Starting with Torkoal, that’s a very offensive set for one of them. Using Rapid Spin is usually a preferred set as opposed to an offensive one, especially with the defense EVs you have assigned to it. Also, entry hazards aren’t really viable in doubles. I would try a set like this instead.
Torkoal @ Heat Rock
Ability: Drought
EVs: 252 HP / 160 Def / 96 SpD
Bold Nature
- Lava Plume
- Iron Defense
- Rapid Spin
- Body Press
The Heat Rock is an essential item, increasing the turns of Sun from Drought. 252 HP is for bulk specially and physically. 160 Defense is for boosting its great Defense stat and Body Press. 96 Special Defense is for a bit more special bulk. Bold increases Defense at the cost of Attack, but you don’t really need high attack since you want to take minimal damage from Confusion and Foul Play. Lava Plume is STAB with a burn chance, and it does decent damage in the sun. Iron Defense is for Body Press. Rapid Spin is to clear entry hazards on your side. Body Press takes its huge defense and puts great use to it.
The Maractus set is OK. I would make a few changes to it though. Usually Maractus runs a Life Orb, but since Shiftry has one, I think Leftovers would benefit you more than a Rocky Helmet. I would say try a set like this.
Maractus @ Leftovers
Ability: Chlorophyll
EVs: 92 HP / 164 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Solar Beam
- Weather Ball
- Growth
- Synthesis
Maractus can be a pretty fast sweeper with Chlorophyll. Leftovers allow you to easily pull off Growth. The EVs make it as fast as possible, give it a bit of bulk, and allow it to hit hard. Modest is for the power boost, since you aren’t maxing it out with your EVs. Solar Beam is STAB and charges in one turn due to Drought. Weather Ball hits Steel, Grass, Bug, and Ice types super effectively (as it is a Fire type move in the sun). Growth boosts your attack stats, but only Special Attack is used in this set. Synthesis is if you’re running low on health.
Next up is Shiftry. It can make a pretty good mixed sweeper as it can use Growth well. Having Special category moves also allows it to hit physical tanks that it would normally struggle to get good damage off against.
Shiftry @ Life Orb
Ability: Chlorophyll
EVs: 184 Atk / 72 SpA / 252 Spe
Naive Nature
- Knock Off
- Solar Blade
- Heat Wave
- Growth
I would run this set instead of your current one. The EVs allow it to hit hard both physically and specially, and even more so with Growth. Chlorophyll doubles your speed in the sun. Naive is so you don’t lower either of your offensive stats while still boosting your speed. Knock Off is STAB and gets rid of items that would otherwise be tricky. Solar Blade is STAB and can be used in one turn when the sun is up. Heat Wave hits Bug types. Growth increases Attack and Special Attack by two stages in the sun.
Charizard. Mk. I have nothing really against the set. I think it works well. Problem is, Heavy Duty Boots aren’t doing you any well in doubles, especially with a Rapid Spin Torkoal. A Life Orb would be better in my opinion. If you can get Scorching Sands instead of Dragon Pulse, use that.
So anyway, hope this helps! :)