Hey I have been using this team and so far it has done well (1624 on showdown and rising). However, as always, there are areas to improve upon. So without further ado, here's my team.
Pinsir @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Return
- Earthquake
- Quick Attack
- Swords Dance
This is the star of the team, and who I built it around. It hits like a truck with its massive 155 base attack backed up by Aerilate. The moveset and EVs are fairly standard. Return is for a powerful flying STAB, Quick Attack is for a base 75 (or something like that, factoring in Aerilate and STAB), Earthquake is to hit electric types, and Swords Dance is to boost its attack even higher. The EVs are all dumped into attack and speed with a jolly nature so that it can hit as hard as possible while outpacing Mega Medicham and the Megazard forms.
Thundurus (M) @ Life Orb
Ability: Defiant
EVs: 76 Atk / 180 SpA / 252 Spe
Naive Nature
- Knock Off
- Thunderbolt
- Hidden Power [Ice]
- Superpower
Thundurus is the second member of my team. It's one of my lines of defense against flying spam. It also helps dismantle SkarmBliss cores. Knock off is to remove the foes item and kill psychic and ghost types like gengar, latias, and latios, Superpower is to nail heatran and blissey/chansey on the switch, thunderbolt is the obligatory STAB, and hidden power ice is to kill gliscor and landorus-therian, who can otherwise wall this set.
Latios (M) @ Life Orb
Ability: Levitate
EVs: 168 HP / 88 SpA / 252 Spe
Timid Nature
- Psyshock
- Roost
- Draco Meteor
- Defog
This generation has brought mega forms to two of latios's best checks, new threats such as greninja and talonflame, the advent of fairies and a powered down draco meteor. Needless to say, this generation was not kind to it. However one boon it got was the upgrade to defog, which allows it to clear hazards with ease. The moveset is conventional, with obligatory STABs, defog, and roost to recover life orb recoil. However, the EV spread needs some explaining. 168 hp allows it to avoid the 2hko from timid Mega charizard Y's sun boosted fire blast. 252 speed allows it to outspeed key threats like terrakion, keldeo, and opposing latios/as when they run hidden power fire. The rest is in special attack to give it that extra kick.
Conkeldurr @ Assault Vest
Ability: Guts
EVs: 252 Atk / 232 SpD / 24 Spe
Adamant Nature
- Knock Off
- Drain Punch
- Mach Punch
- Ice Punch
Here's the main status absorber of my team and my rotom-w and heatran check. Knock off is to hit psychic and ghost types on the switch hard as well as remove the items of pokemon who wall it. Drain punch is its only means of recovery and a good STAB to boot. Mach punch is for priority to hit faster threats. Ice punch rounds up the coverage by hitting landorus-t and gliscor who love to come in on this set.
Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Earthquake
- U-turn
- Stealth Rock
- Knock Off
This is my main pivot and stealth rock setter. The Evs for this set are pretty strightforward; maximize hp and defense to tank hits in conjunction with intimidate.
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Flash Cannon
- Hidden Power [Fire]
Not much to say here, I wanted a scarf user who checked talonflame and beat skarmory. Definitely a slot worth giving to someone better.
So that's my team. Feel free to leave comments on what I should do to improve my team.