I found a common pair that popped up in my teams was the fire moth and op washing machine, so I went ahead and made a team around that I think it came out alright and I'm doing well in matches, but what do you guys say?
Volcarona @ Leftovers
Ability: Flame Body
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Fiery Dance
- Giga Drain
- Psychic
Description Crowning jewel. I went for the standard, but differing a bit in the fourth moveslot. I preffer Psychic, as it grants you the ability to SE damage Mega Venusaur, Conks and confident Keldeos and hit opposing fire types for neutral (and nape x2). I found those 2 things to be more useful than double STAB (with kind of redundant coverage anyway) or the ability to hit through subs.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 Spd
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split
Description Talonflame/Mega Pinsir counter. Once those two are off the field, and I've paralyzed the fastest threats in the opposing team, Volcarona is almost free to sweep anytime. Not to mention, it's typing fits real nice with Volcaronas's ability to deal with Excadrill, Breloom (due to Fiery Dance) and Mega Venusaur (due to Psychic). Not to mention, because of Rotom-Wash's slowish Volt Switch, it'll give plenty of free switch ins.
Thundurus @ Life Orb
Ability: Prankster
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
IVs: 0 Atk / 30 Def
- Thunder Wave
- Thunderbolt
- Hidden Power [Ice]
- Taunt
Description Dragon slayer and Anti lead. I use him for taunting incoming SR, paralyzing a foe trying to set up and being a nuisance overall. HP Ice will deal with ground types that it's Thunderbolt won't hit, along with dealing with dragons when bringing in Conkeldurr just isn't convenient, helping out Volcy and Rotom-Wash. I use the weird IVs to minimize Foul Play damage from too confident Mandibuzz or Umbreons but still get HP Ice.
Togekiss @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 252 SDef / 4 Spd
Calm Nature
IVs: 0 Atk
- Air Slash
- Thunder Wave
- Roost
- Defog
Description Obligatory defogger to Volcarona and Thundy, as well as most of the special bulk in the team. Thunder Wave may seem redundant at first, seeing as how Thundurus already has TWave+Prankster, but Thundurus seems to always die quite early in the match, while Togekiss stays around for much longer. I also found Dazzling Gleam to be subpar in my testing, at least in this team, as Conk/Rotom/Thundy will usually handle dragons pretty well. But you can never have too much speed support for Bisharp, or too many flinchax.
Conkeldurr @ Assault Vest
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature
- Mach Punch
- Drain Punch
- Knock Off
- Ice Punch
Description Heatran/Pink blob killer. Heatran is a HUGE issue to Volcarona, Togekiss and Bisharp, so I just use Drain Punch on it from this fella, and he's dealt with. Another huge issue that I'd have without Conkeldurr, is Chansey and Blissey. They could have a field trip on my special attackers, and even though Bisharp can Knock Off Chansey, it just isn't enough to handle stall teams. With Guts, it can also sponge in coming status moves, so its always nice.
Bisharp @ Leftovers
Ability: Defiant
EVs: 252 HP / 252 Atk / 4 Spd
Adamant Nature
- Substitute
- Sucker Punch
- Iron Head
- Knock Off
Description Revenge Killer. If Volcarona has succesfully set up a few Quiver Dances, and left a huge dent on the team, Bisharp likes to come in and clean things up. I preffer Sub over Swords Dance, which will serve double purpose protecting me from Will-O-Wisp/Thunder Wave and it'll force the opponent to damage you, making it safe to spam Sucker Punch.

Volcarona @ Leftovers
Ability: Flame Body
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Fiery Dance
- Giga Drain
- Psychic
Description Crowning jewel. I went for the standard, but differing a bit in the fourth moveslot. I preffer Psychic, as it grants you the ability to SE damage Mega Venusaur, Conks and confident Keldeos and hit opposing fire types for neutral (and nape x2). I found those 2 things to be more useful than double STAB (with kind of redundant coverage anyway) or the ability to hit through subs.

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 Spd
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split
Description Talonflame/Mega Pinsir counter. Once those two are off the field, and I've paralyzed the fastest threats in the opposing team, Volcarona is almost free to sweep anytime. Not to mention, it's typing fits real nice with Volcaronas's ability to deal with Excadrill, Breloom (due to Fiery Dance) and Mega Venusaur (due to Psychic). Not to mention, because of Rotom-Wash's slowish Volt Switch, it'll give plenty of free switch ins.

Thundurus @ Life Orb
Ability: Prankster
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
IVs: 0 Atk / 30 Def
- Thunder Wave
- Thunderbolt
- Hidden Power [Ice]
- Taunt
Description Dragon slayer and Anti lead. I use him for taunting incoming SR, paralyzing a foe trying to set up and being a nuisance overall. HP Ice will deal with ground types that it's Thunderbolt won't hit, along with dealing with dragons when bringing in Conkeldurr just isn't convenient, helping out Volcy and Rotom-Wash. I use the weird IVs to minimize Foul Play damage from too confident Mandibuzz or Umbreons but still get HP Ice.

Togekiss @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 252 SDef / 4 Spd
Calm Nature
IVs: 0 Atk
- Air Slash
- Thunder Wave
- Roost
- Defog
Description Obligatory defogger to Volcarona and Thundy, as well as most of the special bulk in the team. Thunder Wave may seem redundant at first, seeing as how Thundurus already has TWave+Prankster, but Thundurus seems to always die quite early in the match, while Togekiss stays around for much longer. I also found Dazzling Gleam to be subpar in my testing, at least in this team, as Conk/Rotom/Thundy will usually handle dragons pretty well. But you can never have too much speed support for Bisharp, or too many flinchax.

Conkeldurr @ Assault Vest
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature
- Mach Punch
- Drain Punch
- Knock Off
- Ice Punch
Description Heatran/Pink blob killer. Heatran is a HUGE issue to Volcarona, Togekiss and Bisharp, so I just use Drain Punch on it from this fella, and he's dealt with. Another huge issue that I'd have without Conkeldurr, is Chansey and Blissey. They could have a field trip on my special attackers, and even though Bisharp can Knock Off Chansey, it just isn't enough to handle stall teams. With Guts, it can also sponge in coming status moves, so its always nice.

Bisharp @ Leftovers
Ability: Defiant
EVs: 252 HP / 252 Atk / 4 Spd
Adamant Nature
- Substitute
- Sucker Punch
- Iron Head
- Knock Off
Description Revenge Killer. If Volcarona has succesfully set up a few Quiver Dances, and left a huge dent on the team, Bisharp likes to come in and clean things up. I preffer Sub over Swords Dance, which will serve double purpose protecting me from Will-O-Wisp/Thunder Wave and it'll force the opponent to damage you, making it safe to spam Sucker Punch.