I decided that I would make a team revolving around (Mega) Absol. So I drafted the team, made a few tweaks, and here I am now.
PROCESS:
(The original team)
(Replaced Heliolisk with Silvally, because Heliolisk was proving to be very weak. The team was also struggling with Garchomp.)
Asriel (Absol) @ Absolite
Ability: Super Luck (Magic Bounce after mega evolving)
EVs: 252 Atk / 252 Spe / 4 SpA
Naive Nature
-Night Slash
-Psycho Cut
-Knock Off
-Fire Blast
We all know that Absol and its mega are very, very frail. I wanted to use the "Hit them as hard and fast as you can" method with this Absol. Naive nature is present to make Absol even faster without lowering one or more of its offensive stats. Night Slash is a nice STAB move with a high crit ratio, so if it crits, it will probably be devastating to those physically frail 'mons who don't resist it. Psycho cut also has a nice crit ratio, and it is there to weaken fighting types for a teammate to revenge kill. Knock Off caused a forfeit against a level 1 Magnemite, and it gets rid of the opponent's item to make my job easier. Fire Blast is for those pesky bug-types, or when I need a move that doesn't make contact with the enemy.
Apollo (Volcarona) @ Buginium Z
Ability: Flame Body
EVs: 252 SpA / 252 Spe / 4 SpD
Timid Nature
-Quiver Dance
-Fire Blast
-Bug Buzz
-Giga Drain
Quiver Dance is usually the move I use when I am predicting a switch from the opponent, as it gives me a free turn to boost Special Attack, Special Defense, and Speed. Fire Blast is a nice STAB move that I use against the likes of Ferrothorn and Steel-types. Bug Buzz is a STAB move that I can upgrade to Savage Spin-Out with the held item, to pull off a devastating attack. It also can be quite powerful when boosted. Giga Drain is to surprise Rock, Ground, and Water-types while switching in. It also restores HP, allowing Apollo to be up a little bit longer.
Queen (Tsareena) @ Leftovers
Ability: Queenly Majesty
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
-Rapid Spin
-Trop Kick
-Synthesis
-U-turn
Queen fits the role of a spinner and pivot. Rapid Spin is self-explanitory, clearing away rocks to pave the way for teammates. Trop Kick is a STAB attack that can also make physical attackers kiss one stage of their attack stats goodbye. Synthesis is to increase longevity, and can sometimes be used to stall opponents. When I expect them to use Taunt, I attack with Trop Kick. U-Turn is where the pivot part comes in: She's slow. If her opponent is faster, I am guaranteed a safe switch into Asriel the Absol, or another teammate.
Lata (Latias) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 252 Spe / 4 SpD
Modest Nature
-Draco Meteor
-Thunderbolt
-Psychic
-Recover
Lata is the specially bulky special sweeper. Draco Meteor is STAB, and it is used to deal with other Dragon types. Thunderbolt is a surprise against Primarina. Not only is it super effective, but it can cause paralysis. Psychic is a secondary STAB that can be used against Sylveon and Florges, although risky. Recover is to restore Lata's health so she can continue her sweep. It also helps her heal off residual damage from Life Orb.
Legend (Silvally-Ice) @ Ice Memory
Ability: RKS System
EVS: 252 SpA / 252 Spe / 4 HP
Timid Nature
-Ice Beam
-Thunderbolt
-Flamethrower
-Parting Shot
Legend is also a "Hit your opponents as hard and fast as you can", except he is bulkier than Absol. He was placed in this team to cover Garchomp, as the team was struggling with it. Ice Beam is a STAB move with a chance of freezing. It is also the move that brings Garchomp to its knees. Thunderbolt is his answer to Water-types that would normally resist his other two moves. Flamethrower is to deal with Steel-types and possible cause a burn. Parting Shot is there to help my team gain momentum, and it also lowers the opponent's Attack and Special Attack. The EVs for Special Attack and Speed are there to help him fit his role.
Serenity (Primarina) @ Choice Specs
Ability: Torrent
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
-Hydro Pump
-Moonblast
-Psychic
-Scald
Serenity's role is to cover the weakness to Fire type Pokemon, and be a wallbreaker at the same time. Hydro Pump and Scald are two water type STAB moves that play a part in defeating Fire-types, the latter having a chance to cause a burn. Moonblast is there to deal with Grass and Electric types that would resist the two Water type moves. Psychic is there to deal with Amoonguss and Tentacruel. EVs and nature are to improve her skills at wallbreaking and to make her harder to defeat.
PROCESS:
Asriel (Absol) @ Absolite
Ability: Super Luck (Magic Bounce after mega evolving)
EVs: 252 Atk / 252 Spe / 4 SpA
Naive Nature
-Night Slash
-Psycho Cut
-Knock Off
-Fire Blast
We all know that Absol and its mega are very, very frail. I wanted to use the "Hit them as hard and fast as you can" method with this Absol. Naive nature is present to make Absol even faster without lowering one or more of its offensive stats. Night Slash is a nice STAB move with a high crit ratio, so if it crits, it will probably be devastating to those physically frail 'mons who don't resist it. Psycho cut also has a nice crit ratio, and it is there to weaken fighting types for a teammate to revenge kill. Knock Off caused a forfeit against a level 1 Magnemite, and it gets rid of the opponent's item to make my job easier. Fire Blast is for those pesky bug-types, or when I need a move that doesn't make contact with the enemy.
Apollo (Volcarona) @ Buginium Z
Ability: Flame Body
EVs: 252 SpA / 252 Spe / 4 SpD
Timid Nature
-Quiver Dance
-Fire Blast
-Bug Buzz
-Giga Drain
Quiver Dance is usually the move I use when I am predicting a switch from the opponent, as it gives me a free turn to boost Special Attack, Special Defense, and Speed. Fire Blast is a nice STAB move that I use against the likes of Ferrothorn and Steel-types. Bug Buzz is a STAB move that I can upgrade to Savage Spin-Out with the held item, to pull off a devastating attack. It also can be quite powerful when boosted. Giga Drain is to surprise Rock, Ground, and Water-types while switching in. It also restores HP, allowing Apollo to be up a little bit longer.
Queen (Tsareena) @ Leftovers
Ability: Queenly Majesty
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
-Rapid Spin
-Trop Kick
-Synthesis
-U-turn
Queen fits the role of a spinner and pivot. Rapid Spin is self-explanitory, clearing away rocks to pave the way for teammates. Trop Kick is a STAB attack that can also make physical attackers kiss one stage of their attack stats goodbye. Synthesis is to increase longevity, and can sometimes be used to stall opponents. When I expect them to use Taunt, I attack with Trop Kick. U-Turn is where the pivot part comes in: She's slow. If her opponent is faster, I am guaranteed a safe switch into Asriel the Absol, or another teammate.
Lata (Latias) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 252 Spe / 4 SpD
Modest Nature
-Draco Meteor
-Thunderbolt
-Psychic
-Recover
Lata is the specially bulky special sweeper. Draco Meteor is STAB, and it is used to deal with other Dragon types. Thunderbolt is a surprise against Primarina. Not only is it super effective, but it can cause paralysis. Psychic is a secondary STAB that can be used against Sylveon and Florges, although risky. Recover is to restore Lata's health so she can continue her sweep. It also helps her heal off residual damage from Life Orb.
Legend (Silvally-Ice) @ Ice Memory
Ability: RKS System
EVS: 252 SpA / 252 Spe / 4 HP
Timid Nature
-Ice Beam
-Thunderbolt
-Flamethrower
-Parting Shot
Legend is also a "Hit your opponents as hard and fast as you can", except he is bulkier than Absol. He was placed in this team to cover Garchomp, as the team was struggling with it. Ice Beam is a STAB move with a chance of freezing. It is also the move that brings Garchomp to its knees. Thunderbolt is his answer to Water-types that would normally resist his other two moves. Flamethrower is to deal with Steel-types and possible cause a burn. Parting Shot is there to help my team gain momentum, and it also lowers the opponent's Attack and Special Attack. The EVs for Special Attack and Speed are there to help him fit his role.
Serenity (Primarina) @ Choice Specs
Ability: Torrent
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
-Hydro Pump
-Moonblast
-Psychic
-Scald
Serenity's role is to cover the weakness to Fire type Pokemon, and be a wallbreaker at the same time. Hydro Pump and Scald are two water type STAB moves that play a part in defeating Fire-types, the latter having a chance to cause a burn. Moonblast is there to deal with Grass and Electric types that would resist the two Water type moves. Psychic is there to deal with Amoonguss and Tentacruel. EVs and nature are to improve her skills at wallbreaking and to make her harder to defeat.