https://pokepast.es/c2c3ad60acd6af36
Latios @ Leftovers
Ability: Levitate
Tera Type: Steel
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Shadow Ball
- Luster Purge
- Aura Sphere
Latios, I love this Latios set. Sub helps on switches and for dodging status, it also makes it a Kingambit check. Shadow Ball hits Dengo and Aura Sphere hits dark and Steel types and Kyurem. Terra Steel lets it switch into Kyurem easily and also lure and kill certain pokemon (Iron Valiant for example which will use a fairy move most likely and then get OHKOed by Luster Purge).
Toxapex (F) @ Leftovers
Ability: Regenerator
Tera Type: Fairy
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Toxic
- Haze
- Recover
- Surf
Pex is simple, she just exists to wall special threats and chase them out with toxic. The main issue is special threats which are toxic immune and have any form of recovery (including leftovers). She deals with most special threats very well though and can even deal with some physical threats (for example +1 Dragonite can't OHKO Pex without terra ground EQ). She can also dominate a game if there aren't any poison immunities left on the opposing team.
Darkrai @ Choice Specs
Ability: Bad Dreams
Tera Type: Poison
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Dark Pulse
- Focus Blast
- Sludge Bomb
Specs Darkrai is here to do damage. Basically once one move can 2HKO everything on the opposing team just get it in and start spamming that move. Until that point Darkrai still does really good damage (though the lack of recovery or boots means it can get worn down very easily).
Corviknight (F) @ Leftovers
Ability: Pressure
Tera Type: Dragon
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
IVs: 29 Spe
- U-turn
- Iron Defense
- Body Press
- Roost
Corviknight exists to wall physical threats but it can also sweep lategame sometimes with IronPress and more important U-Turn out in order to get threats like Darkrai or Latios in for free. It has problems against physical Encore mons though (mainly Dragonite) and Waterpon (because of Ivy Cudgle crits). It has Leftovers over Helmet because I prefer the passive recovery (Helmet is probably just as good, it's just personal preferance) and 29 speed IVs to make sure I'm slower than other Corviknights when we Uturn out from each other.
Iron Treads @ Leftovers
Ability: Quark Drive
Tera Type: Ground
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Stealth Rock
- Rapid Spin
- Knock Off
- Earthquake
Iron Treads is mostly here for hazard control but it has quite a bit of defensive utility. It can completely wall Chilly GKing, beats Bolt in the 1v1 and can switch into most special threats at least once a game (though with Leftovers being the only recovery it normally can't do that more than once or twice). Stealth Rocks and Knock Off are obviously huge for supporting Darkrai and Latios in breaking and EQ from it is my highest damage physical move. This is mostly here because I needed removal, rocks and a Bolt counter in 1 slot and Specially defensive Treads was the only one that did that. Also this was initially Tusk in the initial building but I needed a Bolt answer so I got Tusk from the future.
Gliscor @ Toxic Orb
Ability: Poison Heal
Tera Type: Water
EVs: 244 HP / 248 Def / 16 SpD
Impish Nature
- Earthquake
- Spikes
- Protect
- Knock Off
Gliscor is here for 2 reasons, Spikes and Knock Off (mostly Spikes). It can easily set Spikes constantly and normally outlasts spinners. It's physically defensive so it can troll Ice Spinner Tusk by eating an Ice Spinner, knocking off it's boots and protecting to heal back to half health from the 4x super effective move coming off of a base 131 Base Attack. It obviously has lots of defensive uses (for example it can eat a Hex from Pult and knock off it's boots) but mostly it's just here for Spikes.
The game plan for this team is to wear down the opposing team with hazard chip, knock offs, chip from walls (Corv Uturn or Pex Surf for example) and attacks from breakers until nothing can switch into either Latios or Darkrai and then get the breaker in to grab a kill, get out and repeat.
Latios @ Leftovers
Ability: Levitate
Tera Type: Steel
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Shadow Ball
- Luster Purge
- Aura Sphere
Latios, I love this Latios set. Sub helps on switches and for dodging status, it also makes it a Kingambit check. Shadow Ball hits Dengo and Aura Sphere hits dark and Steel types and Kyurem. Terra Steel lets it switch into Kyurem easily and also lure and kill certain pokemon (Iron Valiant for example which will use a fairy move most likely and then get OHKOed by Luster Purge).
Toxapex (F) @ Leftovers
Ability: Regenerator
Tera Type: Fairy
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Toxic
- Haze
- Recover
- Surf
Pex is simple, she just exists to wall special threats and chase them out with toxic. The main issue is special threats which are toxic immune and have any form of recovery (including leftovers). She deals with most special threats very well though and can even deal with some physical threats (for example +1 Dragonite can't OHKO Pex without terra ground EQ). She can also dominate a game if there aren't any poison immunities left on the opposing team.
Darkrai @ Choice Specs
Ability: Bad Dreams
Tera Type: Poison
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Dark Pulse
- Focus Blast
- Sludge Bomb
Specs Darkrai is here to do damage. Basically once one move can 2HKO everything on the opposing team just get it in and start spamming that move. Until that point Darkrai still does really good damage (though the lack of recovery or boots means it can get worn down very easily).
Corviknight (F) @ Leftovers
Ability: Pressure
Tera Type: Dragon
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
IVs: 29 Spe
- U-turn
- Iron Defense
- Body Press
- Roost
Corviknight exists to wall physical threats but it can also sweep lategame sometimes with IronPress and more important U-Turn out in order to get threats like Darkrai or Latios in for free. It has problems against physical Encore mons though (mainly Dragonite) and Waterpon (because of Ivy Cudgle crits). It has Leftovers over Helmet because I prefer the passive recovery (Helmet is probably just as good, it's just personal preferance) and 29 speed IVs to make sure I'm slower than other Corviknights when we Uturn out from each other.
Iron Treads @ Leftovers
Ability: Quark Drive
Tera Type: Ground
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Stealth Rock
- Rapid Spin
- Knock Off
- Earthquake
Iron Treads is mostly here for hazard control but it has quite a bit of defensive utility. It can completely wall Chilly GKing, beats Bolt in the 1v1 and can switch into most special threats at least once a game (though with Leftovers being the only recovery it normally can't do that more than once or twice). Stealth Rocks and Knock Off are obviously huge for supporting Darkrai and Latios in breaking and EQ from it is my highest damage physical move. This is mostly here because I needed removal, rocks and a Bolt counter in 1 slot and Specially defensive Treads was the only one that did that. Also this was initially Tusk in the initial building but I needed a Bolt answer so I got Tusk from the future.
Gliscor @ Toxic Orb
Ability: Poison Heal
Tera Type: Water
EVs: 244 HP / 248 Def / 16 SpD
Impish Nature
- Earthquake
- Spikes
- Protect
- Knock Off
Gliscor is here for 2 reasons, Spikes and Knock Off (mostly Spikes). It can easily set Spikes constantly and normally outlasts spinners. It's physically defensive so it can troll Ice Spinner Tusk by eating an Ice Spinner, knocking off it's boots and protecting to heal back to half health from the 4x super effective move coming off of a base 131 Base Attack. It obviously has lots of defensive uses (for example it can eat a Hex from Pult and knock off it's boots) but mostly it's just here for Spikes.
The game plan for this team is to wear down the opposing team with hazard chip, knock offs, chip from walls (Corv Uturn or Pex Surf for example) and attacks from breakers until nothing can switch into either Latios or Darkrai and then get the breaker in to grab a kill, get out and repeat.