Hi! This is a team I recently made and have been playing around with for a while. It's definitely more offensively oriented, but hyper offense is something that I have not been having much success with, and decided on needing at least a few more bulky elements.
Metagross @ Metagrossite
Ability: Clear Body -> Tough Claws
Nature: Adamant
EVs: 252 Atk / 252 Spe / 4 SpD
- Bullet Punch
- Meteor Mash
- Ice Punch
- Zen Headbutt
This is what I consider one of the more standard mega meta sets. Bullet Punch is decent priority, Meteor Mash and Zen Headbutt for STAB and Ice Punch for coverage against things like Tankchomp, Lando-T, and having a guranteed 2HKO on all the Multiscale Dragonite out there. Bullet Punch is my best bet against Diancie/Mega Diancie. Forretress can also cover that spot, but ONLY IF THERE ARE NO ROCKS.
Forretress @ Leftovers
Ability: Sturdy
Nature: Sassy
EVs: 248 HP / 68 Def / 192 SpD
- Rapid Spin
- Gyro Ball
- Toxic
- Protect
Forretress is quite possibly one of the if not the most important Pokemon on my team. It is my primary staller and spinner, with a STAB Gyro Ball backed by 0 Speed IVs for general damage or in case it gets Taunted by a Mega Gengar. It's my only spinner and having Rapid Spin is something I desperately need to clear the stage for Breloom. However, having 3 Pokemon weak to Fire isn't the best news if I see Heatran...
Keldeo @ Choice Specs
Ability: Justified
Nature: Timid
EVs: 88 HP / 168 SpA / 252 Spe
- Hydro Pump
- Secret Sword
- Hidden Power Electric
- Icy Wind
A more or less standard Specs Keldeo set. I dumped Scald for HP Electric because I noticed that my team did not have much of an answer to Gyarados. Keldeo is a reliable switch-in to DD Gyarados and Mega Gyarados and has reliable OHKOs on both with HP and Secret Sword, respectively. EVs are adjusted for maximum speed and ability to take at least a few hits, being able to take 2 EQs from a fresh DD (Mega) Gyarados. It is also my first of 2 Heatran counters.
Landorus-Therian Leftovers
Ability: Intimidate
Nature: Adamant
EVs: 248 HP / 92 Def / 168 SpD
- Stealth Rock
- Earthquake
- Stone Edge
- Toxic
Landorus is my usual lead and Stealth Rocker. EVs are adjusted for balanced bulk, and Adamant nature lets it hit decently hard despite having no Attack EVs. It's also my secondary Heatran counter, albeit only reliably on Specially Defensive variants. Toxic to complement it's offensive output and Stone Edge to rek Tflame and Crobats.
Breloom @ Focus Sash
Ability: Technician
Nature: Adamant
EVs: 252 Atk / 252 Spe / 4 SpD
- Bullet Seed
- Mach Punch
- Spore
- Power-up Punch
Breloom is what you could classify as a set-up sweeper. Focus Sash pretty much guarantees one Power-up Punch and if it can force a switch, that's 2! Breloom is my main check to bulky Water-types like Quagsire, Politoed and Crocunes, as well as being a decent Chansey check. Spore is just there for convenience and forcing the opponent to switch or risk letting Breloom set up Power-up Punches while their Pokemon is snoring away.
Hoopa-Unbound @ Choice Scarf
Ability: Magician
Nature: Lonely
EVs: 52 Def / 52 SpD / 252 SpA / 152 Spe
- Dark Pulse
- Hyperspace Hole
- Hidden Power Fire
- Signal Beam
Hoopa-U is my most offensive Pokemon on the team. Dark Pulse and Hyperspace Hole are both reliable STAB moves. Signal Beam does a good job of breaking other Hoopa-Us. EVs are adjusted so Hoopa can take at least one or two hits, and can outspeed a 252 Spe Timid Gengar with Scarf. HP Fire is a good counter to the numerous Scizors and Ferrothorns out there. Hoopa can actually do a pretty good job of sweeping late in the match when the opponent's Pokemon are weakened and/or slower than it.
Problems I've noticed:
Heatran. As I mentioned, half my team is weak to fire (Meta, Forre, Breloom). If I lose Keldeo and/or Lando-T, the rest speaks for itself.
MEGA MANECTRIC! This team is VERY weak to Mega Manectric. Basically, I can either Toxic it with Forretress and hope for the best, or keep Lando alive and hope to god that HP Ice doesn't crit, and even then it's only a 50% OHKO chance. Half my team is weak to Overheat, and T-Bolt is a 70% chance OHKO on Keldeo. Add that to it's speed and likelihood to outspeed EVERYTHING and finish up the job with Volt Switch, and I am F*CKED.
Magnet Pull Magnezone (with HP Fire). If my opponent sends out one of those, it can easily rek Forretress and Metagross with HP Fire, and if Speced, can OHKO Breloom too.
Those are the most glaring problems I've noticed in the timespan I've used this team. Feel free to rate and give suggestions. Thanks! :)
Importable:
Metagross-Mega @ Metagrossite
Ability: Tough Claws
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Ice Punch
- Bullet Punch
- Zen Headbutt
- Meteor Mash
Forretress (M) @ Leftovers
Ability: Sturdy
Shiny: Yes
EVs: 248 HP / 68 Def / 192 SpD
Sassy Nature
IVs: 0 Spe
- Rapid Spin
- Gyro Ball
- Toxic
- Protect
Keldeo @ Choice Specs
Ability: Justified
Shiny: Yes
EVs: 88 HP / 168 SpA / 252 Spe
Timid Nature
- Secret Sword
- Hydro Pump
- Hidden Power Electric]
- Icy Wind
Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 248 HP / 92 Def / 168 SpD
Adamant Nature
- Stealth Rock
- Earthquake
- Stone Edge
- Toxic
Breloom @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Bullet Seed
- Mach Punch
- Spore
- Power-Up Punch
Hoopa-Unbound @ Choice Scarf
Ability: Magician
EVs: 52 Def / 252 SpA / 52 SpD / 152 Spe
Modest Nature
- Hidden Power [Fire]
- Hyperspace Hole
- Dark Pulse
- Signal Beam
Metagross @ Metagrossite
Ability: Clear Body -> Tough Claws
Nature: Adamant
EVs: 252 Atk / 252 Spe / 4 SpD
- Bullet Punch
- Meteor Mash
- Ice Punch
- Zen Headbutt
This is what I consider one of the more standard mega meta sets. Bullet Punch is decent priority, Meteor Mash and Zen Headbutt for STAB and Ice Punch for coverage against things like Tankchomp, Lando-T, and having a guranteed 2HKO on all the Multiscale Dragonite out there. Bullet Punch is my best bet against Diancie/Mega Diancie. Forretress can also cover that spot, but ONLY IF THERE ARE NO ROCKS.
Forretress @ Leftovers
Ability: Sturdy
Nature: Sassy
EVs: 248 HP / 68 Def / 192 SpD
- Rapid Spin
- Gyro Ball
- Toxic
- Protect
Forretress is quite possibly one of the if not the most important Pokemon on my team. It is my primary staller and spinner, with a STAB Gyro Ball backed by 0 Speed IVs for general damage or in case it gets Taunted by a Mega Gengar. It's my only spinner and having Rapid Spin is something I desperately need to clear the stage for Breloom. However, having 3 Pokemon weak to Fire isn't the best news if I see Heatran...
Keldeo @ Choice Specs
Ability: Justified
Nature: Timid
EVs: 88 HP / 168 SpA / 252 Spe
- Hydro Pump
- Secret Sword
- Hidden Power Electric
- Icy Wind
A more or less standard Specs Keldeo set. I dumped Scald for HP Electric because I noticed that my team did not have much of an answer to Gyarados. Keldeo is a reliable switch-in to DD Gyarados and Mega Gyarados and has reliable OHKOs on both with HP and Secret Sword, respectively. EVs are adjusted for maximum speed and ability to take at least a few hits, being able to take 2 EQs from a fresh DD (Mega) Gyarados. It is also my first of 2 Heatran counters.
Landorus-Therian Leftovers
Ability: Intimidate
Nature: Adamant
EVs: 248 HP / 92 Def / 168 SpD
- Stealth Rock
- Earthquake
- Stone Edge
- Toxic
Landorus is my usual lead and Stealth Rocker. EVs are adjusted for balanced bulk, and Adamant nature lets it hit decently hard despite having no Attack EVs. It's also my secondary Heatran counter, albeit only reliably on Specially Defensive variants. Toxic to complement it's offensive output and Stone Edge to rek Tflame and Crobats.
Breloom @ Focus Sash
Ability: Technician
Nature: Adamant
EVs: 252 Atk / 252 Spe / 4 SpD
- Bullet Seed
- Mach Punch
- Spore
- Power-up Punch
Breloom is what you could classify as a set-up sweeper. Focus Sash pretty much guarantees one Power-up Punch and if it can force a switch, that's 2! Breloom is my main check to bulky Water-types like Quagsire, Politoed and Crocunes, as well as being a decent Chansey check. Spore is just there for convenience and forcing the opponent to switch or risk letting Breloom set up Power-up Punches while their Pokemon is snoring away.
Hoopa-Unbound @ Choice Scarf
Ability: Magician
Nature: Lonely
EVs: 52 Def / 52 SpD / 252 SpA / 152 Spe
- Dark Pulse
- Hyperspace Hole
- Hidden Power Fire
- Signal Beam
Hoopa-U is my most offensive Pokemon on the team. Dark Pulse and Hyperspace Hole are both reliable STAB moves. Signal Beam does a good job of breaking other Hoopa-Us. EVs are adjusted so Hoopa can take at least one or two hits, and can outspeed a 252 Spe Timid Gengar with Scarf. HP Fire is a good counter to the numerous Scizors and Ferrothorns out there. Hoopa can actually do a pretty good job of sweeping late in the match when the opponent's Pokemon are weakened and/or slower than it.
Problems I've noticed:
Heatran. As I mentioned, half my team is weak to fire (Meta, Forre, Breloom). If I lose Keldeo and/or Lando-T, the rest speaks for itself.
MEGA MANECTRIC! This team is VERY weak to Mega Manectric. Basically, I can either Toxic it with Forretress and hope for the best, or keep Lando alive and hope to god that HP Ice doesn't crit, and even then it's only a 50% OHKO chance. Half my team is weak to Overheat, and T-Bolt is a 70% chance OHKO on Keldeo. Add that to it's speed and likelihood to outspeed EVERYTHING and finish up the job with Volt Switch, and I am F*CKED.
Magnet Pull Magnezone (with HP Fire). If my opponent sends out one of those, it can easily rek Forretress and Metagross with HP Fire, and if Speced, can OHKO Breloom too.
Those are the most glaring problems I've noticed in the timespan I've used this team. Feel free to rate and give suggestions. Thanks! :)
Importable:
Metagross-Mega @ Metagrossite
Ability: Tough Claws
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Ice Punch
- Bullet Punch
- Zen Headbutt
- Meteor Mash
Forretress (M) @ Leftovers
Ability: Sturdy
Shiny: Yes
EVs: 248 HP / 68 Def / 192 SpD
Sassy Nature
IVs: 0 Spe
- Rapid Spin
- Gyro Ball
- Toxic
- Protect
Keldeo @ Choice Specs
Ability: Justified
Shiny: Yes
EVs: 88 HP / 168 SpA / 252 Spe
Timid Nature
- Secret Sword
- Hydro Pump
- Hidden Power Electric]
- Icy Wind
Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 248 HP / 92 Def / 168 SpD
Adamant Nature
- Stealth Rock
- Earthquake
- Stone Edge
- Toxic
Breloom @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Bullet Seed
- Mach Punch
- Spore
- Power-Up Punch
Hoopa-Unbound @ Choice Scarf
Ability: Magician
EVs: 52 Def / 252 SpA / 52 SpD / 152 Spe
Modest Nature
- Hidden Power [Fire]
- Hyperspace Hole
- Dark Pulse
- Signal Beam