Hi Folks, I've been working on teams a lot but ever since I unretired and returned to gen 5 pokemon I haven't had a team as good as my pre-excadrill/thundurus ban. I can't put anything together that works. Here is what I have, maybe you all can help out. The following was going great until I ran into sun teams. Machamp @ Lum Berry No Guard/Adamant 252 HP 176 SpD 80 Atk DynamicPunch/Ice Punch/Payback/Bullet Punch Considering the lack of Focus Sash users in Gen 5, Bullet Punch and the generic Machamp lead may not be the best thing for a lead, but it still works. The Special Defense allows him to live most non choice specs psychics excluding alakzam and espeon and strike back hard with payback. Bullet punch can be useful for finishing off aerodactyl and sash users. DynamicPunch provides the chance of taking down something unscatched entirely just because of one confusion. Ice punch covers a lot, including Dragonite and Gliscor, (whom usually it won't ohko, so I go for the dynamic punch first to soften them up). Neither are strong enough without a power up to ohko machamp with anything, which gives me an opportunity to confuse them and kill them off. Depending on this tactic isn't always good, but it works and saves the rest of the team work. Breloom @ Toxic Orb Poison Heal/Careful 236 HP 212 SpD 60 Spd Bulk Up/Spore/Seed Bomb/Drain Punch This is basically the same logic as machamp- I can live politoed ice beams, any water pokemon special, any lighting special, and can live non-sunlight non-stabbed flame throwers and non stabbed psychics, retaliate with a spore, and then power up and kill my opponent. I was thinking about running swords dance instead. Breloom is one of the 3 fire weaknesses on my team, which is one of the main reasons I get destroyed by sun teams. This is the cookie cutter build on smogon for him. I have problems when I run into ghost/poisons or pokemon who resist both types like dragon/flyings. Swords dance might give him the power to hit them a bit harder. Scizor @ Choice Band Technician/Adamant 252 HP 244 Def 12 Spd Swords Dance/Bug Bite/Bullet Punch/Roost The Defensive variant. I could always go back to choice band, but I just wanted to do something different. Cannot live even an Arcanine Flare Blitz in sun, but can live a non powered up dragonite fire punch which sets up the swords dance and then the bp ready to go. Suicune @ Leftovers Pressure/Bold 252 HP 252 Def 4 SpD Rest/Sleep Talk/Scald/Calm Mind The Gen 4 variant with scald instead of surf. Can setup on any steel/fire move. Great against physical sweepers, can burn them and get them off the field. Also has great power ups and can be indestructible barring a roar. Even water absorb pokes can't beat suicune, because I can pressure stall them into struggle. I went head to head with a taunt water absorb jellicent and made it struggle to death. It can't poison me because I just rest it. Gliscor @ Toxic Orb Posion Heal/Impish 252 HP 176 Def 80 Spd Protect/Toxic/Sub/Earthquake Loses the gliscor ditto, but if it gets a poison off and outspeeds or has a sub up already, ggs. too good to pass up. covers the suicune weakness to electricity and vice versa. Magneton @ Eviolite Magnet Pull/Modest 252 HP 252 SpD 4 Def Sub/Charge beam/Discharge/HP Fire Super defensive, covers all steels pretty much and gets some power ups, also covers tornadus very well as well as gyarados and other flying types. Doesn't even afraid of thundurus. Well that's pretty much it, I need help with the 3 fire weaknesses. I tried running zone instead of ton, but enjoyed the bulk I had. I found choice band scizor to be too easy to predict so I went back to swords dance.