No problem, I'm glad I could help :]
Eh, mb haha, definitely. I'd say Reflect atm, mainly to combat Talonflame n' such. You might also want to consider
Rain Dance for checking Sunny day teams (pretty situational, but meh, it helps Azu and Gyara anyway),
Draining Kiss for STAB and decent recovery, or even Heal Block to prevent walls from recovering (kinda really gimmicky lol, but you can actually beat a lot of stuff 1v1 with it, and if a wall switches in on you, you can prevent them from Recovering). Sub might be useful to avoid the Spore from Smeargle and the TWave from opposing Klefki, so the option's always there I guess.
I might as well take this time to tinker with the spread; a spread of
200 HP / 252 Def / 52 SDef / 4 Spd Bold with 0 Atk IVs gives you a lefties number, beats opposing Klefki running 0 speed, and minimizes Foul Play/confusion damage.
Don't worry about Washtom, the only viable set nowadays (besides Choice, which sucks) is the defensive variant, which has minimum speed (and sometimes even lower Speed IVs to under-speed other Washtom to have a slower Volt Switch). This Exca set should outspeed pretty much any non-scarf Washtom out there, even outspeeding those guys still used to 5th Gen (5th Gen Washtom ran 263-4 speed, this 'Drill has 265)
Yeah so again, the set should be something like this (I've narrowed down the choices, sorry for the confusion haha):
Excadrill (M) @ Air Balloon / Chople (fighting resist) Berry / Shuca (ground resist) Berry
Ability: Mold Breaker
EVs: 48 HP / 252 Atk / 208 Spd
Adamant Nature
- Earthquake
- Stealth Rock
- Rapid Spin
- Iron Head / Swords Dance
Honestly STAB Iron Head and STAB EQ out damage most of the other options, or come pretty close, flinch chance on Iron Head comes in handy sometimes too. Rock Slide is only really for hitting Talonflame on the switch, but other than that it's a pretty subpar coverage move.
Although STAB Bite (and its flinch chance) does have its uses, Ice Fang lets you OHKO Dragons, especially Multiscale Dragonite, who could pose a big threat to your sweep. It also lets you beat Grass types like Breloom, while maintaining coverage on Trev and Gourgheist (I can understand it sucks missing out on the Trevenant OHKO, but you shouldn't be OHKOing any size of Gourgheist assuming it's 252/252+)
Gyarados-Mega @ Gyaradosite
Ability: Mold Breaker
EVs: 72 HP / 4 Def / 180 Spd / 252 Atk
Adamant Nature
- Waterfall
- Earthquake / Substitute
- Dragon Dance
- Ice Fang / Substitute
Since Azu does such a great job at wearing down opposing bulky waters, you could always opt for Sub to avoid Will-o-Wisp damage n' stuff. Also it's pretty uncommon on Mega Gyara, so the surprise factor may net you a free turn here and there. The EVs let you outpace Adamant 252 Mega Ttar before a boost with a little speed creep, as well as potentially threatening base 115s like Starmie and Raikou at +1.
Again, a spread of
168 Spd / 252 Atk / 88 HP with a Jolly nature lets you beat base 130s like Jolteon and Crobat after a Dragon Dance.
Trust me, Azumarill is a lot easier to play than it sounds. Basically if you're facing a water-weak 'Mon and they have a Water resistance on their team, hit Play Rough. If they don't spam Waterfall. If they have an Aegislash or Tentacruel, hit Knock Off. Azu's really hit-and-run, you essentially switch him in, get a strong hit on whatever the opponent brings out, then you most likely will switch Azu back out right away.
Lum Berry on DNite would alleviate your issues with Sableye somewhat, but Thundurus does 80+% to physically bulky variants anyway with Tbolt so it should be OK. With DNite though, change the spread to
252 Atk / 4 Def / 252 Spe, as it minimizes residuals from SR, etc. Adamant nature is fine even though everyone tries to outspeed it; you need the extra power. I might also just consider Outrage over DClaw straight up, but that's just personal preference.
Deo-D can Taunt and also outpaces Smeargle, which is really nice to have - makes for a better lead too. It also has Recover if you want it to stick around for the mid-game. But Klefki has prankster and a better typing, so it's really a toss-up (not to mention access to Foul Play).
Since you are running HO, I'd really consider Froslass. It's got a blazing base 110 speed, and it can Taunt the opposing lead as well. It has two good STAB choices in Ice Beam or Shadow Ball, and it can set up Spikes very well with a Focus Sash (not to mention its ability Cursed Body, which has a 30% chance of shutting down choiced 'Mons, etc.) It's also made a bit better this Gen since two of its worst nightmares in terms of lead matchups, Aero and Scarf Jirachi, are not as prevalent as they were in 5th and 4th Gen.
Froslass (F) @ Focus Sash
Ability: Cursed Body
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
IVs: 0 Atk
- Ice Beam / Shadow Ball
- Spikes
- Taunt
- Destiny Bond
Definitely try this out though. It's a great lead, can spin-block its own hazards, and nets a free kill (or forces the opponent out, forcing them to take more hazard damage) with Destiny Bond. It's pretty predictable, but it works well with HO. The only problem is the Defog really screws suicide leads over, so you'll have to take that into account first.
And 'grats on the peak dude :] was that before or after the changes?