Threat: Special Lucario
Lucario @ Life Orb
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Focus Blast
- Nasty Plot
- Vacuum Wave
- Cannon Flash
252+ SpA Life Orb Lucario Vacuum Wave vs. 0 HP / 0 SpD Weavile: 395-468 (140.5 - 166.5%) -- guaranteed OHKO
252 Atk Life Orb Weavile Ice Shard vs. 0 HP / 4 Def Lucario: 55-64 (19.5 - 22.7%) -- possible 5HKO
252+ SpA Life Orb Lucario Vacuum Wave vs. 0 HP / 0 SpD Bisharp: 458-546 (169 - 201.4%) -- guaranteed OHKO
Bisharp can't even use Sucker Punch because it is outsped although Lucario doesn't run a Spe enhancing nature.
Lucario isn't the best use of Lucario because its special movepool has accuracy issues (Focus Blast) and base power issues (Cannon Flash is accurate, but has middling power even with the STAB and Faeries have an high SpD). Still, it can be viable thanks to Nasty Plot.
Threat: Infernape
Infernape @ Leftovers
Ability: Blaze
EVs: 248 HP / 88 Def / 124 SpD / 48 Spe
Jolly Nature
- Will-O-Wisp
- Slack Off
- Taunt
- Low Kick
This Infernpe is a counter to this core because it resists Dark, Ice and Steel. Not only that, but it has a defensive EVs spread with the possibility to spread burns or this ape can simply click Low Kick.
Threat: Conkeldurr
Conkeldurr @ Assault Vest
Ability: Guts
EVs: 252 Atk / 236 SpD / 20 Spe
Adamant Nature
- Drain Punch
- Mach Punch
- Knock Off
- Ice Punch
252+ Atk Conkeldurr Mach Punch vs. 0 HP / 4 Def Bisharp: 304-360 (112.1 - 132.8%) -- guaranteed OHKO
252+ Atk Life Orb Bisharp Sucker Punch vs. 0 HP / 0 Def Conkeldurr: 94-112 (26.7 -
31.9%) -- guaranteed 4HKO
252+ Atk Conkeldurr Mach Punch vs. 0 HP / 4 Def Weavile: 432-508 (153.7 - 180.7%) -- guaranteed OHKO
252 Atk Life Orb Weavile Ice Shard vs. 0 HP / 0 Def Conkeldurr: 86-101 (24.5 -
28.7%) -- 98.5% chance to 4HKO
A STAB Fighting-type attack dismantles this core alone, especially if it is a priority move in order to take minimum damage possible from Bisharp (Conkeldurr resists Dark).
Partner: Mega Medicham
Medicham @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- High Jump Kick
- Ice Punch
- Fake Out/Rock Tomb
- Zen Headbutt
HJK dismantles Steels not crippled by Knock Off/Dark attacks; Ice Punch dismantles monsters 4x weak to it and Zen Headbutt knocks out Fightning types (alongside annoying Poison pokemons) which threaten this core. Fake Out adds residual damage and enables a safe Mega evolution. Rock Tomb is a good option to overload some fast checks and provides Spe control for the team.
Since XY Medicham has hated the presence of Psychic types and Gengar, but Weavile (+ Bisharp) takes care of these threats perfectly. The latter also provides a nice answer for Garchomp, which Medicham also hates.
Medicham pretty much breaks everything apart from Slowbro, Mega Sableye, Cresselia, and Physically Defensive Mew. Bisharp and Weavile breaks nearly everything that beats Medicham and they both pressure their offensive checks, ie Keldeo, Electrics, Mega Lopunny, etc.
Partner: (Revenge Killer) Alakazam
Alakazam @ Focus Sash
Ability: Magic Guard
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Psychic
- Focus Blast
- Grass Knot
- Thunder Wave
(Stolen from the dex) Psychic has a higher Base Power than Psyshock and can break through physically defensive foes such as Mega Venusaur, Landorus-T and, Rotom-W much more easily. Focus Blast is a mandatory coverage move, as it deals with Dark- and Steel-types such as opposing Bisharp, Tyranitar, and Ferrothorn. Grass Knot deals with bulky Ground-, Rock-, and Water-types such as Hippowdon, Tyranitar, and Mega Gyarados (a threat to this core without Low Kick on Weavile). Thunder Wave is a great utility option in general for the last slot, allowing Alakazam to cripple threats that it might not outright KO such as Mega Charizard X and Altaria, and it is also a great option to avoid Sucker Punch from Bisharp whilst crippling it in the process and thus is a great fail-safe.
Alakazam easily kills Fighting types which threatens the core and fits well into HO playstyle. The luxury to have Spe control in the form of Thunder Wave is the possibility to cripple checks and this allows Bisharp to run an Adamant nature.
Partner: Heatran
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Fire Blast
- Earth Power
- Flash Cannon
- Stealth Rock
Stealth Rock is simply perfect when you have two hard hitters such as Weavile and Bisharp because Heatran pressures common forms of entry hazard removal.. Defensively speaking, Heatran checks some Faeries.
(Stolen from the dex) The main factor that distinguishes this set from more defensive Heatran variants is a powerful Fire Blast, which makes Heatran quite difficult to switch into and 2HKOes Mega Sableye variants lacking a significant amount of Special Defense investment. Earth Power provides important coverage on the likes of Mega Charizard X, Tentacruel, Mega Diancie, Tyranitar, and opposing Heatran. Flash Cannon targets Fairy-types which Heatran is used to check, such as Mega Altaria, Sylveon, Togekiss, and most notable, Clefable.