I really wanted to use mons that I didn't use in previous teams, that didn't work out very well.
Medicham @ Medichamite
Ability: Pure Power --> Even Purer Power
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Bulk Up
- Drain Punch
- Psycho Cut
- Bullet Punch
Probably one of the first Megachams of it's kind being used. While I could be using Gallade, since it has better stats for this set, this throws off a ton of people when they expect the generic Fake Out/HJK spam set.
EV spread allows me to set up Bulk Ups relatively safely while making me bulky on both sides after I get some up. 400+ attack with no investment and Pure Power is still pretty decent for finishing things off with Bullet Punch. Drain Punch lets me heal things off and Psycho Cut is STAB.
Tyranitar @ Assault Vest
Ability: Sand Stream
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Power-Up Punch
- Earthquake
- Stone Edge
- Pursuit
I used this thing in Ubers once, as it proved to be a good stop to Kyogre. Putting it down in OU now, and it hasn't failed me for sponging in special attacks yet. My team doesn't really mind sandstorm too much either, so that's another plus.
Power-Up Punch is buffs on finishing something off, along with making T-Tar a bigger attacking threat, allowing me to force switches and kill them with Pursuit. EdgeQuake is pretty standard.
Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Toxic
- Seismic Toss
- Wish
- Protect
Used to use a Stockpile/Recover/Toxic/Scald Quagsire, though I ultimately went with Blissey due to it being able to bring Wish support and Toxic stalling to the table. Pretty generic stuff.
I also used Blissey over Chansey mainly because I like Leftovers and getting Eviolites knocked off is one less concern.
Greninja @ Choice Specs
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Ice Beam
- Surf
- U-turn
- Hidden Power [Grass]
Used to have Scarf Volcarona here, I however ended up using Greninja due to it having a lot more power in general with Specs on it's already good speed. Movesets pretty standard, though the Specs allows me to be a wallbreaker of sorts.
Magnezone @ Air Balloon
Ability: Magnet Pull
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Hidden Power [Fire]
- Thunderbolt
- Volt Switch
- Flash Cannon
Magenezone brings good power and great natural physical bulk to the table. I was debating between Air Balloon and Lefties, but choose the Balloon since it's presence can screw up my opponents plans. HP Fire traps steels, TBolt and VSwitch are standard, and Flash Cannon is STAB.
Mandibuzz (F) @ Leftovers
Ability: Overcoat
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Brave Bird
- Taunt
- Knock Off
- Defog
Mandibuzz brings a ton of utility and usefulness to the team. While it doesn't do anything spectacular, it provides to be crucial in sponging in physical attacks and in Knock Off. Taunt is relatively uncommon on Mandibuzz, and it can put a lot of shenanigans to an end. Brave Bird is STAB, if it comes down to Mandibuzz needing to bruteforce something down. Defog is useful stuff.
Noticeable weaknesses I might need help with
- A large weakness to Fighting and Choice Banded Azumarill. While I can still deal with them, it can become an issue. Slyveon is a consideration for the Fighting weakness.
- More speed? Though I don't think this is really an urgent thing.