The team doesn't have a particular theme with the Pokes. I just tried to create a well balanced team with a couple of paths to victory. Also you may notice that all my special attackers have a 0 attack IV, this is so they take less damage from Foul Play.
Ares (Conkeldurr) (M) @ Flame Orb
Ability: Guts
EVs: 140 HP / 252 Atk / 116 SDef
Adamant Nature
- Drain Punch
- Mach Punch
- Ice Punch
- Earthquake
Weirdly enough Conkeldurr is my main lead, I know that seems weird, but hear me out. He answers some popular leads like Landorus T and has great coverage. Also I use the first turn to get his flame orb up which proves essential later on.
His set is designed to give the maximum damage output. Drain punch is a great STAB move and is Conkeldurr's most powerful attack. Mach punch kills things with 4x weakness to fighting (Tyranitar and Bisharp come to mind) and puts a considerable dent in some prominent steel types that are common leads, like Heatran (who really can't do much to Conkeldurr) and Ferrothorn.
The other two moves exist to give coverage. Aegislash is a huge threat and it isn't balooned nearly as much as you'd think, so earthquake does considerable damage to it on the switch in. Then it either comes down to Ice punch or knock off for me. Knock off is a really good move but Ice punch just has better coverage, especially given how common a 4x weakness to ice is. Now Conkeldurr can take out things like, Salamence, Dragonite, Landorus T, Gliscor, and Garchomp.
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Apollo (Charizard-Mega-Y) (M) @ Charizardite Y
Ability: Drought
EVs: 4 HP / 252 SAtk / 252 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Solar Beam
- Air Slash
- Dragon Pulse
This is the most simple set for Mega Charizard Y imaginable so I won't waste too much time explaining it. Charizard is my sweeper, few things can take a sun boosted flamethrower unless they resist it. The only things that can are special walls like Blissey and Chansey, I think the rest of my team takes care of them but even then Charizard isn't looking too bad, thirty percent is no joke.
Dragon Pulse is essential due to Dragon resisting flamethrower and solar beam. Solar beam weeds out pesky water pokemon that resist flamethrower. The only major difference between my set and most normal sets is that I run air slash over focus blast. As a general rule, I don't run focus blast. 75% accuracy is unnaceptable, I refuse to lose a game because of low accuracy. Also my team isn't lacking fighting type moves. Air slash is an excellent STAB move anyway. Few things resist it and it gives me an edge over mega venusaur. It also deals with fighting types, which can prove to be a problem.
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Demeter (Breloom) (F) @ Focus Sash
Ability: Technician
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Spore
- Bullet Seed
- Mach Punch
- Rock Tomb
This Breloom set is easily one of the most threatening tools in my arsenal, mostly because of how surprising it is. This Breloom is my anti sweeper. Threats like Volcarona, Talonflame, Mega Charizard (either variety), and Dragonite, all get decimated by this set. Rock tomb punishes anything with a 4X weakness that thinks it can kill Breloom outright. The speed drop also proves essential in stopping those threats from setting up. Without rocks, I'm pretty much guaranteed to get a spore out. Mach punch does the same thing on Breloom as it does on Conkeldurr and Bullet Seed is the best STAB move Breloom has. (I'm considering replacing it with swords dance though, as that + mach punch turns Breloom into a powerful sweeper).
Breloom also serves as an excellent counter to any team with a Mamoswine as a lead. Bullet seed is almost always a OHKO. Mamoswin isn't spectacularly common, but it happens often enough to warrant a mention. It also serves as a counter to any Rotom Wash set that doesn't maximize its speed.
The Evs here make sure that Breloom outspeeds any threats that don't have their speed boosted.
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Charon (Cofagrigus) @ Leftovers
Ability: Mummy
EVs: 252 HP / 252 SAtk / 4 SDef
Quiet Nature
IVs: 0 Atk / 0 Spd
- Trick Room
- Nasty Plot
- Shadow Ball
- Energy Ball
Cofagrigus exists for two reasons, punish pokemon like Scolipede that boost their speed and to take out Pokemon who heavily rely on their ability, such as Mega Mawile, Talonflame, Azumaril, Mega Medicham, Conkeldurr, Mega Charizard X, anything with technician, etc. Switching out and letting them hit Cofagrigus cripples most of these attackers and forces a switch out, which gives Cofagrigus a turn to set up.
Cofagrigus can be devastating to any team not prepared for it. It can take quite a hit, which means it almost always has a turn to setup trick room. This puts it in sweeping territory as now it can set up nasty plots and give it the potential to sweep. Leftovers supplants this, giving Cofagrigus a lot of durability and staying power. Energy ball is used to give him a little extra coverage where he wouldn't have had it before. It also catches many off guard. The only problem Cofagrigus has is special walls, but my physical attackers can deal with them.
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Erebus (Krookodile) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Earthquake
- Knock Off
- Toxic
- Taunt
Krookodile is essential as my stallbreaker. Taunt and Krookodiles not half bad speed usually cost my opponents a turn. Additionally intimidate cuts most defensive Pokemon's already laughable attack, down to pretty much negligible. Toxic further punishes any team that wants to stall me out.
Everything about this set is really straight forward. Knock off, gets rid of annoying leftovers and is a great STAB move that can deal a considerable amount of damage to prominent threats such as Gengar, Aegislash, Latios, and others. Earthquake also does a decent amount of damage and further supplants Krookodile's versatility.
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Poseidon (Starmie) @ Life Orb
Ability: Analytic
EVs: 4 HP / 252 SAtk / 252 Spe
Timid Nature
IVs: 0 Atk
- Rapid Spin
- Ice Beam
- Scald
- Psychic
Starmie is pretty essential to the team. A fast rapid spinner means I can get rid of entry hazards quickly before they can do anything about it and considering Starmie outspeeds pretty much any relevant threat in the tier, that's a pretty big boon.
As for the three moves other than rapid spin, I think my choices are pretty clear and give Starmie the most amount of coverage. The idea is I want to punish any spinblocking switchins. Scald takes out the rare (but still present) Chandelure and is an excellent STAB move. Ice beam does a little more than half to Trevenant and about 90% to any Gourgeist, (Shadow Sneak does about 50% to Starmie, so that shouldn't be a problem). Psychic deals with Gengar.
The only other spinblockers worth mentioning are Aegislash and Confagrigus. Starmie does have a problem with these two but they aren't insurmountable problems. Both take a considerable amount (around 4Ø-5Ø% before analytic boost) by either of Starmie's STABs.
Ares (Conkeldurr) (M) @ Flame Orb
Ability: Guts
EVs: 140 HP / 252 Atk / 116 SDef
Adamant Nature
- Drain Punch
- Mach Punch
- Ice Punch
- Earthquake
Weirdly enough Conkeldurr is my main lead, I know that seems weird, but hear me out. He answers some popular leads like Landorus T and has great coverage. Also I use the first turn to get his flame orb up which proves essential later on.
His set is designed to give the maximum damage output. Drain punch is a great STAB move and is Conkeldurr's most powerful attack. Mach punch kills things with 4x weakness to fighting (Tyranitar and Bisharp come to mind) and puts a considerable dent in some prominent steel types that are common leads, like Heatran (who really can't do much to Conkeldurr) and Ferrothorn.
The other two moves exist to give coverage. Aegislash is a huge threat and it isn't balooned nearly as much as you'd think, so earthquake does considerable damage to it on the switch in. Then it either comes down to Ice punch or knock off for me. Knock off is a really good move but Ice punch just has better coverage, especially given how common a 4x weakness to ice is. Now Conkeldurr can take out things like, Salamence, Dragonite, Landorus T, Gliscor, and Garchomp.
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Apollo (Charizard-Mega-Y) (M) @ Charizardite Y
Ability: Drought
EVs: 4 HP / 252 SAtk / 252 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Solar Beam
- Air Slash
- Dragon Pulse
This is the most simple set for Mega Charizard Y imaginable so I won't waste too much time explaining it. Charizard is my sweeper, few things can take a sun boosted flamethrower unless they resist it. The only things that can are special walls like Blissey and Chansey, I think the rest of my team takes care of them but even then Charizard isn't looking too bad, thirty percent is no joke.
Dragon Pulse is essential due to Dragon resisting flamethrower and solar beam. Solar beam weeds out pesky water pokemon that resist flamethrower. The only major difference between my set and most normal sets is that I run air slash over focus blast. As a general rule, I don't run focus blast. 75% accuracy is unnaceptable, I refuse to lose a game because of low accuracy. Also my team isn't lacking fighting type moves. Air slash is an excellent STAB move anyway. Few things resist it and it gives me an edge over mega venusaur. It also deals with fighting types, which can prove to be a problem.
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Demeter (Breloom) (F) @ Focus Sash
Ability: Technician
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Spore
- Bullet Seed
- Mach Punch
- Rock Tomb
This Breloom set is easily one of the most threatening tools in my arsenal, mostly because of how surprising it is. This Breloom is my anti sweeper. Threats like Volcarona, Talonflame, Mega Charizard (either variety), and Dragonite, all get decimated by this set. Rock tomb punishes anything with a 4X weakness that thinks it can kill Breloom outright. The speed drop also proves essential in stopping those threats from setting up. Without rocks, I'm pretty much guaranteed to get a spore out. Mach punch does the same thing on Breloom as it does on Conkeldurr and Bullet Seed is the best STAB move Breloom has. (I'm considering replacing it with swords dance though, as that + mach punch turns Breloom into a powerful sweeper).
Breloom also serves as an excellent counter to any team with a Mamoswine as a lead. Bullet seed is almost always a OHKO. Mamoswin isn't spectacularly common, but it happens often enough to warrant a mention. It also serves as a counter to any Rotom Wash set that doesn't maximize its speed.
The Evs here make sure that Breloom outspeeds any threats that don't have their speed boosted.
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Charon (Cofagrigus) @ Leftovers
Ability: Mummy
EVs: 252 HP / 252 SAtk / 4 SDef
Quiet Nature
IVs: 0 Atk / 0 Spd
- Trick Room
- Nasty Plot
- Shadow Ball
- Energy Ball
Cofagrigus exists for two reasons, punish pokemon like Scolipede that boost their speed and to take out Pokemon who heavily rely on their ability, such as Mega Mawile, Talonflame, Azumaril, Mega Medicham, Conkeldurr, Mega Charizard X, anything with technician, etc. Switching out and letting them hit Cofagrigus cripples most of these attackers and forces a switch out, which gives Cofagrigus a turn to set up.
Cofagrigus can be devastating to any team not prepared for it. It can take quite a hit, which means it almost always has a turn to setup trick room. This puts it in sweeping territory as now it can set up nasty plots and give it the potential to sweep. Leftovers supplants this, giving Cofagrigus a lot of durability and staying power. Energy ball is used to give him a little extra coverage where he wouldn't have had it before. It also catches many off guard. The only problem Cofagrigus has is special walls, but my physical attackers can deal with them.
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Erebus (Krookodile) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Earthquake
- Knock Off
- Toxic
- Taunt
Krookodile is essential as my stallbreaker. Taunt and Krookodiles not half bad speed usually cost my opponents a turn. Additionally intimidate cuts most defensive Pokemon's already laughable attack, down to pretty much negligible. Toxic further punishes any team that wants to stall me out.
Everything about this set is really straight forward. Knock off, gets rid of annoying leftovers and is a great STAB move that can deal a considerable amount of damage to prominent threats such as Gengar, Aegislash, Latios, and others. Earthquake also does a decent amount of damage and further supplants Krookodile's versatility.
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Poseidon (Starmie) @ Life Orb
Ability: Analytic
EVs: 4 HP / 252 SAtk / 252 Spe
Timid Nature
IVs: 0 Atk
- Rapid Spin
- Ice Beam
- Scald
- Psychic
Starmie is pretty essential to the team. A fast rapid spinner means I can get rid of entry hazards quickly before they can do anything about it and considering Starmie outspeeds pretty much any relevant threat in the tier, that's a pretty big boon.
As for the three moves other than rapid spin, I think my choices are pretty clear and give Starmie the most amount of coverage. The idea is I want to punish any spinblocking switchins. Scald takes out the rare (but still present) Chandelure and is an excellent STAB move. Ice beam does a little more than half to Trevenant and about 90% to any Gourgeist, (Shadow Sneak does about 50% to Starmie, so that shouldn't be a problem). Psychic deals with Gengar.
The only other spinblockers worth mentioning are Aegislash and Confagrigus. Starmie does have a problem with these two but they aren't insurmountable problems. Both take a considerable amount (around 4Ø-5Ø% before analytic boost) by either of Starmie's STABs.