Quote Originally Posted by BTPoke View Post
Not a bad team overall, but the only problem I see is that it doesn't have any kind of bulk to back up the power. If the opponent is allowed to set up correctly, they could sweep your team easily.

If you're rolling with a mega aggron, though, that could serve as a good physical wall for support. Considering xerneas has good potential for being a special sweeper, its weakness to steel and poison types could be easily covered by aggron. Considering steel and poison type moves are usually physical, and aggron resists both (even immune to poison), it's a good match.

With Xerneas, the moveset you're giving it has some good coverage, but the problem i'm seeing is, without any rain dance users, thunder has horrid accuracy. I'd recommend either switching it for thunderbolt (only 20 less base power for 100% accuracy) or invest in rain dance on one of your pokemon.
The item on xerneas is good enough, don't you dare change that (I'm personally a big fan of power herb on xerneas).
I'm a bit partial to the focus blast pick, but if you're rolling with a special sweeper it's decent.

Aggron, as I said, would make a good physical wall support for your xerneas. If you're planning on rolling with that trick room idea, though, I'd say ditch autotomize. Not only would it work against the trick room strat, but considering you're also running heavy slam (a move which does calculations with weight), it's really counter-intuitive to lighten the load. I say switch that out for roar (or dragon tail if you feel you need to do some damage) if you feel like it can take enough hits from pokemon that have set up. If not, I would recommend swagger to use their own strengths against them while still being able to take the hit.
If you want to max out his survivability from physical attackers, switch out earthquake in favor of iron defense.

For Delphox, either set her up as a special wall and give it an assault vest or keep with the offense idea and give it a life orb. Either way, I have a personal bias against "elemental" items such as the plates. Use it if you want, just know that I would recommend against it.
I personally don't use hyper beam moves, so I would instead roll with flame thrower or fire blast, but blast burn could also work.
If you're set on the trick room plan, I would get rid of sunny day, as said before, and roll with a second trick room. Otherwise, if trevenant goes down (which it will, i'll get to that later), you're toast. Considering trevenant is already a grass type that you have, solarbeam is unnecessary. I would switch it out for will-o-wisp for a status move that shuts down any physical offense that gives you trouble.

Trevenant.... that nature is unfortunate, you know? Timid lowers attack, which is basically the only stat that trevenant's good with. Not only that, it raises speed, which is bad for the trick room comp.
If you were rolling with a niche special build support, I would be all for it, except you're quite obviously not.
My recommendation? Ditch that trevenant and try to get one with a Brave nature. It raises attack and lowers speed, which would be very good for the comp you're rolling with.
Not only that, but if you're rolling with phantom force, Shadow Claw is a very redundant move. If you want an earthquake user, i'd give it to trevenant, as it would seem like the most physical-oriented pokemon your team has.
If you want to make absolute sure that your trick room gets up, ditch the metronome and get focus sash. Otherwise I have no more recommendations for him.

Aurorus' nature is also a bit counter-intuitive to the trick room strategy. If you wanna roll with a special attacker, give it quiet (-speed +sp. atk) or modest (-atk +sp. atk) depending on if you want this thing to be a mixed attacker as well. its ability, refrigerate, makes the blizzard kind of redundant, so I would recommend giving it freeze dry instead of blizzard for a move to deal with water types (including a x4 strength against ludicolo and water/ground types).
If you want to go the mixed attacker route, then earthquake is fine, but otherwise I would switch that earthquake out for earth power (move tutor at battle resort in AS).
As for the item, I'd recommend against the hard stone and instead invest in a wise glasses, or even choice specs if you want to go hard with it.

Malamar, like blademaster, is something I'd only recommend if it has contrary. If you want I can breed you up an inkay with contrary and we can talk then, but otherwise the moveset's looking okay, except switch psychic out for psycho cut and invest in phsyical attack EVs.
I will definitely consider this worthwhile advice. Thanks, TPM'ers!!