Quick and dirty. Far as I can tell, I've used the same basic conventions as Meeple, somewhat trimmed down to relevant moves. You should have a rough idea if compared to existing, earlier gen stat topics, albeit not perfect of course.
Yveltal (Dark/Flying)
201 HP, 151 Atk, 115 Def, 151 SAtk, 118 SDef, 119 Spd
Dark Aura: Powers up each Dark-type move. Best as I can find, this has the same effect as Adaptability (STAB becomes 2x instead of 1.5x) but is limited to Dark and effects teammates in multi-battles.
Default (... I think)
Oblivion Wing: 76 special Flying-typed damage. Heals for half damage dealt. 10 pp
Dark Pulse: 100 special Dark-typed damage. 20% chance of flinch. 15 pp
Roost: Heals for 50% mHP. Loses Flying typing until next turn. 10 pp
Taunt: Target can only use offensive moves. Lasts 3 turns. 20 PP
Other Useful Moves
Double Team: Raises Evade one domain. 15 PP
Snarl: 69 special Dark-typed damage, 95% accuracy. Reduces opponent's SAtk one domain. 15 pp.
Sucker Punch: 100 physical Dark-typed damage. Acts first. Fails if opponent not using an attack. 5 pp.
Psychic: 56 special Psychic-typed damage. 10% chance to reduce opponent SDef. 10 pp.
Yveltal has a pretty diverse selection of move types, but they're all either 2 turn, low accuracy, or straight up weaker than existing moves (hi air slash) and thus not really competitive with what's listed here (Psychic, of course, is because Wind and Darkness are commonly resisted elements and of his off-type movepool it's the overall best.)