Charizard @ Charizardite Y
Ability: Solar Power
EVs: 32 SpA / 2 SpD / 32 Spe
Timid Nature
- Heat Wave
- Protect
- Solar Beam
- Air Slash
Typical Zard Y set: Heat Wave for spread STAB, Solar Beam for Water and Rock types that would be annoying, Protect for buying time, and Air Slash for secondary STAB, and Fire types.
Venusaur @ Occa Berry
Ability: Chlorophyll
EVs: 32 HP / 2 Def / 32 Spe
Timid Nature
- Sleep Powder
- Acid Spray
- Protect
- Giga Drain
Venusaur to lead alongside Zard. Chlorophyll means that it outspeeds the entire unboosted format, and even some boosted, and can put them out of action (most of the time) with Sleep Powder (with no Safety Goggles, powders are even better than usual). Buying even 1 turn means Charizard can usually delete both of its opponents. Acid Spray basically removes the target's Fire resistance. Giga Drain so it can do damage, break Sashes and get sometimes crucial recovery. Should I replace this with Leaf Storm, though? Occa Berry means it can always survive Incineroar's Flare Blitz, even when in sun and chipped.
Whimsicott @ Focus Sash
Ability: Prankster
EVs: 2 Def / 32 SpA / 32 Spe
Timid Nature
- Sunny Day
- Tailwind
- Moonblast
- Encore
Alternate Sun setter, if I lose the weather war. Tailwind means Charizard can outspeed critical threats like Garchomp and Sneasler. Moonblast breaks Sashes, Multiscale Dragonite, or 2HKOs Inner Focus sets. Helping Hand is occasionally useful, but I'm not sure it's best for the team.
Typhlosion-Hisui @ Choice Scarf
Ability: Frisk
EVs: 32 SpA / 2 SpD / 32 Spe
Modest Nature
- Eruption
- Heat Wave
- Solar Beam
- Shadow Ball
Alternate lead with Whimsicott setting sun and Scarf outspeeding, Eruption wins in less than 4 turns if the opponent has few Fire resists. Solar Beam hits the still-annoying Water+ Rock types, Shadow Ball STAB deals with Dragapult + Basculegion. Frisk in closed teamsheet is very helpful too.
Sneasler @ White Herb
Ability: Unburden
EVs: 32 Atk / 2 SpD / 32 Spe
Adamant Nature
- Close Combat
- Dire Claw
- Fake Out
- Protect
My check to sand teams, and my physical sweeper that can also ignore Incineroar, whilst getting effectively a +2 Speed boost, and can OHKO back. Fake Out breaks Sashes and buys time for a teammate. CC OHKOs Tyranitar + Excadrill, and Dire Claw hits pesky Fairies like Mega Floette, while fishing for status. This does often die before it can do its job; how should I use this better?
Milotic @ Leftovers
Ability: Competitive
EVs: 32 HP / 21 Def / 13 SpA
Modest Nature
- Scald
- Ice Beam
- Protect
- Recover
(Sorry for necroposting, but I didn't want someone to suggest something I had already added)
I struggled against Incineroar and Rock Slide Garchomp, so I swapped out my Incineroar for Milotic. Competitive is deadly against Intimidate, and, paired with a Sneasler lead, can make Incineroar double one's speed (White Herb Unburden), and the other's offense, before the turn even starts. Some defense was also much needed on this team, for instance when Trick Room goes up.
The obvious problem is that Scald's damage is cut in half by Sun, but I don't think there is another Pokemon in the format that can completely counter Incineroar and Garchomp (if it isn't flinched).
The EVs and nature means it always OHKOs 0HP / 2 SpD Garchomp, with the rest in Defense.