Heatran @ Leftovers (This will probably be my lead to put up stealth rock, unless I need to switch out.)
Ability: Flash Fire
EVs: 248 HP / 252 SpD / 8 Spe
Nature: Calm [+SpD, -Atk]
-Flamethrower
-Stealth Rock
-Toxic
-Protect
This is my Special wall. Hes good for toxic stalling and can completely stop a volcarona in it's tracks. Flamethrower is stab. Stealth Rock is to do serious damage to the opposing team when I can switch in.
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Jirachi @ Leftovers
Ability: Serene Grace
EVs: 216 SpD / 252 HP / 40 Spe
Nature: Careful [+SpD, -SpA]
-Body Slam
-Iron Head
-Protect
-Wish
He's a good lead. I use iron head for attacking along with body slam. Body slam is for those really fast pokemon I want to slow down by maybe getting a paralyze, and Iron Head is to try to get flinches. Wish is obviously to heal up my pokes if i need to. I have stealth rock on here now and took off u turn because I decided I probably wouldn't need it, and Protect is more important to me if I want to wish-protect.
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Latios @ Life Orb
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Nature: Timid [+Spe, -Atk]
-Draco Meteor
-Surf
-HP [Fire]
-Recover
This is a very specially offensive poke. I wanted a dragon and someone reccommended Latios over Hydreigon, so I thought I'd give it a try. Draco Meteor is stab and a great move, Surf is also really good, HP fire is to counter ferrothorn or any other annoying steel pokemon. And recover is to heal off the life orb damage. This is also a slight counter to fighting types. This set will probably destroy.
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Darmanitan @ Choice Scarf
Ability: Sheer Force
EVs: 252 Atk / 252 Spe / 4 HP
Nature: Adamant [+Atk, -SpA]
-Rock Slide
-Flare Blitz
-Super Power
-U Turn
I threw in this Darmanitan to give my team some speed. Without him, this team is far too slow. He's also a great revenge killer. He is a good physically offensive pokemon. Rock slide is pretty powerful with the sheer force boost and gives good coverage, and super power is also powerful. U Turn is just to switch out obviously. He's really powerful if he can get in motion, and He outspeeds nearly every poke that isn't using a scarf.
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Gliscor @ Poison Orb
Ability: Poison Heal
EVs: 240 HP / 196 Def / 72 Spe
Nature: Impish [+Def, -SpA]
-Earthquake
-Taunt
-Swords Dance
-Ice Fang
This is basically my physical wall/other physical attacker. This is the basic bulky swords dancer version of gliscor, which is very popular actually. Ice Fang is for dragons such as salamence or dragonite who are very weak to it. Also, taunt is to stop pokes who are substallers from setting up all over me with substitute, and earthquake is just a powerful stab that nearly every gliscor has. I think this set gives a good balance for gliscor's roles; Physically walling stuff like excadrill and conkeldurr and physically attacking.
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The starmie sprite still isn't working, sorry.
Starmie @ Life Orb
Ability: Natural Cure
EVs: 4 HP / 252 SpA / 252 Spe
Nature: Timid [+Spe, -Atk]
-Surf
-Ice Beam
-Thunderbolt
- Rapid Spin
This starmie is here partly for it's rapid spin, since my choice scarfer is weak to stealth rock. It's also herer for it's massive SpA, Spe, and it's ability to replace milotic so easily without making me upset lol. Ice beam is for dragons and stuff, Surf is stab and super powerful, Thunderbolt is an amazing move against plenty of pokes, and rapid spin is to spin away rocks. I chose surf over scald and hydro pump because I most likely won't need a burn and want that extra power, and I don't like hydro pump's accuracy.
Changes are in bold
Any criticism is appreciated. Special thanks to BKC, TheMasterOfOz, and Oblivion IX for such good suggestions and so much help on this team.