Breloom @ Rocky Helmet
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Spore
- Substitute
- Focus Punch
- Bulletseed
I chose Breloom as the opener because of it's ability to out speed the common set-up hazard mons. And if it doesn't out speed, after a hazard set up it can put it hazard to sleep. With Ferrothorn, substitute followed by focus punch is deadly. Bullet seed allows chip damage with the Technician ability.
Greninja @ Lifeorb
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Ice Beam
- Gunk Shot
- Extrasensory
- Hidden Power Fire
After Breloom puts whoever to sleep, this mon is usually the next to come out. It's ability to potentially take out Fighting, Poison, Ghost, Ice, Grass, Fairy, Psychic, Bug, Rock, Ground, Flying, Dragon, and Steel types due to Protean makes it pretty great to have on a team (It will probably get banned soon). Life Orb gives it extra boost to the power it provides and since this is a Special Attacking Greninja, burn doesn't hurt too much, though because of the Life Orb, Poison/Burn damage does hurt. Also Koko is a pest
Charizard @ Charizardite Y
Ability: Blaze
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Fire Blast
- Solar Beam
- Focus Blast
- Earthquake
This is a weird set for Zard Y because of no Roost and having two moves that miss, but this Zard's job is to OHKO or hit hard. Solor Beam to take care of Water types, Earthquake to deal with Heatran, Focus Blast for T-Tar and Fire Blast for everybody else. Stealth Rocks hurt badly and with no roost, this is used in "for sure" situations.
Salamence @ Flyinium Z
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Fly
- Outrage
- Earthquake
This guy is one of, if not the, most valuable parts of this team. After Dragon Dance, depending on the team, you can pretty much do what you want. For any Mon you see that you can't get the Super Effective on, Z-move comes into effect. Earthquake is there for any thing you don't want to use Outrage on and Outrage provides massive damage. Watch out for Tapu switch ins though.
Tapu Koko @ Magnet
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- U-turn
- Hidden Power Ice
- Volt Switch
You need a Tapu in your team, and the one I chose was Koko due to its quickness and ability to switch and deal damage. HP Ice tries to provide a little damage to a Tangrowth or Lando-T trying to predict an Electric move. Thunderbolt with Magnet gets a boost, adding extra pressure on any Water types and U-Turn is there just in case you want to switch out but are unable to due to facing a ground type.
Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Iron Head
- Sucker Punch
- Swords Dance
A.K.A. the closer extraordinaire. After the swords dance, pretty much any move you click is lights out. Not only is it a great end of game sweeper, but I also use it as somewhat of an intimidater. Tapus as well as Gengars are forced to switch out, and Mega Mawhiles and Magearnas at least hesitate. Also Mimikyu isn't as scary as it usually is due to Bisharp's Steel typing and hard hitting dark moves.
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Spore
- Substitute
- Focus Punch
- Bulletseed
I chose Breloom as the opener because of it's ability to out speed the common set-up hazard mons. And if it doesn't out speed, after a hazard set up it can put it hazard to sleep. With Ferrothorn, substitute followed by focus punch is deadly. Bullet seed allows chip damage with the Technician ability.
Greninja @ Lifeorb
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Ice Beam
- Gunk Shot
- Extrasensory
- Hidden Power Fire
After Breloom puts whoever to sleep, this mon is usually the next to come out. It's ability to potentially take out Fighting, Poison, Ghost, Ice, Grass, Fairy, Psychic, Bug, Rock, Ground, Flying, Dragon, and Steel types due to Protean makes it pretty great to have on a team (It will probably get banned soon). Life Orb gives it extra boost to the power it provides and since this is a Special Attacking Greninja, burn doesn't hurt too much, though because of the Life Orb, Poison/Burn damage does hurt. Also Koko is a pest
Charizard @ Charizardite Y
Ability: Blaze
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Fire Blast
- Solar Beam
- Focus Blast
- Earthquake
This is a weird set for Zard Y because of no Roost and having two moves that miss, but this Zard's job is to OHKO or hit hard. Solor Beam to take care of Water types, Earthquake to deal with Heatran, Focus Blast for T-Tar and Fire Blast for everybody else. Stealth Rocks hurt badly and with no roost, this is used in "for sure" situations.
Salamence @ Flyinium Z
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Fly
- Outrage
- Earthquake
This guy is one of, if not the, most valuable parts of this team. After Dragon Dance, depending on the team, you can pretty much do what you want. For any Mon you see that you can't get the Super Effective on, Z-move comes into effect. Earthquake is there for any thing you don't want to use Outrage on and Outrage provides massive damage. Watch out for Tapu switch ins though.
Tapu Koko @ Magnet
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- U-turn
- Hidden Power Ice
- Volt Switch
You need a Tapu in your team, and the one I chose was Koko due to its quickness and ability to switch and deal damage. HP Ice tries to provide a little damage to a Tangrowth or Lando-T trying to predict an Electric move. Thunderbolt with Magnet gets a boost, adding extra pressure on any Water types and U-Turn is there just in case you want to switch out but are unable to due to facing a ground type.
Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Iron Head
- Sucker Punch
- Swords Dance
A.K.A. the closer extraordinaire. After the swords dance, pretty much any move you click is lights out. Not only is it a great end of game sweeper, but I also use it as somewhat of an intimidater. Tapus as well as Gengars are forced to switch out, and Mega Mawhiles and Magearnas at least hesitate. Also Mimikyu isn't as scary as it usually is due to Bisharp's Steel typing and hard hitting dark moves.