
Venom (Vikavolt) @ Choice Specs
Ability: Electric Surge
Shiny: Yes
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Rising Voltage
- Volt Switch
- Energy Ball
- Bug Buzz
This lad comes in, clicks rising voltage and 2hko's anything that's not a resist. Energy ball is there for ground types and bug buzz is just for stab. Volt switch helps with pivoting if you anticipate a counter to come in (AV Silvally dragon/electric).
Not much else to say :]

Deez Gutz (Diancie) @ Focus Sash
Ability: Magic Bounce
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 SpA
Brave Nature
IVs: 0 Spe
- Earth Power
- Diamond Storm
- Trick Room
- Explosion
This is the lead of choice. Focus sash + Magic bounce prevents taunt as well as hazards which are a major nuisance to this team and almost guarantees a trick room (Mold Breaker + Multi hit moves wreck you). You click trick room turn 1, then usually explosion turn 2. Max Atk and Spatk to make use of Diamond storm for strong damage if neccesary and throw out a strong explosion, while earth power is there to get chip on steel types. (though exploding is usually better)
Note: This was originally Pixilate to make boom go Big Boom but magic bounce is overall much better.

Death Egg (Cursola) @ Life Orb
Ability: Sheer Force
Shiny: Yes
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Blizzard
- Shadow Ball
- Destiny Bond
- Earth Power
The death egg hits exceptionally hard with some great coverage. SFLO means you can throw out some extremely strong attacks with your good movepool. Shadow ball is your go to move of choice, Earth power helps with AV electric/steel/rock types and blizzard is there as a strong option. Destiny Bond is basically your suicide card incase you are on the last turn of trick room and need to take out something.
NOTE: This slot was filled by Drampa but I found that Cursola fills the role much better. Some replays will have Drampa since it filled this role before.

Oooga Booga (Trevenant) @ Focus Sash
Ability: Magic Guard
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Trick Room
- Wood Hammer
- Poltergeist
- Destiny Bond
Trevenants role is to just get off a trick room and die, it succeeds in the first part due to Focus Sash + Magic Guard. Poltergeist and Wood Hammer are there for strong Stab options to make use of Trevenants great Atk stat and Destiny Bond is to take out an opponent with you.

Jimmy Neutron (Beheeyem) @ Focus Sash
Ability: Prankster
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Teleport
- Trick Room
- Psychic
- Destiny Bond
Beheeyem helps this team immensely with the priority destiny bond + negative priority teleport/trick room. This combo makes it so your opponent has to switch/set up/ or KO you. Sash also guarantees you can get off a trick room if you keep hazards off the field.

Saba (Marowak-Alola) @ Thick Club
Ability: Adaptability
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Poltergeist
- Flare Blitz
- Swords Dance
- Shadow Bone
Tbh this mon right here is why this team even works. Alowak 2hko's pretty much everything that's not a quad resist. Adaptability just too good to pass up as it allows you to dish out some crazy damage.
Poltergeist and Flare Blitz are there as strong stab options while Shadow Bone is there to ensure you have 1 reliable move. SD is only used when predicting a switch into a counter so you can just bop it.