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Okay, here's my next team.
This one is my take on a semi-control hypnograv setup. It's still a work in progress, some things could be tweaked around and changed, but it works for now.
The go-to lead is Gothitelle Orbeetle. You max Orbeetle and set gravity, then you have 100% accurate Hypnosis for the next 5 turns. I put some other innacurate moves on the team just to take advantage of the free accuracy bonus too.
I honestly have no idea why Gothitelle isn't more popular. The amount of control and disruption it provides is insane. Red Card's effect can be blocked by Dynamax, but when it does work, you've basically forced your opponent to switch to something that they don't want out, trapped it, and probably slept it too. Ally Switch pairs really well with Orbeetle, too. Most people will try to get rid of Goth as soon as possible. They'll double into the slot with super effective moves which you can redirect into bulky Gmax Orbeetle with the Weakness Policy.
Orbeetle is timid with max speed and special attack. The point is to get as much damage out of the 3 turns as possible, just so you're not wasting on a single cast of gravity. You have a fast, accurate Hypnosis once Dynamax ends, and Struggle Bug > Flutterby can lower both foes' special attack in both forms, just to make it harder to KO your side.
Clefairy is there for a second Gravity, plus the standard redirection and support. I'd considered just making this an offensive Life Orb Clefable with Dazzling Gleam, Flamethrower/Thunderbolt, Gravity, and Follow Me or something. Technician Cinccino is surprisingly powerful, and Gravity gives it a fast, accurate sleep move on top of patching up Tail Slap's shaky accuracy.
Toxtricity is Gmax, and it's the team's main offensive presence. Speed control from Cinccino and Milotic helps with its low base speed.