I added a replay part to my post, then you can see some battle that i was proud to win and how the team works.
About Dr Ciel team, the rotom change is appropriate even if it decrease a bit the general pressure of team. For Thundurus, i do not understand why you need to lure chansey/blissey as all your teamates ( bar deoxys for chansey i guess) are able to hit hard them and use them for set up.
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Deoxys-Speed @ Focus Sash
Ability: Pressure
EVs: 12 Atk / 252 SAtk / 244 Spd
Naive Nature
- Ice Beam
- Psycho Boost
- Superpower
- Stealth Rock
Thundurus (M) @ Life Orb
Ability: Prankster
EVs: 76 Atk / 180 SAtk / 252 Spd
Naive Nature
- Thunderbolt
- Knock Off
- Superpower
- Hidden Power [Ice]
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spd
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Rest
Garchomp (F) @ Choice Scarf
Ability: Rough Skin
EVs: 252 Spd / 252 Atk / 4 SAtk
Naive Nature
- Earthquake
- Outrage
- Dragon Claw
- Fire Blast
Azumarill (F) @ Choice Band
Ability: Huge Power
EVs: 164 HP / 252 Atk / 92 Spd
Adamant Nature
- Aqua Jet
- Play Rough
- Superpower
- Waterfall
Mawile (F) @ Mawilite
Ability: Intimidate
EVs: 36 HP / 252 Atk / 220 Spd
Adamant Nature
- Play Rough
- Sucker Punch
- Fire Fang
- Iron Head
Deoxys-S: This is obviously the clear-cut lead for my team, with an offensive twist, as most people expect Spikes as well, are surprised when they get smacked by a super-effective hit. Deoxys-S provides immediate offensive pressure & applies it to the opponent, usually attacking after the Stealth Rock is set, after that, I can grab the momentum & ride it straight to victory.
Thundurus: The set that I'm running is the absolute best Chansey & Blissey lure in the entire game, imo. Now, while most people expect a specially oriented Thundurus set, they naturally switch in their Chansey or Blissey in order to eat a Focus Blast (Which only 3HKOs both), they are surprised when I smack them with a Knock Off, which takes away their precious Leftovers / Eviolite, then get smacked with a huge Superpower to KO them. Overall, this set is a fantastic lure for most metagame threats.
Rotom-W: It's no argument that Rotom-W is the best check for so many threats in the meta, which aptly explains why he is used so much. For my team, Rotom-W is my check for so many threats to my team, such as Talonflame, Mamoswine (Bar Freeze-Dry), & it's a good check to Mega Pinsir as well. He acts as one of my pivots, while also providing momentum with Volt Switch.
Garchomp: Choice Scarf Garchomp has fallen from grace in Gen VI, as it can no longer spam Outrage due to the newly added Fairy Typing in the game. However, this doesn't mean that he still can't check the top threats in the meta. Important things that he revenge kill include Mega-Charizard X, Dragonite, & opposing Garchomp, in addition to many, many others.
Azumarill: Choice Banded Azumarill is solid for punching holes in the opponents team, providing much needed priority for revenge killing such Pokémon like Volcarona, Landorus-I, & the lot. This is also my main switch in for Dragon types, thanks to a saving grace in that added Fairy typing, so I can KO them with Play Rough, dare they stay in for some crazy reason, otherwise, their switch in will get hit hard, no matter what, unless it's a really bulky resist.
Mega-Mawile: Finally, we come to the centerpiece of my team, the first Pokémon added to my team, All-Out Attacking Mega-Mawile. This little thing has the equivalent of Base 259 Attack, which is absolutely ridiculous. Her typing is another saving grace, giving her some absolutely fantastic resistances. Her coverage is the main selling point here, as I run Iron Head in order to KO Mega Venusaur, which is usually a huge pain for her to face.
About Dr Ciel team, the rotom change is appropriate even if it decrease a bit the general pressure of team. For Thundurus, i do not understand why you need to lure chansey/blissey as all your teamates ( bar deoxys for chansey i guess) are able to hit hard them and use them for set up.

