Hi! I've played with this team a lot since I originally posted it, and I feel that I began to understand it a lot better. Therefore, I didn't think it would do my team justice if I just updated it with the changes, so I made the decision to completely rewrite the RMT.
That wasn't the worst RMT in the world, but I could have expanded it a lot more. I'll try to do that here, and hopefully it'll be better than the original.
On to the team!
Zygarde @ Yache Berry
Ability: Aura Break
EVs: 252 HP / 232 Atk / 20 Def / 4 Spe
Adamant Nature
-Protect
-Rock Slide
-Land's Wrath
-Glare
Sometimes I see people on the ladder who ask me why I'm using a Zygarde. The answer is that it's fun to paralyze stuff, which Zygarde does a lot of. It also has a pretty good offensive presence thanks to the given investment. The EV spread here hits two benchmarks: it guarantees the OHKO on standard Talonflame with Rock Slide, and it avoids the 2HKO from max attack Primal Groudon's Precipice Blades. Thanks to Aura Break, Zygarde is also able to avoid the OHKO from Xerneas' Dazzling Gleam at +2, being able to paralyze it and spam Rock Slide. This allows the Xerneas a mere 54.75% chance to act the next turn, in a Swagger-like fashion.
Zygarde's basic role on the team is as a supporter that doesn't play a completely passive role. If one of the opposing Pokémon poses a threat to its partner, Zygarde can usually take it out of the picture with Glare, allowing the partner to freely act on the next turn.
Ho-Oh @ Sitrus Berry
Ability: Pressure
EVs: 252 HP / 252 SpD / 4 Spe
Careful Nature
-Sacred Fire
-Protect
-Tailwind
-Brave Bird
It might be surprising to see that my other restricted Pokémon doesn't pose an immediate offensive threat either, but it helps the team in its own way. Sacred Fire is fantastic with its 50% chance tomiss burn the opponent, which can be very useful against threatening physical attackers like Mega Kangaskhan. The real benefit to using Ho-Oh, however, is Tailwind. Tailwind allows my team members to win matchups they'd normally never have a chance at winning, like a weakened Thundurus vs. Mega Salamence. I chose Ho-Oh over other Tailwind setters because I needed a check to Xerneas, and almost no Pokémon does this job better than Ho-Oh. The EV spread was recommended by PS, so I don't know if it's the best choice.
Krookodile @ Life Orb
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
-Snarl
-Earthquake
-Knock Off
-Protect
This is where we start to come to the real firepower of my team. Krookodile poses a threat to both Primal Groudon and common Trick Room setters, an unusual niche that Landorus-T wishes it had. Snarl can disrupt the playing field bymissing lowering the Special Attack of prominent targets like Kyogre. Full investment in Speed means Krookodile outruns max speed Primals by 2 points, enabling it to 2HKO either one. Knock Off is strong enough to KO a standard Life Orb Mega Rayquaza that has used Dragon Ascent as well.
Krookodile is usually found with one of its Flying-type teammates so it can freely spam Earthquake. Thundurus is usually my preferred choice since it can KO the Flying-type Pokémon Krookodile doesn't like, such as Talonflame and Salamence, and it can pressure Primal Kyogre in addition, but Ho-Oh's utility can be a lot better against teams that use Gravity or Icy Wind.
Thundurus @ Expert Belt
Ability: Prankster
EVs: 4 HP / 252 SpA / 252 Spe
IVs: 0 Atk / 30 Def
Timid Nature
-Thunderbolt
-Taunt
-Protect
-Hidden Power [Ice]
This semi-offensive Thundurus is usually one of my leads against Smeargle teams. Hidden Power Ice might seem a bit out of place, but it does an excellent job against the numerous Ice-weak threats in the current meta (Salamence, Rayquaza, and Landorus-T among them). Expert Belt was my item choice because not only was my Life Orb already in use, but I didn't want my opponents to suspect a set like this. It works very well in adding a bit of extra punch to super effective Thunderbolts and Hidden Power Ices (?).
Breloom @ Focus Sash
Ability: Technician
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
-Protect
-Spore
-Bullet Seed
-Mach Punch
People have been saying that Breloom's been getting worse over the years, but it has great matchups against Kyurem-W and Groudon, the two usual suspects in Gravity teams. It also provides great utility with Spore, allowing its partners to sneak in lots of attacks. Each Bullet Seed does around 35% to a typical Kyogrefor a grand total of 70%, meaning that some less bulky variants are immediately KO'd. Mach Punch is good at 2HKO'ing things - it 2HKOs Mega Kangaskhan, Kyurem-W, stuff like that.
Breloom is a great partner to Ho-Oh. Ho-Oh patches up its lacking Speed stat, as well as providing the small amount of damage Breloom needs to guarantee the KO, while Breloom can throw Spores at Primal Groudons that go in Rock Slides-a-blazin'.
Mawile @ Mawilite
Ability: Intimidate --> Huge Power
EVs: 172 HP / 252 Atk / 84 Spe
Adamant Nature
-Iron Head
-Play Rough
-Sucker Punch
-Protect
This Mawile set is invested more in Speed than in bulk because a fast Mawile (relatively speaking) can be very threatening for the opponent to face. The given EVs allow Mawile to outpace Primals, Xerneas, and Yveltal at +2; Intimidate allows Mawile to survive certain hits that would normally have KO'd it, and it completely walls most Kangaskhan.
Mawile pairs nicely with Zygarde in certain situations, but the lack of direct speed and over-reliance on Glare can really hurt it in lots of other matchups, like against Water Spout Kyogre.
Common Leads + Synergistic Pairs
Some of my Pokémon work especially well together, so I often lead with them or try to use them both on the field.
Thundurus + Krookodile - This pair, nicknamed "Thundile", is one of my favorites because it can handle both primals individually, along with many other threats.
Strengths: Good type synergy, both members can deal lots of damage, Intimidate helps the low defense of both, can KO most Trick Room or Tailwind setters in 1 turn
Weaknesses: No methods of speed control, both members are pretty frail, weak to Tailwind, nothing to hit Mega Kangaskhan super effectively
Zygarde + Thundurus - These two are my answer to the Big 6. Zygarde's Glare support and its bulk help against Xerneas and Groudon, while Thundurus can stop Smeargle and take out the treacherous Mega Salamence. Ho-Oh and Krookodile are usually waiting in the wings to pick up the pieces.
Strengths: Good offensive coverage, Aura Break, takes out all Big 6 members in a couple hits
Weaknesses: Both members weak to Ice, not much use outside of Big 6 (although it definitely works vs. Yveltal)
Ho-Oh + Mawile - In my RMT, I discussed how a fast Mawile puts tons of pressure on the opponent. However, something else that this pair provides is a buff to Ho-Oh's middling Defense, turning it into an almost unstoppable wall.
Strengths: Speed control turns Mawile into an unstoppable powerhouse, Ho-Oh can burn threats to Mawile, Ho-Oh gets 1.5x Defense (relatively speaking)
Weaknesses: Both members lose to Primal Groudon, and they need Tailwind up to defeat Kyogre, Mawile becomes dead weight if Ho-Oh is defeated
I'll add common leads, images and replays later. Sorry for the inconvenience (on a phone right now) and thanks for reading my updated RMT!
Hello! My name is Silver_Lucario42, and this is my first VGC team! I'm planning to enter the regional championship in May, so I would definitely appreciate some help with this team! Here it is:
Zygarde @ Yache Berry
Ability: Aura Break
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
-Land's Wrath
-Rock Slide
-Glare
-Haze
I like Zygarde. It acts as a flat stop to Xerneas with Glare and Haze, and it can paralyze P-Don and hit it with spread damage. Zygarde is also an excellent user of the ParaFlinch strategy. Land's Wrath is a powerful STAB that deals some damage to P-Don as well.
"[Zygarde] plays very similarly to Garchomp, a Pokémon that does not spend a restricted slot on its team."-Pokémon.com <--these guys are wrong
Breloom @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
-Spore
-Mach Punch
-Bullet Seed
-Protect
My team needed a check to P-Kyogre. First I tried Ferrothorn, but it wasn't really powerful enough, and then CB Virizion (please don't ask). I initially overlooked Breloom because its Spore and Zygarde's Glare would conflict, but when I tried it out, it produced a powerful "double status" combination only walled by the rarely seen Rotom-Mow. Breloom also checks M-Kanghaskhan well, often dealing over 60% to less bulky variants.
Krookodile @ Life Orb
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
-Earthquake
-Knock Off
-Taunt
-Protect
I needed a Pokémon that had more offensive presence than Zygarde and a secondary check to P-Don. Krookodile, I found, had lots of versatility. It can OHKO Bronzong with a single Knock Off, and outspeed and taunt Smeargle. (My ideal lead against Smeargle is Breloom/Krookodile, since Breloom can OHKO Scarfed variants of Smeargle) Intimidate also slows down the majority of threats in VGC '16.
Ho-Oh @ Sitrus Berry
Ability: Pressure
EVs: 244 HP / 8 Atk / 252 SpD / 4 Spe
Careful Nature
-Brave Bird
-Sacred Fire
-Recover
-Tailwind
3 checks to Primal Groudon might seem excessive, but it's necessary in my eyes because Groudon is the single most used Pokémon at the moment-and for good reason. Ho-Oh also has the ability to check most +2 Xerneas, which my team appreciates. Sacred Fire is very useful vs. Kanga and the berry ensures that as long as Ho-Oh doesn't get OHKO'd, it can support with Tailwind.
Thundurus @ Expert Belt
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
-Protect
-Thunderbolt
-Grass Knot
-Hidden Power Ice
Thundurus is my check to fast Primal Kyogre variants, and it also checks Talonflame quite well. I don't use Grass Knot much, though, and by the time it comes in, Zygarde has usually paralyzed one or both enemies. This slot was previously taken by Specs Manectric, but it had no way to avoid Krookodile's EQ. Together, it and Krookodile can check both primals.
Mawile @ Mawilite
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
-Protect
-Sucker Punch
-Iron Head
-Play Rough
I replaced Salamence with Mawile because it wasn't doing much for my team. Mawile has more power and the ability to easily KO Xerneas. Fairy coverage is amazing in this meta as well. In addition, Mawile benefits greatly from Tailwind support.
I've divided my team into "cores" that work very well together:
-Krookodile + Thundurus: This is the core I usually lead with. Each one can 2HKO their respective Primal. Thundurus can stop Dragons like Mega Mence and Rayquaza, which Krookodile struggles with. In return, Krookodile patches up both Thundurus' and its own Defense with Intimidate, and it's great at Taunting (or outright KO'ing) many Trick Room setters.
-Zygarde + Breloom: Although this pair shares two common weaknesses (Fairy and Ice), it's great at spreading status, and Zygarde is only too happy to slow down a particularly speedy enemy while Breloom protects itself. Likewise, Zygarde, lacking recovery, relies on Breloom's offensive prowess and ability to put an enemy to sleep. Breloom provides great priority in Mach Punch, which is super effective against a large portion of the meta, such as Dialga, M-Kanga, and Smeargle.
-Mawile + Speed Control: Mawile is tremendously powerful but a little on the slow side. Thus, it appreciates speed control, whether in the form of a Tailwind from Ho-Oh or a Glare from Zygarde. Also, both of these can beat Groudon, which Mawile struggles to defeat.
Please rate this team! Advice is greatly appreciated.
Replays:
http://replay.pokemonshowdown.com/vgc2016-347326031 Double status at work, I got pretty lucky there lol
http://replay.pokemonshowdown.com/vgc2016-347094145 Me failing to deal with Smeargle (lol). Shows Ho-Oh and Krookodile in action.
http://replay.pokemonshowdown.com/vgc2016-346890473 What Rotom did when I still used it.
http://replay.pokemonshowdown.com/vgc2016-349490390 Krookodile + Thundurus core can be very effective.
http://replay.pokemonshowdown.com/vgc2016-349960090 Zygarde is incredibly bulky, as seen in this match
http://replay.pokemonshowdown.com/vgc2016-350501827 I like this replay because every member of my team (except Ho-Oh) made a contribution to my eventual victory.
http://replay.pokemonshowdown.com/vgc2016-350915908 Ho-Oh does something
http://replay.pokemonshowdown.com/vgc2016-351170526 Mawile + Speed Control cleans up 3 mons
Threatlist:
-ScarfOgre: I hate this thing. It's able to take Breloom down to its Sash in one hit, and it pretty much kills everything else I have unless I hit it with Thunder Wave (which I no longer have).
-Kyurem-W: Kyurem-W is really fast which is a problem for my team, and it can KO Zygarde even through its Yache Berry.
-Mewtwo: Mewtwo is also really fast (fast enough to outspeed Krookodile) and dealing with it can be a huge problem due to its movepool.
-Icy Wind: Icy Wind in general is a problem for my team because not only is the majority of my team (4 members!) weak to it, but it's also a threat because my more frail team members, like Thundurus, Breloom, and Krookodile, rely on being marginally faster than opponents.
That's all I can think of for now.
Thank you for reading!

Zygarde @ Yache Berry
Ability: Aura Break
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
-Land's Wrath
-Rock Slide
-Glare
-Haze
I like Zygarde. It acts as a flat stop to Xerneas with Glare and Haze, and it can paralyze P-Don and hit it with spread damage. Zygarde is also an excellent user of the ParaFlinch strategy. Land's Wrath is a powerful STAB that deals some damage to P-Don as well.
"[Zygarde] plays very similarly to Garchomp, a Pokémon that does not spend a restricted slot on its team."-Pokémon.com <--these guys are wrong

Breloom @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
-Spore
-Mach Punch
-Bullet Seed
-Protect
My team needed a check to P-Kyogre. First I tried Ferrothorn, but it wasn't really powerful enough, and then CB Virizion (please don't ask). I initially overlooked Breloom because its Spore and Zygarde's Glare would conflict, but when I tried it out, it produced a powerful "double status" combination only walled by the rarely seen Rotom-Mow. Breloom also checks M-Kanghaskhan well, often dealing over 60% to less bulky variants.

Krookodile @ Life Orb
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
-Earthquake
-Knock Off
-Taunt
-Protect
I needed a Pokémon that had more offensive presence than Zygarde and a secondary check to P-Don. Krookodile, I found, had lots of versatility. It can OHKO Bronzong with a single Knock Off, and outspeed and taunt Smeargle. (My ideal lead against Smeargle is Breloom/Krookodile, since Breloom can OHKO Scarfed variants of Smeargle) Intimidate also slows down the majority of threats in VGC '16.

Ho-Oh @ Sitrus Berry
Ability: Pressure
EVs: 244 HP / 8 Atk / 252 SpD / 4 Spe
Careful Nature
-Brave Bird
-Sacred Fire
-Recover
-Tailwind
3 checks to Primal Groudon might seem excessive, but it's necessary in my eyes because Groudon is the single most used Pokémon at the moment-and for good reason. Ho-Oh also has the ability to check most +2 Xerneas, which my team appreciates. Sacred Fire is very useful vs. Kanga and the berry ensures that as long as Ho-Oh doesn't get OHKO'd, it can support with Tailwind.

Thundurus @ Expert Belt
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
-Protect
-Thunderbolt
-Grass Knot
-Hidden Power Ice
Thundurus is my check to fast Primal Kyogre variants, and it also checks Talonflame quite well. I don't use Grass Knot much, though, and by the time it comes in, Zygarde has usually paralyzed one or both enemies. This slot was previously taken by Specs Manectric, but it had no way to avoid Krookodile's EQ. Together, it and Krookodile can check both primals.

Mawile @ Mawilite
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
-Protect
-Sucker Punch
-Iron Head
-Play Rough
I replaced Salamence with Mawile because it wasn't doing much for my team. Mawile has more power and the ability to easily KO Xerneas. Fairy coverage is amazing in this meta as well. In addition, Mawile benefits greatly from Tailwind support.
I've divided my team into "cores" that work very well together:
-Krookodile + Thundurus: This is the core I usually lead with. Each one can 2HKO their respective Primal. Thundurus can stop Dragons like Mega Mence and Rayquaza, which Krookodile struggles with. In return, Krookodile patches up both Thundurus' and its own Defense with Intimidate, and it's great at Taunting (or outright KO'ing) many Trick Room setters.
-Zygarde + Breloom: Although this pair shares two common weaknesses (Fairy and Ice), it's great at spreading status, and Zygarde is only too happy to slow down a particularly speedy enemy while Breloom protects itself. Likewise, Zygarde, lacking recovery, relies on Breloom's offensive prowess and ability to put an enemy to sleep. Breloom provides great priority in Mach Punch, which is super effective against a large portion of the meta, such as Dialga, M-Kanga, and Smeargle.
-Mawile + Speed Control: Mawile is tremendously powerful but a little on the slow side. Thus, it appreciates speed control, whether in the form of a Tailwind from Ho-Oh or a Glare from Zygarde. Also, both of these can beat Groudon, which Mawile struggles to defeat.
Please rate this team! Advice is greatly appreciated.
Replays:
http://replay.pokemonshowdown.com/vgc2016-347326031 Double status at work, I got pretty lucky there lol
http://replay.pokemonshowdown.com/vgc2016-347094145 Me failing to deal with Smeargle (lol). Shows Ho-Oh and Krookodile in action.
http://replay.pokemonshowdown.com/vgc2016-346890473 What Rotom did when I still used it.
http://replay.pokemonshowdown.com/vgc2016-349490390 Krookodile + Thundurus core can be very effective.
http://replay.pokemonshowdown.com/vgc2016-349960090 Zygarde is incredibly bulky, as seen in this match
http://replay.pokemonshowdown.com/vgc2016-350501827 I like this replay because every member of my team (except Ho-Oh) made a contribution to my eventual victory.
http://replay.pokemonshowdown.com/vgc2016-350915908 Ho-Oh does something
http://replay.pokemonshowdown.com/vgc2016-351170526 Mawile + Speed Control cleans up 3 mons
Threatlist:
-ScarfOgre: I hate this thing. It's able to take Breloom down to its Sash in one hit, and it pretty much kills everything else I have unless I hit it with Thunder Wave (which I no longer have).
-Kyurem-W: Kyurem-W is really fast which is a problem for my team, and it can KO Zygarde even through its Yache Berry.
-Mewtwo: Mewtwo is also really fast (fast enough to outspeed Krookodile) and dealing with it can be a huge problem due to its movepool.
-Icy Wind: Icy Wind in general is a problem for my team because not only is the majority of my team (4 members!) weak to it, but it's also a threat because my more frail team members, like Thundurus, Breloom, and Krookodile, rely on being marginally faster than opponents.
That's all I can think of for now.
Thank you for reading!
On to the team!
Zygarde @ Yache Berry
Ability: Aura Break
EVs: 252 HP / 232 Atk / 20 Def / 4 Spe
Adamant Nature
-Protect
-Rock Slide
-Land's Wrath
-Glare
Sometimes I see people on the ladder who ask me why I'm using a Zygarde. The answer is that it's fun to paralyze stuff, which Zygarde does a lot of. It also has a pretty good offensive presence thanks to the given investment. The EV spread here hits two benchmarks: it guarantees the OHKO on standard Talonflame with Rock Slide, and it avoids the 2HKO from max attack Primal Groudon's Precipice Blades. Thanks to Aura Break, Zygarde is also able to avoid the OHKO from Xerneas' Dazzling Gleam at +2, being able to paralyze it and spam Rock Slide. This allows the Xerneas a mere 54.75% chance to act the next turn, in a Swagger-like fashion.
Zygarde's basic role on the team is as a supporter that doesn't play a completely passive role. If one of the opposing Pokémon poses a threat to its partner, Zygarde can usually take it out of the picture with Glare, allowing the partner to freely act on the next turn.
Ho-Oh @ Sitrus Berry
Ability: Pressure
EVs: 252 HP / 252 SpD / 4 Spe
Careful Nature
-Sacred Fire
-Protect
-Tailwind
-Brave Bird
It might be surprising to see that my other restricted Pokémon doesn't pose an immediate offensive threat either, but it helps the team in its own way. Sacred Fire is fantastic with its 50% chance to
Krookodile @ Life Orb
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
-Snarl
-Earthquake
-Knock Off
-Protect
This is where we start to come to the real firepower of my team. Krookodile poses a threat to both Primal Groudon and common Trick Room setters, an unusual niche that Landorus-T wishes it had. Snarl can disrupt the playing field by
Krookodile is usually found with one of its Flying-type teammates so it can freely spam Earthquake. Thundurus is usually my preferred choice since it can KO the Flying-type Pokémon Krookodile doesn't like, such as Talonflame and Salamence, and it can pressure Primal Kyogre in addition, but Ho-Oh's utility can be a lot better against teams that use Gravity or Icy Wind.
Thundurus @ Expert Belt
Ability: Prankster
EVs: 4 HP / 252 SpA / 252 Spe
IVs: 0 Atk / 30 Def
Timid Nature
-Thunderbolt
-Taunt
-Protect
-Hidden Power [Ice]
This semi-offensive Thundurus is usually one of my leads against Smeargle teams. Hidden Power Ice might seem a bit out of place, but it does an excellent job against the numerous Ice-weak threats in the current meta (Salamence, Rayquaza, and Landorus-T among them). Expert Belt was my item choice because not only was my Life Orb already in use, but I didn't want my opponents to suspect a set like this. It works very well in adding a bit of extra punch to super effective Thunderbolts and Hidden Power Ices (?).
Breloom @ Focus Sash
Ability: Technician
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
-Protect
-Spore
-Bullet Seed
-Mach Punch
People have been saying that Breloom's been getting worse over the years, but it has great matchups against Kyurem-W and Groudon, the two usual suspects in Gravity teams. It also provides great utility with Spore, allowing its partners to sneak in lots of attacks. Each Bullet Seed does around 35% to a typical Kyogre
Breloom is a great partner to Ho-Oh. Ho-Oh patches up its lacking Speed stat, as well as providing the small amount of damage Breloom needs to guarantee the KO, while Breloom can throw Spores at Primal Groudons that go in Rock Slides-a-blazin'.
Mawile @ Mawilite
Ability: Intimidate --> Huge Power
EVs: 172 HP / 252 Atk / 84 Spe
Adamant Nature
-Iron Head
-Play Rough
-Sucker Punch
-Protect
This Mawile set is invested more in Speed than in bulk because a fast Mawile (relatively speaking) can be very threatening for the opponent to face. The given EVs allow Mawile to outpace Primals, Xerneas, and Yveltal at +2; Intimidate allows Mawile to survive certain hits that would normally have KO'd it, and it completely walls most Kangaskhan.
Mawile pairs nicely with Zygarde in certain situations, but the lack of direct speed and over-reliance on Glare can really hurt it in lots of other matchups, like against Water Spout Kyogre.
Common Leads + Synergistic Pairs
Some of my Pokémon work especially well together, so I often lead with them or try to use them both on the field.
Thundurus + Krookodile - This pair, nicknamed "Thundile", is one of my favorites because it can handle both primals individually, along with many other threats.
Strengths: Good type synergy, both members can deal lots of damage, Intimidate helps the low defense of both, can KO most Trick Room or Tailwind setters in 1 turn
Weaknesses: No methods of speed control, both members are pretty frail, weak to Tailwind, nothing to hit Mega Kangaskhan super effectively
Zygarde + Thundurus - These two are my answer to the Big 6. Zygarde's Glare support and its bulk help against Xerneas and Groudon, while Thundurus can stop Smeargle and take out the treacherous Mega Salamence. Ho-Oh and Krookodile are usually waiting in the wings to pick up the pieces.
Strengths: Good offensive coverage, Aura Break, takes out all Big 6 members in a couple hits
Weaknesses: Both members weak to Ice, not much use outside of Big 6 (although it definitely works vs. Yveltal)
Ho-Oh + Mawile - In my RMT, I discussed how a fast Mawile puts tons of pressure on the opponent. However, something else that this pair provides is a buff to Ho-Oh's middling Defense, turning it into an almost unstoppable wall.
Strengths: Speed control turns Mawile into an unstoppable powerhouse, Ho-Oh can burn threats to Mawile, Ho-Oh gets 1.5x Defense (relatively speaking)
Weaknesses: Both members lose to Primal Groudon, and they need Tailwind up to defeat Kyogre, Mawile becomes dead weight if Ho-Oh is defeated
I'll add common leads, images and replays later. Sorry for the inconvenience (on a phone right now) and thanks for reading my updated RMT!
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