Stellar gave me permission to bump this topic, so...
First off, I actually quite enjoy this game, especially the Master's battles; I find that although the main "story" is incredibly easy, the post-game content is not. I also love the feel when you OHKO something and the announcer says "Pounded by Draco Meteor!" or similar. I sort of wish there were some minigames to do, though, for a break after having your butt kicked by the RNG in battle. I'm also disappointed that they didn't do a PBR for Gen 5, since that was the one thing that I was looking forward to.
Moving on...
This is an RMT. I put together this team hoping to take the Master's battle by storm... only to fall flat on my face in Set 5, whether it's because of Quick Claw/crit/miss hax (To the 1st two), or just bad prediction on my part (to the girl with the Eeveelutions).
The main premise of the team is having bulky (Non-Uber) attackers, along with Tailwind. I only set up Tailwind if I am outsped by one of the opposing mons; otherwise, I skip straight to attacking.
The Pokemon:
Salamence @ White Herb
Ability: Intimidate
Modest Nature
EVs: 252 SAtk / 252 Spe
Protect
Tailwind
Draco Meteor
Heat Wave
Salamence is my main Tailwind setter. From past experience I knew that Mysterial's Palkia was a huge threat, so I decided I needed a good counter to it. Enter Salamence. Salamence can reliably set up Tailwind, and can also hit things incredibly hard, OHKOing or 2HKOing almost everything with Draco Meteor. Heat Wave is there to hit Steel-types that would otherwise take Draco Meteors. White Herb is there so I can use Draco Meteor at full power twice, instead of just once. The EVs are fairly self-explanatory; 252 SAtk and 252 Spe for maximum offensive power.
Toxicroak @ Shuca Berry (Will be Focus Sash as soon as I can get one)
Ability: Dry Skin
Jolly nature
EVs: 252 Atk / 252 Spe
Fake Out
Taunt
Sucker Punch
Brick Break
Toxicroak is my "strategy disruptor"; its main purpose is to stop the opponent from setting up, while helping Salamence to pull off Tailwind or Draco Meteor. Normally I lead a battle with Salamence and Toxicroak, and then use Fake Out on whichever mon poses more of a threat. Taunt and Sucker Punch are there to hamper the opponent's strategy even more, and Brick Break is to hit Ice-types for SE damage. I'm currently running Shuca Berry, which has been somewhat useful, but when I get access to a Sash, I'll run that instead.
Torterra @ Leftovers (Will be Yache Berry when I get one)
Ability: Overgrow
Jolly nature
EVs: 252 HP / 252 Atk
Wood Hammer
Crunch
Iron Head
Earthquake
Torterra may seem like an odd choice, but it actually works very well under Tailwind. It's my go-to Pokemon against Electric, Ground, and Water mons, and it can both deal and take a lot of damage. I'm running HP EVs so that it can tank hits, and speed isn't as important because I only send out Torterra if Tailwind is active. I'm using Lefties right now, but once I can get a Yache berry from the girl in Pastoria City or my mom in HG, I'll use it. Wood Hammer and EQ are the primary STABs, Iron Head is there for flinch-hax (which hasn't actually ever happened) and to hit Ice-types, and Crunch is for general coverage.
Suicune @ Sitrus Berry
Ability: Pressure
Lax nature
EVs: 252 SAtk / 252 Spe
Tailwind
Protect
Ice Beam
Surf
Suicune is my other Tailwind setter, who I use when Salamence wouldn't be able to stay in. It doesn't hit as hard as Salamence, but it's a lot more bulky. It also gets great synergy with Toxicroak, being able to spam Surf and recover Toxicroak's HP while also damaging the foe. Lax is far from the ideal nature, but I got sick of SRing for a good nature, so I just went with it. It has actually worked out quite well, as virtually nothing can OHKO it, even with the drop in SDef. The Sitrus berry is there to let it stay in for longer in case Tailwind ends. Protect is to draw fire to support a partner, and Ice Beam and Surf are to do damage (obviously). Since Electric and Grass mons are uncommon, Suicune will always be in the battle for quite a while.
Lucario @ Life Orb
Ability: Inner Focus
Adamant nature
EVs: 252 Atk / 252 Spe
Protect
Close Combat
Rock Slide
Ice Punch
Lucario is not only my favourite Pokemon; it's arguably the hardest hitter of my team, beating everything down with Close Combat and causing great Rock Slides to tumble down. He needs support, though, as he is very frail. The EVs should be pretty obvious; LO is there for maximizing attack without locking me into a move. I originally had Feint instead of Protect, but the number of times Protect would have saved me far outweighed the number of times I used Feint. Close Combat is absolutely devastating on LO Lucario. Rock Slide is an amazing move in doubles, and Ice Punch is there for coverage. In Tailwind, he can OHKO the second trainer in Set 5's Porygon-Z, who is otherwise a massive threat, along with many, many other things.
Magnezone @ Light Clay
Ability: Sturdy
Hardy nature (I can explain... sort of)
EVs: 252 HP / 252 SAtk
Reflect
Light Screen
Discharge
Flash Cannon
Although Magnezone has a bad nature, it performs quite well. (I was getting impatient and wanted to start up PBR, so I just used the first Magnemite I caught.) It can hit things incredibly hard, as well as being a good physical tank. Since I try to keep Tailwind active at all times, I invested in HP instead of Speed. Sturdy is actually quite good, since it foils trainers who try to break OHKO clause, of which there are many. The main reason I chose it is because I have 2 4x Ice weaknesses on my team, and Magnezone walls them to oblivion while Lucario obliterates them. I'm running Dual screens on it because they can really help to soften incoming attacks, as some of my Pokemon are quite frail.
So... questions, comments, advice? I'd love it if you guys could help me with my team, especially with movesets. I'll probably try Set 5 again later, to learn the exact movesets of all the opposing mons.