Threat List
Aerodactyl: The few I've seen have been suicide leads, so I usually lead with Jirachi. Thunder Wave on their Stealth Rock then proceed to Iron Head for the 2HKO. They very rarely Taunt Jirachi in fear of not getting their rocks down so I feel perfectly comfortable going for the Thunder Wave. If it were an offensive variant used later-game I'm positive that I could easily take it on with Gliscor.
Azelf: I've yet to see one used thus far. I supposed any physical variant could be handled by either Mew or Gliscor, however I would be wary of HP Ice. I think Heatran could handle a Nasty Plot variant, taking a Thunderbolt at max HP then KOing back with Fire Blast, but I don't recall seeing any.
Blissey: Mew can stall Blissey out through Taunt and Will-O-Wisp very easily, however stalling it out the entire way would reduce Softboiled's PP an awful lot. I usually Taunt with Mew then switch to Jirachi for healing or Gliscor to set-up. Jirachi simply poops on Blissey regardless of the set.
Breloom: If Gliscor's Toxic Orb has activated it can't really do anything. Jirachi can Iron Head for a little over 25% after Poison Heal, Mew's Ice Beam hits for around 80% min. but can't OHKO. So long as Gliscor's poisoned it can't do anything worthwhile.
Bronzong: It can only come in on Jirachi without taking a powerful attack, in which case I switch to either Rotom or Heatran in case they are a TrickScarf variant. If they're any other variant I switch to Mew and proceed to Taunt and Will-O-Wisp. If it's a TrickScarf lead I can get the Taunt off with Mew before it can Trick then proceed to Will-O-Wisp the switch in, which is usually a Tyranitar packing Pursuit.
Celebi: Celebi can be an annoying little bugger. Most only run 36 EVs in Spe so I already have the advantage with Jirachi, who is usually my best answer if Heatran doesn't have its Air Balloon. Faster Nasty Plot variants with Hidden Power Fire and Earth Power can be a pain if Heatran doesn't have its balloon, but that set it beyond rare. A Taunt from Mew stops it from doing anything worthwhile.
Chandelure: I think it has the potential to be a huge problem, but the few times I've run into it I was able to handle it very easily. They usually switch in on Jirachi so I Protect to scout what they want to do then act accordingly, usually switching to Heatran to absorb the fire move. Thanks to Heatran it isn't much of a porblem.
Chansey: Chansey is just Blissey with more physical bulk and no special attack, so no Ice Beam. Gliscor shuts it down with Taunt and can proceed to Swords Dance. Mew has an easier time with them as they lack Leftovers so burn whittles them down twice as much. I can also Trick its Eviolite away with Rotom if given the opportunity. Terrakion doesn't even need mentioning.
Cloyster: Cloyster is a powerful threat with Shell Smash, but Jirachi handles it fine. It resits Icicle Spear and Rock Blast and can live a Shell Blade provided it doesn't crit. Mew can cripple it with a burn whilst not even losing half of its max HP from +2 LO Icicle Spear. Because they like to aim for 250 speed before Shell Smash Mew can't get a Taunt off before they set up.
Conkeldurr: So long as Gliscor is in good condition this thing isn't a problem. Like I said previously if I see Conkeldurr in team preview I play very cautiously with Gliscor to make sure it can come in in god condition.
Darmanitan: These guys are usually only seen on sun teams. I unfortunately have no weather of my own to weaken them so I have to play around it to see what item it has first, as I could easily predict scarf and switch to Heatran to take the Flare Blitz but proceed to be destroyed by Superpower. If it's a LO variant I have to rely on Gliscor to take a hit or two so that I can bring in Rotom. If it's a Scarf variant I act depending on the Pokemon it switched into. If it comes in on Jirachi I simply Protect and deal with it depending on the move. If I can get it paralyzed I have nothing to fear from it.
Deoxys-D: I don't understand why Deoxys-D isn't used more, it has incredible support potential. The worst thing it can do is set up Spikes, which it won't be able to if I have Mew or Gliscor out. They tend not to invest in speed so they're very susceptible to Taunt. If I can get Mew in on it without being hit by Toxic I can wall it ferr dayyyz.
Deoxys-S: Jirachi is the go-to guy for all variants. If I see that they plan to lead with it, or even just have it on their team I will lead with Jirachi. Paralyse it with Thunder Wave then let Iron Head do the rest. Worst case scenario is that it's a TrickScarfer, in which case it still only gets 1 layer of something as I paralyse it with T-wave then switch to Mew to Taunt. It can do a hell of a lot in a few turns so I aim not to give it a free turn. Expert Belt or Life Orb variants can't do enough damage to Jirachi to cause concern.
Dragonite: First thing to do is identify what set it's using. If it's a Dragon Dancer Gliscor can handle them pretty effectively. Choice Band variants are tricky seeing as how they 2HKO Gliscor with Outrage. If I can burn it it isn't much of a threat. Heatran can KO any variant that lacks Superpower pretty easily with Hidden Power. If I can get it to use Outrage I can paralyse it with Jirachi then proceed to KO with Heatran. Bulky Dragon Tail variants can't hurt Gliscor and have Multiscale ruined if I can burn it, however that puts Mew at risk of paralysis. Special variants are only seen in the rain and are handled very well by Jirachi and can be tricked a scarf by Rotom to make it even easier to handle. Terrakion can KO any variant so long as Multiscale isn't active.
Dugtrio: It isn't commonly used but it has great potential. Just need to take note if you see it in the team preview so as not to let Jirachi, Terrakion and balloon-less Heatran be easily revenge killed. It can't switch in on anything in fear of being KO'd or paralyzed in Jirachi's case.
Electivire: It can only become a problem if my opponent predicts a Volt Switch and switches in Electivire. Mew walls any variant easily, it won't stay in on Jirachi in fear of Body Slam so I can simply Wish stall if it has Life Orb or use Wish to make switching easier. So long as it doesn't have a Motor Drive boost behind it Terrakion can destroy it.
Espeon One of the few occasions I wish I used Body Slam over Iron Head. Regardless, Jirachi scares away any variant and Rotom's Hydro Pump deals 57% on average. The real threat it poses is its ability to reliably set up screens for something.
Excadrill: Gliscor handles it very well. Balloon variants can't deal enough damage to 2HKO and LO variants are KO'd by Earthquake. If Heatran has its balloon intact it only has to fear the rare Brick Break. So long as Gliscor is at >50% they aren't much of a problem. If they switch in on Mew they're met with a Will-O-Wisp. Surprisingly this happens as much as Tyranitar or Scizor switch ins.
Ferrothorn: Gliscor can Taunt and set up on it. Mew can stall it out. Rotom can KO weakened ones with Hidden Power Fire, or sacrifice itself to Trick it a Scarf. Heatran and Terrakion eat it for breakfast. More often than not it's a recipient of the Mew torture.
Forretress: It's very similar to Ferrothorn, except that it can carry Toxic Spikes. It is VERY important to keep these from being set, otherwise Mew is going to struggle to do its job. One layer is somewhat manageable, but 2 ruins Mew.
Garchomp: Garchomp is one of the biggest threats in the game today. Gliscor is my first option to go against it. If it's a ScarfChomp I know I'll be able to handle it easily thanks to Gliscor and Mew's bulk and the numerous Ground immunities on my team. If it's a Choice Band variant I'll switch to Jirachi to take 2nd hit then Protect on the 3rd or Thunder Wave the switch in if I am at a high enough health. Swords Dance variants are even more difficult too handle. As I have to rely on Gliscor to take a hit so that I can get an Ice Fang off. If Gliscor goes down Terrakion can guarantee a KO on any non-Scarf variant with a little damage prior. If it comes in on Mew I Taunt as it sets up its Substitute preventing it from using Swords Dance then proceed to Ice Beam. If it locks itself on Outrage whilst behind the sub then it's a dead 'Chomp.
Gengar: Most variants of Gengar are easily handled by Jirachi. If they're a Sub/Disable variant I'll Iron Head to break their sub then switch to Rotom on the predicted Disable. If they have Leftovers/Black Sludge I'll Volt Switch back to Jirachi to continue the cycle, if not I'll Hydro Pump as it has enough power at that range to guarantee a KO. Choiced variants are even easier to handle for Jirachi.
Gliscor: Rotom is a great initial switch in, only fearing the Toxic or Facade, which most don't use nowadays. From there I'll usually Volt Switch to maintain pressure. Mew can OHKO with Ice Beam, however I don't like to switch it in on Gliscor in fear of Taunt or the rare Toxic. Heatran can switch in easily if it still has its Air Balloon intact, or even on a predicted Swords Dance or Taunt. Terrakion can 2HKO with Stone Edge if Gliscor switches in on it without having previously activated its Toxic Orb. My own Gliscor can Taunt then 2HKO with a +2 Ice Fang as most Gliscor are outsped by 2 points.
Gorebyss: Teams that use Gorebyss with Espeon support are very difficult to deal with. If Gorebyss tries to set up on Mew it's met with a Taunt to prevent it from Baton Passing. Jirachi can paralyse with Thunder Wave but can't do much afterwards as most carry White Herb to restore their defence. If I maintain pressure with Rotom it won't be able to find an opportunity to set up. It all depends on what it tries to set up on, and whether or not it has screen support.
Gyarados: Gyarados can be very tricky to face. Mew can handle most variants with Will-O-Wisp, Rotom outspeeds all variants and threatens to KO with Volt Switch and Terrakion can OHKO any variant it's faster than provided it hasn't been Intimidated, in which case it can OHKO 50% of the time with Stealth Rock.
Haxorus: I hate facing this thing. It has the power to 2HKO everything on the team. Banded variants are the worst to face as even Mew risks losing 70% from an Outrage. Thankfully it isn't too fast, allowing Terrakion to outspeed and OHKO with Close Combat. If it comes in on Mew my best bet is to go for Will-O-Wisp as it Dragon Dances or Outrages. If it hits I'll have a much easier time dealing with it. If it's later in the game and it has lost around 1/3rd of its HP I'll try to KO with Ice Beam. Scarf variants are easier to handle as they don't pack as much of a punch, and players tend to carelessly lock themselves into Outrage early in the game. Dragon Dancers are definitely the most threatening, but they'll be hard pressed to find an opportunity to set up.
Heatran: Rotom is my best switch in even though it risks taking a hefty chunk from Fire Blast. If I can get Rotom in I'll go for the Volt Switch if it's early in the game to maintain pressure. If I see they're not carrying Air Balloon I'll switch in my own Heatran to scare them away and get my rocks down. If they're using Tyranitar I can switch in Terrakion thanks to the special defence boost if I think I can force my opponent into a position where he'll lose a Pokemon if I use either Close Combat or Stone Edge.
Hippowdon: Gliscor can Taunt the hippo to prevent it from setting up rocks or Roaring. Rotom threatens to KO with Hydro Pump. Heatran can 2HKO with Fire Blast whilst the hippo gets it's own rocks up, or if it's later in the game and I still have my balloon I can deal out >50% preventing it from healing with Slack Off. Mew can Taunt and proceed to Will-O-Wisp wither it or the switch in, which like I've said before is usually a Tyranitar or Scizor. Always makes me smile. :)
Hydreigon: Jirachi is initially the best answer for Hydreigon as it resists Draco Meteor. Fire Blast does hurt quite a bit but it's basically inviting Heatran in for a Flash Fire boost so that it can roast anything that doesn't work in a Pokemon Centre. Scarf variants are very easy to handle, whilst Specs variants can cause Jirachi more trouble, but are easily taken care of by Terrakion. Speaking of which, if Hydreigon locks itself into Dark Pulse it's a free switch in to Terrakion with a x2.25 attack.
Infernape: Rotom scares Infernape away with Hydro Pump and Terrakion can force a speed tie, although I would much rather not resort to that. If I can paralyse it with Jirachi then it's not a problem. It usually wears itself down thanks to Stealth Rock and LO, as well as it's more common attacks, Close Combat and Overheat forcing itself to swtich out.
Jellicent: Jellicent can be very tricky to handle, as most usually use both Will-O-Wisp and Scald, so Taunt/Wisp stalling usually isn't a viable option. However if it uses Surf over Scald then it is very easy to take care of. Tricking it a scarf goes a long way to dealing with it more effectively. Terrakion deals 56.5% - 66.5% with Stone Edge so it can finish off a slightly weakened Jellicent, or 2HKO one expecting to switch into a Close Combat.
Jirachi: The most common variant of Jiarchi is the same specially defensive variant used in this team. If Gliscor's Toxic Orb has activated before Jirachi comes out then there is very little to fear from it, other than it Wish supporting it's team mates. If Heatran can get in on any move other than Body Slam or Thunder Wave then it can deal with Jirachi easily. The only other variant worth mentioning is the Calm Mind one, which Heatran handles very well. Terrakion deals 78% on average to max HP variants so all that's needed is a little prior damage. TrickScarfing with Rotom is also an effective tactic on the specially defensive variant as it loves to switch in on Rotom.
Jolteon: I haven't seen Jolteon as much this gen, which I assume is as a result of Thundurus. Nevertheless, they are very annoying to face on rain teams as they have Volt Absorb. Jirach is the best bet as it scares Jolteon away in fear of Body Slam and can then proceed to Wish support the rest of the team. Speaking of Wish, if the Jolteon is using LO Jirachi can easily stall it out with Wish. If the opponent is predicting Rotom to Volt Switch they'll usuallt switch in Jolteon without a second thought, so it may be a good idea to use Hydro Pump to KO. Rotom's Hydro Pump in the rain is extremely powerful and can finish off weakened foes. If you're really pushed for options Terrakion can survive a Timid LO Thunder after SR and KO with Close Combat, however Specs variants will OHKO 25% of the time without SR, and 63% of the time with SR. This is again one of the few instances where I'd much rather have Body Slam than Thunder Wave on Jirachi.
Kingdra: Kingdra's fairly uncommon nowadays, however they are still used in hopes of coming across a rain team to abuse Swift Swim with. Jirachi does a great job in dealing with it as it resists the STAB Dragon type attacks its more likely to use and can paralyse with Thunder Wave. Terrakion can OHKO any variant with Close Combat, requiring SR to guarantee the OHKO against those with 100 HP EVs. If it has been damaged by SR and is not running 100 HP EVs Stone Edge will also guarantee a KO.
Kyurem: Jirachi is the best switch in for Kyurem. It resists both of its STABs and isn't going to be hit too bad by anything else it has. They're commonly found on hail teams which this team handles fairly well. Between paralysis with Jirachi and Terrakion's STABs there's nothing to fear.
Landorus: The most common Landorus variant I came across was a Mixed Scarf in sandstorm. Mew's Will-O-Wisp goes a long way to deal with it. If it's a Swords Dance or Rock Polish variant they'll often try to set up against Mew. Rotom outspeeds it if it isn't using a Choice Scarf and threatens to KO with Hydro Pump. Heatran can come in on a predicted Earthquake if it still has it's balloon and threaten to KO with Hidden Power. Terrakion has a 60% chance to KO with Stone Edge after SR damage if it doesn't carry a scarf.
Latias: Jirachi easily deals with Latias. Most are bulkier Calm Mind/Recover users that can't touch Jirachi. The only thing to watch out for is if it's a trick user. If it isn't using a choice item Jirachi has little to fear from it.
Latios: Jirachi will always be the first switch in to Latios. The most common set is the Choice Specs set which can't really touch Jirachi. Similar to Latias the biggest thing to be wary of is Trick. However Latias becomes a lot less threatening after it has used Trick. Mew can Will-O-Wisp/Softboiled stall Latios without specs and Terrakion can switch in after it has used Draco Meteor to possibly KO the opponent's switch in. It is very important to keep Jirachi alive even if has been Tricked as Latios can blow huge holes into the team even without Specs.
Lucario: Lucario has certainly fallen from grace this generation. It isn't used nearly as much as it was last gen but you may still come across it once in a while. If its a Swords Dance variant Gliscor is still one of the best possible switch-ins. If it turns out to be a Nasty Plot variant switch back to Jirachi to take the Hidden Power Ice and proceed to paralyse it. Terrakion can revenge kill Swords Dance variants as they don't often carry Mach Punch.
Machamp: Like Lucario Machamp has suffered a huge drop in popularity with the generation shift. The Lum Berry lead set is the only one commonly used, and is as annoying as ever. One can lead with Mew to try to get the burn off with 2 Will-O-Wisps, however the probability of pulling that off is 28% if Machamp uses Dynamicpunch. Even if Machamp uses Payback, which does 44% - 52%, there is still only a 56.25% that it will work. What I like to do is Will-O-Wisp on turn 1, then I try to judge which Pokemon he's most likely switch in to take a follow-up WoW and switch accordingly. If you have the cajones you can try to lure a Payback on the 1st turn and switch to Terrakion to get the Justified boost, which guarantees a OHKO with Close Combat (which is otherwise has a 50% chance to OHKO standard 240 HP variants) whilst only taking a maximum of 38% from Bullet Punch.
Magnezone: They'll usually try to switch in on Jirachi the first opportunity the get. I like to make a mental note when I see that my opponent has one so that when I bring out Jiachi I know I'm about to get some free damage against my opponent. I judge their team before hand to see whether Heatran's Fire Blast or Terrakion's Close Combat will do more damage. Magnezone is usually played so carelessly that it offers free switch-ins to powerful attackers. In the event that Magnezone does trap Jirachi there isn't an awful lot that can be done about it. This is yet another scenario where I'd greatly appreciate Body Slam as it deals more damage to Magnezone's subs than Iron Head. Magnezone doesn't even outspeed Jirachi so you can usually paralyse it before it subs. If Magnezone isn't carrying Charge Beam you can actually KO with Jirachi by using Wish + Protect to keep yourself healthy. Scarf variants are even more of a joke, with Thunderbolt dealing 28.4% - 33.6%. You can paralyse it and proceed to stall it out of PP with Wish + Protect.
Mamoswine: They can be tricky if they're using Choice Scarf, but are otherwise easy to handle. Terrakion outspeeds and KOs with Close Combat, Heatran can KO with Fire Blast if it has its balloon and Rotom only fears the Superpower when switching in. Rotom is also able to outspeed Scarf variants. Mew can Will-O-Wisp Mamoswine, but should be wary about stalling it out as non-choiced Mamoswine often carry Endeavour. I personally like to take an Earthquake with Mew to get the burn off then switch to Rotom to force it out with Hydro Pump. Scarf variants can be a nasty surprise, outspeeding Terrakion and KOing with Earthquake.
Metagross: Metagross is yet another Pokemon that has fallen from grace. Rotom is probably the best answer to Metagross as it resists Metagross' main STAB and takes little damage from its other moves, except Zen Headbutt. Mew can Will-O-Wisp it and proceed to stall it out with Softboiled, however that is a waste of Softboiled's PP. Gliscor can take on any Metagross that isn't using Ice Punch, but due to the popularity of Gliscor and Garchomp it would be best to assume Metagross is using Ice Punch on the rare occasion you face one.
Mew: There are 2 sets that Mew will commonly use: a Taunt/WoW set like the one I use or a Nasty Plot set with Psyshock/Aura Sphere/Fire Blast or Shadow Ball and LO. If it is the former Heatran is close to the perfect counter, as it doesn't mind Taunt if it has already set down rocks, gets a Flash Fire boost from Will-O-Wisp and can attack Mew on its weaker defence. The only thing Heatran must be wary of when facing this type of Mew is if it is using Aura Sphere as its sole attack, which will deal a maximum of 45%. This team has a harder time handling the latter variant as it can KO Jirachi with Fire Blast, however if Mew is using Shadow Ball Jirachi can easily switch in and proceed to paralyse it then Iron Head. If Mew is using Fire Blast it is best to sacrifice the least important member of the team so that you can switch in Terrakion and KO with X-Scissor. Nasty Plot Mew will likely try to set up against Terrakion after it has KO'd something with Close Combat. If you have SR Terrakion can 2HKO Mew 71.6% of the time with Close Combat, if you believe your opponent won't simply attack with Mew.
Mienshao: Gliscor is solid option to switch in, however Hidden Power Ice is becoming more common on them. Terrakion outspeeds and easily KO's with Close Combat. They can't do any worthwhile damage to Mew without: a) Being burned or b) Letting their switch-in being burned. I really like burning things. :D
Ninetales: Ninetales is handled easily by Heatran, only fearing those that carry Hypnosis. If I think they carry Hypnosis I'll use Gliscor to pivot to Heatran, often picking up a Flash Fire boost.
Politoed: Choice Specs sets are annoying as they deal an obscene amount of damage to Jirachi with Hydro Pump. Rotom can live one then Volt Switch and Terrakion can KO with Close Combat. If I used a bulkier variant of Rotom Politoed isn't much of a problem.
Porygon2: Rotom can trick away its Eviolite so that the rest of the team can handle it easier. Jirachi can try paralysis and Iron Head but it's likely at some point the Porygon2 will get a Recover off. Terrakion scares it aways with Close Combat and Mew can stall it out easily because it lacks Leftovers.
Raikou: They're generally only seen on rain teams, so Jirachi is once again the best initial answer. The aim is to paralyse it then try to switch to something that immediately threatens it like Gliscor or Terrakion. Substitute variants are a little more annoying as it blocks Thunder Wave.
Reuniclus: If I see Reuniclus in the preview I try not to be WoW-happy as it can easily absorb the burn and become a burden. The easiest way to take care of it is to paralyse and Iron Head with Jirachi, but if I end up burning it then I have to get it down to around 50% and finish it off with Terrakion. Trick Room variants are very easy to handle with Jirachi.
Rotom-W: IF It wasn't for its SR weakness this thing would be a monster. LO variants in the sun are very tricky as they usually carry HP Ice for Gliscor. Rotom-W can take it on relatively well, but can't come in on a LO Thunderbolt more than once. Terrakion scares it off easily.
Rotom-W: They're mostly 112 HP variants with Will-O-Wisp or Hidden Power Fire. Jirachi can beat those that lack Will-O-Wisp, and can Protect to scout for it. Rotom doesn't mind a burn too much and can get some extra damage with Volt Switch. Terrakion OHKO's the standard variant with Close Combat if it can find a way to switch in. Choiced variants are pretty easy to predict. Jirachi has a much easier time handling them as it can simply Protect to scout which move it wants to use. Specs variants is rain deal a boat load of damage with Hydro Pump so Terrakion usually has to revenge kill it.
Salamence: Salamence is a huge threat. Between Mew, Jirachi and Gliscor most possible sets are covered. They're usually mixed so Jirachi is the best initial switch in to take the Draco Meteor. If it turns out to be a Dragon Dancer then switch to Gliscor. If 'Mence comes in on Mew you're good to go as Mew can take the Draco Meteor from standard MixMence and burn it. The following Outrage won't KO Mew at that point even if both the Outrage and Draco Meteor do max damage, however it would be a smarter move to switch to Jirachi in case it decides to go for a second Draco Meteor.
Sawsbuck: One of the few things on sun teams that this team doesn't have a problem dealing with. Gliscor can easily take on the common Swords Dance variant, as can Mew. If Mew can burn it then there's little to worry about. Paralysis also helps, although Jirachi isn't exactly the best Pokemon to keep in on one.
Scizor: They usually come in early to try to U-Turn Mew, which even Choice Band variants fail to KO. More often than not they get burned and become dead weight. Gliscor handles any variant with relative ease, especially if it's burned. Rotom usually scare them away, as does Heatran but it's difficult to switch in as they usually carry Superpower or Brick Break.
Scrafty: Dragon Dance variants don't normally use Shed Skin so Jirachi can take a boosted Crunch and proceed to paralyse and Iron Head. It normally isn't a good idea to switch Gliscor in on DD variants as they normally pack Ice Punch. Bulk Up variants are handled well by Gliscor as it can simply Taunt Scrafty, take little damage and then boost up at twice the pace. If Terrakion outspeeds it then it can handle it well.
Shaymin: Jirachi handles most Shaymin with ease, as does Heatran if it can switch in on Earth Power. Terrakion outspeeds and KO's offensive variants with Close Combat after SR. They're very rare nowadays so it isn't something to worry about.
Sigilyph: If Terrakion can switch in on Cosmic Power it can easily KO with Stone Edge. Gliscor can come in easily if the Toxic Orb has activated and Taunt Sigilyph then proceed to boost up on a weak Stored Power. Rotom-W can trick away its Flame Orb, which can be used later to trick onto a physical attacker. Mew can Taunt to prevent being burned and letting Sigilyph set up. Heatran is unaffected by Psycho Shift and can hit it with powerful Fire Blasts.
Skarmory: Skarmory can be dealt with by everything but Jirachi. Mew Taunts and burns, Rotom-W scares it off with Volt Switch, Gliscor Taunts and can set up and Heatran scares it off with Fire Blast. Terrakion can 2HKO, which is guaranteed if Skarmory decides to switch in on Terrakion.
Slowbro: Slowbro is handled well by Rotom. Rotom constantly scares it off with Volt Switch or can Trick to make it dead weight. Mew can Taunt to prevent Toxic then burn it, forcing it to switch out. Unfortunately Terrakion can only muster around half with X-Scissor, so only bring it out against a weakened Slowbro.
Snorlax: Gliscor handles Snorlax with ease thanks to Taunt and Swords Dance. Terrakion threatens to KO with Close Combat and Mew can burn, but has to be wary of Body Slam. Tricking it a Choice Scarf makes it extremely easy to handle.
Starmie: Jirachi is the best bet against Starme. It can't 2HKO outside of rain and can be PP stalled with Wish + Protect in rain. Rotom can handle it pretty effectively as it can live a Thunder and Volt Switch which will KO after SR.
Suicune: Rotom is a good initial switch in to scare Suicune off, whether it's an offensive or defensive variant. If you notice Suicune doesn't have Leftovers it's best to leave it to Jirachi. Terrakion can KO offensive variants with a little prior damage, but shouldn't be used against defensive variants as Close Combat will only deal 50% on average.
Swampert: Mew all the way. Taunt it to prevent rocks then burn and laugh at it. If it freezes with Ice Beam make sure to tell your opponent how much you don't like them. Rotom can switch in with ease and Hydro Pump for 47% on average. Terrakion can deal up to 68.3% on standard Relaxed 240/216 variants.
Tentacruel: This thing is a major pain. Like I mentioned with Forretress Toxic Spikes hurt Mew a lot, and there's very little this team can do to prevent them being set up. If they come in on Mew or Gliscor then they aren't getting their Toxic Spikes, but few players are careless enough to do that. Gliscor can take an Ice Beam and 2HKO with Earthquake, but it leaves me very vulnerable to Conkeldurr. Rotom can do more than 50% with Volt Switch, but at that point they'll have already gotten one layer. Terrakion can do up to 75% with Stone Edge whilst only really fearing Scald. I usually have to play aggressively in order to prevent it from setting up 2 layers, but it's almost guaranteed 1.
Terrakion: Gliscor handles most Terrakion so long as they aren't Adamant Banded, in which case Terrakion outspeeds and KO's. Mew can cripple it with a burn so that Gliscor has an easier time against it. Jirachi can take a Close Combat from any variant, although not well if it's banded or Adamant LO, and take it out with paralysis and Iron Head. It's important to keep Gliscor in good health to better deal with Terrakion.
Thundurus: Jirahi can handle Thundurus pretty well. Only the Nasty Plot variants give Jirachi trouble. It's important to get it paralysed to the rest of the team can handle it easier should Jirachi fail to KO.
Tornadus: Jirachi has an even easier time handling Tornadus as it resists STAB Hurricane and doesn't much damage from its other moves.
Toxicroak: Most people use a set containing Sub/Bulk Up or SD/Drain Punch/Sucker Punch, so Gliscor is a pretty safe switch in. If it comes in on Mew it's best to Taunt straight away as they're normally faster. Terrakion deals up to 87.6% with Close Combat, so if you can weaken it a little and prevent it from getting a sub up Terrakion can finish it off. If you Taunt with Mew as it subs then switch to Jirachi and spam Iron Head you'll easily win.
Tyranitar: They're commonly seen as leads these days. They won't hesitate to use Crunch against Mew, allowing Mew to easily burn it. You can lure a Crunch and switch to Terrakion for the Justified boost and hit the switch in with a powerful Close Combat or Stone Edge. Jirachi can Iron Head for a 2HKO and Rotom can Hydro Pump for the same result. Gliscor has to be wary of Ice Beam but otherwise defeats it easily. Only Heatran has trouble with Tyranitar as it's Earth Power does pitiful damage against specially defensive variants. More often than not the opponent's Tyranitar gets burned by Will-O-Wisp as they think they can KO Mew.
Vaporeon: It doesn't really do much except pass huge Wishes. Rotom can dish out a lot of damage with Volt Switch, but has to be careful that they don't carry Toxic. Most carry Scald so Mew isn't the ideal Pokemon to switch in on it. Terrakion deals 67% on average, allowing it to finish off a weakened Vaporeon. It's usually handled by Taunting it then switching to Rotom.
Venusaur: One of the more troublesome sun threats. Getting it paralysed is the main goal. From there Jirachi can try to KO with Iron Head, or can switch to Heatran to attempt to receive a Flash Fire boost. Unfortunately it usually puts something to sleep, but so long as Heatran is around it can't cause too much damage.
Victini: They're pretty uncommon in OU, seeing as how sun isn't as effective as rain or sand. Gliscor and Rotom are both good initial switch-ins. It's important to identify which set it is using before it can do too much damage, so I'd recommend Rotom first, just in case it carries HP Ice. If they're a scarf Death Gambit user tell them how much you don't like them.
Virizion: Special variants are easily handled by Jirachi through paralysis. Swords Dance variants should be handled by Mew as opposed to Gliscor as most will carry HP Ice. Between the 2 pixies Virizion can't do much.
Volcarona: If you notice it in the team preview it's important to keep Heatran or Terrakion at good health, otherwise it can roll over this team. It's likely to try to set up on Mew, in which case switch to the healthiest between Heatran and Terrakion. If it comes in on Gliscor just use Earthquake to get damage on it. If it comes in on rocks the Earthquake can KO. If it tries to set up on Jirachi just Thunder Wave. Even if they carry Substitute they're unlikely to use it against Jirachi.
Whimsicott: It can't do much to this team. Gliscor is the best switch in, if you need to switch, as it doesn't lose HP from Leech seed. You can then Taunt and switch out to best deal with what you think they'll switch in on Gliscor. If it comes in on Mew just Taunt as it sets up a sub, then Will-O-Wisp the switch-in.
Wobbuffet: It can be a huge pain, but I've yet to see one. Similar to Mew and Deoxys-D I've no idea why this guy isn't used more. It can trap Terrakion, Rotom and Heatran with ease. In Heatran's case you can simply spam Stealth Rock until they Encore then deal with their switch-in appropriately. Gliscor, Mew and Jirachi are all perfectly capable of stalling it out.
Xatu: I personally don't see the appeal to Xatu. Everything on this team except Mew is capable of defeating it easily. Even then Mew can 3HKO with Ice Beam, however it allows Xatu to set up screens. I usually switch in Terrakion if it comes in on Mew, as they'll usually set up Light Screen first so I can hit their switch in with a full-power Stone Edge.
Zapdos: Offensive variants are handled easily by Jirachi and even Terrakion to an extent. Physically defensive variants can't handle Terrakion. Specially defensive variants won't normally carry HP Ice so Gliscor can wall it pretty effectively. Heatran can beat any defensive variant but has to be wary of Thunder Wave or Discharge. Mew can stall out any defensive variant as they normally only aim for 240 speed.
Zoroark: Zoroark isn't a problem unless you let it be. There are some things that can give a Zoroark away before it drops its disguise, such as ability, item and the damage it takes from SR. Jirachi can lose a chunk to Flamethrower but can easily defeat Zoroark through paralysis and Iron Head. Rotom is bulky enough to take any attack an KO back with Hydro Pump, however be careful of Night Daze's accuracy drop. Terrakion walks all over Zoroark.