This is a Balanced Hackmons team. For those that do not know what that means, Balanced Hackmons is pretty much exactly what it says on the tin. You're allowed to do pretty much whatever you want, with only a few rules in place to encourage creativity and bring a little order to the chaos of the tier. There's nearly infinite variety, and I encourage everyone to try it. It's actually not all that different from standard tiers; every strategy still exists, each team needs to plan for certain threats, and so on. The main difference is that you have no idea what anyone's going to throw at you using a given pokemon. Hell, I saw an Illusion Mega Rayquaza earlier. But, without further ado, here's the team.
@ Leftovers
Ability: Magic Bounce
EVs: 252 HP / 4 Def / 252 Spe
Jolly Nature
- Sticky Web
- Stealth Rock
- Rapid Spin
- Spikes
Fairly standard lead in the metagame. Each form of reliable hazard and Rapid Spin to counter other common Magic Bouncers bar Giratina. Using Rapid Spin over Defog stops opposing Mold Breaker Deo-S from Taunting it, though Defog would help counter opposing Magic Bounce users.
@ Leftovers
Ability: Prankster
EVs: 252 HP / 184 Def / 72 SpD
Careful Nature
- Rest
- Leech Seed
- Spore
- Dragon Tail
A lovely stall set. Giratina's massive bulk meets a limitless movepool. Leech Seed on this set can be swapped out for Sleep Talk for shenanigans involving Dragon Tail, but Leech Seed allows it to deal with opposing walls in a very effective manner, as well as taking care of any Sturdy Shedinja that it happens to catch. Prankster Spore dampens most people's days, and should the massive wall be close to destruction, Rest can undo the enemy's efforts in a heartbeat.
@ Choice Scarf
Ability: Rock Head
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Flare Blitz
- Head Smash
- Earthquake
- U-turn
A newer addition to the team, Primal Groudon has worked fairly well so far. With a whopping base 180 attack, it can wallbreak like nobody's business provided the opponent isn't carrying Spore. STAB Flare Blitz might hit a bit harder during strong sunlight, but Rock Head allows Groudon to abuse other juicy recoil-inflicting moves like the coveted Head Smash, which ruins the day of many Mega Rayquaza users and offers excellent coverage in general.
@ Focus Sash
Ability: Contrary
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- V-create
- Draco Meteor
- Superpower
- Dragon Ascent
A versatile and extremely powerful sweeping set. Threatened only by Topsy-Turvy users and Impostor Blissey, both of which are uncommon, this beast can rip through a team on a moment's notice. V-create is the go-to move, patching up Rayquaza's less-than-ideal defenses and typing as well as assuring it has the speed advantage over almost anything that comes in. Focus Sash ensures it has a chance to set up at least one V-Create, and Draco Meteor provides a much faster way to boost up offenses and a mixed attacking set that takes out Giratina in two moves, even on the switch (unless you used Superpower.)
@ Choice Scarf
Ability: Imposter
EVs: 252 HP / 252 Spe
Hasty Nature
- V-create
- Psycho Boost
- Draco Meteor
- Overheat
Imagine Scarfed Ditto, but with over twice as much health as what it comes in on. Not much to say here; the moves are purely for fun, though I have considered swapping them out for a support-ish set with Trick for the rare instance where Impostor doesn't work.
@ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 252 Def / 4 SpD
Careful Nature
- Haze
- Psycho Shift
- Roost
- Nuzzle
Another rather amusing wall to use. Poison Heal augments Lugia's absurd bulk with recovery double that of Leftovers, and Psycho Shift serves as a perfectly accurate Toxic. Nuzzle paralyzes 'mons that you can't or don't want to poison, as well as giving it something to use on Taunt users. Haze eliminates dangerous setup from opponents before they have a chance to hammer Lugia with something other than Extremespeed, and Roost provides an extra burst of health that gives Psycho Shift more time to do work.