*Looks through my PC*
Castform @ Choice Scarf
Modest nature
252 Special Atk/252 Speed/4 idc
Forecast
- Weather Ball/SolarBeam/Fire Blast, choose 2
- Thunder
- Blizzard
This isn't "good" by any means, but if you're bored of battling like a normal person give this a shot. It actually wasn't half bad in BW OU when everyone and their grandmas ran either rain, sun or sand. Maximum SpA of 262 is not good by any means, but potential STAB + potential super effectiveness + like thirty layers of entry hazards just might be enough to revenge kill some things with lower defenses.
More importantly, it's absolutely hilarious when your opponent has a big, scary Raikou or Scizor or something and you go and send in Castform.
Rampardos @ Choice Scarf
Jolly nature
252 Atk/252 Speed/4 idc
Sheer Force
- Earthquake
- Stone Edge
- Fire Punch, Zen Headbutt, Crunch, choose 2
I think this may be fairly common in NU, but I don't battle there so I wouldn't know. Lots of people like to run Life Orb on this and maybe a Rock Polish, and I can see why (Stone Edge + Life Orb + STAB = fun).
However, Rampardos defends a little better than a Jigglypuff and unless something's Choice-locked into Fire Rampardos is probably going to die before you get the Rock Polish off. Zen Headbutt hits a base power of 104 with Sheer Force, and on top of 420-ish Attack and maybe a bit of prior damage anything weak to Psychic is probably going to take massive damage. Likewise, Fire Punch is almost as powerful as Earthquake and, after STAB, Stone Edge hits nearly twice as hard as Earthquake. Assuming it hits, that'll be killing even things that resist it in two turns.
Victini @ Life Orb/Choice Band
Jolly
252 Atk/252 Speed/4 idc
Victory Star
- V-Create
- Bolt Strike/Brick Break/Wild Charge
- Zen Headbutt
- U-Turn
While we're on the subject of high power levels, there's this thing. Firstly, Victini has the Victory Star ability, so moves like V-Create and Zen Headbutt will have higher accuracy than normal. Second, while LO Victini's no Rampardos, its Attack still tops out at 389 with a Jolly nature and Life Orb which isn't too shabby at all. V-Create utterly destroys everything, and the other three are good for coverage (particularly U-Turn, since it lets you switch out at the same time). Only problem is that I believe Bolt Strike was a particular event move, so if you didn't get the specific event or already deleted it I think you may be out of luck. Wild Charge has less power and recoil and ThunderPunch has a little more than half the power of BS, so I might recommend Brick Break instead for coverage or just Thunder to surprise physical walls.
I like mine Life Orb'd because it doesn't lock a move and Victini isn't as reliant on any particular stat like the above Rampardos is. However, if you want still more firepower (sorry) you can stick a Choice Band on it (449-ish Attack with a Jolly nature) and use it mainly to revenge kill or something. You'll be switching in and out, though, so beware the Stealth Rocks.
Ho-oh @ Leftovers
Careful nature
248 HP/252 Special Defense/8 idc
Regenerator
- Sacred Fire
- Substitute
- Brave Bird
- Flame Charge
I swear, nobody ever remembers Ho-oh has base-154 SpD. Is it really all because of that 4X weakness to Stone Edge or something? Urgh. Do you like Uber battling? Do you remember how there's like three Geomancy Xerneas on any given team? This thing eats Xerneas for breakfast. For no apparent reason Fire resists Fairy, which nobody ever seems to remember until the use a +2 Moonblast on Ho-oh and watch it take like five damage. Even a +2 or (probably) +3 Thunderbolt won't kill it. With Sacred Fire's 50% burn rate, this one can even be decently physically defensive with no investment (a burn is essentially a 432 numerical defense, with perfect IVs). Substitute is so you can dodge status and Flame Charge is so that you can go first in battle sometimes. Brave Bird doesn't hit fantastically hard but it's good for finishing things off.