Turtonator @ Leftovers / Shell Bell
Ability: Shell Armor
Nature: Quiet (+Sp. Atk, -Speed)
EVs: +252 Sp. Atk, +252 Hp, +4 Sp. Def.
1) Flamethrower
2) Dragon Pulse
3) Solarbeam
4) Charge Beam / Focus Blast / Sunny Day
The idea behind this set is to have a Trick Room AND sun support. Between both STABs and Solarbeam turtonator has really good coverage. This leaves slot 4 can be coverage, but Turtonator's learnable moves aren't that flexible. Flash Cannon, Focus Blast, Charge Beam, and Hidden Power is as varried as it gets. Sunny Day helps set himself up, while Focus Blast Is powerful but inaccurate, and Charge Beam gives a chance to power up. My preference is for Charge Beam, because a +2 Turtonator will hurt anything.
Turtonator has decent physical bulk, so I invevest EVs to increase it's KO'ing strength, and health to take hits on both sides.