This has grown to be my favorite team on shoddy, but I definitely think it needs some help. I've tested out several different pokes with it and the current set up seems to work the best, though I do have problems with several OU Pokémon and I'd love to receive some constructive criticism on this team.
The Team - At A Glance
@ Focus Sash
Ability: Pressure
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Taunt
- Stealth Rock
- Stone Edge
- Crunch
Your standard Aerodactyl suicide lead, though I prefer to keep this dude alive. Aerodactyl is a great late game sweeper (at least, for me), and I use him for this role generally if he wasn't killed some way when the match began. Crunch is there over Ice Fang mostly because my team has no real problems with any of the OU Dragons, it fucks up Azelf, and I consider it a more reliable move in general.
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@ Leftovers
Ability: Natural Cure
EVs: 252 Def/80 SAtk/176 SDef
Calm nature (+SDef, -Atk)
- Wish
- Ice Beam
- Protect
- Toxic
A very standard WishBliss set, but I wouldn't use it if it didn't work so bloody well. Toxic is not something that all the bulky waters who switch into my Moltres like, and Wish is incredibly useful for all the Pokémon on my team who like to get hurt (notably Aerodactyl, Starmie, and Moltres) as well as general stalling. This set is extremely good.
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@ Choice Band
Ability: Technician
EVs: 6 HP/252 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- U-turn
- Bullet Punch
- Superpower
- Pursuit
The main physical force of my team, and unlike most Scizors it hits the field quick and does damage fast. Scizor compliments Aerodactyl very well and if not Moltres he'll be the second Pokémon to hit the field. I used to use a Swords Dance set but since Scizor isn't particularly hard to counter in the early game this set has been much more successful for me. U-turn does a ton of damage and scouts excellently, and the rest of the moves are great for sweeping. Superpower is an amazing wallbreaker. All in all, this is an extremely solid Pokémon.
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@ Leftovers
Ability: Pressure
EVs: 248 HP/148 Def/112 Spd
Bold nature (+Def, -Atk)
- Roost
- Substitute
- Will-o-wisp
- Flamethrower
An incredible staller, and not nearly as troubled by Stealth Rocks as most other Moltres' are due to the presence of Aerodactyl and Starmie. Even if Stealth Rocks hit the field wish support from Blissey and Moltres's excellent defenses and typing often allow me to recover off the damage. The strategy is pretty simple - switch into something that that's scared by Moltres, pull of a Substitute as it switches out, and either Burn whatever comes in or hit it with a very powerful Flamethrower, particularly for a defensive Pokémon.
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@ Leftovers
Ability: Natural Cure
EVs: 136 HP/156 Def/216 Spd
Timid nature (+Spd, -Atk)
- Rapid Spin
- Surf
- Recover
- Thunderbolt
My Rapid Spinner, and although he's probably the least dramatic Pokémon of my team, he makes a difference. I used to pack Psychic for a surprise hit against Ghosts who thought they could block Rapid Spin, but I now generally use Thunderbolt for superior coverage (though I have considered placing Psychic over Surf). I have contemplated replacing this with Donphan but I haven't tested it yet.
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@ Leftovers
Ability: Natural Cure
EVs: 252 HP/220 Def/36 Spd
Bold nature (+Def, -Atk)
- Leech Seed
- Grass Knot
- Recover
- Heal Bell
A cleric, and a good one. I find that most people don't expect Celebi to carry heal bell and it's a good thing for me. Scizor and Moltres are both crippled badly by status and both are integral parts of my team so I believe Celebi is important. Leech Seed helps mess with the stuff that my opponent switches into this feller and can help out a teammate who may be low in health. Grass Knot kills just about every bulky water. All in all, a very solid Pokémon.
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The Team - At A Glance







Ability: Pressure
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Taunt
- Stealth Rock
- Stone Edge
- Crunch
Your standard Aerodactyl suicide lead, though I prefer to keep this dude alive. Aerodactyl is a great late game sweeper (at least, for me), and I use him for this role generally if he wasn't killed some way when the match began. Crunch is there over Ice Fang mostly because my team has no real problems with any of the OU Dragons, it fucks up Azelf, and I consider it a more reliable move in general.
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Ability: Natural Cure
EVs: 252 Def/80 SAtk/176 SDef
Calm nature (+SDef, -Atk)
- Wish
- Ice Beam
- Protect
- Toxic
A very standard WishBliss set, but I wouldn't use it if it didn't work so bloody well. Toxic is not something that all the bulky waters who switch into my Moltres like, and Wish is incredibly useful for all the Pokémon on my team who like to get hurt (notably Aerodactyl, Starmie, and Moltres) as well as general stalling. This set is extremely good.
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Ability: Technician
EVs: 6 HP/252 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- U-turn
- Bullet Punch
- Superpower
- Pursuit
The main physical force of my team, and unlike most Scizors it hits the field quick and does damage fast. Scizor compliments Aerodactyl very well and if not Moltres he'll be the second Pokémon to hit the field. I used to use a Swords Dance set but since Scizor isn't particularly hard to counter in the early game this set has been much more successful for me. U-turn does a ton of damage and scouts excellently, and the rest of the moves are great for sweeping. Superpower is an amazing wallbreaker. All in all, this is an extremely solid Pokémon.
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Ability: Pressure
EVs: 248 HP/148 Def/112 Spd
Bold nature (+Def, -Atk)
- Roost
- Substitute
- Will-o-wisp
- Flamethrower
An incredible staller, and not nearly as troubled by Stealth Rocks as most other Moltres' are due to the presence of Aerodactyl and Starmie. Even if Stealth Rocks hit the field wish support from Blissey and Moltres's excellent defenses and typing often allow me to recover off the damage. The strategy is pretty simple - switch into something that that's scared by Moltres, pull of a Substitute as it switches out, and either Burn whatever comes in or hit it with a very powerful Flamethrower, particularly for a defensive Pokémon.
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Ability: Natural Cure
EVs: 136 HP/156 Def/216 Spd
Timid nature (+Spd, -Atk)
- Rapid Spin
- Surf
- Recover
- Thunderbolt
My Rapid Spinner, and although he's probably the least dramatic Pokémon of my team, he makes a difference. I used to pack Psychic for a surprise hit against Ghosts who thought they could block Rapid Spin, but I now generally use Thunderbolt for superior coverage (though I have considered placing Psychic over Surf). I have contemplated replacing this with Donphan but I haven't tested it yet.
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Ability: Natural Cure
EVs: 252 HP/220 Def/36 Spd
Bold nature (+Def, -Atk)
- Leech Seed
- Grass Knot
- Recover
- Heal Bell
A cleric, and a good one. I find that most people don't expect Celebi to carry heal bell and it's a good thing for me. Scizor and Moltres are both crippled badly by status and both are integral parts of my team so I believe Celebi is important. Leech Seed helps mess with the stuff that my opponent switches into this feller and can help out a teammate who may be low in health. Grass Knot kills just about every bulky water. All in all, a very solid Pokémon.
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