My team at a glance:
Physical Wall / Spiker / Rapid Spinner (Lead)
Forretress @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 Atk
IVs: 0 Spd
Nature: Relaxed (+Def, -Spd)
- Spikes
- Gyro Ball
- Rapid Spin
- Toxic Spikes
The lead of my team. Being a physical wall, Forretress can counter other common physical attacking leads such as Gyarados. If his opponent uses special attacks, Forretress will switch with Blissey. Forretress will start off setting up layers of Spikes and Toxic Spikes on the opponent's field. Then, he will switch with Blissey. If need be, he will attack with Gyro Ball or Rapid Spin away the opponent's Spikes / Toxic Spikes / Stealth Rock.
Special Wall / Stealth Rock / Aromatherapist
Blissey @ Leftovers
Ability: Natural Cure
EVs: 252 Def / 252 SDef / 4 Spd
Nature: Calm (+SDef, -Atk)
- Softboiled
- Stealth Rock
- Seismic Toss
- Aromatherapy
Blissey will switch on a special sweeper and use Stealth Rock. Softboiled will keep Blissey alive while Aromatherapy will heal her teammates from status problems. If need be, she will attack with Seismic Toss.
Anti-Spin
Dusknoir @ Leftovers
Ability: Pressure
EVs: 252 HP / 76 Def / 180 SDef
Nature: Careful (+SDef, -SAtk)
- Pain Split
- Fire Punch
- Will-O-Wisp
- Thunderpunch
Since setting up layers of Spikes, Toxic Spikes and Stealth Rock are a vital part of my team's strategy, it's essential that my team has an Anti-Spinner. Thunderpunch and Fire Punch will deal with the common Rapid Spinners in the game. Will-O-Wisp will cripple physical attackers that try to bring down Dusknoir. Pain Split is Dusknoir's main means of recovery.
Pseudo-Hazer / Sleep Inducer
Crobat @ Leftovers
Ability: Inner Focus
EVs: 252 HP / 40 SAtk / 216 Spd
Nature: Timid (+Spd, -Atk)
- Taunt
- Air Slash
- Hypnosis
- Whirlwind
With Spikes, Toxic Spikes and Stealth Rock on the field, Crobat can just happily Whirldwind everything to oblivion. Hypnosis will incapacitate things things that try to get in the way of my team and Taunt will ensure that they don't just Rest Talk themselves to safety. Air Slash will finish these threats off.
Baton Passer
Ninjask @ Focus Sash
Ability: Speed Boost
EVs: 176 HP / 252 Atk / 80 Spd
Nature: Jolly (+Spd, -SAtk)
- Protect
- X-Scissor
- Baton Pass
- Swords Dance
As a backup strategy in case the original strategy fails or as a cleaner in case Crobat gets killed, Ninjask and Rampardos will annihilate what remains of the opponent's team. Ninjask will Protect in the first turn to get a Speed Boost in. It will then Swords Dance in the next turn to boost attack while Focus Sash ensures his survival. After another Protect in the third turn to get another Speed Boost in, Ninjask will Baton Pass the boosts to Rampardos. X-Scissor is there in the event that Ninjask needs to attack.
"Bulky" Physical Sweeper
Rampardos @ Muscle Band
Ability: Mold Breaker
EVs: 56 HP / 252 Atk / 60 Def / 140 SDef
Nature: Adamant (+Atk, -SAtk)
- Crunch
- Earthquake
- Stone Edge
- Zen Headbutt
With 3 Speed Boosts and 1 Swords Dance in, Rampardos becomes nearly impossible to stop. The 3 Speed Boosts compensate for the lack of Speed EVs or Jolly (+Spd, -SAtk) nature by setting its speed at 380 which is enough to outspeed nearly anything without a Choice Scarf. Maximum attack plus Swords Dance gives Rampardos an overkill attack stat. Muscle Band adds to that incredible power with Life Orb not being used due to the recoil or Leftovers for its lack of importance when sweeping. The 56 HP / 60 Def / 140 SDef EV spread provides Rampardos with the best defenses possible with the remaining EVs. Having optimum defenses allows Rampardos to survive on the Baton Pass switch and quite possibly some priority moves by its foes.






Physical Wall / Spiker / Rapid Spinner (Lead)

Forretress @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 Atk
IVs: 0 Spd
Nature: Relaxed (+Def, -Spd)
- Spikes
- Gyro Ball
- Rapid Spin
- Toxic Spikes
The lead of my team. Being a physical wall, Forretress can counter other common physical attacking leads such as Gyarados. If his opponent uses special attacks, Forretress will switch with Blissey. Forretress will start off setting up layers of Spikes and Toxic Spikes on the opponent's field. Then, he will switch with Blissey. If need be, he will attack with Gyro Ball or Rapid Spin away the opponent's Spikes / Toxic Spikes / Stealth Rock.
Special Wall / Stealth Rock / Aromatherapist

Blissey @ Leftovers
Ability: Natural Cure
EVs: 252 Def / 252 SDef / 4 Spd
Nature: Calm (+SDef, -Atk)
- Softboiled
- Stealth Rock
- Seismic Toss
- Aromatherapy
Blissey will switch on a special sweeper and use Stealth Rock. Softboiled will keep Blissey alive while Aromatherapy will heal her teammates from status problems. If need be, she will attack with Seismic Toss.
Anti-Spin

Dusknoir @ Leftovers
Ability: Pressure
EVs: 252 HP / 76 Def / 180 SDef
Nature: Careful (+SDef, -SAtk)
- Pain Split
- Fire Punch
- Will-O-Wisp
- Thunderpunch
Since setting up layers of Spikes, Toxic Spikes and Stealth Rock are a vital part of my team's strategy, it's essential that my team has an Anti-Spinner. Thunderpunch and Fire Punch will deal with the common Rapid Spinners in the game. Will-O-Wisp will cripple physical attackers that try to bring down Dusknoir. Pain Split is Dusknoir's main means of recovery.
Pseudo-Hazer / Sleep Inducer

Crobat @ Leftovers
Ability: Inner Focus
EVs: 252 HP / 40 SAtk / 216 Spd
Nature: Timid (+Spd, -Atk)
- Taunt
- Air Slash
- Hypnosis
- Whirlwind
With Spikes, Toxic Spikes and Stealth Rock on the field, Crobat can just happily Whirldwind everything to oblivion. Hypnosis will incapacitate things things that try to get in the way of my team and Taunt will ensure that they don't just Rest Talk themselves to safety. Air Slash will finish these threats off.
Baton Passer

Ninjask @ Focus Sash
Ability: Speed Boost
EVs: 176 HP / 252 Atk / 80 Spd
Nature: Jolly (+Spd, -SAtk)
- Protect
- X-Scissor
- Baton Pass
- Swords Dance
As a backup strategy in case the original strategy fails or as a cleaner in case Crobat gets killed, Ninjask and Rampardos will annihilate what remains of the opponent's team. Ninjask will Protect in the first turn to get a Speed Boost in. It will then Swords Dance in the next turn to boost attack while Focus Sash ensures his survival. After another Protect in the third turn to get another Speed Boost in, Ninjask will Baton Pass the boosts to Rampardos. X-Scissor is there in the event that Ninjask needs to attack.
"Bulky" Physical Sweeper

Rampardos @ Muscle Band
Ability: Mold Breaker
EVs: 56 HP / 252 Atk / 60 Def / 140 SDef
Nature: Adamant (+Atk, -SAtk)
- Crunch
- Earthquake
- Stone Edge
- Zen Headbutt
With 3 Speed Boosts and 1 Swords Dance in, Rampardos becomes nearly impossible to stop. The 3 Speed Boosts compensate for the lack of Speed EVs or Jolly (+Spd, -SAtk) nature by setting its speed at 380 which is enough to outspeed nearly anything without a Choice Scarf. Maximum attack plus Swords Dance gives Rampardos an overkill attack stat. Muscle Band adds to that incredible power with Life Orb not being used due to the recoil or Leftovers for its lack of importance when sweeping. The 56 HP / 60 Def / 140 SDef EV spread provides Rampardos with the best defenses possible with the remaining EVs. Having optimum defenses allows Rampardos to survive on the Baton Pass switch and quite possibly some priority moves by its foes.