvertently - still this team should be able to manage most of the time if that is the case. Hydration Rain Dance Goodra can also be a huge annoyance, but a Trick or Switcheroo would stop its fun and then you can stall it out once the rain stops like anything else. I also might run into problems with ground types who's attack I've boosted with Klefki if I'm not careful, I used to use Unaware mons in the place of Chansey to stop this problem but decided Chansey is in most cases a better wall.
Thoughts? Be as scathing as you like.
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