Ok. I hope I've done this right. I haven't got pictures, sorry.
Cincinno @Life Orb
Nature: Adamant
Ability: Technician
EVs: 4 HP/ 252 Atk/252 Speed
Move 1: Tail Slap
Move 2: Bullet Seed
Move 3: Rock Blast
Move 4: U-turn
Although classed as UU, I like to use Cincinno not just for the gimmicky nature of the set, but also for the devastating power that it can pack, if you’re lucky. His STAB move of choice is Tail Slap. With STAB + Technician, it’s hitting 112.5 base power minimum, 281.25 for 5 hits. EVs maxed out in Attack and Speed for rather obvious reasons.
Reuniclus @Life Orb
Nature: Bold
Ability: Magic Guard
EVs: 252 HP/252 Def./ 4 Sp. Atk
Move 1: Calm Mind
Move 2: Recover
Move 3: Focus Blast
Move 4: Psychic
A lot of my team strongly dislikes fighting types. Reuniclus, oh adorable blob of jelly, does not. Even without calm minds under his belt, Ranky can utterly batter a certain major threat to my team: Conkelldurr. He’s built to absorb fighting type blows, and then proceed to spam Calm Minds in the opponents face before finishing them with Psychic or Focus “Miss.”
Ferrothorn @Rocky Helmet
Nature: Sassy
Ability: Iron Barbs
EVs: 252 HP/ 4 Atk. / 252 Sp. Def.
Move 1: Leech Seed
Move 2: Power Whip
Move 3: Gyro Ball
Move 4: Stealth Rock
Ferrothorn. Someone said on the Serebii RMT that he was my only wall. If so, I personally don’t mind. I don’t send this one out first for a simple reason: Too many fire-type moves on a lead Pokémon. Too many, I say, too many. Stealth Rock over Spikes simply because of how easy it is to set up. Rocky Helmet switch in to, say, Garchomp using outrage. Resisted attack AND does 25% ish damage each turn.
Hydreigon @Choice Specs
Nature: Modest
Ability: Levitate
EVs: 4 HP/ 252 Sp. Atk/ 252 Spd.
Move 1: Flamethrower
Move 2: Dark Pulse
Move 3: Dragon Pulse
Move 4: Surf
Oh gods, the Dark Dragon. I just couldn’t help naming mine Doom. Anyway. Flamethrower to melt the ice types and roast the grass/bugs/steels, something my team is otherwise quite deathly afraid of. Dark pulse for one of two STABs, dragon pulse being the other. Both have decent power; both have decent accuracy.
Volcarona @Leftovers
Nature: Modest
Ability: Flame Body
EVs: 4 HP/ 252 Sp. Atk/ 252 Spd.
Move 1: Quiver Dance
Move 2: Flame Dance
Move 3: Bug Buzz
Move 4: Psychic
I never actually thought of Psychic, but it works like a charm. Quiver Dance would be used mostly when I know I’m safe for a few turns to set up. Leftovers for a viable means of recovery. Bug Buzz/Fiery Dance for the STABs. Fiery Dance over Fire Blast because I worry about accuracy. Fiery Dance also provides a damn decent chance of a Sp. Atk boost. Volcarona should have gotten Drought as an ability. I mean, come ON. It’s the sun Pokémon, for gods sake.
Eelektross @Leftovers
Nature: Modest
Ability: Levitate
EVs: 252 HP/ 252 Sp. Atk/ 4 Def.
Acid Spray
Thunderbolt
Flamethrower
Grass Knot
His only fear being Mold Breakers, I’ve given my little electric nutjob Grass Knot to take care of ground, rock and water types that might otherwise rain on my parade. He deals quite nicely with the nasty Rampardos’ I see trampling the battle field. Come in on an Earthquake that would have ripped Volcarona to pieces… HAH, suck on that. Acid Spray to melt away a pokemon’s Sp. Def., essentially giving him a +2 Sp. Atk boost. Thunderbolt and Flamethrower for the Specialness of them.
So, personally, I think this team is up and ready to go. The only things I’m seriously worried about are annoying floating rocks. These will rip apart my Volcarona. Admittedly, three of my Pokemon are also immune to SR, so, yeah… Basically, I just don’t have rapid spin support. Hit me with your best suggestions!
Cincinno @Life Orb
Nature: Adamant
Ability: Technician
EVs: 4 HP/ 252 Atk/252 Speed
Move 1: Tail Slap
Move 2: Bullet Seed
Move 3: Rock Blast
Move 4: U-turn
Although classed as UU, I like to use Cincinno not just for the gimmicky nature of the set, but also for the devastating power that it can pack, if you’re lucky. His STAB move of choice is Tail Slap. With STAB + Technician, it’s hitting 112.5 base power minimum, 281.25 for 5 hits. EVs maxed out in Attack and Speed for rather obvious reasons.
Reuniclus @Life Orb
Nature: Bold
Ability: Magic Guard
EVs: 252 HP/252 Def./ 4 Sp. Atk
Move 1: Calm Mind
Move 2: Recover
Move 3: Focus Blast
Move 4: Psychic
A lot of my team strongly dislikes fighting types. Reuniclus, oh adorable blob of jelly, does not. Even without calm minds under his belt, Ranky can utterly batter a certain major threat to my team: Conkelldurr. He’s built to absorb fighting type blows, and then proceed to spam Calm Minds in the opponents face before finishing them with Psychic or Focus “Miss.”
Ferrothorn @Rocky Helmet
Nature: Sassy
Ability: Iron Barbs
EVs: 252 HP/ 4 Atk. / 252 Sp. Def.
Move 1: Leech Seed
Move 2: Power Whip
Move 3: Gyro Ball
Move 4: Stealth Rock
Ferrothorn. Someone said on the Serebii RMT that he was my only wall. If so, I personally don’t mind. I don’t send this one out first for a simple reason: Too many fire-type moves on a lead Pokémon. Too many, I say, too many. Stealth Rock over Spikes simply because of how easy it is to set up. Rocky Helmet switch in to, say, Garchomp using outrage. Resisted attack AND does 25% ish damage each turn.
Hydreigon @Choice Specs
Nature: Modest
Ability: Levitate
EVs: 4 HP/ 252 Sp. Atk/ 252 Spd.
Move 1: Flamethrower
Move 2: Dark Pulse
Move 3: Dragon Pulse
Move 4: Surf
Oh gods, the Dark Dragon. I just couldn’t help naming mine Doom. Anyway. Flamethrower to melt the ice types and roast the grass/bugs/steels, something my team is otherwise quite deathly afraid of. Dark pulse for one of two STABs, dragon pulse being the other. Both have decent power; both have decent accuracy.
Volcarona @Leftovers
Nature: Modest
Ability: Flame Body
EVs: 4 HP/ 252 Sp. Atk/ 252 Spd.
Move 1: Quiver Dance
Move 2: Flame Dance
Move 3: Bug Buzz
Move 4: Psychic
I never actually thought of Psychic, but it works like a charm. Quiver Dance would be used mostly when I know I’m safe for a few turns to set up. Leftovers for a viable means of recovery. Bug Buzz/Fiery Dance for the STABs. Fiery Dance over Fire Blast because I worry about accuracy. Fiery Dance also provides a damn decent chance of a Sp. Atk boost. Volcarona should have gotten Drought as an ability. I mean, come ON. It’s the sun Pokémon, for gods sake.
Eelektross @Leftovers
Nature: Modest
Ability: Levitate
EVs: 252 HP/ 252 Sp. Atk/ 4 Def.
Acid Spray
Thunderbolt
Flamethrower
Grass Knot
His only fear being Mold Breakers, I’ve given my little electric nutjob Grass Knot to take care of ground, rock and water types that might otherwise rain on my parade. He deals quite nicely with the nasty Rampardos’ I see trampling the battle field. Come in on an Earthquake that would have ripped Volcarona to pieces… HAH, suck on that. Acid Spray to melt away a pokemon’s Sp. Def., essentially giving him a +2 Sp. Atk boost. Thunderbolt and Flamethrower for the Specialness of them.
So, personally, I think this team is up and ready to go. The only things I’m seriously worried about are annoying floating rocks. These will rip apart my Volcarona. Admittedly, three of my Pokemon are also immune to SR, so, yeah… Basically, I just don’t have rapid spin support. Hit me with your best suggestions!