Everyone on this team has 0 speed IVs, if that's not immediately obvious.
Mesprit @ Leftovers
Ability: Levitate
EVs: 252 HP/4 Def/252 SAtk
Quiet nature (+SAtk, -Spd)
- Trick Room
- Psychic
- Ice Beam
- Thunderbolt
There's very little to not like about Mesprit on this team. It has a great SAtk stat on BoltBeam, and comes with enough defense to let it survive quite a few weaker super hits, like U-Turn. This lets it soak a hit, set up Trick Room, and start killing all sorts of things that face it down given the rather large focus on speed EVs in the current metagame.
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Gallade (M) @ Leftovers
Ability: Steadfast
EVs: 252 HP/252 Atk/4 Def
Brave nature (+Atk, -Spd)
- Trick Room
- Close Combat
- Stone Edge
- Night Slash
Gallade can take a pretty big hit in special damage on a switch-in, live through another one to set up Trick Room, and then start running its own physical sweep set to complement Mesprit. A pretty handy alternative to breaking things that try to resist Mesprit while hitting specially, like Magnezone and Heatran, while tearing them a new one with Close Combat in retaliation.
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Exeggutor (M) @ Leftovers
Ability: Chlorophyll
EVs: 252 HP/4 Atk/252 SAtk
Quiet nature (+SAtk, -Spd)
- Sleep Powder
- Trick Room
- Explosion
- Grass Knot
Kills things like Swampert immediately, can Explode if they attempt to counter with a Blissey. Running on 0 speed IVs, it will "outrun" Blissey when under the effects of Trick Room, letting it score the Explosion before a Substitute is thrown out.
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Scizor (M) @ Leftovers
Ability: Technician
EVs: 252 HP/252 Atk/4 SDef
Brave nature (+Atk, -Spd)
- Bullet Punch
- Brick Break
- Bug Bite
- Swords Dance
It's a standard SD Scizor, except without the speed. Hits things hard physically and has priority in case it needs to pull some cleanup without the assistance of Trick Room. Some defensive EVs were given to let it survive bigger hits even after Stealth Rock, and counter with Bullet Punch.
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Dragonite (M) @ Expert Belt
Ability: Inner Focus
EVs: 200 HP/112 Atk/196 SAtk
Quiet nature (+SAtk, -Spd)
- Superpower
- Draco Meteor
- Flamethrower
- Thunderbolt
A beefy Dragonite running special coverage and Superpower to break special walls that try to stop it cold. Pretty much the MixNite set, with HP instead of speed, and Expert Belt over Life Orb to keep its survivability up a bit. Even without Trick Room, Dragonite is tough enough to survive things that don't involve Ice and strike back with an often-fatal move.
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Machamp (M) @ Life Orb
Ability: No Guard
EVs: 252 HP/252 Atk/4 Def
Brave nature (+Atk, -Spd)
- Dynamicpunch
- Payback
- Thunderpunch
- Ice Punch
The type-diverse physical hitter of the team. Machamp basically comes in for when I need strong physical hits but the priority/Swords Dance of Scizor isn't necessary.
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Yeah give comments and suggestions. If some of the Def/SDef EVs look odd it's because I just picked random numbers and went with it, if you have some idea of what they should actually look like I'd appreciate it.
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Mesprit @ Leftovers
Ability: Levitate
EVs: 252 HP/4 Def/252 SAtk
Quiet nature (+SAtk, -Spd)
- Trick Room
- Psychic
- Ice Beam
- Thunderbolt
There's very little to not like about Mesprit on this team. It has a great SAtk stat on BoltBeam, and comes with enough defense to let it survive quite a few weaker super hits, like U-Turn. This lets it soak a hit, set up Trick Room, and start killing all sorts of things that face it down given the rather large focus on speed EVs in the current metagame.
---
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Gallade (M) @ Leftovers
Ability: Steadfast
EVs: 252 HP/252 Atk/4 Def
Brave nature (+Atk, -Spd)
- Trick Room
- Close Combat
- Stone Edge
- Night Slash
Gallade can take a pretty big hit in special damage on a switch-in, live through another one to set up Trick Room, and then start running its own physical sweep set to complement Mesprit. A pretty handy alternative to breaking things that try to resist Mesprit while hitting specially, like Magnezone and Heatran, while tearing them a new one with Close Combat in retaliation.
---
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Exeggutor (M) @ Leftovers
Ability: Chlorophyll
EVs: 252 HP/4 Atk/252 SAtk
Quiet nature (+SAtk, -Spd)
- Sleep Powder
- Trick Room
- Explosion
- Grass Knot
Kills things like Swampert immediately, can Explode if they attempt to counter with a Blissey. Running on 0 speed IVs, it will "outrun" Blissey when under the effects of Trick Room, letting it score the Explosion before a Substitute is thrown out.
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Scizor (M) @ Leftovers
Ability: Technician
EVs: 252 HP/252 Atk/4 SDef
Brave nature (+Atk, -Spd)
- Bullet Punch
- Brick Break
- Bug Bite
- Swords Dance
It's a standard SD Scizor, except without the speed. Hits things hard physically and has priority in case it needs to pull some cleanup without the assistance of Trick Room. Some defensive EVs were given to let it survive bigger hits even after Stealth Rock, and counter with Bullet Punch.
---
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Dragonite (M) @ Expert Belt
Ability: Inner Focus
EVs: 200 HP/112 Atk/196 SAtk
Quiet nature (+SAtk, -Spd)
- Superpower
- Draco Meteor
- Flamethrower
- Thunderbolt
A beefy Dragonite running special coverage and Superpower to break special walls that try to stop it cold. Pretty much the MixNite set, with HP instead of speed, and Expert Belt over Life Orb to keep its survivability up a bit. Even without Trick Room, Dragonite is tough enough to survive things that don't involve Ice and strike back with an often-fatal move.
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Machamp (M) @ Life Orb
Ability: No Guard
EVs: 252 HP/252 Atk/4 Def
Brave nature (+Atk, -Spd)
- Dynamicpunch
- Payback
- Thunderpunch
- Ice Punch
The type-diverse physical hitter of the team. Machamp basically comes in for when I need strong physical hits but the priority/Swords Dance of Scizor isn't necessary.
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Yeah give comments and suggestions. If some of the Def/SDef EVs look odd it's because I just picked random numbers and went with it, if you have some idea of what they should actually look like I'd appreciate it.