First of all, I recommend following scattered mind's advice, although the word is spelled "role" so there may potentially be confusion if you try to find pokemon "rolls". Also for future reference, there is no i in
team compensate.
BLADEDGE said:
Charizard (Hold Item: Charizardnite X)
Impish Nature (To compinsate for it's low Def. Stat)
Attacks:
Dragon Dance
Dragon Claw
?
Flamethrower
I don't understand why you have Flamethrower on this set. You have a nature that lowers Special Attack on a pokemon with an ability that boosts the power of moves that make contact in addition to a move that raises Attack, but not Special Attack. Use Flare Blitz instead because it hits much harder with Tough Claws and DD. You should also use an Adamant or Jolly nature because not only is Mega Charizard X's Defense stat decent, but you are going for a DD set and thus should try to maximize Attack and/or Speed. Impish really isn't going to help you live much more and Adamant/Jolly will help you sweep. For the fourth move you should use either Earthquake or Roost. Earthquake stops you from being walled by Heatran, suffering from the Attack drop from King's Shield, taking recoil from Flare Blitz against a pokemon weak enough to be finished off with an EQ in addition to just being a solid coverage move all around. Roost is good for healing off Flare Blitz recoil. Fire Punch is also an option over Flare Blitz, but it comes with a severe loss of power(still better than Flamethrower, though). Run an EV spread of 252 Atk / 252 Spe / 4 Def.
Milotic
Lax Nature (Compinsate for Low Def. Stat)
Ability: Marve Scale
Attacks
Aqua Ring
Water Pulse
?
?
Never use a Lax nature. There's never any instance where raising one defense stat, but lowering the other is useful. Use a Bold nature instead because Milotic should never run any physical moves(except for Dragon Tail, but that isn't used for damage). Also Aqua Ring really isn't worth it. It doesn't provide enough recovery to justify the turn you waste using it, plus it wears off after you switch out, which makes it even less useful. You're better with instantly healing more HP from Recover. Water Pulse is also not worth it. The confuse chance isn't enough to justify its lack of power, especially when Scald does more damage and has a higher chance of burning (really helpful on Milotic) than Water Pulse does of confusion(your opponent can just switch out or is only mildly annoying at best until it wears off). I'd recommend you use Scald and Dragon Tail. Scald for reasons mentioned earlier and Dragon Tail to force out pokemon that threaten Milotic or have stat boosts you want to get rid of. For the other two moves I'd recommend using Recover and Ice Beam to hit Grass and Dragon types. Run an EV spread of 252 HP / 252 Def / 4 SpDef.
Magnezone
Jolly Nature (Compensate for Low Speed)
Ability: Static
Attacks
Magnet Rise
?
?
?
Again, why would you use a nature that lowers Special Attack on a pokemon with as high of a SpA stat as Magnezone? Use Modest instead because it will help it hit even harder. Magnezone's Speed is so bad that having a positive nature won't help. Static is Magenzone's worst ability and should be replaced with the infinitely more useful Magnet Pull to trap Steel types. Magnet Rise may sound like a good idea, but even with a Ground immunity(that will wear off in 5 turns) your opponent will just send in something with a Fire or Fighting move to KO you. I'd recommend you use Choice Specs and Thunderbolt, Flash Cannon, Volt Switch, and Hidden Power Fire if you can get it. If you can't get HP Fire, you should use leftovers with Substitute, Charge Beam, Thunderbolt, and Flash Cannon to try to set up Sub and Charge Beam boosts on trapped Steel types. Run an EV spread of 172 Hp / 252 Spa / 84 Spe.
Meganium
Any of the No change Natures
Ability: Overgrow
Attacks
?
Synthesis
?
?
Increasing a stat by 10% is too good to pass up, so no change natures should never be used. Go with a Calm nature, light clay, Giga Drain, Reflect, Light Screen, and Synthesis. Meganium is severely outclassed by multiple pokemon at just about everything, so really the best you can hope for is to support your team with dual screens. Use an EV spread of 252 HP / 4 SpA / 252 SpDef.
Alakazam (Hold Item: Life Orb)
Impish Nature (compensate for Low Defence)
Ability: Magic Guard
Attacks
Barrier
?
?
?
Why would you run a nature that lowers Alakazam's best stat? Alakazam's Special Attack stat is great, so please never even consider running a nature that lowers it. Use Timid instead to further increase Alakazam's Speed while lowering its terrible Attack stat that you should never use. Alakazam's physical bulk is so bad that Barrier won't help. You'll just be wasting a turn and get KO'd anyway. A good way to help Alakazam survive longer is to use Focus Sash. Alakazam is a fast special attacker and should use moves that complement this instead. Use Psyshock, Focus Blast, Shadow Ball, and Hidden Power Ice. If you can't get HP Ice, use HP Fire, but if you can't get that, use Energy Ball. Psyshock is a good STAB move that deals more damage to pokemon with higher SpDef stats than Def, Focus Blast is good coverage for Dark and Steel types, Shadow Ball is good coverage for Ghost and Psychic types, HP Ice is for pokemon with 4x weaknesses to Ice, particularly those that would wall you and KO you back such as Gliscor and Dragonite. HP Fire is for hitting Scizor when they switch in and should only be used against one otherwise if your Sash is still intact because it will KO you. Energy Ball is for Rotom-W and Hippowdon. Use an EV spread of 4 HP / 252 SpA / 252 Spe
Sylveon
cant decide on a nature
Ability: Pixilate
Attacks
Bite
?
?
Moonblast
Bite is really weak, especially coming from a pokemon with an Attack stat as terrible as Sylveon, and isn't even useful for any particular Pokemon weak to Dark. Use Hyper Voice(B2W2 tutor), Wish (egg move), Heal Bell(HGSS tutor), and Protect. Hyper Voice hits harder than Moonblast because of Pixilate and can hit through subs, but you should use Moonblast instead if you can't get it. Wish and Heal Bell are to provide support to your team. Protect is to prevent damage for the turn between the use of Wish and the healing if you stay in to heal yourself with it. If you can't get Heal Bell, then
Calm Mind is probably the best replacement. Baton Pass can also be used for momentum and to provide a safe switch in for a teammate to take a Wish. Use leftovers and a Bold nature with an EV spread of 252 HP / 216 Def / 36 SpD. You could also potentially run a set with Substitute, Calm Mind, Baton Pass, and Hyper Voice to pass CM's to your teammates. Another option would be a Choice Specs set (not advisable if you use Specs on Magnezone, too) and Hyper Voice, Psyshock, Shadow Ball, and HP Fire/HP Ground/ Baton Pass with an EV spread of 244 HP / 252 SpA / 12 Spe and a Modest nature.