Okay, so the team has been tested for about 50 games and it is a bit consistent, but from time to time it just seems that it's missing something.
https://pokepast.es/c31c1297aa82944b
Rhaegal (Zapdos) @ Rocky Helmet
Ability: Static
Shiny: Yes
EVs: 248 HP / 252 Def
Bold Nature
IVs: 0 Atk
- Thunderbolt
- Roost
- Heat Wave
- Defog
This is our physically defense wall that also doubles as our hazard control. It helps cover up the ground weakness in the team.
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Lava Plume
- Stealth Rock
- Toxic
- Flash Cannon
Heatran is the only real answer to strong fairies/psychic types such as mega Zam and Lele, it's also the rocker in the team and is running flash cannon over earth-power to deal with fairies.
Tapu Koko @ Choice Specs
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Dazzling Gleam
- Hidden Power [Ice]
Koko is used as a strong special attacker that is used to gain some momentum and weaken things for the Shark to clean up later on.
Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 28 Def / 228 SpD
Sassy Nature
- Giga Drain
- Knock Off
- Hidden Power [Fire]
- Earthquake
Tangrowth is used to death with weakened scizors, ferrothorns, and forretress. It can kill them off pretty comfortably with hp fire after koko volts into him.
Sharpedo-Mega @ Sharpedonite
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Protect
- Psychic Fangs
- Crunch
- Ice Fang
Shark is suppose to come in at the end, when it's checks/counters are either dead or weakened, and just clean up the mess that's left.
Landorus-Therian @ Flyinium Z
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fly
- Earthquake
- Swords Dance
- Rock Polish
Landorus is a nuke, can sweep if it finds fodder to get a polish up. Without it, the team gets hard walled by mega venusaur.
https://pokepast.es/c31c1297aa82944b
Rhaegal (Zapdos) @ Rocky Helmet
Ability: Static
Shiny: Yes
EVs: 248 HP / 252 Def
Bold Nature
IVs: 0 Atk
- Thunderbolt
- Roost
- Heat Wave
- Defog
This is our physically defense wall that also doubles as our hazard control. It helps cover up the ground weakness in the team.
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Lava Plume
- Stealth Rock
- Toxic
- Flash Cannon
Heatran is the only real answer to strong fairies/psychic types such as mega Zam and Lele, it's also the rocker in the team and is running flash cannon over earth-power to deal with fairies.
Tapu Koko @ Choice Specs
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Dazzling Gleam
- Hidden Power [Ice]
Koko is used as a strong special attacker that is used to gain some momentum and weaken things for the Shark to clean up later on.
Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 28 Def / 228 SpD
Sassy Nature
- Giga Drain
- Knock Off
- Hidden Power [Fire]
- Earthquake
Tangrowth is used to death with weakened scizors, ferrothorns, and forretress. It can kill them off pretty comfortably with hp fire after koko volts into him.
Sharpedo-Mega @ Sharpedonite
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Protect
- Psychic Fangs
- Crunch
- Ice Fang
Shark is suppose to come in at the end, when it's checks/counters are either dead or weakened, and just clean up the mess that's left.
Landorus-Therian @ Flyinium Z
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fly
- Earthquake
- Swords Dance
- Rock Polish
Landorus is a nuke, can sweep if it finds fodder to get a polish up. Without it, the team gets hard walled by mega venusaur.