The team :
Lilligant @ Focus Sash
Ability: Chlorophyll
Level: 50
Shiny: Yes
EVs: 124 HP / 252 SpA / 132 Spe
Modest Nature
IVs: 0 Atk
- Leaf Storm
- Sleep Powder
- After You
- Protect
Torkoal (M) @ Charcoal
Ability: Drought
Level: 50
EVs: 116 HP / 252 SpA / 140 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Eruption
- Heat Wave
- Solar Beam
- Protect
Snorlax (M) @ Normalium Z
Ability: Thick Fat
Level: 50
EVs: 156 HP / 108 Atk / 244 Def
Sassy Nature
IVs: 0 Spe
- Return
- Earthquake
- Belly Drum
- Protect
Oranguru (M) @ Mental Herb
Ability: Telepathy
Level: 50
EVs: 252 HP / 140 Def / 20 SpA / 92 SpD / 4 Spe
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Psychic
- Instruct
- Trick Room
- Sunny Day
Marowak-Alola (F) @ Thick Club
Ability: Lightning Rod
Level: 50
Shiny: Yes
EVs: 252 HP / 188 Atk / 68 Def
Brave Nature
IVs: 0 Spe
- Flare Blitz
- Shadow Bone
- Earthquake
- Protect
Tapu Lele @ Life Orb
Ability: Psychic Surge
Level: 50
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Moonblast
- Hidden Power [Fire]
- Protect
I'm having pretty good results with this team (reached 1700 quite easily, didn't play much but didn't lose much).
I'm posting this team to have your opinion on what can I improve, because I can't see what it's really lacking. Ideas ?
Lilligant @ Focus Sash
Ability: Chlorophyll
Level: 50
Shiny: Yes
EVs: 124 HP / 252 SpA / 132 Spe
Modest Nature
IVs: 0 Atk
- Leaf Storm
- Sleep Powder
- After You
- Protect
Sunny Day abuser with Chlorophyll. Sleep Powder everything. Leaf Storm can OHKO most Tapu Fini/Koko that counters Sleep status. After You is nice since she's faster than everything under the sun, helping the extremely slow rest of the team.
Torkoal (M) @ Charcoal
Ability: Drought
Level: 50
EVs: 116 HP / 252 SpA / 140 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Eruption
- Heat Wave
- Solar Beam
- Protect
No one can wall Torkoal's Eruption under the Sun and with Charcoal. Abuses of Trick Room and Instruct.
Snorlax (M) @ Normalium Z
Ability: Thick Fat
Level: 50
EVs: 156 HP / 108 Atk / 244 Def
Sassy Nature
IVs: 0 Spe
- Return
- Earthquake
- Belly Drum
- Protect
Z-Belly Drum to bypass Taunt and to set-up during the turn you use Trick Room. Once it's done it's generally won. I prefer Earthquake over High Horsepower since Oranguru has Telepathy and the rest can just Protect.
Oranguru (M) @ Mental Herb
Ability: Telepathy
Level: 50
EVs: 252 HP / 140 Def / 20 SpA / 92 SpD / 4 Spe
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Psychic
- Instruct
- Trick Room
- Sunny Day
Set up Trick Room and helps to sweep the entire team with Instruct. Telepathy is here because Snorlax and Alolan Marowak have Earthquake, and Sunny Day instead of Protect to win the weather war easier, plus he's tanky enough to survive a turn.
Marowak-Alola (F) @ Thick Club
Ability: Lightning Rod
Level: 50
Shiny: Yes
EVs: 252 HP / 188 Atk / 68 Def
Brave Nature
IVs: 0 Spe
- Flare Blitz
- Shadow Bone
- Earthquake
- Protect
Counters well Electric types (especially Tapu Koko) among others, hits hard under the Sun and can abuse of the Trick Room. Kinda classic.
Tapu Lele @ Life Orb
Ability: Psychic Surge
Level: 50
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Moonblast
- Hidden Power [Fire]
- Protect
Not the one I use the most but finds its utility against Prankster, Fake Out and other things that keeps me from setting Trick Room. No reason to play Shadow Ball or Thunderbolt since HP Fire is just better under the Sun and counters more Pokemons.
I'm having pretty good results with this team (reached 1700 quite easily, didn't play much but didn't lose much).
I'm posting this team to have your opinion on what can I improve, because I can't see what it's really lacking. Ideas ?