The focal point of this team, Mega Charizard Y is an absolute monster when used correctly. Heat Wave is SUCH a powerful spread move coming off 165 SpA + Sun, and demolishes even Pokemon who resit the move. Solarbeam is there for those annoying bulk Water- and Rock-types, while Protect is there to allow me to safely Mega Evolve as well as for all the other standard reasons. The main reason Hidden Power Ground is used in the last spot is because looking at this team, you'll notice it fucking hate Heatran, especially once it's been able to set up a Substitute. This makes Hidden Power Ground super helpful for being able to stop it before it can set up on me. Overall, a really powerful Pokemon that puts a ton of pressure on the opponent.
Since I was trying to use Sun to its fullest potential, Venusaur was obviously something I wanted to use. Its dual STABs are really great, as they are both really powerful and can hit the opponent for really good damage. Sleep Powder is the main reason to use Venusaur IMO, since with no Sleep Clause, it totally pressures the opponent to try to take out Venusaur ASAP. Protect is there for the the obvious scouting reasons, drawing in attacks, etc, with Life Orb for power. Another thing I love about Venusaur is how great of an asset it is against both Rain and Trick Room, being able to fire off powerful STAB attacks against Rain while being able to use Sleep Powder to stop Trick Room in its tracks. Overall, a really helpful Pokemon. Changed the EV spread for some added bulk, since max Speed isn't really necessary a lot of the time.
Landorus-T has pulled his weight since Day 1, and is easily one of the better members of the team. I mean, an amazing defensive typing combined with Intimidate makes this thing such a great stop to the opposing team's physical attackers its not even funny. Another nice thing is that it's actually got a great attack stat, meaning it isn't a sitting duck like some OTHER Intimidate users... *cough* Hitmontop *cough.* I've recently switched to a Choice Scarf variant on Landorus. While this does weaken me somewhat to Ice Beam Genesect, Weavile, and Mamoswine, the extra Speed a Choice Scarf brings is just so extremely helpful it's not even funny. It means I now don't have to rely on Icy Wind as much in order to outspeed really scary threats, and it still gives me the great utility Landorus has always brought.
Hitmontop is SUCH an great support mon oml. Fake Out is really helpful for allowing Charizard Y, Venusaur, or Thundurus to get off an attack, while Intimidate gives me a super helpful double Intimidate core that's super helpful against all the common physical attackers in the metagame right now. Wide Guard it such an awesome move, and is great for stopping annoying-ass spread moves such as opposing Zard Y Heat Wave and Scarf Lando-T Rock Slide. Sucker Punch is used in place of Feint because A. Feint is weak, B. Because Ghost- and Psychic-types (most notably Latios) are annoying as hell for this team and C. Aegislash walls the shit out of this team if they manage to take down Zard Y and Lando-T so I need to be able to hit it somehow.
Life Orb Thundurus is, hands down, my favorite member of this team. Firstly, this thing is such a fucking powerhouse, being able to take down the likes of Charizard Y and Salamence swiftly and easily with with its pseudo-BoltBeam combo. His support movepool, however, in combination with Prankster is what really makes him so good. Thunder Wave is such a based move for stopping opposing weather sweepers, while Taunt is so helpful for stopping Trick Room (not to mention all the shitty gimmicks people like to run.) This thing also has a surprisingly helpful defensive typing that allows it to switch in with relative ease.
Ahh, the "Chansey of Doubles" as I like to call her. Cresselia is one of those Pokemon that just won't die, no matter how much you throw at it. This thing was originally added because I was having trouble with opposing weather, so I decided to add a Sunny Day variant. Sunny Day is used, ofc, to stop opposing weather, but can also be used to help Venusaur if Charzard Y is dead, or even Charizard Y himself if his sun has ran out. Icy Wind is fucking crucial to this team, as it's really important for slowing down a lot of the faster threats that get to this team (most notably opposing weather sweepers, such as Kingdra and Venusaur). This is also why Safety Goggles are used, as they make sure Cresselia can get off an Icy Wind even in the face of Sleep Powder Venusaur. Psyshock is there for Poison-types such as Amoonguss who can give this team trouble with the correct support. Helping Hand powers up shit like Heat Wave to crazy levels, and makes it so almost nothing is not 2HKO'd by Heat Wave in Sun, even resistances. Max SpDef is used since I have double Intimidate and this thing is mainly used to absorb Special Attacks from opposing weather. If I'm going to be completely honest, Cress is easily the most replaceable member of this team. She brings close to 0 offensive pressure to the opposing team, and tends to sit on her fat ass 6/10 games Icy Winding over and over, which can make her a liability sometimes. Though I will admit, the utility she DOES bring though Sunny Day and Icy Wind is really helpful and sometimes game-saving the other 4 times. Helping Hand support is also super awesome for just destroying the opposing team.