Dhelmise @ Assault Vest
Ability: Steelworker
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Rapid Spin
- Anchor Shot
- Shadow Claw
- Power Whip
Necrozma @ Rocky Helmet
Ability: Prism Armor
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Thunder Wave
- Psychic
- Morning Sun
- Stealth Rock
Thundurus-Therian @ Life Orb
Ability: Volt Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Focus Blast
- Agility
- Hidden Power [Ice]
Cobalion @ Leftovers
Ability: Justified
EVs: 200 Atk / 52 Def / 4 SpD / 252 Spe
Jolly Nature
- Thunder Wave
- Iron Head
- Close Combat
- Volt Switch
Salazzle @ Choice Specs
Ability: Corrosion
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Toxic
- Flamethrower
- Sludge Wave
- Hidden Power [Ice]
Sharpedo-Mega @ Sharpedonite
Ability: Speed Boost
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Protect
- Ice Fang
- Waterfall
- Crunch
I've had a few minor successes with this time and how usable it tends to be. It makes for a good offensive team, with Mega Sharpedo and Thurudus-T making fairly good late game sweepers, their Core together can force opponent to think which will be better to take out, considering it's mix of offensive and defensive capabilities.
Dhelmise works really well as a lead because it's an extremely good counter to any pokemon that sets up hazards. Anchor shot keeps them from escaping while Rapid spin constantly removes the hazards. It's fairly good check to certain pokemon like Hippowdon shuckle. I slapped on an AV mainly because it's basically my only thing that can take SpA moves fairly okay. It also works as an off-hand fairy check due to how powerful Anchor Shot is, and Mega Sharpedo can't really deal with primarina on it's own without Psychic fangs on it's moveset. Overall, great lead pokemon and it's alright defenses make it quite useful.
Necrozma works more as a defensive wall, especially consider it's ability to set up rocks. I like to think of it as Slowbro, except with less regenerate and more abuse-able defenses with Prism Armor. Again, being able to stop a sweep with Thunder Wave is very important to almost all my teams, and Necrozma does that fairly well. With Morning Sun it can actually become pretty a pretty good tank in it's own right.
Thundurus-T is perfect for this team because it utilizes not being able to be paralyzed with sweeping potential. It works amazingly well as a late game sweeper. Thunderbolt takes a big chunk out of a few pokemon, and Hidden Power Ice takes care of people like Salamence, Garchomp, etc. Focus blast is it's only reliable way to take care of bisharp and weavile, but Cobalion works as checks to those pokemon as well. Plus, the Volt Absorb is surprisingly useful to predict with due to how common Thunder Wave is and how many electric moves are sent at mega sharpedo. You may also slap Grass Knot instead of Hidden Power Ice on it to take a gander at Hippowdon and a few other pokemon.
Cobalion is actually pretty amazing on this team. It works as a fairly good physical check due to it's natural defenses and good typing. Thunder Wave is usually unpredictable and often surprises the opponent when their Mega Aerodactyl or Porygon Z gets paralyzed. It's also a fantastic switch in on Bisharp and Weavile, either paralyzing weavile, or volt switching out to predict the switch. It's pressure is perfect due to it's overall typing, and it also works as a strong hitter for fairy types, which again, don't do this team any justice. It's a perfect utility pokemon.
Salazzle was actually the last pokemon I added to this team. I was scepticle at first, considering it's lack of actual defenses, but with choice specs, this pokemon hits like a truck. It can 2HKO certain SpD walls, and can actually make use of Toxic in it's moveset to pressure anything that's switched in. It's typing also allows for a contender to certain steel types, plus it, of course, counters Fairies. Once you've been able to plow through a number of counters with this team's offensive capabilities, Salazzle can shred through most, if not, anything late game.
Lastly is Mega Sharpedo. Annoyingly enough, this pokemon has probably given me the most trouble. Thank god prankster thunder-wave can't stop him anymore. He's pretty strong, and can easily turn the game around if you don't play around him, especially if he can revenge kill on pokemon, essentially giving him +2 Speed into Strong Jaw as a mega. Waterfall and Crunch are a staple, but you could switch Ice Fang for Psychic Fangs, if you want. You'll sorta fall back on a few dragons, but Psychic fangs is actually extremely effective because it benefits from Strong Jaws, breaks screens (good bye klefki and espeon), and it has a highest BST then Crunch, which is pretty surprising. With the Ice coverage on Salazzle and Thundurus, you may be able to get away with the small switch and test it out.
Counters:
Primarina - God this pokemon is actually annoying to deal with. There's no true check to that great typing, plus it's huge offensives make it extremely strong against this team.
Azumarill - If Primarina counters this team, Azumarill definitely counters this team. I've seen a few Belly Drum sets running amok, and if given the chance, azumarill could easily sweep this whole team for the most part.
I think it'd make for a good base team to start off with and experiment on, as most of the pokemon can be interchangeable.
Replays:
http://replay.pokemonshowdown.com/gen7pokebankuubeta-513404174 vs Twska