K, so, this is the team I've been using for the past few months. It's not the greatest, but I figured I'd show off. Honestly, it's not the greatest, but have a look-see anyways. It's been a while since I made this, but this is the third iteration (AKA, the version that isn't completely screwed by Heatran)
Overview:
Concept:
So this team is built entirely around nuking things with Victini. I started with Victini and added things around it to cover for its weaknesses. The goal is to take out everything that can tank a V-Create, and then nuke the rest with said V-Create
The Team: Tina (Victini) @ Choice Scarf Ability: Victory Star Shiny: Yes EVs: 252 Atk / 4 SpD / 252 Spe Jolly Nature - V-create - Bolt Strike - U-turn - Zen Headbutt
The centerpiece of this team. Scarf means Tina can V-Create something faster than her, and then V-Create again to take something slower. Obviously, V-Create is the main move. Bolt Strike also sees use against things like Intimidate Gyarados and some of the frailer Water types. U-Turn is pretty much essential on any Scarf user. And Zen Headbutt is mostly filler, but also provides STAB coverage (I think I've used it once total)
Alice (Ninetales) (F) @ Heat Rock Ability: Drought Shiny: Yes EVs: 248 HP / 8 SpD / 252 Spe Timid Nature - Confuse Ray - Will-O-Wisp - Flamethrower - Protect
The obvious thing to run alongside Victini was sun. I picked Ninetales over Yzard because of its ability to hold a Heat Rock, thus extending the number of turns I have to swap Tina in and nuke something. Ninetales also possesses more utility. The first question most people will probably ask is, "Why no Solarbeam?" And the answer, is that this isn't supposed to be an attacker in the slightest. Alice's main duty is to set up sun, Confuse Ray something, and then switch to a sweeper. WoW also gets used if the opponent I'm against is physical. The goal is basically to try to mitigate as much damage as possible. Now, obviously people will yell at me for running Confuse Ray, I just like to stack the deck in my favor. A 50/50 chance of getting hit is a lot better than a 100% chance. I've also got Flamethrower to avoid being Taunt bait, and it does a deceptive amount of damage in sun despite having no special attack investment. Protect is just there for scouting and stalling WoW/confusion. It doesn't see much use because usually I prefer to get a sweeper out into the light
Vendetta (Venusaur) (F) @ Life Orb Ability: Chlorophyll EVs: 252 SpA / 4 SpD / 252 Spe Modest Nature - Hidden Power [Fire] - Energy Ball - Sludge Bomb - Synthesis
I have only one word to describe Chlorophyll Venusaur: Deadly
Originally I just tossed it on here because I had Ninetales, and what reason do you have to not run Venu when you've got Tales? But remember how I said this team was about Tina nuking things? Turns out Vendetta's sustained damage usually does most of the work taking down foes. HP Fire/Energy Ball both hit really hard, and cover quite a lot. Toss in Sludge Bomb for the extra STAB, and there's not much that can resist you. Synthesis heals off Life Orb/Stealth Rock damage and lets Vendetta keep sweeping so long as Alice keeps the sun bright
Natalie (Scizor) (F) @ Scizorite Ability: Technician EVs: 248 HP / 8 Atk / 252 Def Impish Nature - U-turn - Bullet Punch - Defog - Roost
Victini? Stealth Rock? Yeah, those don't mix. But that's what Defog is for. Outside the ability to clear hazards, I also needed a slow pivot. Scizor fit the job well. It's also a really good physical wall, I've had several people forfeit just because they couldn't kill it. Natalie is M-Scizor because I had a mega slot open, and when you've got an open mega slot and a Scizor, there's not much reason not to let Scizor have the stone
Fabulous (Clefable) (F) @ Leftovers Ability: Unaware EVs: 252 HP / 4 SpA / 252 SpD Calm Nature IVs: 0 Atk - Heal Bell - Wish - Moonblast - Stealth Rock
Speaking of Rocks. Unaware Clefable is a really, really useful multi-purpose Pokemon. It provides much needed relief from status with Heal Bell. Rocks, which are always a necessity. And helps stop the occasional M-Houndoom from turning my own sun against me. Wish can also help mitigate the damage from those Iron Heads I switch Tina in on. Moonblast is there to let me actually do damage to those setup sweepers whose stat changes she fails to notice. Also, I chose not to run Magic Guard since this is a Heal Bell Cleric set, not a Special Tank set
Pearl (Mamoswine) (F) @ Choice Scarf Ability: Thick Fat EVs: 252 Atk / 4 SpD / 252 Spe Jolly Nature - Knock Off - Earthquake - Icicle Crash - Superpower
Lastly, I have this thing to cover the one thing nothing else on my team can: Heatran. Originally I ran an LO set, but things like Scarf Heatran still completely wrecked me. So I swapped to a Scarf variant to make sure I was always going first. This also gave me more coverage to work with. EQ is my main STAB, letting me OHKO any grounded Heatran, Air Balloon Variants still require Tina to U-Turn out. Icicle Crash covers a couple other nuisances known as Landorus and Gliscor. Knock Off is Knock Off. And Superpower hits Ttar hard
Notable Threats:
Heatran - Despite Mamoswine, Heatran can still spell doom if Pearl can't get a hit in
Tyranitar - Not usually too much of an issue, but can occasionally come in on Vendetta and stop her sweep
Gliscor+bulky water - Gliscor can shred my team and just switch to the Water whenever Pearl comes out
Importable: