Ok... here we go again. I used several basic strategies here for a staple team I call…
Salmagundi.
It means “put together with a little bit of everything” Don’t ask me what language.
Naïve Aerodactyl @ Focus Sash
Ability: Pressure
Moveset
~ Stealth Rock
~ Taunt
~ Earthquake
~ Rock Slide
EVs: 4 HP / 252 Atk / 252 Spe
Aerodactyl makes a darn good lead. TAUNT outlaws entry hazards by outrunning a fair amount of the OU leads, then follows up with an entry hazard of its own (STEALTH ROCK). And, if it survives the initial few hits of battle, it can cause significant damage with Earthquake and STAB’d Rock Slide (which often causes the opponent to flinch, a nice benefit.) Given its fragile defense, though, I gave it a focus sash so it can taunt and stealth rock safely.
Adamant Breloom @ Toxic Orb
Ability: Poison Heal
Moveset
~ Spore
~ Focus Punch
~ Seed Bomb
~ Substitute
EVs: 12 HP / 252 Atk / 244 Spe
Breloom is my main physical sweeper. SPORE is an obvious choice, putting the foe to Sleep 100% of the time. SEED BOMB can ruin Swampert along with a few other popular pokes such as Starmie. SubPunching (using Substitute to set up a risk-free Focus punch) is a strategy I try to use as a factor in all of my teams, and it does well here. And even if the foe is resistant/immune to Focus Punch, I can always make a substitute to Poison Heal for a few turns while SeedBombing away at the opponent.
Naïve Salamence @ Life Orb
Ability: Intimidate
Moveset
~ Draco Meteor
~ Earthquake
~ Flamethrower
~ Dragon Claw
EVs: 16 Atk / 240 SpA / 252 Spe
The new MixMence makes an amazing late game sweeper. Good EVs let it excel in both offensive categories. Good attacks help it exploit that. Flamethrower is pretty reliable, as is Earthquake (one of my favorite moves) , and any STAB dragon move is amazing for both of my choices, though Draci Meteor is saved for the final moments of battle. Tried to avoid the standard DDmence (dragon dance) because I didn’t want to use up any precious attack slots.
Naïve Magnezone @ Choice Scarf
Ability: Magnet Pull
Moveset
~ Thunderbolt
~ Hidden Power Fire
~ Flash Cannon
~ Explosion
EVs: 4 Atk / 252 SpA / 252 Spe
After some consideration I decided that Magnezone would make an O.K. revenge killer. Any steel type that could pose a threat (cough, Scizor……cough) I could easily switch in Magnezone to blast it with HP Fire, and then I’d switch out to one of my more powerful hitters so it can abuse Thunderbolt and Flash Cannon later, with Explosion as a last resort. Choice scarf so it can outrun a fair amount of steel types.
Bold Dusknoir @ Leftovers
Ability: Pressure
Moveset
~ Will-O-Wisp
~ Pain Split
~ Earthquake
~ Ice Punch
EVs: 252 HP / 28 Atk / 228 De
Dusknoir can can function splendidly as a tank and a spin blocker. Will-o-Wisp can be shaky but useful overall. Earthquake is no surprise, it’s a prominent feature on all of my teams. Pain Split is a bit tricky as a recovery move, but I can usually get satisfactory results thanks to Dusky’s ridiculously low HP (the EVs don’t hurt, either.) Ice Punch is a nice staple move that can be used frequently with Dusknoir’s impressive attack stat, too.
Bold Blissey @ Leftovers
Ability: Natural Cure
Moveset
~ Softboiled
~ Protect
~ Seismic Toss
~ Toxic
EVs: 252 HP / 252 Def / 4 Spe
I freakin’ love Blissey. Seriously. It is, and will always remain, the special wall to end all special walls. And by “end all special wall”, I mean A) badly poisoning all of your opponents to add to the pain of Aerodactyl’s SR, B) stalling with Protect while Toxic eats away at the foe, C) using Seismic toss to do a reliable amount of damage with each hit, and D) passing Wish onto any of my teams’ valuable sweepers. At the risk of repeating myself, I freakin’ love this thing.
Salmagundi.
It means “put together with a little bit of everything” Don’t ask me what language.

Naïve Aerodactyl @ Focus Sash
Ability: Pressure
Moveset
~ Stealth Rock
~ Taunt
~ Earthquake
~ Rock Slide
EVs: 4 HP / 252 Atk / 252 Spe
Aerodactyl makes a darn good lead. TAUNT outlaws entry hazards by outrunning a fair amount of the OU leads, then follows up with an entry hazard of its own (STEALTH ROCK). And, if it survives the initial few hits of battle, it can cause significant damage with Earthquake and STAB’d Rock Slide (which often causes the opponent to flinch, a nice benefit.) Given its fragile defense, though, I gave it a focus sash so it can taunt and stealth rock safely.

Adamant Breloom @ Toxic Orb
Ability: Poison Heal
Moveset
~ Spore
~ Focus Punch
~ Seed Bomb
~ Substitute
EVs: 12 HP / 252 Atk / 244 Spe
Breloom is my main physical sweeper. SPORE is an obvious choice, putting the foe to Sleep 100% of the time. SEED BOMB can ruin Swampert along with a few other popular pokes such as Starmie. SubPunching (using Substitute to set up a risk-free Focus punch) is a strategy I try to use as a factor in all of my teams, and it does well here. And even if the foe is resistant/immune to Focus Punch, I can always make a substitute to Poison Heal for a few turns while SeedBombing away at the opponent.

Naïve Salamence @ Life Orb
Ability: Intimidate
Moveset
~ Draco Meteor
~ Earthquake
~ Flamethrower
~ Dragon Claw
EVs: 16 Atk / 240 SpA / 252 Spe
The new MixMence makes an amazing late game sweeper. Good EVs let it excel in both offensive categories. Good attacks help it exploit that. Flamethrower is pretty reliable, as is Earthquake (one of my favorite moves) , and any STAB dragon move is amazing for both of my choices, though Draci Meteor is saved for the final moments of battle. Tried to avoid the standard DDmence (dragon dance) because I didn’t want to use up any precious attack slots.

Naïve Magnezone @ Choice Scarf
Ability: Magnet Pull
Moveset
~ Thunderbolt
~ Hidden Power Fire
~ Flash Cannon
~ Explosion
EVs: 4 Atk / 252 SpA / 252 Spe
After some consideration I decided that Magnezone would make an O.K. revenge killer. Any steel type that could pose a threat (cough, Scizor……cough) I could easily switch in Magnezone to blast it with HP Fire, and then I’d switch out to one of my more powerful hitters so it can abuse Thunderbolt and Flash Cannon later, with Explosion as a last resort. Choice scarf so it can outrun a fair amount of steel types.
Bold Dusknoir @ Leftovers
Ability: Pressure
Moveset
~ Will-O-Wisp
~ Pain Split
~ Earthquake
~ Ice Punch
EVs: 252 HP / 28 Atk / 228 De
Dusknoir can can function splendidly as a tank and a spin blocker. Will-o-Wisp can be shaky but useful overall. Earthquake is no surprise, it’s a prominent feature on all of my teams. Pain Split is a bit tricky as a recovery move, but I can usually get satisfactory results thanks to Dusky’s ridiculously low HP (the EVs don’t hurt, either.) Ice Punch is a nice staple move that can be used frequently with Dusknoir’s impressive attack stat, too.

Bold Blissey @ Leftovers
Ability: Natural Cure
Moveset
~ Softboiled
~ Protect
~ Seismic Toss
~ Toxic
EVs: 252 HP / 252 Def / 4 Spe
I freakin’ love Blissey. Seriously. It is, and will always remain, the special wall to end all special walls. And by “end all special wall”, I mean A) badly poisoning all of your opponents to add to the pain of Aerodactyl’s SR, B) stalling with Protect while Toxic eats away at the foe, C) using Seismic toss to do a reliable amount of damage with each hit, and D) passing Wish onto any of my teams’ valuable sweepers. At the risk of repeating myself, I freakin’ love this thing.