I was dabbling around on showdown and created what I believe to be a near perfect team. However, I am relying on your lovely people to make some recommendations in order to prove me wrong. :)
1. Sableye (mega).
-- Will-O-Wisp.
-- Snarl.
-- Calm Mind.
-- Recover.
Ability (before mega): Prankster; after mega: Magic bounce.
Nature and EVs: Bold; 200 defence, 252 HP and 56 special defence.
Item: Sablenite.
This Pokemon is always my lead to check hazard-setters and to get a prankster will-o-wisp on physically offensive leads. I know that snarl is an interesting choice, but the idea is to wear down special attackers, while having the ability to boost my own special stats with calm mind. If the special attacker does not have a fairy move, I would take their hit, snarl back, use recover and proceed to calm mind until I force a swap. However, I would never stay in on any Pokemon I suspect to have a fairy move. In addition, I swap Sableye in whenever I suspect a status or hazard; it is therefore imperative for me to keep him alive.
2. Amoonguss
-- Sludge Bomb.
-- Giga Drain.
-- Synthesis.
-- Spore.
Ability: Regenerator; Nature and EVs: 252 HP, 128 special defence and 128 defence with a calm nature.
Item: Black Sludge.
The main way I swap into Amoonguss is to swap it in at fairy-type attacks aimed at Sableye. Thereafter, I would usually force a swap and I would get a free spore off. Spore is very useful, as it gives me a free swap into one of my sweepers to gain momentum. I have Giga-Drain for extra recovery, and way to hit bulky water types (Milotic, Slowbro, etc.), and sludge bomb to hit fairies. The 30% poison chance is also nice. Some of you might be wondering why I chose to include Synthesis, as I already have black sludge, Giga Drain, and regenerator. The reason is that it usually means the difference between nicely living a strong, neutral hit, or being forced to swap, thereby giving the opponent an edge. For example, if an Exadrill's earthquake will do lots to me; however, if I use synthesis, I will regain most of that health, which may force a swap. If I did not have synthesis, I would then be useless.
3. Clefable.
-- Calm Mind.
-- Moonblast.
-- Thunder Wave.
-- Moonlight.
Ability: Unaware; Nature and EVs: Bold nature with 252 HP EVs, 252 defence, and 4 special defence.
Item: Leftovers.
Ah, one of the most vanilla, OP Pokemon currently in the OU metagame. This Pokemon is too useful not to include on my team. Having unaware as an ability is simply amazing to halt set-up Pokemon in their tracks. Furthermore, Thunder Wave is excellent for support, allowing Pokemon such as Gyrados and Heatran get out-speeds. Calm mind is useful to boost special defence, as well as improve its offensive presence. As well, Moonblast is useful to threaten dragons, and is just nice STAB to have. I would never swap Clefable into an oncoming attack; rather, I would swap it in on a Pokemon setting up in order to just shut them down.
4. Excadrill.
-- Earthquake.
-- Facade.
-- Iron Head.
-- Rock Slide.
Ability: Mold Breaker; Nature and EVs: Adamant nature with 252 attack EVs, 252 speed EVs, and 4 HP EVs; Item: Choice Scarf.
Excadrill serves as a crucial wall-breaker for this team. STAB Earthquake coming off 405 attack is tough for any Pokemon to take, as well as STAB Iron Head to threaten fairies. Rock slide is useful when predicting a swap (if the opponent expects an earthquake) -- it is particularly funny to wreck Talonflame this way. I chose to run Facade, because Exadrill is Will-O-Wisp bait. Since Facade ignores the effects of burn, it can be a nasty surprise for the opponent, as well as a way to keep Excadrill relevant. This is particularly useful if my Will-O-Wisp check, Heatran, is down. I chose a choice scarf because I dislike using sand rush Excadrill: I find it too gimmicky.
5. Heatran.
-- Lava Plume.
-- HP Ice.
-- Earth Power.
-- Flash Cannon.
Ability: Flash Fire; Nature and EVs: Modest nature with 68 special attack EVs, 188 HP EVs, and 252 speed EVs; Item: Choice Specs.
Heatran is a crucial check to Will-O-Wisps aimed at Gyrados and Excadrill. Furthermore, it has an extremely strong offensive presence: STAB Lava Plume with 344 special defence plus specs is not easy for anything to take. The 30% burn chance is also lovely. I know my EV spread seems odd, but 252 speed EVs are useful for out-speeding tank Garchomp and Landerous T and other faster threats. Most people do not expect to see such a speedy Heatran, and may, for instance, stay in with their Garchomp, only to get destroyed by an HP Ice. Speaking of HP Ice -- it is so useful to have because it destroys threats like Garchomp, Landerous-T, Dragonite and Gliscor. I have Flash Cannon for STAB, and Earth Power for coverage (it kills other Heatran quite nicely).
6. Gyrados.
-- Waterfall.
-- Earthquake.
-- Stone Edge.
-- Dragon Dance.
Ability: Intimidate; Nature and EVs: Adamant nature with 252 HP EVs, 252 speed EVs, and 4 attack EVs.
Item: Leftovers.
Gyrados is useful on my team as both an offensive and defensive threat. Intimidate is a useful ability to weaken physical attackers, which then allows me to either set up Dragon Dance easier, or allows my teammates to take hits more effectively. Having earthquake immunity is also really useful, as it usually gives me a free turn to Dragon Dance up (especially if the Pokemon is scarfed -- Excadrill, Landerous T, etc.). I try and use Gyrados defensively at the beginning of the game: It would take a few hits, get some intimidates, and maybe a few waterfalls off. In late game, however, I would use him as a sweeper (I would also attempt to do this if he had <30-40% HP in most situations, depending on the opposing team's remaining Pokemon). I chose to include Gyrados on my team because water-type attacks have fantastic neutral coverage. Speaking of moves, I chose earthquake for coverage (and a way to hit my weaknesses super-effectively), stone edge for coverage and waterfall for STAB.
Notable checks to this team that I notice:
1. Mega Charizard Y.
2. Mega Charizard X.
Both these Pokemon can break through my defences, and if my Clefable is not around to Thunder-Wave them, I can get in trouble.
1. Sableye (mega).
-- Will-O-Wisp.
-- Snarl.
-- Calm Mind.
-- Recover.
Ability (before mega): Prankster; after mega: Magic bounce.
Nature and EVs: Bold; 200 defence, 252 HP and 56 special defence.
Item: Sablenite.

This Pokemon is always my lead to check hazard-setters and to get a prankster will-o-wisp on physically offensive leads. I know that snarl is an interesting choice, but the idea is to wear down special attackers, while having the ability to boost my own special stats with calm mind. If the special attacker does not have a fairy move, I would take their hit, snarl back, use recover and proceed to calm mind until I force a swap. However, I would never stay in on any Pokemon I suspect to have a fairy move. In addition, I swap Sableye in whenever I suspect a status or hazard; it is therefore imperative for me to keep him alive.
2. Amoonguss
-- Sludge Bomb.
-- Giga Drain.
-- Synthesis.
-- Spore.
Ability: Regenerator; Nature and EVs: 252 HP, 128 special defence and 128 defence with a calm nature.
Item: Black Sludge.

The main way I swap into Amoonguss is to swap it in at fairy-type attacks aimed at Sableye. Thereafter, I would usually force a swap and I would get a free spore off. Spore is very useful, as it gives me a free swap into one of my sweepers to gain momentum. I have Giga-Drain for extra recovery, and way to hit bulky water types (Milotic, Slowbro, etc.), and sludge bomb to hit fairies. The 30% poison chance is also nice. Some of you might be wondering why I chose to include Synthesis, as I already have black sludge, Giga Drain, and regenerator. The reason is that it usually means the difference between nicely living a strong, neutral hit, or being forced to swap, thereby giving the opponent an edge. For example, if an Exadrill's earthquake will do lots to me; however, if I use synthesis, I will regain most of that health, which may force a swap. If I did not have synthesis, I would then be useless.
3. Clefable.
-- Calm Mind.
-- Moonblast.
-- Thunder Wave.
-- Moonlight.
Ability: Unaware; Nature and EVs: Bold nature with 252 HP EVs, 252 defence, and 4 special defence.
Item: Leftovers.

Ah, one of the most vanilla, OP Pokemon currently in the OU metagame. This Pokemon is too useful not to include on my team. Having unaware as an ability is simply amazing to halt set-up Pokemon in their tracks. Furthermore, Thunder Wave is excellent for support, allowing Pokemon such as Gyrados and Heatran get out-speeds. Calm mind is useful to boost special defence, as well as improve its offensive presence. As well, Moonblast is useful to threaten dragons, and is just nice STAB to have. I would never swap Clefable into an oncoming attack; rather, I would swap it in on a Pokemon setting up in order to just shut them down.
4. Excadrill.
-- Earthquake.
-- Facade.
-- Iron Head.
-- Rock Slide.
Ability: Mold Breaker; Nature and EVs: Adamant nature with 252 attack EVs, 252 speed EVs, and 4 HP EVs; Item: Choice Scarf.

Excadrill serves as a crucial wall-breaker for this team. STAB Earthquake coming off 405 attack is tough for any Pokemon to take, as well as STAB Iron Head to threaten fairies. Rock slide is useful when predicting a swap (if the opponent expects an earthquake) -- it is particularly funny to wreck Talonflame this way. I chose to run Facade, because Exadrill is Will-O-Wisp bait. Since Facade ignores the effects of burn, it can be a nasty surprise for the opponent, as well as a way to keep Excadrill relevant. This is particularly useful if my Will-O-Wisp check, Heatran, is down. I chose a choice scarf because I dislike using sand rush Excadrill: I find it too gimmicky.
5. Heatran.
-- Lava Plume.
-- HP Ice.
-- Earth Power.
-- Flash Cannon.
Ability: Flash Fire; Nature and EVs: Modest nature with 68 special attack EVs, 188 HP EVs, and 252 speed EVs; Item: Choice Specs.

Heatran is a crucial check to Will-O-Wisps aimed at Gyrados and Excadrill. Furthermore, it has an extremely strong offensive presence: STAB Lava Plume with 344 special defence plus specs is not easy for anything to take. The 30% burn chance is also lovely. I know my EV spread seems odd, but 252 speed EVs are useful for out-speeding tank Garchomp and Landerous T and other faster threats. Most people do not expect to see such a speedy Heatran, and may, for instance, stay in with their Garchomp, only to get destroyed by an HP Ice. Speaking of HP Ice -- it is so useful to have because it destroys threats like Garchomp, Landerous-T, Dragonite and Gliscor. I have Flash Cannon for STAB, and Earth Power for coverage (it kills other Heatran quite nicely).
6. Gyrados.
-- Waterfall.
-- Earthquake.
-- Stone Edge.
-- Dragon Dance.
Ability: Intimidate; Nature and EVs: Adamant nature with 252 HP EVs, 252 speed EVs, and 4 attack EVs.
Item: Leftovers.

Gyrados is useful on my team as both an offensive and defensive threat. Intimidate is a useful ability to weaken physical attackers, which then allows me to either set up Dragon Dance easier, or allows my teammates to take hits more effectively. Having earthquake immunity is also really useful, as it usually gives me a free turn to Dragon Dance up (especially if the Pokemon is scarfed -- Excadrill, Landerous T, etc.). I try and use Gyrados defensively at the beginning of the game: It would take a few hits, get some intimidates, and maybe a few waterfalls off. In late game, however, I would use him as a sweeper (I would also attempt to do this if he had <30-40% HP in most situations, depending on the opposing team's remaining Pokemon). I chose to include Gyrados on my team because water-type attacks have fantastic neutral coverage. Speaking of moves, I chose earthquake for coverage (and a way to hit my weaknesses super-effectively), stone edge for coverage and waterfall for STAB.
Notable checks to this team that I notice:
1. Mega Charizard Y.
2. Mega Charizard X.
Both these Pokemon can break through my defences, and if my Clefable is not around to Thunder-Wave them, I can get in trouble.
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