So the basic structure of the team is Mega Salamence and Genesect are fastmons with solid damage output, Milotic and Zapdos are versatile support mons that are fat enough to set up speed control and have enough damage output to make a difference, and Stakataka and Dhelmise are Trick Room backup with useful resistances and a nasty damage output.
Salamence @ Salamencite
Ability: Intimidate
Shiny: Yes
EVs: 60 Atk / 196 SpA / 252 Spe
Hasty Nature
- Double-Edge
- Hyper Voice
- Tailwind
- Protect
This is a normal Doubles set from the dex and I'm satisfied with it. Intimidate is really useful, and it's not ~too~ hard to play around Competitive/Intimidate/Contrary when it's around as long as you don't lead with it. Tailwind helps 4/6 of the team, and Hyper Voice is a spammable spread move (especially with Zapdos around).
Zapdos @ Sitrus Berry
Ability: Static
Shiny: Yes
EVs: 244 HP / 136 Def / 80 SpD / 48 Spe
Bold Nature
IVs: 0 Atk
- Tailwind
- Thunderbolt
- Hidden Power [Grass]
- Whirlwind
This departs pretty far from the dex, but the EVs are pretty similar. Tailwind+Tbolt is normal, while Whirlwind is necessary for stopping MGengar, boosting strategies, and Trick Room. HP Ice doesn't feel necessary because every mon it's normally paired with already gives it Ice coverage or Flying STAB, so HP Grass is used if Mega Swampert gets too annoying. Static will, additionally, occasionally just neuter mons for you. Roost didn't see enough use to warrant a moveslot -- it's a support mon, not a wall -- but you can sub it in over HP Grass if you really want.
Milotic @ Sitrus Berry
Ability: Competitive
Shiny: Yes
EVs: 252 HP / 208 Def / 48 SpA
Bold Nature
IVs: 0 Atk
- Scald
- Icy Wind
- Recover
- Protect
Love this mon. It's so fat, and so good at getting speed control, and makes it harder for the opponent to use Intimidate or Sticky Webs. The team's special orientation helps a lot vs. Intimidate anyways, but this just wins more. Usually the move is to Protect with the other mon and set up Tailwind with Milotic, and then go from there.
Genesect @ Choice Scarf
Ability: Download
Shiny: Yes
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- U-turn
- Ice Beam
- Iron Head
- Extreme Speed
Chosen more for its utility than for raw damage output. Download is really fun when both mons get it, and Genesect's speed tier with a Scarf is juuust right to make things a lot easier on me. U-Turn is great for flexibility, and Espeed makes Mmence a Mmenace.
Dhelmise @ Life Orb
Ability: Steelworker
Shiny: Yes
EVs: 188 HP / 252 Atk / 12 Def / 56 SpD
Brave Nature
IVs: 0 Spe
- Anchor Shot
- Power Whip
- Rock Slide
- Protect
Dhelmise provides a lot of important resistances for the team (Electric, Water, Fighting, Ground, Grass), and has especially good synergy with Stakataka both defensively and offensively. It's stupidly powerful in its own right, and Rock Slide is just a good spread move to have around. It can only take like, two resisted hits, but that's all it really needs to.
Stakataka @ Fightinium Z
Ability: Beast Boost
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 SpD
Lonely Nature
IVs: 15 Def / 0 Spe
- Trick Room
- Superpower
- Gyro Ball
- Stealth Rock / Rock Slide / Stone Edge
The team's lone Trick Room setter and lone bulky Steel-type, both of which are important for shoring up the team's weaknesses. It's stupidly easy to KO if you have a Ground or Fighting move, fairly easy if you have a Water move, and stupidly hard otherwise. That's what's great about this meta though, it can just Protect while its teammate sets up Trick Room for it. It's plenty strong in its own right, but with Dhelmise by its side, as someone upthread stated... you WILL catch these hands. Rocks are useful as a backup measure for stupid gimmicks and Sash users (esp. with Dhelmise already giving Rock Slide), but if you don't find that necessary you can just run a Rock STAB.