I've tested most of the elements of this out on my flatmate but I could do with some expert opinions and a bit of tweaking. It plays very defensively with a fair bit of stat boosting, so it definitely has it's strengths and weaknesses.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EV's: 252 HP/200 Def/56 SpDef
Nature: Relaxed
-Stealth Rock
-Leech Seed
-Gyro Ball
-Power Whip
So my lead is Ferrothorn who does a really good job of setting up stealth rocks and annoying/attacking as long as there are no fire moves present. Leech Seed + Leftovers + Iron Barbs often results in physical attackers not doing as much damage per turn as I can heal back, plus I'm hurting them. It always surprises me when the attacks do some pretty decent damage as well in the right situations. Getting burned can be a bit annoying, where I then have to rely on leech seed and less damage, but paralysis doesn't do that much, I'm going last anyway and gyro ball does more damage.
Mienshao @ Wide Lens
Ability: Regenerator
EV's: 252 Spd/252 Atk/4 HP
Nature: Jolly
-Fake Out
-U-Turn
-Stone Edge
-Hi Jump Kick
So Wide Lens is not the conventional choice for Mienshao but if a High Jump Kick misses, it really is game over for him. Plus it gives him a more accurate way of dispatching flying types that might try to take him down. I like the reliability of the extra accuracy, especially as it affects the most powerful attacks. And the combinations of Fake Out, U-Turn and Regenerator are just great.
Gliscor @ Toxic Orb
Ability: Poison Heal
EV's: 252 HP/184 Def/72 Spd
Nature: Impish
-Protect
-Swords Dance
-Earthquake
-Facade
I wanted a Poison Heal Gliscor for a while - took many dreamworld trips to find him. I've not been disappointed so far. Protect gets the poison in uninterrupted and allows for alternating turns of stalling/extra healing. After a swords dance, both Eathquake and Facade hit decently, with Earthquake being the main attack. I chose Facade over Ice Fang for better chance to counter bulky water/ice pokemon which would give me a real headache. I know that it now leaves me susceptible to certain pokemon - Gengar, Skarmory etc, but the removal of Swords Dance leaves too little power behind the attacks to be seen as much of a threat. So there are some things Gliscor has trouble against but for the majority, if it can get one SD up, it can make a pretty decent dent.
Togekiss @ Leftovers
Ability: Serene Grace
EV's: 252 HP/128 Def/128 SpDef
Nature: Calm
-Thunder Wave
-Roost
-Nasty Plot
-Air Slash
Fairly straightforward. Thunder Wave makes sure you go first. Nasty Plot helps up the power. Roost helps to heal off the damage, and the bulky EV's let it take enough special hits or a few physical too to get to the stage of attacking. Then with paralysis, flinch chance doubled by serene grace and sheer power, Air Slash can take down pretty much anything, even those that resist flying moves.
Reuniclus @ Life Orb
Ability: Magic Guard
EV's: 252 HP/192 Def/64 SpDef
Nature: Bold
-Calm Mind
-Recover
-Psyshock
-Focus Blast
Very bulky and can come in on a lot and set up (notice a pattern emerging?) But with the life orb and no recoil damage, can hit pretty hard when it need to without Calm Mind boosts. Psyshock is to hit decently if it faces a special sponge and Focus Blast is for coverage.
Starmie @ Life Orb
Ability: Natural Cure
EV's: 252 Spd/252 SpAtk/4 HP
Nature: Timid
-Rapid Spin
-Surf
-Ice Beam
-Thunderbolt
Revenge killer. Comes in and clears up whatever is remaining with it's awesome speed and diverse attacks. Rapid spin is to prevent opponents hazards. Surf is the main STAB.
So, I was hoping you could comment on any changes you would make to the team. I think it's got a decent synergy in some respects. Starmies position was originally filled by Suicune with Calm Mind, Roar, Scald, Ice Beam then by Rotom-W with Thunderbolt, Hydro Pump, Pain Split, Substitute. I feel like Stamie is the better choice over more slow bulky set-up pokes. Although it does increase my weakness to dark and ghost with two psychic types. In Gliscors place, I originally had Quiver Dance Volcarona, but had problems with entry hazards and a rock weakness, then replaced it with Choice Band Scizor, but then I had two 4x fire weaknesses. With the final line up, I still have problems with strong special Ice and Grass moves, and also other set up sweepers. Weather can also be a bit dangerous, especially against anything with raised speed or evasion. Thoughts welcome.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EV's: 252 HP/200 Def/56 SpDef
Nature: Relaxed
-Stealth Rock
-Leech Seed
-Gyro Ball
-Power Whip
So my lead is Ferrothorn who does a really good job of setting up stealth rocks and annoying/attacking as long as there are no fire moves present. Leech Seed + Leftovers + Iron Barbs often results in physical attackers not doing as much damage per turn as I can heal back, plus I'm hurting them. It always surprises me when the attacks do some pretty decent damage as well in the right situations. Getting burned can be a bit annoying, where I then have to rely on leech seed and less damage, but paralysis doesn't do that much, I'm going last anyway and gyro ball does more damage.
Mienshao @ Wide Lens
Ability: Regenerator
EV's: 252 Spd/252 Atk/4 HP
Nature: Jolly
-Fake Out
-U-Turn
-Stone Edge
-Hi Jump Kick
So Wide Lens is not the conventional choice for Mienshao but if a High Jump Kick misses, it really is game over for him. Plus it gives him a more accurate way of dispatching flying types that might try to take him down. I like the reliability of the extra accuracy, especially as it affects the most powerful attacks. And the combinations of Fake Out, U-Turn and Regenerator are just great.
Gliscor @ Toxic Orb
Ability: Poison Heal
EV's: 252 HP/184 Def/72 Spd
Nature: Impish
-Protect
-Swords Dance
-Earthquake
-Facade
I wanted a Poison Heal Gliscor for a while - took many dreamworld trips to find him. I've not been disappointed so far. Protect gets the poison in uninterrupted and allows for alternating turns of stalling/extra healing. After a swords dance, both Eathquake and Facade hit decently, with Earthquake being the main attack. I chose Facade over Ice Fang for better chance to counter bulky water/ice pokemon which would give me a real headache. I know that it now leaves me susceptible to certain pokemon - Gengar, Skarmory etc, but the removal of Swords Dance leaves too little power behind the attacks to be seen as much of a threat. So there are some things Gliscor has trouble against but for the majority, if it can get one SD up, it can make a pretty decent dent.
Togekiss @ Leftovers
Ability: Serene Grace
EV's: 252 HP/128 Def/128 SpDef
Nature: Calm
-Thunder Wave
-Roost
-Nasty Plot
-Air Slash
Fairly straightforward. Thunder Wave makes sure you go first. Nasty Plot helps up the power. Roost helps to heal off the damage, and the bulky EV's let it take enough special hits or a few physical too to get to the stage of attacking. Then with paralysis, flinch chance doubled by serene grace and sheer power, Air Slash can take down pretty much anything, even those that resist flying moves.
Reuniclus @ Life Orb
Ability: Magic Guard
EV's: 252 HP/192 Def/64 SpDef
Nature: Bold
-Calm Mind
-Recover
-Psyshock
-Focus Blast
Very bulky and can come in on a lot and set up (notice a pattern emerging?) But with the life orb and no recoil damage, can hit pretty hard when it need to without Calm Mind boosts. Psyshock is to hit decently if it faces a special sponge and Focus Blast is for coverage.
Starmie @ Life Orb
Ability: Natural Cure
EV's: 252 Spd/252 SpAtk/4 HP
Nature: Timid
-Rapid Spin
-Surf
-Ice Beam
-Thunderbolt
Revenge killer. Comes in and clears up whatever is remaining with it's awesome speed and diverse attacks. Rapid spin is to prevent opponents hazards. Surf is the main STAB.
So, I was hoping you could comment on any changes you would make to the team. I think it's got a decent synergy in some respects. Starmies position was originally filled by Suicune with Calm Mind, Roar, Scald, Ice Beam then by Rotom-W with Thunderbolt, Hydro Pump, Pain Split, Substitute. I feel like Stamie is the better choice over more slow bulky set-up pokes. Although it does increase my weakness to dark and ghost with two psychic types. In Gliscors place, I originally had Quiver Dance Volcarona, but had problems with entry hazards and a rock weakness, then replaced it with Choice Band Scizor, but then I had two 4x fire weaknesses. With the final line up, I still have problems with strong special Ice and Grass moves, and also other set up sweepers. Weather can also be a bit dangerous, especially against anything with raised speed or evasion. Thoughts welcome.