Croven's Hyper Offensive Flying
Aerodactyl @ Focus Sash
Ability: Unnerve
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Stone Edge
- Tailwind
- Taunt
Charizard @ Charizardite X
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Tailwind
- Flare Blitz
- Outrage
Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 56 HP / 220 Atk / 232 Spe
Adamant Nature
- Swords Dance
- Rock Polish
- Earthquake
- Stone Edge
Dragonite @ Choice Band
Ability: Multiscale
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Outrage
- Extreme Speed
- Thunder Punch
- Superpower
Togekiss (F) @ Choice Scarf
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Trick
- Defog
- Air Slash
- Dazzling Gleam
Thundurus-Therian (M) @ Choice Scarf
Ability: Volt Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Hidden Power [Ice]
- Grass Knot
Ability: Unnerve
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Stone Edge
- Tailwind
- Taunt
Charizard @ Charizardite X
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Tailwind
- Flare Blitz
- Outrage
Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 56 HP / 220 Atk / 232 Spe
Adamant Nature
- Swords Dance
- Rock Polish
- Earthquake
- Stone Edge
Dragonite @ Choice Band
Ability: Multiscale
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Outrage
- Extreme Speed
- Thunder Punch
- Superpower
Togekiss (F) @ Choice Scarf
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Trick
- Defog
- Air Slash
- Dazzling Gleam
Thundurus-Therian (M) @ Choice Scarf
Ability: Volt Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Hidden Power [Ice]
- Grass Knot
Aerodactyl: This is my go-to lead. I have rarely ever strayed from leading with Aero, since it is extremely reliable at getting up Rocks and preventing opposing leads from getting up Rocks. It is chosen for its access to Stealth Rock, Taunt, and Tailwind, which is only rivaled by Archeops and Skarmory iirc. I decided on Aero for its blazing speed, which allows it to Taunt other common leads such as Infernape before they can get their Rocks up. Stone Edge is my primary STAB so Aero retains some power and isn't completely lacking an attacking move. SR and Taunt are self-explanatory; Tailwind is to support the team and allow Band Nite or Zard X to power through the opposition extremely early. EVs are standard, nothing to say there.
Charizard X: This is an interesting set that I found back in late XY OU, which I wanted to try out in Monotype. The idea is that against bulkier teams, you use SD to break through them, and against offensive teams, you use Tailwind to outspeed and KO them. If you get both up, you are breaking a MASSIVE hole in the opposing team, which is more than likely going to set you in a position from which it is near impossible to lose. This is my wallbreaker along with DNite, which helps to soften teams for the cleaners. EVs are standard, Adamant is chosen for the extra power since the speed will not be needed; a Char X behind Tailwind outspeeds even standard Excadrill in Sand, and the common Rain sweepers, so Jolly was not necessary. A variation you can try is Dragon Claw > Outrage. I have found myself occasionally stuck in a poor position since a threatening Fairy, usually Altaria, is lurking in the back, waiting for me to lock myself into Outrage so it can set up and sweep. DClaw remedies this at the extent of power, which I have also found very necessary. For example, +2 Outrage OHKO'es Slowbro which DClaw cannot. I have chosen Outrage, but it is up to you in the end.
Landorus-T: Primary cleaner/sweeper. With great bulk in tandem with Intimidate, LandoT finds many opportunities to set up Rock Polishes and Swords Dances to sweep opposing teams. I have often found that only a RP is needed to sweep many teams late game, especially after Char X and DNite have had their fun, so don't be too obsessed with getting +2 +2. Stone Edge was the best coverage move available, as it completes the infamous EdgeQuake combo. The EV's allow LandoT to survive 2 LO Adamant Iron Heads from Excadrill after Intimidate, while outspeeding Adamant Exca outside of sand (and in sand if Lando is at +2). I chose this spread since Ground is a major threat to this team, so being able to tank 2 attacks and outspeed the biggest threat is a major boon to this team.
Dragonite: Primary wallbreaker. Banded Outrages are immensely powerful, denting even most Steels. When this monster is under Tailwind, many things are about to die. It was chosen for Banded Extremespeeds, which is extremely powerful priority that is sorely needed on Flying, where Ice Shard is a common tool to end games. Outrage is for the power, DClaw simply cannot compare. Superpower is for Normal and for hitting both Ferrothorn and Heatran at the same time, avoiding any mind games. Thunder Punch is mostly filler to be honest; you can put whatever you want in this slot and it'll probably work out.
Togekiss: I was thinking that even though I was HO, a Defogger might come in handy just in case. However, it couldn't be dead weight and only needed for Defogging. I settled upon Scarf Trick Togekiss, a variation on the set Arifeen uses commonly. Togekiss helps me fight against Fighting and Dragon better, 2 other HO types that can pose some trouble if played well. Trick is there to cripple walls such as Pory2 and allow Toge to switch up moves if need be. When using Toge, keep in mind when to use Defog or not. Try to think of what will happen after the turn you use Defog; will the opponent set up and win? Or get a few free kills given the free turn? If so, it is often better to not use Defog, as the Rocks will not make you auto-lose. Try and decide when it is better to use Defog or not, or when you just want to spam Air Slash.
Thundurus-T: Now that the team was nearing completion, I was unsure of what to put. I eventually decided on a good old classic, Scarf ThundT. Dual Scarf may be odd, but it works, so I'm not complaining. Thund is my momentum grabber and revenge killer (along with DNite). Momentum when using powerful wallbreakers is so, so valuable. For example, say you are playing against Normal. Volt Switching from a Chansey to your DNite results in a free kill right there, without losing anything at all. This utility, along with the blazing speed, is what keeps ThundT on the team. One variation is to use Focus Blast over GK, for Ferrothorn/Heatran/Excadrill. I prefer GK since, as stated earlier, Ground is a massive threat, but if FB serves you well, go ahead and change it.
TL;DR: Get rocks on field and prevent opposing rocks with Aero, spam TWind and Outrage, clean up with Lando/Toge/Thund, and maybe Nite. That's essentially how the team works, and it doesn't require an immense amount of skill to play. Just keep in mind your win con, and what you need to win, and you can win most of the time. Good luck in your battles and have fun!
Charizard X: This is an interesting set that I found back in late XY OU, which I wanted to try out in Monotype. The idea is that against bulkier teams, you use SD to break through them, and against offensive teams, you use Tailwind to outspeed and KO them. If you get both up, you are breaking a MASSIVE hole in the opposing team, which is more than likely going to set you in a position from which it is near impossible to lose. This is my wallbreaker along with DNite, which helps to soften teams for the cleaners. EVs are standard, Adamant is chosen for the extra power since the speed will not be needed; a Char X behind Tailwind outspeeds even standard Excadrill in Sand, and the common Rain sweepers, so Jolly was not necessary. A variation you can try is Dragon Claw > Outrage. I have found myself occasionally stuck in a poor position since a threatening Fairy, usually Altaria, is lurking in the back, waiting for me to lock myself into Outrage so it can set up and sweep. DClaw remedies this at the extent of power, which I have also found very necessary. For example, +2 Outrage OHKO'es Slowbro which DClaw cannot. I have chosen Outrage, but it is up to you in the end.
Landorus-T: Primary cleaner/sweeper. With great bulk in tandem with Intimidate, LandoT finds many opportunities to set up Rock Polishes and Swords Dances to sweep opposing teams. I have often found that only a RP is needed to sweep many teams late game, especially after Char X and DNite have had their fun, so don't be too obsessed with getting +2 +2. Stone Edge was the best coverage move available, as it completes the infamous EdgeQuake combo. The EV's allow LandoT to survive 2 LO Adamant Iron Heads from Excadrill after Intimidate, while outspeeding Adamant Exca outside of sand (and in sand if Lando is at +2). I chose this spread since Ground is a major threat to this team, so being able to tank 2 attacks and outspeed the biggest threat is a major boon to this team.
Dragonite: Primary wallbreaker. Banded Outrages are immensely powerful, denting even most Steels. When this monster is under Tailwind, many things are about to die. It was chosen for Banded Extremespeeds, which is extremely powerful priority that is sorely needed on Flying, where Ice Shard is a common tool to end games. Outrage is for the power, DClaw simply cannot compare. Superpower is for Normal and for hitting both Ferrothorn and Heatran at the same time, avoiding any mind games. Thunder Punch is mostly filler to be honest; you can put whatever you want in this slot and it'll probably work out.
Togekiss: I was thinking that even though I was HO, a Defogger might come in handy just in case. However, it couldn't be dead weight and only needed for Defogging. I settled upon Scarf Trick Togekiss, a variation on the set Arifeen uses commonly. Togekiss helps me fight against Fighting and Dragon better, 2 other HO types that can pose some trouble if played well. Trick is there to cripple walls such as Pory2 and allow Toge to switch up moves if need be. When using Toge, keep in mind when to use Defog or not. Try to think of what will happen after the turn you use Defog; will the opponent set up and win? Or get a few free kills given the free turn? If so, it is often better to not use Defog, as the Rocks will not make you auto-lose. Try and decide when it is better to use Defog or not, or when you just want to spam Air Slash.
Thundurus-T: Now that the team was nearing completion, I was unsure of what to put. I eventually decided on a good old classic, Scarf ThundT. Dual Scarf may be odd, but it works, so I'm not complaining. Thund is my momentum grabber and revenge killer (along with DNite). Momentum when using powerful wallbreakers is so, so valuable. For example, say you are playing against Normal. Volt Switching from a Chansey to your DNite results in a free kill right there, without losing anything at all. This utility, along with the blazing speed, is what keeps ThundT on the team. One variation is to use Focus Blast over GK, for Ferrothorn/Heatran/Excadrill. I prefer GK since, as stated earlier, Ground is a massive threat, but if FB serves you well, go ahead and change it.
TL;DR: Get rocks on field and prevent opposing rocks with Aero, spam TWind and Outrage, clean up with Lando/Toge/Thund, and maybe Nite. That's essentially how the team works, and it doesn't require an immense amount of skill to play. Just keep in mind your win con, and what you need to win, and you can win most of the time. Good luck in your battles and have fun!