So, before I type out my team, I'd just like to explain what I'm looking for here. This is a team that's hardly different from what I used 6 months ago (though I didn't post it here, so it may seem new), and I'm looking to change things up. Plus, I've noticed it has trouble with opposing Zard Y teams and the rare but powerful Talon+Azumarill combo. I'm open to new team ideas all together (different mega, for example), so feel free to suggest something else that may seem interesting to me (similar playstyle). Without further ado, here's my team:
Charizard Charizardite Y
ability: solar power
nature: modest
EVs: 248HP, 144Def, 8Spa, 108Spe
Fire Blast
Solar Beam
HP Ground
Protect
Solar power is for opposing sun teams, which I have trouble with. The speed EVs are to always outspeed max speed Breloom (never again will I make the mistake of being slower than a spore user). Maxed out health - 4 to have the most bulk and still switch in on rocks twice (as rare as they are in doubles, I have seen them). I put 144 in defense to alwayls survive Anything from Mega Khan and rock slide from Landy T once (no chance with SE though lol). Modest and 4 Spa just to make Zard Y's high special attack just a bit more threatening. Fire blast is to bypass wide guard while doing much more damage to a single target. Solar Beam is obvious coverage, especially for Azumarill. Protect is to stall opposing conditions, ko a threat with its partner, etc. I chose HP Ground over overheat in order to prevent being walled by Heatran. It also catches the opponent offguard. Charizard's role is basically to nuke single targets, and, to a minor degree, aid the team with sun.
Venusaur Life Orb
ability: chlorophyll
nature: modest
EVs: 174HP, 252 Spa, 84Spe
Giga Drain
Sludge Bomb
HP Ice
Protect
Venusaur is my bulky-ish offensive mon. Chlorophyll gives it many critical outspeeds under the sun, and life orb gives its attacks some needed "umpf". Giga Drain is its main stab; it doesn't rely on sun, and helps mitigate life orb recoil. Sludge Bomb is its other stab option, which deals huge damage to popular fairy types. In fact, Venusaur is a great answer to both M-Diance and M-Gardevior. HP Ice is to OHKO Landy T without the harsh reduction in Spa from leaf storm. I chose coverage over sleep powder because of the shaky accuracy. It also helps with the many dragons that are 4x weak to ice. Protect is to wait for sun and its speed bonus, as well as stalling out stuff like trick room and the occasional lucky poison (when sludge almost KOs, and the poison is enough to take it out next turn).
Aegislash WeaKness policy
ability: stance change
nature: modest (three modest in a row... lol)
EVs: 248HP, 8Def, 252Spa
Kings Shield
Wide Guard
Flash Cannon
Shadow Ball
This is the only new guy on my team, though he is popular with Zard Y. He's mostly here for wide guard, but he offers offensive presence as well. Wide guard is for rock slide mostly, but it's nice to have against choiced earthquake and hyper voice. King's shield is a must, making sure Aegislash is never in his vulnerable form. The last two moves are stab for when I need offense from Aegislash. The weakness policy lures opponents into giving me a free boost and KO, as long as they don't crit or double focus. A +2 from Aegislash does wonders, even on neutral hits.
Togekiss @safety goggles
ability: Serene Grace? Doesn't matter, I guess
nature: Calm
EVs: 248HP, 252Def, 8Spd
Tailwind
Follow Me
Heal Bell
Morning Sun
Togekiss is my support, basically. Safety goggles allows it to absorb spore. Nature and EVs are meant for balanced bulk. Tailwind is to provide my team with much appreciated outspeeds. I haven't used follow me a lot, but it occasionally helps protect a slower mon who needs to remove/cripple/weaken a threat. Heal bell is to remove pesky paralysis and sleep from my offensive mons, especially Zard. Lastly, morning sun keeps it in the game, and it also gets a boost from the sun. I never had to worry about losing all of my PP, so I stuck with it. I originally used mental herb, but I didn't run into taunt as much as I thought I would.
Scrafty Lum Berry
ability: intimidate
nature: adamant
EVs: 248HP, 252Atk, 8Def
Drain Punch
Fake Out
Knock Off
Quick Guard
Scrafty provides lots of utility, as well as some offensive pressure. Fake out takes one mon out for a single round, bypassing threats temporarily. Quick Guard works wonders, surprising Azumarill, Talonflame, and Thundurus. Knock off removes enemy items, sometimes crippling them and dealing considerable damage. Drain Punch gives Scrafty more offensive presence, and heals up any damage as well. High Jump Kick was in my mind for loads of damage, but it just seems too obvious and risky. Even if I don't get predicted and protected, there's a chance to miss, which is a double whammy.
Rhydon eviolite
ability: lightningrod
nature: adamant
EVs: 248HP, 8Atk, 252Spd
Earthquake
Protect
Rock Slide
Ice Punch
Rhydon's main objective is to redirect threatening electric attacks that could spell doom for Zard. Plus, it works wonders against thunder wave. Rhydon is very bulky due to the EV investments, so it usually provides a few turns of protection even if focused down on. It also brings offensive pressure with an adamant nature and dual stab in earthquake and rock slide. Ice Punch was a filler, because I really don't know what to do with it. It helps against Landy T, even after Intimidate (it doesn't OHKO, but Rhydon can take a few hits). It also, of course, demolishes flying dragons and Garchomp.
Charizard Charizardite Y
ability: solar power
nature: modest
EVs: 248HP, 144Def, 8Spa, 108Spe
Fire Blast
Solar Beam
HP Ground
Protect
Solar power is for opposing sun teams, which I have trouble with. The speed EVs are to always outspeed max speed Breloom (never again will I make the mistake of being slower than a spore user). Maxed out health - 4 to have the most bulk and still switch in on rocks twice (as rare as they are in doubles, I have seen them). I put 144 in defense to alwayls survive Anything from Mega Khan and rock slide from Landy T once (no chance with SE though lol). Modest and 4 Spa just to make Zard Y's high special attack just a bit more threatening. Fire blast is to bypass wide guard while doing much more damage to a single target. Solar Beam is obvious coverage, especially for Azumarill. Protect is to stall opposing conditions, ko a threat with its partner, etc. I chose HP Ground over overheat in order to prevent being walled by Heatran. It also catches the opponent offguard. Charizard's role is basically to nuke single targets, and, to a minor degree, aid the team with sun.
Venusaur Life Orb
ability: chlorophyll
nature: modest
EVs: 174HP, 252 Spa, 84Spe
Giga Drain
Sludge Bomb
HP Ice
Protect
Venusaur is my bulky-ish offensive mon. Chlorophyll gives it many critical outspeeds under the sun, and life orb gives its attacks some needed "umpf". Giga Drain is its main stab; it doesn't rely on sun, and helps mitigate life orb recoil. Sludge Bomb is its other stab option, which deals huge damage to popular fairy types. In fact, Venusaur is a great answer to both M-Diance and M-Gardevior. HP Ice is to OHKO Landy T without the harsh reduction in Spa from leaf storm. I chose coverage over sleep powder because of the shaky accuracy. It also helps with the many dragons that are 4x weak to ice. Protect is to wait for sun and its speed bonus, as well as stalling out stuff like trick room and the occasional lucky poison (when sludge almost KOs, and the poison is enough to take it out next turn).
Aegislash WeaKness policy
ability: stance change
nature: modest (three modest in a row... lol)
EVs: 248HP, 8Def, 252Spa
Kings Shield
Wide Guard
Flash Cannon
Shadow Ball
This is the only new guy on my team, though he is popular with Zard Y. He's mostly here for wide guard, but he offers offensive presence as well. Wide guard is for rock slide mostly, but it's nice to have against choiced earthquake and hyper voice. King's shield is a must, making sure Aegislash is never in his vulnerable form. The last two moves are stab for when I need offense from Aegislash. The weakness policy lures opponents into giving me a free boost and KO, as long as they don't crit or double focus. A +2 from Aegislash does wonders, even on neutral hits.
Togekiss @safety goggles
ability: Serene Grace? Doesn't matter, I guess
nature: Calm
EVs: 248HP, 252Def, 8Spd
Tailwind
Follow Me
Heal Bell
Morning Sun
Togekiss is my support, basically. Safety goggles allows it to absorb spore. Nature and EVs are meant for balanced bulk. Tailwind is to provide my team with much appreciated outspeeds. I haven't used follow me a lot, but it occasionally helps protect a slower mon who needs to remove/cripple/weaken a threat. Heal bell is to remove pesky paralysis and sleep from my offensive mons, especially Zard. Lastly, morning sun keeps it in the game, and it also gets a boost from the sun. I never had to worry about losing all of my PP, so I stuck with it. I originally used mental herb, but I didn't run into taunt as much as I thought I would.
Scrafty Lum Berry
ability: intimidate
nature: adamant
EVs: 248HP, 252Atk, 8Def
Drain Punch
Fake Out
Knock Off
Quick Guard
Scrafty provides lots of utility, as well as some offensive pressure. Fake out takes one mon out for a single round, bypassing threats temporarily. Quick Guard works wonders, surprising Azumarill, Talonflame, and Thundurus. Knock off removes enemy items, sometimes crippling them and dealing considerable damage. Drain Punch gives Scrafty more offensive presence, and heals up any damage as well. High Jump Kick was in my mind for loads of damage, but it just seems too obvious and risky. Even if I don't get predicted and protected, there's a chance to miss, which is a double whammy.
Rhydon eviolite
ability: lightningrod
nature: adamant
EVs: 248HP, 8Atk, 252Spd
Earthquake
Protect
Rock Slide
Ice Punch
Rhydon's main objective is to redirect threatening electric attacks that could spell doom for Zard. Plus, it works wonders against thunder wave. Rhydon is very bulky due to the EV investments, so it usually provides a few turns of protection even if focused down on. It also brings offensive pressure with an adamant nature and dual stab in earthquake and rock slide. Ice Punch was a filler, because I really don't know what to do with it. It helps against Landy T, even after Intimidate (it doesn't OHKO, but Rhydon can take a few hits). It also, of course, demolishes flying dragons and Garchomp.