Hello, this is my first post here! I'll be posting my favorite team, all of which are named after Italian dynamic markings. I've been using it on ladder for a few days now and it's been working out super well. I hope that someone else will find something better or enjoy it too!
http://www.pixiv.net/member_illust.php?mode=medium&illust_id=47138053
Con Fuoco (Groudon) @ Red Orb
Ability: Drought
EVs: 252 HP / 56 Def / 200 SpD
Relaxed Nature
- Stealth Rock
- Earthquake
- Lava Plume
- Thunder Wave
Groudon works as the glue of this team. It is my trap setter, Xerneas, Scizor, Ferrothorn, and very general check. It's usually the first or second one I send out and has the very important role of spreading paralysis to the other team. I chose Lava Plume because my team lacked a fire attack, which I feel is almost essential for every team. Groudon is the rock of the team and I try to let it last for awhile. Groudon is slow, but is still a huge asset to my team. I appreciate it scaring away things, seeing as it appears heavily offensive. Overall, it has proven to be a very versatile Mon.
http://www.pixiv.net/member_illust.php?mode=medium&illust_id=45653314
Allegro (Latios) (M) @ Soul Dew
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Psyshock
- Draco Meteor
- Roost
Latios has the important job of defogging, as well as revenge killing powerful threats. Although being very frail, I chose Roost to keep him alive as long as possible. He has the job of revenge killing basically anything, especially Groudon. I try to use Psyshock as much as possible when Fairy threats are still around, but once they're gone, I fire off Draco Meteors as much as possible. He's very useful for his power and provides necessary defog support. Latios needs very little justification on a team.
http://www.pixiv.net/member_illust.php?mode=medium&illust_id=48131407
Aria (Diancie) @ Diancite
Ability: Clear Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Moonblast
- Diamond Storm
- Earth Power
- Calm Mind
Diancie is usually the first or second thing I send out. Diancie is important for its Magic Bounce support, but is actually capable of ruining entire teams that lack good checks. Things like Primal Groudon can usually only switch in once, while things like Defensive Yveltal are easily destroyed. Although Diancie has low HP, it still tends to last for awhile due to it being hard to switch into. Calm Mind is a nice early or late game move that allows Diancie to sweep very easily. Moonblast has huge coverage as well as Earth Power, with Diamond storm allowing it to check Lugia.
http://www.pixiv.net/member_illust.php?mode=medium&illust_id=45980752
Crescendo (Yveltal) @ Life Orb
Ability: Dark Aura
EVs: 24 HP / 48 Atk / 252 SpA / 184 Spe
Rash Nature
- Dark Pulse
- Oblivion Wing
- Taunt
- Sucker Punch
Yveltal is my favorite check to Latis as well as being a convenient switchin to things like Deo-A and anything else that is suspect to sucker punches. Dark Pulse and Oblivion Wing are ridiculously strong with STAB and it's almost impossible to switch into, heavily damaging even its checks. Taunt is to stop Geomancy when I can predict a Xerneas or Lugia Switch in. Yveltal is a very valuable asset to my team. Although it can't switch into much, and has powerful checks, it's such a strong attacker and bluffer that I can't skip out on it.
http://www.pixiv.net/member_illust.php?mode=medium&illust_id=36935273
Maestoso (Ho-Oh) @ Life Orb
Ability: Regenerator
EVs: 248 HP / 196 Atk / 52 SpD / 12 Spe
Adamant Nature
- Brave Bird
- Sacred Fire
- Earthquake
- Roost
Ho-Oh serves as a back up Xerneas check and is a generally scary thing to have on any team. Ho-Oh sponges special attacks and spreads burns. I've found that it's important to have lots of coverage on each mon in ORAS, so Life Orb has provided more utility to me than a Choice Band, especially seeing as this was a late addition to my team. All of its STABs are self-explanatory, while Earthquake is to increase coverage and Roost allows Ho-Oh to stay in longer and not rely on Regenerator.
http://www.pixiv.net/member_illust.php?mode=medium&illust_id=33524596
Grave (Arceus) @ Spooky Plate
Ability: Multitype
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
- Calm Mind
- Judgment
- Will-O-Wisp
- Recover
Arceus-Ghost is my Ekiller check. Like Ho-Oh, it spreads burns as well as heals itself, making it a hard threat to switch into. It also serves as a good check to Mega Kangaskhan and is a great sponge for attacks due to recover. Judgment is an essential STAB on Arceus-Ghost, especially with Calm Mind. I chose Calm Mind over Defog, seeing as I get more use out of a CM Ghostceus than from a frail, CM Latios.
So that's my team! I'm open for comments and feedback.

http://www.pixiv.net/member_illust.php?mode=medium&illust_id=47138053
Con Fuoco (Groudon) @ Red Orb
Ability: Drought
EVs: 252 HP / 56 Def / 200 SpD
Relaxed Nature
- Stealth Rock
- Earthquake
- Lava Plume
- Thunder Wave
Groudon works as the glue of this team. It is my trap setter, Xerneas, Scizor, Ferrothorn, and very general check. It's usually the first or second one I send out and has the very important role of spreading paralysis to the other team. I chose Lava Plume because my team lacked a fire attack, which I feel is almost essential for every team. Groudon is the rock of the team and I try to let it last for awhile. Groudon is slow, but is still a huge asset to my team. I appreciate it scaring away things, seeing as it appears heavily offensive. Overall, it has proven to be a very versatile Mon.

http://www.pixiv.net/member_illust.php?mode=medium&illust_id=45653314
Allegro (Latios) (M) @ Soul Dew
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Psyshock
- Draco Meteor
- Roost
Latios has the important job of defogging, as well as revenge killing powerful threats. Although being very frail, I chose Roost to keep him alive as long as possible. He has the job of revenge killing basically anything, especially Groudon. I try to use Psyshock as much as possible when Fairy threats are still around, but once they're gone, I fire off Draco Meteors as much as possible. He's very useful for his power and provides necessary defog support. Latios needs very little justification on a team.

http://www.pixiv.net/member_illust.php?mode=medium&illust_id=48131407
Aria (Diancie) @ Diancite
Ability: Clear Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Moonblast
- Diamond Storm
- Earth Power
- Calm Mind
Diancie is usually the first or second thing I send out. Diancie is important for its Magic Bounce support, but is actually capable of ruining entire teams that lack good checks. Things like Primal Groudon can usually only switch in once, while things like Defensive Yveltal are easily destroyed. Although Diancie has low HP, it still tends to last for awhile due to it being hard to switch into. Calm Mind is a nice early or late game move that allows Diancie to sweep very easily. Moonblast has huge coverage as well as Earth Power, with Diamond storm allowing it to check Lugia.

http://www.pixiv.net/member_illust.php?mode=medium&illust_id=45980752
Crescendo (Yveltal) @ Life Orb
Ability: Dark Aura
EVs: 24 HP / 48 Atk / 252 SpA / 184 Spe
Rash Nature
- Dark Pulse
- Oblivion Wing
- Taunt
- Sucker Punch
Yveltal is my favorite check to Latis as well as being a convenient switchin to things like Deo-A and anything else that is suspect to sucker punches. Dark Pulse and Oblivion Wing are ridiculously strong with STAB and it's almost impossible to switch into, heavily damaging even its checks. Taunt is to stop Geomancy when I can predict a Xerneas or Lugia Switch in. Yveltal is a very valuable asset to my team. Although it can't switch into much, and has powerful checks, it's such a strong attacker and bluffer that I can't skip out on it.

http://www.pixiv.net/member_illust.php?mode=medium&illust_id=36935273
Maestoso (Ho-Oh) @ Life Orb
Ability: Regenerator
EVs: 248 HP / 196 Atk / 52 SpD / 12 Spe
Adamant Nature
- Brave Bird
- Sacred Fire
- Earthquake
- Roost
Ho-Oh serves as a back up Xerneas check and is a generally scary thing to have on any team. Ho-Oh sponges special attacks and spreads burns. I've found that it's important to have lots of coverage on each mon in ORAS, so Life Orb has provided more utility to me than a Choice Band, especially seeing as this was a late addition to my team. All of its STABs are self-explanatory, while Earthquake is to increase coverage and Roost allows Ho-Oh to stay in longer and not rely on Regenerator.

http://www.pixiv.net/member_illust.php?mode=medium&illust_id=33524596
Grave (Arceus) @ Spooky Plate
Ability: Multitype
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
- Calm Mind
- Judgment
- Will-O-Wisp
- Recover
Arceus-Ghost is my Ekiller check. Like Ho-Oh, it spreads burns as well as heals itself, making it a hard threat to switch into. It also serves as a good check to Mega Kangaskhan and is a great sponge for attacks due to recover. Judgment is an essential STAB on Arceus-Ghost, especially with Calm Mind. I chose Calm Mind over Defog, seeing as I get more use out of a CM Ghostceus than from a frail, CM Latios.
So that's my team! I'm open for comments and feedback.
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