Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Dragon Claw
- Flare Blitz
- Earthquake
Here as primarily a sweeper but also a wallbreaker. I use it a lot for dealing with Mega Venusaur and Blissey/Chansey, but it struggles a lot against Landorus-Therian. The Jolly Nature is there to outspeeds scarves Landorus-Therian, with the EVs maximising its offensive potential. Dragon Claw and Flare Blitz are there for huge damage with STAB and Tough Claws. Earthquake is there for Heatran.
Landorus-Therian @ Rockium Z
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Knock Off
- U-turn
- Stone Edge
- Earthquake
There to dish out consistent damage and break holes in the opponent's core. Max speed investment means an out speed or a speed tie with similar Landorus-Therian sets. Continental Crush OHKOs Pelipper, crippling rain teams, and can also be used to deal with Tornadus and Zapdos. Knock off is there for walls such as Chansey which rely on their item, Earthquake deals huge damage, and U-turn is there for utility. Intimidate helps against Mega Medicham and Lopunny, which my team struggles with otherwise.
Greninja-Ash (M) @ Life Orb
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Ice Beam
- Water Shuriken
- Dark Pulse
- Extrasensory
Plays a similar role to Landorus-Therian, but can sweep far more effectively. Similarly to Landorus, I often use it against Tornadus. Again, the investment is geared to make it offensive as possible. Ice Beam is for Tornadus/Zapdos, Water Shuriken for Heatran and the occasional Volcarona, as well as being useful in finishing scarves Kartana, Dark Pulse is STAB and Extrasensory helps with Keldeo and Toxapex.
Rotom-Wash @ Light Clay
Ability: Levitate
EVs: 252 Def / 252 SpD / 4 SpA
Calm Nature
IVs: 0 Atk
- Volt Switch
- Reflect
- Light Screen
- Will-O-Wisp
This is my lead. The unorthodox set often confuses opponents. The screens lend defensive depth to my otherwise rather fragile team. This is geared up to be versatile in defense, but it is OHKOed by Mega Medicham's High Jump Kick.
Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 Def / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Leech Seed
- Protect
- Toxic
- Flamethrower
Here to give my team some defensive depth. Leech Seed and Leftovers provide recovery, especially when coupled with Protect. Flamethrower is there for Kartana and Ferrothorn. The investment is designed to make it versatile in defence. It is great for both stopping sweeps and late game stalling.
Ace of diamonds (Kartana) @ Choice Scarf
Ability: Beast Boost
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Smart Strike
- Sacred Sword
- Leaf Blade
- Knock Off
Here as a late game finisher, once Landorus-Therian, Greninja and Charizard have cleared threats such as Landorus-Therian, Heatran, Magearna, Zapdos, Mega Venusaur, Tornadus and Volcarona.
Overall, the team struggles against Landorus-Therian and Heatran defensive cores when they are coupled with Zapdos and/or Tornadus, as well as Ferrothorn though Greninja is instrumental in dealing with these.
Any advice would be welcome, thanks.