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Feraligatr @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Waterfall
- Crunch
- Ice Punch
Crawdaunt @ Life Orb
Ability: Adaptability
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Crabhammer
- Knock Off
- Aqua Jet
I´m sure you´re all familiar to the concept of waterspam. While gatr and daunt do not have the exact same checks and counters they are similiar enough to the point that one can weaken said mons while the other one can than proceed to sweep. In this case SD craw helps the teams stall matchup by quite a bit while also threatening fat balanced cores that would otherwise bother gatr and open up the door for a gatr sweep. These two can even be paired up with a third water mon (Gyara/Sharpedo) if you´re insane.
Lots of things plague the strong croc such as bulky grass types like Tangrowth, bulky water types like Suicune, faster mons like Sceptile / Whimsicott the list goes on. Roserade provides Feraligatr with an avenue to beat every single one of these mons by virtue of its typing and entry hazard support. Fat grasses like Tangrowth and Chesnaught don't stand a chance against Roserade and neither do bulky waters like Suicune. Even some faster mons like Whimsicott aren't going to be doing too much. Roserade facilitates the Feraligatr sweep by setting down spikes, slowly whittling down the opposition, or setting down toxic spikes which reduces the longevity of anything stopping Feraligatr by a fair bit (Whim, Sab etc). so basically roserade is the one mon capable of most efficiently removing almost everything that stands in Feraligatr's way. Feraligatr also aids Roserade in being able to punish special walls and check fire types.
Swords Dance Heracross and DD Feraligatr form a devastating offensive core thanks to their ability to raise their already high Attack stats while also having high BP STABs. SD Heracross can massacre the majority of physical walls after a Swords Dance including Mega Aggron while also massacring Grass types that trouble Feraligatr, such as Chesnaught, Tangrowth, and others. In return, Feraligatr can set up on most of Heracross's checks, including Gligar, & can easily set up a Substitute on common Heracross switch-ins.
Feraligatr @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Waterfall
- Crunch
- Ice Punch
Alternative Ampharos set
Ampharos @ Ampharosite
Ability: Static
EVs: 152 HP / 252 SpA / 96 SpD / 8 Spe
Modest Nature
IVs: 0 Atk
- Heal Bell
- Volt Switch
- Dragon Pulse
- Focus Blast
This is a pretty classic core that combines Feraligatr with Mega Ampharos. Any of these mons' sets work decently well in this core thanks to their synergy. A large number of Feraligatr's best checks are either bulky Water-types like Suicune and Poliwrath or Grass-types like Chesnaught and Tangrowth. Ampharos resists Water and Grass-type moves, and even though it can't hit Grass-types super effectively without Hidden Power, it can still deal a fair amount of damage to them with Dragon Pulse. Mega Ampharos also resists Electric-type moves, so it can check Heliolisk, Zapdos, and the Rotom forms with its defensive set. Ampharos's slow Volt switch often allows for bringing in Feraligatr unharmed, making sweeps easier.
Meanwhile, Feraligatr can set up on and defeat a number of the special walls and Ground-types that scare Mega Ampharos out, especially with the SubSD set. Even if it doesn't manage to set up, it can still damage its checks enough to where Ampharos can easily bring it in again.
Both of these 'mons together put a fair bit of pressure on typical balance builds, but they aren't perfect on their own. Whimsicott still annoys this core to no end, so something that checks it is almost required. Whimsicott itself also works pretty well here, mainly because of the enormous level of team support that it can potentially with Stun Spore, Encore, Taunt, Memento, Tailwind, and a number of other helpful moves. Since Feraligatr and Ampharos can break or at least severely wound a number of walls, late-game cleaner 'mons like Mega Sharpedo, Yanmega, or MoxieMence can potentially work well here. Also consider running a Fire or Steel-type to put more pressure on Florges, who can potentially annoy this core. If you haven't already used these two together, give it a shot.
My favorite team archetype to use Feraligatr with is Volt-Turn, which provides the momentum and chip damage needed for Feraligatr, a slow but deadly attacker, to thrive. The cornerstone of such a team, of course, is Mega Beedrill, which forces switches to fish for a favorable matchup for its teammates while also providing chip damage with its incredibly powerful U-Turn. It earns extra bonus points as a partner for Feraligatr because of its ability to threaten defensive Grass-types, such as Tangrowth and Chesnaught, which are the most commonly-used answers to Feraligatr (meanwhile, the inevitable Electric-type such as Rotom-Mow or Heliolisk that would come after Beedrill makes for a very good answer to defensive Water-types, which also check Feraligatr).
Beedrill @ Beedrillite
252 Atk/4 SDef/252 Spe
Jolly Nature
-Protect
-U-Turn
-Poison Jab
-Knock Off
(Jolly is chosen over Adamant here because Feraligatr teams can easily be weak to Mega Sceptile, which Jolly Beedrill will at least force a speed tie against)