Lopunny @ Lopunnite  
Ability: Limber  
EVs: 252 Atk / 4 Def / 252 Spe  
Jolly Nature  
- Return  
- High Jump Kick  
- Fake Out  
- Quick Attack  

Magearna @ Assault Vest  
Ability: Soul-Heart  
EVs: 248 HP / 32 Atk / 4 SpA / 224 SpD  
Sassy Nature  
IVs: 22 Spe  
- Volt Switch  
- Fleur Cannon  
- Energy Ball  
- Explosion  

Magnezone @ Air Balloon  
Ability: Magnet Pull  
EVs: 8 HP / 4 Def / 252 SpA / 8 SpD / 236 Spe  
Modest Nature  
IVs: 1 Atk  
- Thunderbolt  
- Hidden Power [Fire]  
- Flash Cannon  
- Magnet Rise  

Landorus-Therian @ Rockium Z  
Ability: Intimidate  
EVs: 252 Atk / 4 Def / 252 Spe  
Jolly Nature  
- Stealth Rock  
- Swords Dance  
- Earthquake  
- Stone Edge  

Tapu Koko @ Shuca Berry  
Ability: Electric Surge  
EVs: 232 HP / 24 SpA / 252 Spe  
Timid Nature  
IVs: 0 Atk  
- Volt Switch  
- Toxic  
- Hidden Power [Ice]  
- Roost  

Tornadus-Therian @ Rocky Helmet  
Ability: Regenerator  
EVs: 208 HP / 108 Def / 192 Spe  
Timid Nature  
- Defog  
- Taunt  
- Hurricane  
- Knock Off  

+Magearna
-The 32 atk evs let it always kill Mega Zam
-Speed to outslow Celesteela
-Energy ball for ground/water types. change if you want)
+Magnezone
-Balloon + magnet rise for Drill
-the evs let you live sacred sword vs Kart after sr
-lets you avoid the 2hko from Lele's psychic
and outspeed up to min speed Rotom n Exca (doubt you'll see min speed drill but I didn't have anywhere else for them.
speed is nice to be faster than rotom w as well just in case you want Gear too boom w/o being burned)
+Koko
-The evs let you always 2hko standard Gliscor after recovery
-toxic is nice for water/grounds and tang
-rest in hp (if you wanna run tbolt, I would use the 172 spread maybe, but I like this set)
    rest of the team seems pretty obvi. 
Have always have been a big fan! any advice would be appreciated.
( i try to account for all matchups, which i think is what screws up my team building in the end)