the best way to no play any EXs is with Greninja (XY), and Greninja Break with Octillery.
You also play it with Dive Ball to get all your water pokemon out.
Just further explaining the deck for those that aren't familiar with it.
Most builds split between
Greninja (
XY 41/146) and
Greninja (
XY: BREAKpoint 40/122). I haven't run it yet myself, but I've faced it several times and it has done reasonably well in competitive play. The older
Greninja, its "Water Shuriken" Ability, and "Mist Slash" atack seemed like a natural compliment to
Greninja BREAK and its "Giant Water Shuriken" Ability,
but the newer
Greninja has a free Retreat Cost with the attacks "Shadow Stitching" and "Moonlight Slash". Giant Water Shuriken can only be used while a
Greninja BREAK is Active, so that free Retreat Cost allows you to just use your manual retreat for the turn to pull off two. Mist Slash is a handy enough attack since it ignores all effects (plus Weakness/Resistance) on the Defending Pokémon so
Greninja BREAK can punch through protective effects but it only hits hard enough to finish off something the Abilities have already significantly injured. Shadow Stitching does less damage than even Mist Slash but since it shuts down your opponent's Abilities until the end of your opponent's next turn and still only costs a single Energy, it ends up being perhaps the most important attack in the deck. Moonlight Slash is still a single Energy attach but can do better damage than the other two, so when you just need raw damage, its great!
The tricky thing about this deck, from what I have experienced and have had players of it share, is that you have to accept you'll fall behind early game. It takes a few turns to set up, but once it gets going (especially against things vulnerable to damage spread) it will rapidly catch up. Against something like Night March (again, vulnerable to damage spread) that has several low HP Pokémon and/or may be relying on Abilities, you can achieve rapid swings, taking two or three KOs in a single turn.