Deoxys-A @ Focus Sash
Ability: Pressure
EVs: 124 HP / 132 Atk / 252 Spe
Hasty Nature
- Counter
- Mirror Coat
- Psycho Boost
- Taunt
A very effective lead that can easily prevent opponents from setting up, and kill them quickly if they fight back. Most setup leads attempt to do just that, with very few anticipating Taunt from a Pokemon usually used as a straight-up attacking lead. From here it's a simple case of predicting either which side of the attacking spectrum they will retaliate from, or to which teammate they will switch too.
Darkrai @ Life Orb
Ability: Bad Dreams
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Dark Void
- Dark Pulse
- Thunderbolt
- Ice Beam
Dark Void + three attacks has consistently proven more effective than a Nasty Plot variant on this team, primarily because of the super effective coverage granted by the BoltBeam combination rather than relying on Dark Pulse and Focus Blast. Dark Void and the EVs are a given, enabling me to quickly incapacitate an opponent. Also thanks to the new sleep mechanics, opponents are far more reluctant to switch their sleeping Pokemon out to avoid resetting the timer. This provides ample opportunities for one of my setup sweepers to switch in and gain a valuable boost, at which point they can proceed to tear chunks out of the opponent's team.
Rayquaza @ Life Orb
Ability: Air Lock
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Outrage
- Earthquake
- ExtremeSpeed
DD Rayquaza rips everything up in a big way, easily ploughing through almost everything that isn't a dedicated wall at +1. It also does a decent job of drawing out opposing dragons which pose a threat to Reshiram, most of whom it outspeeds after a Dragon Dance and punishes with either Outrage or Earthquake. Air Lock also shuts down a multitude of weather sweepers who rely on the sun or rain for their speed. Finally, Extremespeed allows Rayquaza to deal with a variety of faster, weakened threats.
Ferrothorn (F) @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 104 Atk / 152 SpD
Sassy Nature
- Gyro Ball
- Stealth Rock
- Power Whip
- Thunder Wave
Kyogre counter extraordinaire and general Dragon Check, Ferrothorn holds this team together. Taking anything Kyogre gives, the Attack EVs guarantee that Power Whip inflicts a minimum of 88%, an OHKO with Stealth Rock (And occasionally without it). The remaining EVs are invested into maximising HP for overall bulk, with the remainder boosting its Special Defense which it more often relies on. Stealth Rock for the obligatory entry hazards, and Thunder Wave for crippling opposing sweepers.
Arceus @ Leftovers
Ability: Multitype
EVs: 240 HP / 252 Atk / 16 Spe
Adamant Nature
- Swords Dance
- ExtremeSpeed
- Shadow Force
- Earthquake
This thing has completely won games by himself, it's that good. Its purpose was to be a revenge killer against weakened Darkrai, Mewtwo etc., and to be a late game sweeper. Nothing can clean up a mess quite like this guy. Shadow Force is used over Shadow Claw because Shadow Force OHKOs Giratina. However, this set is completely stopped dead by a combination of Giratina-O and any Normal type, as Shadow Force is my only way of attacking, and once I use that they can simply switch back and forth and stall me out. Lefties is used over Life Orb or Silk Scarf as I enjoy having that extra bit of recovery.
Mewtwo @ Life Orb
Ability: Pressure
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Calm Mind
- Psystrike
- Recover
- Aura Sphere
Mewtwo CMs up, while hitting everything very hard in the face with Psystrike and Aura Spheres until Mewtwo is the only thing left. Psystrike + Aura Sphere nab the best coverage I can get, while Recover lengthens Mewtwo's sweep considerably. It plays very similarly to Arceus but can't check ExtremeKiller as well, but instead not fearing Darkrai. Groudon also poses a problem, as the fact that Psystrike hits its huge physical defense is a detriment to me. As Shaymin-S is usually what wins me the early-game momentum, Mewtwo is my best late-game cleaner, as it's speed and strength utterly shatter weakened teams.