Salamence @ Leftovers
Ability: Intimidate
EVs: 248 HP / 232 Def / 28 Spe
Impish Nature
- Defog / Fire Blast / Aerial Ace
- Dragon Tail
- Toxic
- Roost
Fatmence. I've been playing with this a lot lately on balance and stall. It's a tremendous switch-in to a lot of major threats, able to switch in on wallbreakers like CB Hera with impunity thanks to Intimidate, typing and solid 95/80/80 bulk. It can even comfortably survive an Adamant CB Stone Edge:
-1 252+ Atk Choice Band Heracross Stone Edge vs. 248 HP / 232+ Def Salamence: 198-234 (50.3 - 59.5%) -- guaranteed 2HKO after Stealth Rock
Dragon Tail and Toxic are pretty much staples, allowing you to phaze, shuffle the team and hit the opponent's usual counters with status. Roost is of course a must - while Wish is an option, the immediate recovery of Roost is needed to combat powerful attackers. The last move is up in the air depending on what your team needs. Aerial Ace has unfortunately low base power, but if you are using Fatmence as your main Fighting check, it has excellent coverage and it gives you a way to attack fighting types without activating Guts. Defog is an option as well, if your team has a secondary way of dealing with fighting types but needs hazard support. Fire Blast or Flamethrower is also an option in that last slot, able to hit common Mence switch-ins and Toxic-immune foes such as Forretress and MAggron while still threatening Heracross. If using Fire Blast, consider switching to a Bold nature.
EVs are fairly simple; max Defense with a bit of Speed creep for Honch and the things that like to creep Honch. As mentioned above, you may want to switch to Bold when using Fire Blast/Flamethrower. (That said, even with an Impish nature, Flamethrower is a guaranteed 2HKO on Heracross after rocks.)
I'll try to get some replays with this thing to add in, but I'm using it (or a slight variation thereof) on two teams right now, and it is definitely worth using.