(This team is built around Xerneas)
Groudon-Primal@Red Orb
Desolate Land
Adamant nature
252 Att/252 HP/4 Spd
-Precipice Blades
-Fire Punch
-Rock Tomb
-Stealth Rock
I've choosen Groudon because it checks many Xerneas-threats like Ho-oh, Genesect, Aegislash, Lucario-mega and Solgaleo. Groudon is by far the best Stealth Rock-setter in the metagame, for it pressures out many Pokemon with its offensive capabilities. Precipice Blades is its best move and hits extremely hard. Fire Punch instead of Lava Plume because I just don't necessarily need a burn. Rock Tomb is better accuracy than Stone Edge or Rock Slide, while still OHKO'ing Ho-oh and highly annoying many Pokemon. Evs and Nature are quite self-explanatory and Red Orb is required to Primal-evolve.
Yveltal@Dread Plate
Dark Aura
Careful Nature
252 HP/252 Spd/4 Att
-Foul Play
-Sucker Punch
-Roost
-Toxic
I've picked Yveltal, because it checks a lot of the metagame, including some Xerneas-threats like Solgaleo, Lugia, Gengar-mega, Groudon, Aegislash and Extreme Killer Arceus. Furthermore, it also provides a handy Ground-, Psychic-, and Prankster-immunity, while also posessing great offensive pressure. Foul Play is to heavily dent Groudon and any attacker that irritates Xerneas, while Sucker Punch is for handy priority, which turns it into a very good revenge-killer. Roost is for recovery and Toxic is to slowly whittle down Dark-resistants while recovering with Roost. I've chosen Dread Plate so that I could fully invest it it's defenses and I've maxed out Special Defense and HP only, because Foul Play takes care of attackers.
Solgaleo@Leftovers
Full Metal Body
Adamant Nature
252 HP/252 Att/4 Spd
-Sunsteel Strike
-Earthquake
-Morning Sun
-Toxic
Solgaleo is here basically to check opposing Geomancy-Xerneas. While not outright OHKO'ing it, Arceus finishes the job for him. There's no reson not to run Sunsteel Strike on Solgaleo and Earthquake is for the Steel-types. Morning Sun is recovery and Toxic is for Pokemon that take less of it's attacks...cough...Kyogre...cough. Evs and Nature are self-explanatory and Leftovers is for extra recovery.
Giratina@Griseous Orb
Levitate
Sassy Nature
252 HP/252 Spd/4 Att
-Will-o-Wisp
-Defog
-Hex
-Dragon Tail
Giratina-Origin is an excellent defogger with quite some offensive capabilities. It also checks almost all the attackers of the metagame, much appreciated by Xerneas. Griseous Orb is there to be its Origin-form. Will-o-Wisp is there to cripple attackers and Hex perfectly pairs up with it. Dragon Tail is for phazing and Defog is logical, while also perfecting the accuracy of Dragon Tail and Will-o-Wisp. EVS and Nature are self-explanatory.
Arceus@Silk Scarf
Multitype
Jolly Nature
252 Spe/252 Att/4 HP
-Sword's Dance
-Extreme Speed
-Earthquake
-Shadow Force
Extreme Killer Arceus along with Geomancy-Xerneas provides infinite offensive pressure on the opposing team. Sword's Dance is there to boost its attack. Extreme Speed is phenomenal. Earthquake and Shadow Force are very strong coverage moves. I've chosen Shadow Force instead of Shadow Claw, because the power difference is just too big. Also Shadow Force catches Aegislash using King's Shield by surprise and breaks through any other protection. Playing mindgames with it is not so easy as it is with Fly, Surf or Dig. Evs and Nature are self-explanatory. Silk Scarf is there to boost Extreme Speed.
Xerneas@Power Herb
Fairy Aura
Modest Nature
252 SAtk/252 HP/4 Def
-Geomancy
-Moonblast
-Hidden Power Ground
-Psyshock
Last but the best, the over-centralizing Geomancy-Xerneas. Geomancy+Power Herb turns Xerneas into a sweeper never seen before. Moonblast deals chunks of damages to anything not resisting it, if not OHKO'ing it. HP Ground is there for Primal Groudon, Solgaleo and other steel-types. Psyshock is for the poison'types and it 2OHKOs Ho-oh after Geomancy. Don't tell me to put Focus Blast/Thunder on it, because I hate those moves. RNG hates me, you know...