Dat Heatran (F) @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 148 SpD / 116 Spe
Calm Nature
- Flamethrower
- Toxic
- Taunt
- Roar
Got dat Special Defense to take some of them Water moves, Draco Meteors, and stuff.
Flamethrower is boosted by sun from Groudon, and can actually pack a punch because of Heatran's not bad Special Attack. Takes care of them Forretresses and Ferros.
Toxic helps taking down those Kyogres, who may want to switch into Heatran and yeah helps on most switch ins.
Taunt is mainly so things don't set up (hazards or boosting moves).
Roar is a nice phasing move, and helps rack up hazards damage and maybe phase out a boosted poke if it doesn't have too many boosts up.
Groudon @ Life Orb
Ability: Drought
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Fire Punch
- Stealth Rock
- Stone Edge
Earthquake for STAB, Stone Edge compliments it nicely. Fire Punch for some of that Sun boost and might surprise a Ferro or Forretress. Skarmory won't like taking this, especially with a Life Orb. Stealth Rock for that support and hazards.
The sun is especially useful for Heatran because it boosts Flamethrower and eliminates its Water weakness.
Dialga @ Choice Scarf
Ability: Pressure
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Thunder
- Fire Blast
- Dragon Pulse
Draco Meteor hits hard with max Special Attack and STAB.
Thunder is nice for some countering to Rain teams, plus it's a nice extra attack.
Outrage is nice for varying physical and special, and is boosted further by Bulk Up.
Dragon Pulse is nice consistent damage, and is also STAB.
Giratina-O @ Griseous Orb
Ability: Levitate
EVs: 248 Atk / 240 SpA / 20 Spe
Naughty Nature
- Draco Meteor
- Shadow Sneak
- Hidden Power [Fire]
- Dragon Tail
Offensive spinblocker.
Draco Meteor hits pretty hard with STAB.
Shadow Sneak is nice priority to finish things off.
HP Fire is nice to finish off that Forretress which Giratina comes in on to spinblock.
Dragon Tail is nice phasing.
Draco Meteor, Shadow Sneak and Dragon Tail get a boost from Griseous Orb.
Forretress (M) @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Spikes
- Rapid Spin
- Toxic
- Volt Switch
Spikes for more hazards, and makes the phasing even better.
Rapid Spin to get rid of pesky hazards.
Toxic is nice to use on Giratina when it eagearly switches in.
Volt Switch is very nice scouting, and helps Forretress get outta there when it has taken a move from the opponent.
Rayquaza @ Choice Band
Ability: Air Lock
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Outrage
- Extreme Speed
- V-Create
- Earthquake
I especially like Rayquaza as a scarfer because of the 95 base speed, plus it works well with its moves.
Outrage for some late game sweeping plus as a strong STAB move.
V-Create is a 180 base power move, when I don't want to lock Rayquaza into Outrage. It also hits switch ins like Ferro.
Extreme Speed is nice because of the priority it has.
Earthquake hits Steel types harder.