Alright, I'll share the best team I've made so far. This offense team isn't complicated in terms of teambuilding, it's basically a Shuckle and a bunch of offensive mons.
Shuckle @ Mental Herb
Ability: Sturdy
EVs: 248 HP / 8 Def / 252 Spe
Naive Nature
IVs: 0 Atk
- Stealth Rock
- Sticky Web
- Encore
- Final Gambit
Shuckle is a lead with the purpose of setting up Stealth Rock and Sticky Web. It can do it effectively thanks to Sturdy and its base 230 Speed. I chose to sacrifice its Special Defense instead of Defense to take less damage from priority moves. Mental Herb is used to beat Taunt and Encore users. Encore prevents opposing pokemon from setting up, and Final Gambit prevents Rapid Spin and Defog from being used and lets Shuckle die without losing momentum after it has done its job. It also deals a lot of damage to offensive threats if it is at full health.
Other options: Rocky Helmet, Knock Off>Final Gambit.
Azumarill @ Splash Plate
Ability: Huge Power
EVs: 248 HP / 252 Atk / 8 Spe
Naughty Nature
- Aqua Jet
- Play Rough
- Waterfall
- Knock Off
Azumarill is used because of its very high Attack stat thanks to Huge Power, access to STAB priority and good defensive typing. I run Splash Plate to power up Aqua Jet without getting choice locked or suffering Life Orb recoil. It may also give the illusion of holding a Choice Band. Knock Off used to be there mostly for Chansey, but it still has utility in removing items from bulky pokemon.Azumarill is a vital check to Kyurem-B on this team.
Other options: Choice Band, Assault Vest.
Hoopa @ Life Orb
Ability: Magician
EVs: 4 Def / 252 SpA / 252 Spe
Naive Nature
IVs: 0 Atk
- Psyshock
- Shadow Ball
- Focus Blast
- Nasty Plot
Hoopa is here for its great wallbreaking power, as well as its great 130 base speed, which makes it a fine revenge killer. It has perfect coverage between its three attacks and can boost when facing defensive pokemon to break them. Hoopa is quite frail however and doesn't offer relevant resistances other than its Fighting Immunity.
Serperior @ Leftovers
Ability: Contrary
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Leaf Storm
- Dragon Pulse
- Hidden Power [Fire]
- Glare
Serperior checks Water-types and can attempt to break stall with its Contrary Leaf Storms. With this spread it has respectable bulk and impressive immediate power. However Serperior has to sacrifice its Speed but, with Sticky Web, it can outspeed a good deal of pokemon. Dragon Pulse and HP Fire provide coverage, and Glare cripples any faster threat and ensures Serperior outspeeds them on the next turn.
Other Options: Leech Seed, Substitute
Metagross-Mega @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 SpD / 252 Spe
Hasty Nature
- Meteor Mash
- Hammer Arm
- Zen Headbutt
- Ice Punch
Mega Metagross trades its Defense for an amazing Speed stat, even before mega evolving. This set runs both STAB moves plus Hammer Arm for coverage on Steel-types and Ice Punch , which is mostly for Landorus-T. It fits here because of its offensive prowess and numerous resistances; in particular, it is important for beating Fairy-types.
Other Options: Hone Claws, Earthquake
Honchkrow @ Life Orb
Ability: Moxie
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Brave Bird
- Sucker Punch
- Superpower
- Pursuit
Honchkrow has one of the strongest priority moves in the game, which, in conjunction with Moxie and its improved 105 base Speed, lets it prey on offensive teams. The power of its Brave Bird is not to be underestimated either. Honchkrow can end games very fast if it gets a single kill, but has trouble against pokemon with heavy physical bulk.
I'm fine with this team being added to samples if it's good enough. I would also like to hear suggestions about it if you have any.
Shuckle @ Mental Herb
Ability: Sturdy
EVs: 248 HP / 8 Def / 252 Spe
Naive Nature
IVs: 0 Atk
- Stealth Rock
- Sticky Web
- Encore
- Final Gambit
Shuckle is a lead with the purpose of setting up Stealth Rock and Sticky Web. It can do it effectively thanks to Sturdy and its base 230 Speed. I chose to sacrifice its Special Defense instead of Defense to take less damage from priority moves. Mental Herb is used to beat Taunt and Encore users. Encore prevents opposing pokemon from setting up, and Final Gambit prevents Rapid Spin and Defog from being used and lets Shuckle die without losing momentum after it has done its job. It also deals a lot of damage to offensive threats if it is at full health.
Other options: Rocky Helmet, Knock Off>Final Gambit.
Azumarill @ Splash Plate
Ability: Huge Power
EVs: 248 HP / 252 Atk / 8 Spe
Naughty Nature
- Aqua Jet
- Play Rough
- Waterfall
- Knock Off
Azumarill is used because of its very high Attack stat thanks to Huge Power, access to STAB priority and good defensive typing. I run Splash Plate to power up Aqua Jet without getting choice locked or suffering Life Orb recoil. It may also give the illusion of holding a Choice Band. Knock Off used to be there mostly for Chansey, but it still has utility in removing items from bulky pokemon.Azumarill is a vital check to Kyurem-B on this team.
Other options: Choice Band, Assault Vest.
Hoopa @ Life Orb
Ability: Magician
EVs: 4 Def / 252 SpA / 252 Spe
Naive Nature
IVs: 0 Atk
- Psyshock
- Shadow Ball
- Focus Blast
- Nasty Plot
Hoopa is here for its great wallbreaking power, as well as its great 130 base speed, which makes it a fine revenge killer. It has perfect coverage between its three attacks and can boost when facing defensive pokemon to break them. Hoopa is quite frail however and doesn't offer relevant resistances other than its Fighting Immunity.
Serperior @ Leftovers
Ability: Contrary
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Leaf Storm
- Dragon Pulse
- Hidden Power [Fire]
- Glare
Serperior checks Water-types and can attempt to break stall with its Contrary Leaf Storms. With this spread it has respectable bulk and impressive immediate power. However Serperior has to sacrifice its Speed but, with Sticky Web, it can outspeed a good deal of pokemon. Dragon Pulse and HP Fire provide coverage, and Glare cripples any faster threat and ensures Serperior outspeeds them on the next turn.
Other Options: Leech Seed, Substitute
Metagross-Mega @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 SpD / 252 Spe
Hasty Nature
- Meteor Mash
- Hammer Arm
- Zen Headbutt
- Ice Punch
Mega Metagross trades its Defense for an amazing Speed stat, even before mega evolving. This set runs both STAB moves plus Hammer Arm for coverage on Steel-types and Ice Punch , which is mostly for Landorus-T. It fits here because of its offensive prowess and numerous resistances; in particular, it is important for beating Fairy-types.
Other Options: Hone Claws, Earthquake
Honchkrow @ Life Orb
Ability: Moxie
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Brave Bird
- Sucker Punch
- Superpower
- Pursuit
Honchkrow has one of the strongest priority moves in the game, which, in conjunction with Moxie and its improved 105 base Speed, lets it prey on offensive teams. The power of its Brave Bird is not to be underestimated either. Honchkrow can end games very fast if it gets a single kill, but has trouble against pokemon with heavy physical bulk.
I'm fine with this team being added to samples if it's good enough. I would also like to hear suggestions about it if you have any.