As soon as I saw this week's core I knew I wanted to build around Bisharp and Weavile. These two form an incredibly effective dual-SD dual-priority core to blast through the opponent's team. Either one can wallbreak, weakening their checks and counters to a point where the other can clean. In addition to blinding speed, Weavile brings two of the three most spammable attacking types in ou right now. With iron head, Bisharp destroys the fairy types such as Clefable which threaten the team and Lum berry allows him to set up on M-Sableye which can be a problem for the other members. Defiant also punishes defog, which brings me to the next member -
No HO squad is complete without spikes support and speed control. If Bish and Weavile weren't scary enough before, try adding spikes to the mix, capitalising on the forced switches and turning 2HKOs into 1HKOs. Priority T-wave is fantastic utility for set-up sweepers, scarfers and to slow down the faster threats to Bish and Garde. 2 attacks Klefki is a lord, play rough + foul play adds to the dark spam and is resisted only by Mawile (lol) and opposing Klefki giving him a surprisingly decent offensive presence. Plus once the opponent sees foul play they will assume their Sableye is safe to come in to block spikes while you nail it on the switch for the 2HKO after rocks. I don't miss magnet rise, no one EQs a Klefki any more as magnet rise is so common :]
Mega-Gardevoir with spikes and T-wave support is just stupid. Garde is the team's main wall- and stall-breaker, wearing down teams with incredibly powerful hyper voice, and blocking recovery, status and set-up with taunt. Psyshock for the likes of Chansey and M-Venu. Garde offers a vital fighting-type counter with her quad-fighting resist making up for Bish and Weavile's weaknesses. Timid to outspeed the likes of Breloom pre-evo. Most importantly, Garde stops the team getting destroyed by M-Sableye. Trace pre-evo improves the matchup vs rain and sand. T-wave support helps Garde vs faster threats and the spikes support makes her an even more effective breaker.
So I had the MVPs, now I needed to look at utility, defensive synergy and still needed something for fire types and bulky waters. Starmie with thunderbolt beats the likes of Keldeo for the team plus offers vital water and fighting resists. Rapid spin just in case but to be honest due to the offensive nature of the team I rarely need it, however it does come in handy occasionally vs opposing spike stack. Hydro pump for power and HP fire lures Ferrothorn and Scizor.
Scarf Lando checks the threatening electrics - Raikou, M-Mane and Thundurus - which otherwise destroy this team. He also beats CharY and Talonflame, provides stealth rocks, and u-turn for momentum/safe switch-ins, as well as making an excellent revenge killer. Rock slide over stone edge as it still KOs charY and Talon and missing sucks. Setting rocks with a scarfed mon can be a bit of a momentum drain but actually works in your favour sometimes, as setting rocks on a forced switch early on lets you bluff a non-scarf set to net a surprise KO later in the match.