Hey, this is my main team with which I have had great success.
(Everything is shiny because the shiny versions look nicer)
Here is the team:
Metagross @ Life Orb
Ability: Clear Body
Shiny: Yes
EVs: 112 HP / 252 Atk / 12 Def / 132 Spe
Adamant Nature
- Agility
- Meteor Mash
- Earthquake
- Ice Punch
This is an excellent first one to send out. Getting an agility off on this mon makes it a powerhouse, allowing it to outspeed Koko and Ash-Geninja. Meteor Mash is a great move on its own with STAB, but if you get the +1 attack boost by chance it makes your position even better. Agility + Earthquake is a perfect Heatran/Excadrill counter. Ice punch is perfect against Lando-T (no lowered attack stat due to Clear Body), Tornadus-T, Gliscor, and Kommo-o. The decent bulk plus astounding attack stat makes this an excellent tank, and with life orb, kills come often. Thunder punch is another viable option in place of ice punch if you struggle with Celesteela.
Bruh Moment (Tapu Koko) @ Electrium Z
Ability: Electric Surge
Shiny: Yes
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Wild Charge
- Hidden Power [Ice]
- U-turn
- Taunt
Koko is very strong with wild charge + electric terrain. It does strong neutral to most mons and annihilates pokemon weak to electric moves. Ice is more of a hard lando-T counter in case you do Thunder Punch on Metagross. Taunt prevents setup for the opponent, as well as pretty much making Ferrothorn useless unless it has knock off or gyro ball. Roost is a decent substitute for taunt as it helps to recover wild charge recoil but may be risky. Charge is another risky option in place of taunt for a powerful wild charge or a devastating Gigavolt Havoc. U-turn is just your basic physical momentum move.
Stronk (Reuniclus) @ Leftovers
Ability: Magic Guard
Shiny: Yes
EVs: 212 Def / 252 SpA / 44 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Psyshock
- Shadow Ball
- Focus Blast
Reuniclus is a great special attacker whose entire purpose for existing is being able to take some hits and giving them in return. Getting a calm mind off against a team with mostly special attackers is great for you. Psyshock is a perfect counter to Chansey as well as general fighting and poison types, most notoriously Toxapex. Shadow ball is a counter to other psychic types as well as ghost types that might try to take this thing down. I usually go for focus blast over recover because leftovers usually aid me well enough and dark types are bad for this fella. Magic Guard is the way to go, with no toxic or burn damage and no entry hazard damage.
Annoying (Ferrothorn) @ Leftovers
Ability: Iron Barbs
Shiny: Yes
EVs: 252 HP / 24 Def / 232 SpD
Sassy Nature
- Protect
- Leech Seed
- Toxic
- Knock Off
In my opinion, Ferrothorn is a must-have on most teams. Iron Barbs does 1/8 against contact moves which is great. Leech seed + Leftovers makes this an unkillable machine. Setting that up will often motivate a switch in which case, knock off could cripple then mon they switch into. Toxic is helpful in that it further helps to chip off health, but also in case of grass type that leech seed can't touch, and vis versa. Protect + Leech seed + Leftovers is a deadly combination, allowing you to either maintain similar health or gain health during trade offs with moves that health around 40% to you. I've gotten so many undeserved kills with Ferrothorn.
Gottem (Greninja) @ Assault Vest
Ability: Protean
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Ice Beam
- Grass Knot
- Hidden Power [Fire]
Greninja's protean boosts moves very well with the STAB bonus. Scald is great for crippling physical attackers and sometimes killing Volcarona. Ice Beam for Tangrowth and those pesky ground types. Grass knot is a generally unexpected move that can reach up to 120 power against heavier opponents, destroying Tyranitar, Hippowdon, and Mega Swampert, but also a great unexpected counter to Quagsire and Gastrodon. Hidden power fire is something meant to be a sneaky move against scizor and ferrothorn. I run assault vest over an expert belt because expert belt usually just does more damage but doesn't kill, without expert belt these moves are still a 2HKO almost every time against the right mons.
1985 Yoga (Lopunny) @ Lopunnite
Ability: Limber
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Return
- High Jump Kick
- Encore
- Power-Up Punch
Limber prevents a pre-mega paralysis, it's also the only not useless ability she has. Upon mega evolution, everyone expects a fake-out, which is why I swapped it with encore. Encore is excellent for trapping mons and allowing Mega Lopunny to start farming up some power-up punches when they switch or keep trying bad moves. Return with STAB is a great move and does healthy neutral damage and a lot more with a power-up punch or 2 off, which also stops lando-t's intimidate from being as effective. HJK is great for damage, sometimes kills, and is super effective against Sableye which is great.
Threats List:
Scarfed Krookodile and Kartana
Once these two get their boosted attack stats and their scarfed speed boost, this team really can't do much against it.
Drought teams have given me some mild trouble in the past as well.
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I'm aware that there is no defogger on my team and that is a sacrifice I'm willing to make.
(Everything is shiny because the shiny versions look nicer)
Here is the team:
Metagross @ Life Orb
Ability: Clear Body
Shiny: Yes
EVs: 112 HP / 252 Atk / 12 Def / 132 Spe
Adamant Nature
- Agility
- Meteor Mash
- Earthquake
- Ice Punch
This is an excellent first one to send out. Getting an agility off on this mon makes it a powerhouse, allowing it to outspeed Koko and Ash-Geninja. Meteor Mash is a great move on its own with STAB, but if you get the +1 attack boost by chance it makes your position even better. Agility + Earthquake is a perfect Heatran/Excadrill counter. Ice punch is perfect against Lando-T (no lowered attack stat due to Clear Body), Tornadus-T, Gliscor, and Kommo-o. The decent bulk plus astounding attack stat makes this an excellent tank, and with life orb, kills come often. Thunder punch is another viable option in place of ice punch if you struggle with Celesteela.
Bruh Moment (Tapu Koko) @ Electrium Z
Ability: Electric Surge
Shiny: Yes
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Wild Charge
- Hidden Power [Ice]
- U-turn
- Taunt
Koko is very strong with wild charge + electric terrain. It does strong neutral to most mons and annihilates pokemon weak to electric moves. Ice is more of a hard lando-T counter in case you do Thunder Punch on Metagross. Taunt prevents setup for the opponent, as well as pretty much making Ferrothorn useless unless it has knock off or gyro ball. Roost is a decent substitute for taunt as it helps to recover wild charge recoil but may be risky. Charge is another risky option in place of taunt for a powerful wild charge or a devastating Gigavolt Havoc. U-turn is just your basic physical momentum move.
Stronk (Reuniclus) @ Leftovers
Ability: Magic Guard
Shiny: Yes
EVs: 212 Def / 252 SpA / 44 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Psyshock
- Shadow Ball
- Focus Blast
Reuniclus is a great special attacker whose entire purpose for existing is being able to take some hits and giving them in return. Getting a calm mind off against a team with mostly special attackers is great for you. Psyshock is a perfect counter to Chansey as well as general fighting and poison types, most notoriously Toxapex. Shadow ball is a counter to other psychic types as well as ghost types that might try to take this thing down. I usually go for focus blast over recover because leftovers usually aid me well enough and dark types are bad for this fella. Magic Guard is the way to go, with no toxic or burn damage and no entry hazard damage.
Annoying (Ferrothorn) @ Leftovers
Ability: Iron Barbs
Shiny: Yes
EVs: 252 HP / 24 Def / 232 SpD
Sassy Nature
- Protect
- Leech Seed
- Toxic
- Knock Off
In my opinion, Ferrothorn is a must-have on most teams. Iron Barbs does 1/8 against contact moves which is great. Leech seed + Leftovers makes this an unkillable machine. Setting that up will often motivate a switch in which case, knock off could cripple then mon they switch into. Toxic is helpful in that it further helps to chip off health, but also in case of grass type that leech seed can't touch, and vis versa. Protect + Leech seed + Leftovers is a deadly combination, allowing you to either maintain similar health or gain health during trade offs with moves that health around 40% to you. I've gotten so many undeserved kills with Ferrothorn.
Gottem (Greninja) @ Assault Vest
Ability: Protean
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Ice Beam
- Grass Knot
- Hidden Power [Fire]
Greninja's protean boosts moves very well with the STAB bonus. Scald is great for crippling physical attackers and sometimes killing Volcarona. Ice Beam for Tangrowth and those pesky ground types. Grass knot is a generally unexpected move that can reach up to 120 power against heavier opponents, destroying Tyranitar, Hippowdon, and Mega Swampert, but also a great unexpected counter to Quagsire and Gastrodon. Hidden power fire is something meant to be a sneaky move against scizor and ferrothorn. I run assault vest over an expert belt because expert belt usually just does more damage but doesn't kill, without expert belt these moves are still a 2HKO almost every time against the right mons.
1985 Yoga (Lopunny) @ Lopunnite
Ability: Limber
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Return
- High Jump Kick
- Encore
- Power-Up Punch
Limber prevents a pre-mega paralysis, it's also the only not useless ability she has. Upon mega evolution, everyone expects a fake-out, which is why I swapped it with encore. Encore is excellent for trapping mons and allowing Mega Lopunny to start farming up some power-up punches when they switch or keep trying bad moves. Return with STAB is a great move and does healthy neutral damage and a lot more with a power-up punch or 2 off, which also stops lando-t's intimidate from being as effective. HJK is great for damage, sometimes kills, and is super effective against Sableye which is great.
Threats List:
Scarfed Krookodile and Kartana
Once these two get their boosted attack stats and their scarfed speed boost, this team really can't do much against it.
Drought teams have given me some mild trouble in the past as well.
-------------------------------------------------------
I'm aware that there is no defogger on my team and that is a sacrifice I'm willing to make.