Tapu Lele @ Life Orb
Ability: Psychic Surge
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Psyshock
- Moonblast
- Taunt
- Protect
Tapu Lele is mostly here for two main things. Psychic Surge for Psychic Terrain to block priority that often hinders HO teams, like Fake Out. As an added bonus, it synergizes well with Deo-Attack by boosting Psycho Boost to incredible amounts of damage. The second is that it has access to taunt to stop TR. It also helps that Tapu Lele can hit pretty damn hard itself with decent coverage.
Deoxys-Attack @ Focus Sash
Ability: Pressure
EVs: 44 Atk / 212 SpA / 252 Spe
Hasty Nature
- Psycho Boost
- Pursuit
- Ice Beam
- Protect
Deoxys-Attack is pretty common for HO I'd think. The set is mostly standard with Psycho Boost to nuke shit (ohkos mkang) and ice beam for zygarde/mence. Pursuit is
HEAT. Right now with the limited megas, I've mostly seen only ZardY, Mmence, Mkang, Mgeng. Pursuit is especially useful for the latter one, with a 44 atk EV's to have a 50% chance at an OHKO on Mgeng if it's switching. It also does around 30-40% on the other megas if they're switching out, and a decent chuck to rachi if it's switching out. To be honest, I first put pursuit on just to meme and get all them style points, but I actually found pursuit pretty useful in matches because with an HO team, usually an attack from any of my mons brought mons into range where pursuit could trap and finish them off if they tried to switch out.
Pheromosa @ Focus Sash
Ability: Beast Boost
EVs: 196 Atk / 60 SpA / 252 Spe
Lonely Nature
- Focus Blast
- U-turn
- Ice Beam
- Protect
Fuck Zygarde/Mence. Pheremosa helps force them out with ice beam. The other two are just STAB moves to hit hard basically. I'm still debating on whether its worth to drop focus blast for low kick, but if you want to replace, feel free to do so. But the main point of Pheremosa is just basically to help out with nuking shit and threatening Zygarde/Mence
Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Heat Wave
- Solar Beam
- Overheat
- Protect
At this point, with these three mons, I needed stuff to handle Jirachi and Celesteele and other stuff like that, so ZardY was the perfect mega to do just that. On the spread, with flood of new mons into the tier, I wasn't sure what to EV for so I just ran max/max and it's worked well so far.
Landorus @ Life Orb
Ability: Sheer Force
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Earth Power
- Sludge Bomb
- Psychic
- Protect
Standard Landorus-I for the most part, I dropped rock slide for psychic because psychic terrain boosted its damage to a good amount, that way I could hit stuff like lando-T harder than sludge would. The main role of lando-I on this team was to beat crap like Magearna, Jirachi, Amoong and the other fairies like all 4 Tapus.
Xurkitree @ Choice Scarf
Ability: Beast Boost
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Discharge
- Dazzling Gleam
- Energy Ball
Since I only had ZardY that could hit celesteele hard enough, I went with scarf Xurkitree. It fit the HO team quite nicely since it has ridiculous spA, and scarf put it up to a respectable speed. I've seen and approve of gastrodon being used lately since it counters a lot of the popular early meta stuff so energy ball was thrown on. Dazzling gleam for another way of at least putting some damage on zygarde/mence if needed.