Sceptile @ Sceptilite
Ability: Overgrow
Timid Nature
EVs: HP 32 / SpA 32 / Spe 2
- Energy Ball
- Earth Power
- Upper Hand
- Detect
The main pokemon. Energy Ball as main STAB. Earth Power to counter fire and electric types. Upper Hand because it counters incineroar, blastoice, and (insert any other fake out /priority mon). Bulk because of the nature and speed boost given by mega evolving. Works very well with the next pokemon.
Meowstic @ Mental Herb
Ability: Prankster
Calm Nature
EVs: HP 32 / Def 32 / SpD 2
- Fake Out
- Thunder Wave
- Sunny Day
- Psychic Noise
Bulky meowstic. Fake out because. Thunder wave can both boost sceptile because of Lightning Rod and paralyse opponents. Sunny Day to counter swampert and other weather teams that Sceptile can ohko outside of their weather. Psychic Noise to stop healing while also damaging.
Garchomp @ Life Orb
Ability: Rough Skin
Adamant Nature
EVs: HP 2 / Atk 32 / Spe 32
- Dragon Claw
- Protect
- Earthquake
- Iron Head
Life Orb chomp. Nothing to say.
Sneasler @ White Herb
Ability: Unburden
Adamant Nature
EVs: HP 2 / Atk 32 / Spe 32
- Fake Out
- Dire Claw
- Rock Slide
- Protect
Average sneasler, but with Rock Slide instead of close combat.
Delphox @ Delphoxite
Ability: Blaze
Timid Nature
EVs: HP 2 / SpA 32 / Spe 32
- Protect
- Heat Wave
- Nasty Plot
- Psychic
Mega Delphox. Nasty Plot to set up. Heat wave because its good. Psychic as secondary STAB.
Rotom-Wash @ Choice Scarf
Ability: Levitate
Bold Nature
EVs: HP 32 / SpA 32 / SpD 2
- Trick
- Volt Switch
- Discharge
- Hydro Pump
Trick can give opposing pokemon the choice scarf, which can be funny if the scared pokemon is Trick room farigiraf. Volt Switch to get outta here. Discharge to do spread damage while also boosting Sceptile. Hydro Pump as STAB.