Aegislash @ Life Orb
Ability: Stance Change
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
- King's Shield
- Shadow Ball
- Flash Cannon
- Wide Guard
stardard aegis moveset with wide guard tossed in to help with triples
Dragonite @ Choice Band
Ability: Multiscale
EVs: 4 HP / 252 Atk / 252 Spe
- Fire Punch
- Rock Slide
- Outrage
- Extreme Speed
moveset made mostly for choice items, fire punch over the regular EQ so i'm not locked into it in triples
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Flash Cannon
- Thunderbolt
- Hidden Power [Fire]
- Volt Switch
standard mag moveset also more oriented for choice items
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Dragon Claw
- Stealth Rock
garchomp for my SR setter, with a strong aoe EQ for triples
Scizor @ Choice Band
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Bullet Punch
- U-turn
- Superpower
- Knock Off
standard CB scizor moveset, useful to give me some singles tempo
Hydreigon @ Life Orb
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Heat Wave
- Dark Pulse
- Draco Meteor
- Tailwind
needed more special attackers so i went for hydre, who adds heat wave to my team with having access to tailwind
went for a drag mag core since it's strong in every style of battle, singles could still be a problem though, i'm only expecting to have trouble against the ground and dark leaders
your team isn't very well adapt vs doubles or triples, plus you don't have very many damage sources: snorlax needs curse to be useful, mixed eelektross won't be doing much and discharge hurts your team in triples, clefable won't be doing much in triples and isn't very useful without CM in singles
my advice would be to either rework their movesets or take them out, and since you're running TR, you might want to run more TR centric mons that don't need boosting moves, like bouffalant/conkeldurr/escavalier