Without further ado, here is my current team for D/P/Pt. The intended goal of the team is 1 vs 1, with certain moves being able to be used in a 2 vs. 2 setting. Each Pokemon is intended to stand well enough on it own so that no one Pokemon ends up fainted in a battle without reason. EDIT: I have tested this team a number of times on Platinum's Battle Tower and the various settings of PBR and it's wifi matches. :P 1. Spiritomb @Quick Claw Ability: Pressure EVs: 246 HP/ 6 Def/ 6 SpA/ 6 SpD/ 246 Spe Nature: Timid Move 1: Hypnosis Move 2: Dream Eater Move 3: Dark Pulse Move 4: Water Pulse This lead has its obvious advantages. Spiritomb has a number of type immunities and no type weaknesses. The move combo of hypnosis/dream eater is intended to not only inflict a status condition on the opponent with my first pokemon, but also restore the health of spiritomb if the need arises. Water Pulse, while seemingly odd, is intended to counter any grass or similar type threats to my other pokemon in team settings. 2. Blissey @ Leftovers Ability: Natural Cure EVs: 100 HP/ 225 Def/ 10 SpA/ 105 SpD/ 70 Spe Nature: Bold Move 1: Blizzard Move 2: SolarBeam Move 3: Softboiled Move 4: Thunder Blissey is intended to greatly stall the opponent, being a mixed wall of HP and the defenses. The three elemental moves are intended to counter elemental typed pokemon, and can be used in team situations. Softboiled and Leftovers can be quite frustrating to the opponent as they both replenish Blissey's health greatly. 3. Salamence @ Wise Glasses Ability: Intimidate EVs: 6 At/ 252 SpA/ 174 SpD/ 78 Spe Nature: Naive Move 1: Draco Meteor Move 2: Outrage Move 3: Hyper Beam Move 4: Fire Blast Salamence is intended to finish off the opponent if the prior two pokemon are fainted in a three pokemon limit setting. In this case, Draco Meteor is quite good as a lead move because of its type advantages, which can then be followed up by Outrage because of the decreased SpA. Hyper Beam is overall a very powerful move. Fire Blast is intended to counter threats from the Ice Type, as well as be an elemental typed move good for team settings. 4. Drifblim @ Big Root Ability: Aftermath EVs: 6 HP/ 234 Def/ 20 SpA/ 230 SpD/ 20 Spe Nature: Bold Move 1: Hypnosis Move 2: Dream Eater Move 3: Fly Move 4: Thunder Drifblim is intended to both stall the opponent while utilizing the hypnosis/dream eater move combo mentioned earlier, now enhanced with the Big Root which allows Drifblim to have a greater amount of HP received from the move set. Thunder is an elemental move used for team settings to offset others' team weaknesses, as well as providing a good attack against a number of types. Fly is obviously strictly for HM purposes. 5. Vaporeon @ Leftovers Ability: Water Absorb EVs: 8 Hp/ 25 Def/ 200 SpA/ 25 SpD/ 252 Spe Nature: Bold Move 1: Wish Move 2: Surf Move 3: Hydro Pump Move 4: Blizzard Vaporeon is a well-rounded pokemon with good HM use in Surf. Hydro Pump is a very good water-type move. Blizzard is intended to offset the weakness to grass and provide a very good attack against Dragon pokemon. 6. Metagross @ Expert Belt Ability: Clear Body EVs: 80 Hp/ 100 Att/ 252 SpA/ 78 Spe Nature: Quiet Move 1: Meteor Mash Move 2: Psychic Move 3: Earthquake Move 4: Grass Knot This pokemon is intended to take advantage of its attack and Special Attack stats. Meteor Mash is an obvious choice in regards to Metagross, and Grass Knot is intended to dismantle pokemon of the water and ground types.