Decent team, criticize plex.
Medich (Medicham) (F) @ Choice Scarf Trait: Pure Power
EVs: 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Drain Punch
- ThunderPunch
- Ice Punch
- Zen Headbutt
Medicham is my physical revenger. I decided to run with Adamant for more damage, especially since I am already scarfed. Obvious pure power is obvious. Hi-Jump Kick is too risky, plus Drain Punch allows her to recover without wasting a move. Since it's STAB, backed by a 480 attack stat, this will do some work on weakened pokes, assuming it isn't resisted or immuned. Thunder and Ice Punch are for coverage. Thunder punch was chosen over Bullet punch to counter Slowbros. Ice punch is to take out grass types + Flygon's. Flygons are difficult because a lot of them are scarfed, but the rest of the team has good synergy to trap Flygon. Zen headbutt is another STAB for opposing fighting types. Coupled with a high attack stat and critical hit ratio, it's usually my ace in the hole. These 4 moves provide a choice for a neutral hit on any poke in UU and under.
Heracross (F) @ Toxic Orb
Trait: Guts
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Close Combat
- Earthquake
- Megahorn
- Swords Dance
My physical wall-breaker. Even without a swords dance, she has 523 base attack. This will anally rape any pokemon. CC and Megahorn are powerful STAB's which will hit anything. Even a resisted Megahorn will destroy anything for at least 50%. EQ is for fire types. Swords dance is for setting up. After 1 SD, I can OHK a physically bulky Zapdos after stealth rocks. This Heracross will force many switches and will mostly weaken pokes, from there, Medi can come in and out-speed the rest and OHK them with any of her moves.
Mew @ Choice Scarf
Trait: Synchronize
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Aura Sphere
- Dragon Pulse
- Psychic
- Volt Switch
Much like my physical pokes, I run 1 scarfed and 1 wall-breaker. This Mew will pick off any weakened pokes. Aura Sphere is to take out any dark types, dragon pulse is for coverage. Psychic is the STAB and Volt-switch is for getting the hell out of dodge. The reason why I didn't choose U-Turn is because I prefer Timid. I do not want to ruin Mew's bulk for ground types. Plus, ground types are generally more physically defensive, so any of the other moves will do quite a bit.
Victini @ Expert Belt
Trait: Victory Star
EVs: 4 Atk / 252 SAtk / 252 Spd
Mild Nature (+SAtk, -Def)
- V-create
- Energy Ball
- Psychic
- Fusion Bolt
Like Heracross, this is my special wallbreaker. V-Create does more damage than Fusion flare, even with no investment on Attack. V-Create and Psychic will cover most pokes, bar Houndoom. Energy Ball and Fusion Bolt will provide coverage. Expert Belt is for that 20% bonus for super-effective attacks. This is worse than Life-orb, but at the gain of not losing life. This is to break special walls. Milotic is a problem, but my walls deal with anything my Victini + Heracross combo.
Togekiss (F) @ Leftovers
Trait: Serene Grace
EVs: 252 HP / 4 SAtk / 252 SDef
Calm Nature (+SDef, -Atk)
- Roost
- Thunder Wave
- Air Slash
- Heal Bell
This is my wall-breaking wall. It can take most special attacks like a champ and roost it off. Thunder-wave + Air slash is deadly. Once I get those two going, the ParaFlinch combo's will stop walls from recovering or setting up hazards or inflicting status on my other pokes. Heal bell will generally be used either before my Hera has come out or after she is dead. It works well with Sandslash.
Sandslash (M) @ Leftovers
Trait: Sand Veil
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature (+Def, -SAtk)
- Stealth Rock
- Rapid Spin
- Earthquake
- Stone Edge
Due to electric weakness for Togekiss, Sandslash can wall those attacks and set up rocks. My team loves rocks. Since 2 of my pokes are weak to rocks, it has rapid spin to spin away those hazards. EdgeQuake is for coverage against flying pokes that have roost.

Medich (Medicham) (F) @ Choice Scarf Trait: Pure Power
EVs: 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Drain Punch
- ThunderPunch
- Ice Punch
- Zen Headbutt
Medicham is my physical revenger. I decided to run with Adamant for more damage, especially since I am already scarfed. Obvious pure power is obvious. Hi-Jump Kick is too risky, plus Drain Punch allows her to recover without wasting a move. Since it's STAB, backed by a 480 attack stat, this will do some work on weakened pokes, assuming it isn't resisted or immuned. Thunder and Ice Punch are for coverage. Thunder punch was chosen over Bullet punch to counter Slowbros. Ice punch is to take out grass types + Flygon's. Flygons are difficult because a lot of them are scarfed, but the rest of the team has good synergy to trap Flygon. Zen headbutt is another STAB for opposing fighting types. Coupled with a high attack stat and critical hit ratio, it's usually my ace in the hole. These 4 moves provide a choice for a neutral hit on any poke in UU and under.

Heracross (F) @ Toxic Orb
Trait: Guts
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Close Combat
- Earthquake
- Megahorn
- Swords Dance
My physical wall-breaker. Even without a swords dance, she has 523 base attack. This will anally rape any pokemon. CC and Megahorn are powerful STAB's which will hit anything. Even a resisted Megahorn will destroy anything for at least 50%. EQ is for fire types. Swords dance is for setting up. After 1 SD, I can OHK a physically bulky Zapdos after stealth rocks. This Heracross will force many switches and will mostly weaken pokes, from there, Medi can come in and out-speed the rest and OHK them with any of her moves.

Mew @ Choice Scarf
Trait: Synchronize
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Aura Sphere
- Dragon Pulse
- Psychic
- Volt Switch
Much like my physical pokes, I run 1 scarfed and 1 wall-breaker. This Mew will pick off any weakened pokes. Aura Sphere is to take out any dark types, dragon pulse is for coverage. Psychic is the STAB and Volt-switch is for getting the hell out of dodge. The reason why I didn't choose U-Turn is because I prefer Timid. I do not want to ruin Mew's bulk for ground types. Plus, ground types are generally more physically defensive, so any of the other moves will do quite a bit.

Victini @ Expert Belt
Trait: Victory Star
EVs: 4 Atk / 252 SAtk / 252 Spd
Mild Nature (+SAtk, -Def)
- V-create
- Energy Ball
- Psychic
- Fusion Bolt
Like Heracross, this is my special wallbreaker. V-Create does more damage than Fusion flare, even with no investment on Attack. V-Create and Psychic will cover most pokes, bar Houndoom. Energy Ball and Fusion Bolt will provide coverage. Expert Belt is for that 20% bonus for super-effective attacks. This is worse than Life-orb, but at the gain of not losing life. This is to break special walls. Milotic is a problem, but my walls deal with anything my Victini + Heracross combo.

Togekiss (F) @ Leftovers
Trait: Serene Grace
EVs: 252 HP / 4 SAtk / 252 SDef
Calm Nature (+SDef, -Atk)
- Roost
- Thunder Wave
- Air Slash
- Heal Bell
This is my wall-breaking wall. It can take most special attacks like a champ and roost it off. Thunder-wave + Air slash is deadly. Once I get those two going, the ParaFlinch combo's will stop walls from recovering or setting up hazards or inflicting status on my other pokes. Heal bell will generally be used either before my Hera has come out or after she is dead. It works well with Sandslash.

Sandslash (M) @ Leftovers
Trait: Sand Veil
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature (+Def, -SAtk)
- Stealth Rock
- Rapid Spin
- Earthquake
- Stone Edge
Due to electric weakness for Togekiss, Sandslash can wall those attacks and set up rocks. My team loves rocks. Since 2 of my pokes are weak to rocks, it has rapid spin to spin away those hazards. EdgeQuake is for coverage against flying pokes that have roost.