I think this team is good, it won me a tournament with 6-0 in finals, but I still feel like there's room for improvement.
Aegislash @ Iron Ball
Ability: Stance Change
EVs: 252 HP / 172 Atk / 84 SpA
Brave Nature
IVs: 0 Spe
- Gyro Ball
- Rock Slide
- King's Shield
- Shadow Ball
Aegislash is mostly an offensive mon, wether taking down fast threats with iron ball, or supporting my other mons with rock slide/shadow ball.
Gastrodon-East @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 80 Def / 176 SpA
Modest Nature
IVs: 0 Atk
- Clear Smog
- Muddy Water
- Recover
- Protect
Gastrodon is also offensive, I like it because it won't go down. I think clear smog is useful.
Garchomp @ Groundium Z
Ability: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Dragon Claw
- Protect
Yes, it dies to ice moves, but it exells in any other situation with swords dance and tectonic rage.
Manectric-Mega @ Manectite
Ability: Intimidate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Overheat
- Discharge
- Protect
Since, Manetric is frail I bring it only when it needs to kill something quickly, hence volt switch to escape dangerous situations.
Scrafty @ Aguav Berry
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Fake Out
- Rock Slide
- Drain Punch
- Knock Off
Intimidate and fake out are very common in doubles and knock off is there mainly for eviolite users.
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Atk
- Protect
- Eruption
- Heat Wave
- Toxic
I had to give it quiet nature, otherwise it doesn't get eruption. It doesn't get targeted on first turn that often, dealing some good damage with eruption and air ballon prevents ground types from hitting it. Heat wave is there for when eruption gets weaker and toxic for when my team has a bad matchup to poison the foe and spam protect.