Puffles (Slurpuff) @ Focus Sash
Ability: Unburden
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Misty Explosion
- Endeavor
- Yawn
- Sticky Web
Slurpuff is a fantastic leader and if you play it right, it can cripple a team right from the start. Sticky Webs is a powerful utility move that if kept on the field might tip the game in your favor. Once the opponent has webs on their side, go for yawn, chances are they will try to switch out and then you can prevent the defogger from defogging, go for yawn until the attack. If you are lucky enough to be at low health or sash, endeavor is your best friend. Once the enemy has been brought to low health with endeavor, misty explosion all the way.
Sneak (Dragapult) @ Focus Sash
Ability: Infiltrator
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Lonely Nature
- Dragon Darts
- Phantom Force
- Sucker Punch
- Dragon Dance
This is probably your late game sweeper, some people give it other held items but I find sash to be the most reliable. Sash allows you to get a Dragon Dance off and then Phantom Force or Darts for massive STAB damage. Sucker Punch is more for control in case something is faster than you but already suffered chip damage. You might could substitute Dragon Darts for Outrage if you want that raw damage more and don't care about the possible confusion after.
Mandibuzz @ Heavy-Duty Boots
Ability: Overcoat
Shiny: Yes
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- U-turn
- Foul Play
- Roost
- Defog
This is your defogger and defensive wall. I like U-Turn over Toxic because pivoting is pretty nice for a team with good offensive prowess. Foul Play is good against physical set-up sweepers (Please make a special version of this Pokemon company). Roost is good to keep Mandi healthy and able to defog again if needed. That's about it for this mon.
Curious George (Rillaboom) @ Life Orb
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Grassy Glide
- Drain Punch
- Fake Out
This set is pretty good as a pivot but also as a pretty hard hitter. Fake Out is there to get some chip off and waste a turn if need be. Drain Punch plus life orb is great for recovery and dealing with those pesky annoying steel types like heatran and ferrothorn. Grassy Glide is a no brainer, dealing effectively with rain teams and then being able to do neutral decent damage to almost everything else you don't have a move to counter.
Head Trauma (Slowking-Galar) @ Assault Vest
Ability: Regenerator
Shiny: Yes
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Sludge Wave
- Future Sight
- Flamethrower
- Scald
With Mandi being the Defensive wall, I figured it'd be good to have a Special Defense wall that could also recover with Regenerator. I prefer Sludge Wave over Sludge Bomb for more damage even if it is just a little bit. Flamethrower for coverage. Scald to deal with Heatran some and to burn other physical attackers perhaps. Future Sight is super helpful in dealing massive damage after a bit. This could allow Dragapult or Celesteela to set up.
The Hope (Celesteela) @ Power Herb
Ability: Beast Boost
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Air Slash
- Flamethrower
- Meteor Beam
- Autotomize
Here is the star of the show. This is probably my favorite setup sweeper, very few people expect it because Celesteela's moveset is kind of all over the place. Meteor Beam is pretty dang good on its own but when combined with double speed its power is a force not to be ignored. Air slash is great for coverage, STAB, and even good flinch chance. Flamethrower is to deal with steel types that try to counter this. Watch out for Heatran though. You might could change out Air Slash or Flamethrower for Earthquake if it gives you a ridiculous amount of trouble.
Threats: Heatran appears to be the biggest threat to this team
Lando-T might give some troubles, just keep Rillaboom alive if possible
Feel free to provide feedback and changes :}