Zangoose @ Toxic Orb
Trait: Toxic Boost
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Quick Attack
- Facade
- Close Combat
- Night Slash
"Zangoose was nearly voted out of NU due to his sheer power. Using it made me see why some could think that. Zangoose either weakens walls for other sweepers on the team or cleans up after the other two. Quick attack helps me take down weaker and faster Pokemon like Kadabra or Swellow, while Facade is pure power and is there to hit whatever isn't immune to it or resist it. CC and Night Slash are for coverage. It can weaken the majority of walls for its teammates."
Gurdurr @ Eviolite
Trait: Guts
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature
- Drain Punch
- Mach Punch
- Ice Punch
- Bulk Up
"I've read a lot of talk over at Smogon about Gurdurr being extremely underrated and I'd have to agree. Eviolite gives it a good amount of bulk while it still has quite a bit of power. Drain Punch gives me recovery while being usable for a good STAB attack. Mach Punch can take down Absol, Zangoose, Cacturne and Cinccino. Bulk Up is so that I can get a sweep started, while Ice Punch hits whatever resists or is immune to Fighting neutrally or super effectively, such as Misdreavus or Golurk. It can take down counters to Musharna while Skuntank backs it up by taking down Psychic types. Part of a Fighting/Psychic/Dark Core."
Musharna @ Leftovers
Trait: Synchronize
EVs: 240 HP / 252 Def / 16 Spd
Bold Nature
- Calm Mind
- Moonlight
- Psychic
- Heal Bell
"Musharna has really surprised with how many things it can set up on with its useful bulk. Speed is outspeed min Amoongus. Moonlight functions as a pseudo-recover in a tier without autoweather, while Psychic is pretty decent coverage, all things considered. Heal Bell supports the team, while making sure that it won't be taken down by Toxic. It may seem counter productive with Zangoose, but if Zangoose has had Toxic Orb activated or has not already fainted when I send out Musharna, I'd be doing it wrong. Usually is used late game. Also part of a Fighting/Psychic/Dark Core."
Skuntank @ Dread Plate
Trait: Aftermath
EVs: 252 Atk / 220 SDef / 36 Spd
Adamant Nature
- Taunt
- Pursuit
- Sucker Punch
- Crunch
"Only Pokemon that I've put four moves of the same type on while still being justifiable. It has enough bulk to switch into the Psychic Types of the tier and survive any hit and trap for the kill. Sucker Punch can deal with Faster Pokemon and cause every Psychic to be put in a bad position if it stays in. Pursuit is for fleeing pokemon, while Crunch is for bulky Psychics like Musharna and solid STAB in general. Taunt can cripple stall teams and is good utility. Takes care of the Psychic and Ghost types that Musharna and Gurdurr can't handle. Also part of a Fighting/Psychic/Dark Core."
Armaldo @ Leftovers
Trait: Battle Armor
EVs: 252 HP / 252 Def / 4 SDef
Impish Nature
- Rock Blast
- Stealth Rock
- X-Scissor
- Rapid Spin
"Pretty solid bulk and generally can get SR up and off the field. Rock Blast can deal with Sub users, and X-Scissor is solid STAB."
Alomomola @ Leftovers
Trait: Regenerator
EVs: 252 HP / 252 Def / 4 Spd
Impish Nature
- Waterfall
- Toxic
- Protect
- Wish
"Alomomola can keep the team pretty healthy with Wish and the rest of the moves are pretty self explanatory."
This team has been pretty solid overall, but Sun teams can still kick my ass.
Could appreciate some names ideas, though.