I decided to make a team based on Mega Charizard X that wasn't troll or based on a gimmicky win condition so here it is.
Charizard @ Charizardite X
Ability: Blaze
EVs: 144 HP / 252 Atk / 112 Spe
Adamant Nature
- Dragon Dance
- Outrage/Dragon Claw
- Flare Blitz/Fire Punch
- Roost
The star of this team, bulky dragon dance Charizard X. Dragon Claw is so it doesn't get locked into a move that it has to spam and potentially give free turns to the enemy but some knockouts are missed due to the lower base power so both are generally good options. Flare blitz is incredibly powerful but will cause an extreme reliance on Roost on this set so Fire Punch is another good option. Both Dragon Claw and Fire Punch are also boosted by Tough Claws. EVs are played into some HP to avoid some important OKs and the rest are placed in ATT and SPE to allow for the best sweeping. Adamant is used because dragon dance boosts speed anyways.
Terrakion @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
IVs: 30 Atk
- Close Combat
- Stone Edge
- Earthquake
- Swords Dance
This is here to deal with the walls that can potentially swap a char-X sweep, crippling and maiming them enough for Char-X to blow right past them. This also serves as my counter to annoyances like Talonflame, being able to OHKO with Stone Edge while only being 2HKOed by brave bird in exchange, allowing for a potential wish to put him right back to sweeper status again. Swords dance is so he can act as a secondary win condition should Char-X fail as Terrakion is a powerhouse in its own right. Evs and IVs are self-explanatory, Jolly is used because life orb already powers up the moves enough and speed is more important to get important KOs before he can be KOed in turn.
Bisharp @ Life Orb
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spe
- Knock Off
- Sucker Punch
- Iron Head
- Swords Dance
My way of dealing with annoying psychic, ghost and fairy types, many defoggers and a tertiary win condition with swords dance. Mainly here to allow for the removal of utter fairy-type annoyances like CMguard Clefable but he also provides utility with knock off and a way of revenge-killing threats with Sucker Punch. A boosted Bisharp is also a really big threat to any team so this forces the opponent to play really carefully with how they remove entry hazards.
Greninja @ Life Orb
Ability: Protean
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Ice Beam
- Extrasensory
- Grass Knot
Probably my only answer to bulky water and ground type pokemon that try to wall Char X or Terrakion like mega-slowbro, other dragon types weak to ice like Garchomp and physical walls like Landorus-T and Gliscor, a secondary answer to Mega-Venusaur and generally a good pokemon for dealing with many fast offensive threats that outspeed my other pokemon. EVs and IVs are self-explanatory and a Timid nature to outspeed many other fast threats.
Sylveon @ Leftovers
Ability: Pixilate
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Hyper Voice
- Wish
- Protect
- Heal Bell
All of the other pokemon on my team hate status moves so Sylveon is here to remedy that situation as a clerical healer. Massive wishes also can potentially give Char-X or another member of this team a second chance at sweeping provided the wish passing is executed properly. Protect is to guarantee healing for Sylveon and hyper voice is to make sure that sylveon isn't complete taunt-bait. EVs are placed in HP and SpD to boost Sylveon's special attacker walling capabilities but some can be shifted into Def to pad the damage of abilities such as psyshock.
Skarmory @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Roost
- Whirlwind
- Stealth Rock
- Defog
Stealth rock support, physical wall and defogger of the team. Not much to say here, as this is the typical skarmory wall and trollish anti setup sweeper set that has gotten me out of many a sticky situation. Also potentially gets rid of opposing bisharp that try and get a defiant boost off defog as well as being able to shuffle around the opposing team with whirlwind. Nature, EVs and IVs are self-explanatory. Rocky Helmet and Leftovers are interchangeable too depending on whether more recovery or chip damage is required but I prefer rocky helmet because Skarmory already has reliable recovery.
Known threats to the team:
Ground and Fighting moves
Any fast and powerful pokemon that can withstand the power of this team or OHKO the pokemon on my team with Fighting-type moves while not getting KOed by Greninja in return. This is rare but does happen to this team sometimes, although luckily only a couple of times so far. Greninja is my only counter to these pokemon with its moves and skillset and this means I must be very careful with how I use Greninja to avoid letting it get KOed by something else and allowing the rest of my team to get wrecked.
Dragonite
Although Greninja's Ice Beam does grevious damage to it, Multiscale allows it to survive and KO Greninja back with any of its moves. Weakness policy dragon dance Dragonite is even better because even if its a cheese, it's a good one as it can then proceed to wreck the rest of my team if I'm not careful. I will have to keep up stealth rock as much as possible and in case I mess up, keep Skarmory alive so it can use Whirlwind and end that threat for good.
Charizard @ Charizardite X

Ability: Blaze
EVs: 144 HP / 252 Atk / 112 Spe
Adamant Nature
- Dragon Dance
- Outrage/Dragon Claw
- Flare Blitz/Fire Punch
- Roost
The star of this team, bulky dragon dance Charizard X. Dragon Claw is so it doesn't get locked into a move that it has to spam and potentially give free turns to the enemy but some knockouts are missed due to the lower base power so both are generally good options. Flare blitz is incredibly powerful but will cause an extreme reliance on Roost on this set so Fire Punch is another good option. Both Dragon Claw and Fire Punch are also boosted by Tough Claws. EVs are played into some HP to avoid some important OKs and the rest are placed in ATT and SPE to allow for the best sweeping. Adamant is used because dragon dance boosts speed anyways.
Terrakion @ Life Orb

Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
IVs: 30 Atk
- Close Combat
- Stone Edge
- Earthquake
- Swords Dance
This is here to deal with the walls that can potentially swap a char-X sweep, crippling and maiming them enough for Char-X to blow right past them. This also serves as my counter to annoyances like Talonflame, being able to OHKO with Stone Edge while only being 2HKOed by brave bird in exchange, allowing for a potential wish to put him right back to sweeper status again. Swords dance is so he can act as a secondary win condition should Char-X fail as Terrakion is a powerhouse in its own right. Evs and IVs are self-explanatory, Jolly is used because life orb already powers up the moves enough and speed is more important to get important KOs before he can be KOed in turn.
Bisharp @ Life Orb

Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spe
- Knock Off
- Sucker Punch
- Iron Head
- Swords Dance
My way of dealing with annoying psychic, ghost and fairy types, many defoggers and a tertiary win condition with swords dance. Mainly here to allow for the removal of utter fairy-type annoyances like CMguard Clefable but he also provides utility with knock off and a way of revenge-killing threats with Sucker Punch. A boosted Bisharp is also a really big threat to any team so this forces the opponent to play really carefully with how they remove entry hazards.
Greninja @ Life Orb

Ability: Protean
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Ice Beam
- Extrasensory
- Grass Knot
Probably my only answer to bulky water and ground type pokemon that try to wall Char X or Terrakion like mega-slowbro, other dragon types weak to ice like Garchomp and physical walls like Landorus-T and Gliscor, a secondary answer to Mega-Venusaur and generally a good pokemon for dealing with many fast offensive threats that outspeed my other pokemon. EVs and IVs are self-explanatory and a Timid nature to outspeed many other fast threats.
Sylveon @ Leftovers

Ability: Pixilate
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Hyper Voice
- Wish
- Protect
- Heal Bell
All of the other pokemon on my team hate status moves so Sylveon is here to remedy that situation as a clerical healer. Massive wishes also can potentially give Char-X or another member of this team a second chance at sweeping provided the wish passing is executed properly. Protect is to guarantee healing for Sylveon and hyper voice is to make sure that sylveon isn't complete taunt-bait. EVs are placed in HP and SpD to boost Sylveon's special attacker walling capabilities but some can be shifted into Def to pad the damage of abilities such as psyshock.
Skarmory @ Rocky Helmet

Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Roost
- Whirlwind
- Stealth Rock
- Defog
Stealth rock support, physical wall and defogger of the team. Not much to say here, as this is the typical skarmory wall and trollish anti setup sweeper set that has gotten me out of many a sticky situation. Also potentially gets rid of opposing bisharp that try and get a defiant boost off defog as well as being able to shuffle around the opposing team with whirlwind. Nature, EVs and IVs are self-explanatory. Rocky Helmet and Leftovers are interchangeable too depending on whether more recovery or chip damage is required but I prefer rocky helmet because Skarmory already has reliable recovery.
Known threats to the team:
Ground and Fighting moves
Any fast and powerful pokemon that can withstand the power of this team or OHKO the pokemon on my team with Fighting-type moves while not getting KOed by Greninja in return. This is rare but does happen to this team sometimes, although luckily only a couple of times so far. Greninja is my only counter to these pokemon with its moves and skillset and this means I must be very careful with how I use Greninja to avoid letting it get KOed by something else and allowing the rest of my team to get wrecked.
Dragonite

Although Greninja's Ice Beam does grevious damage to it, Multiscale allows it to survive and KO Greninja back with any of its moves. Weakness policy dragon dance Dragonite is even better because even if its a cheese, it's a good one as it can then proceed to wreck the rest of my team if I'm not careful. I will have to keep up stealth rock as much as possible and in case I mess up, keep Skarmory alive so it can use Whirlwind and end that threat for good.