1.) Charizard @ charizardite Y
-solarbeam
-flamethrower
-flare blitz
-Dragon Pulse
Kind of repeating everyone else here, but drop Flare blitz for something else as Charizard-Y is a substantially stronger special attacker than physical. Air slash will work great here, but you can also make an option out of Roost and Will-o-Wisp to aid with longevity to some extent. Both of them should be reserved for a predicted switch, since aside from relatively weak special attacks, Charizard does not have the bulk to be taking hits.
2.) Mantine @ no item
-bullet seed
-hydro pump
-earthquake
-acrobatics
Gonna have to partially disagree with KoL here. Fully offensive mantine -IS- bad, but Mantine brings plenty to the table if you use it right. I have to follow this up by saying you're doing it wrong.
Mantine has no physical attack power, but boasts amazing special defense and at least moderate special attack. I'd suggest giving it full HP training for sure and then basing the rest of its training on your move choices, these are my suggestions to mix/match
- Scald - is an amazing choice of STAB for something with Mantine's stat distribution, as physical attackers will fear a burn on switching in
- Icy Wind - lacks in power, but has a nasty bite in the form of a speed drop. The speed drop won't likely help mantine outright, so you'll have to use it with some degree of predicton
- Air Slash - Provides a valuable flinch chance on slower, bulky attakers, especially those you may have already burned or slowed with Icy Wind.
- Ice Beam - is almost twice as powerful and definitely worth use over Icy wind if you would prefer to keep Mantine on the offensive side.
- Toxic - will do more damage over time to special attackers and would work great in conjunction with Scald's burn chance
- Protect - should only be considered if you're using toxic, and again will aid in the stall as well as scouting for specific attacks, like hidden power electric.
- Confuse ray - More time-stall and residual damage, and also a safe bet if you're not sure on a switch, since very few things are immune to confusion.
3.) Noivern @ Life Orb
-boomburst
-moonlight
-hurricane
-dragon pulse
Roost can be used over moonlight to negate your flying type for the turn it's used, but Moonlight is not a bad choice with Charizard Y on the team. Just watch out for your own sandstorm crippling your healing.
4.)Metagross @ leftovers
-meteor mash
-pursuit
-hammer arm
-psychic
Drop Psychic for a physical attack, as all others have said so far - Zen Headbutt makes a good replacement. Hammer arm can be replaced with earthquake or left as it is, but if you leave it as is I've got to suggest Gyro Ball as a possibility over Meteor Mash, since the two synergize well.
Most of the time, Meteor mash will remain the better option however.
5.) Tyranitar @ Quick Claw
-earthquake
-dark pulse
-stone edge
-giga impact
I've once again got to disagree that quick claw is garbage, although it's more of a "rolling the dice" item than one with consistent results like leftovers would have on the same pokemon. I would suggest leftovers as an alternative item here, but I think Tyranitar is a good candidate for quick claw given its slower speed.
Dark pulse should be replaced with Crunch, as crunch will more often than not hit harder. You could even move Pursuit to this slot instead of, or as well as having it on Metagross.
Giga Impact is just outright bad. There is nothing Tyranitar can use it on that is worth giving your opponent a free turn to set-up afterwards. The only types it can hit harder than Stone Edge, Tyranitar should be switching away from anyway. You can replace it with a support move like Stealth rock, boosting move like Dragon Dance or, if you want to retain your mixed pool, something like Fire Blast.
6.) Furfrou @ muscle band
- double team
-sucker punch
-retaliate (maybe Take Down?)
-wild charge
Furfrou has never been one of my strong suits, but it takes physical hits like a champ and can make a decent switch-in partner for mantine in theory. The first thing I'd have to suggest is leftovers over the muscle band, as Furfrou work best as a tanky attacker.
Sucker Punch and
Wild Charge are great, Sucker punch again especially helpful if you keep the EVs out of speed, as it will allow Furfrou to strike first when needed.
Retaliate isn't the most reliable of moves, but can have its moments. I would suggest either Return [if slow] or Headbutt [if fast, or paired with thunder wave].
Double Team is, again, banned in almost every competitive environment. I'd suggest U-turn here as it can be a good scouting move, especially if you opt not to defensively train Furfrou instead of speed. This would, in many situations, let you take a physical attack and then send your switch in, and alternatively allow your opponent to switch first so you know who to send in.
Other moves worth noting for this slot on Furfrou are Cotton Guard, Thunder wave and Confide, the latter of two can be used on a predicted switch, and the first if you just really want to focus on Furfrou's physical prowess.
Honorable Mention on Furfrou - If you take U-turn, assault vest is another possible item, and will make Furfrou quite the balanced tanky attacker.