I've lurked and read in the forum here for a little while, and I think I have an idea of how team rating works now. Please let me know if anything regarding formatting is off. I don't want it to impede on actual criticisms regarding the team itself. With that being said, I present to you the team I plan to breed for in-game use.
Here's the team "at a glance," as they say:
I find that my play style is one favoring bulky heavy-hitters, seeing as that's how my team plan turned out. The Gyarados and Salamence already exist from my Heart Gold version, and I just finished breeding an amazing Timburr a few days ago, who is now a Level 100 Conkeldurr. The majority of the stats turned out great, but I accidentally got a high Speed IV on the best Egg, so I decided to go with Stone Edge over Payback. Which brings me to the starting point of my...
Team Building Process!
This is the inspiration behind my decision to build this team. Have you had a Pokemon that you're so proud of, you keep opening your DS just to look at its summary? Conkeldurr made me do this for at least two days. But let's get to the actual useful aspects of the Pokemon. It's a hard hitter, and has great bulk unless it's matched up against unfavorable opponents. I need to have good switch-ins to take care of said opponent, or a means of weakening them before sending him out. However, making a decent defensive core first might make it easier for me to decide exactly which Pokemon I'll use to support my Conkeldurr.
I looked around for Pokemon with a variety of useful resistances in Gen5, and I came across this one. Resisting 11/17 of all Types while also being able to provide Entry Hazards makes it a Pokemon with incredible utility. I decide to put this in.
Gyarados resists both of Ferrothorn's weaknesses: Fire and Fighting. Ferrothorn, in return, resists Gyarados's two weaknesses: Electric and Rock. Gyarados also helps give my team some offensive capabilities. The Gyarados I have in mind is one from my Heart Gold version. It's Jolly with 148 HP / 136 Atk / 224 Spe. I don't remember exactly why the EVs are spread how they are, but I remember it outspeeds Naive Scarftran (not so popular anymore) and Adamant base 90's after a Dragon Dance. I think the Attack EVs were just enough to guarantee a kill on a popular Pokemon at the time. I ran some tests just now to figure out what it was, and +1 LO Waterfall 2HKOs Bold Blissey or Bulky Scizor factoring in Leftovers recovery, and OHKOs Bold Zapdos with Stone Edge if there's Stealth Rock support. The rest of the EVs were put into HP for bulk. These threats aren't relevant in the old way anymore, but this Gyarados would still function fine in this metagame I think. If not, I could start over with another one. I'd like to see what its shortcomings are before I do that though.
Now that my team has a reliable Psychic-resistor (Ferrothorn) who has its own weaknesses covered by a teammate (Gyarados), I could include Conkeldurr.
Adding Conkeldurr opened up a weakness to the Flying Type, so I considered something that could resist that. I was also looking for a Pokemon that would resist a bunch of other Types as well, so I thought of Rotom-H, who would also provide a useful Fire move user for my team. I had a facepalm moment when I realized a few moments later that its typing was changed this generation to one far less useful. Then I looked through the list of probable OU Pokemon for Gen5, and came across Rotom-W, which totally skipped my mind. It gives me a Flying-resistor, and well as useful resistances to Fire to cover for Ferrothorn, and well as a resistance to Ice to add a Dragon type to my team!
I have one somewhat bulky DDMence sitting in my PC in Heart Gold version, unable to be used due to its Uber status, and one MixMence migrated to my White version which I used for breeding purposes. The bulky DDMence is Naughty with an outdated 271 speed (which used to be important to outspeed Pokemon that sat at 270, as well as Scarfed 270's after a Dragon Dance). The MixMence in my White version was migrated before I knew of the absence of certain TMs in White, so it lacks both Outrage and Roost. I plan to give it Stone Edge to surprise some things (although I'm not quite sure what).
To round it off, there's Reuniclus, who gives the team another Fighting-resistor for Ferrothorn, and a Psychic-resistor for Conkeldurr (which I don't think matters much since Psychic is a rare attacking Type). The purpose of this is to act as a hard-hitting Special Attacker, while still being able to tank Physical hits decently. I also looked into other things that could fill this role, like Slowbro or Mew, but Reuniclus hits noticeably harder than either of those, and I plan to give it an EV spread that's completely defensive, and rely on Calm Mind to boost its ability to dish out damage (the Calm Mind build posted in the Reuniclus OU Analysis).
I came to realize switching is very important to this team and entry hazards ruin my day. I needed a spinner. The first Pokemon I thought of was Starmie. I realized that Starmie held all the resistances I found useful in both Reuniclus and Gyarados. It could switch into Fighting Type moves (although not as easily as the two I just mentioned), it could switch into Fire Type moves, it could switch into status inducers, it could blow away entry hazards, and it could check some of the heavy-hitting Dragon Pokemon I have trouble with, like Dragonite and opposing Salamence. I replaced both Reuniclus and Gyarados with Starmie, and freed up a spot on my team for something I needed: a Pokemon I could reliably start a battle with most of the time. I decided to try out Metagross as this Pokemon.
My Team!
Metagross @ Choice Band
Ability: Clear Body
EVs: 252 HP / 252 Atk / 4 Def
Nature: Adamant
- Meteor Mash
- Hammer Arm
- Bullet Punch
- Trick
Most of the time, I'll be starting a battle with this (unless I see my opponent's team has a Pokemon he could lead with that would utterly wreck this 1-on-1). Firing off a Meteor Mash at a Pokemon who doesn't resist it would get the offensive momentum in my favor right away (whether he takes the hit for some odd reason, or if he chooses to switch to take the hit with something else). I don't want Stealth Rock on Metagross because I don't see which Pokemon I would actually be able to start off using Stealth Rock against. I'd rather leave that job to Ferrathorn, who gets more opportunities to pull it off. I was considering Pursuit instead of Trick, but I don't know what Pokemon used as a lead would be hindered by Pursuit. If my opponent saw Metagross somewhere on my team in team preview, he's probably not going to send out a Pokemon who would be scared of Metagross enough to switch out immediately. It could be useful mid- or late-game to pick off weakened opponents, but I see Trick as a greater utility than Pursuit.
Switch Synergy:
vs Fire -
vs Ground -
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Salamence @ Life Orb
Ability: Intimidate
EVs: 80 HP / 252 SpA / 176 Spe
Nature: Rash
- Draco Meteor
- Fire Blast
- Earthquake
- Stone Edge
With caution, I plan to fire Draco Meteor if I decide the situation calls for it. I won't attempt to bluff a DDMence with this because of the obvious lack in Physical power. I'll try keep it alive longer rather than sacrifice it for massive damage. Salamence, like any other pivot with Intimidate, works well at creating a situation for teammates to set up (Conkeldurr's Bulk Up, Reuniclus's Calm Mind) or spread status (Ferrothorn's Thunder Wave, Rotom-W's Will-O-Wisp).
I considered my max Speed / Sp. Attack Timid Hydreigon over this, for being both faster than Salamence, as well as stronger Specially, but decided against it. I like being able to Intimidate in the middle of a chain of switches while still keeping the threat of firing off a Draco Meteor by surprise. The resistance to Fighting rather than a weakness was another reason, since it seems to be a prevalent offensive Type this generation.
Switch Synergy:
vs Ice -
vs Rock -
vs Dragon -
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Conkeldurr @ Leftovers
Ability: Guts
EVs: 120 HP / 252 Atk / 136 SpD
Nature: Adamant
- Mach Punch
- Drain Punch
- Bulk Up
- Stone Edge
Conkeldurr can punch large holes into the opponents team if I've taken care of his Fighting-resistant Pokemon first (or at least weakened them). I'm very wary of Ghost Pokemon like Gengar and Jellicent, since my team doesn't seem that prepared to deal with them. I'm almost considering not including Conkeldurr (my favorite Gen5 Pokemon), just because of my fear of Ghosts. If you agree that Ghosts will give me trouble, please tell me what you would change.
Switch Synergy:
vs Flying -
vs Psychic -
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 48 Def / 208 SpD
Nature: Relaxed
- Stealth Rock
- Leech Seed
- Thunder Wave
- Power Whip
I love that it's a good defensive Pokemon that could actually learn Stealth Rock this generation. That seems to be somewhat rare now. I made the choice of Thunder Wave because most of my team isn't very fast, and the typical Ground Pokemon used to try sponging Thunder Wave wouldn't really be switched into Ferrothorn, in my opinion. I'm not too familiar with Leech Seed tactics, but I expect the opponent to switch once he's seeded, which is when I can fire a Thunder Wave at his switch in. Other than opposing Conkeldurr, I don't see what Ferrothorn switch-in would like being paralyzed, so it seems to be a win-win situation for me. I probably wouldn't fight against whatever he brings in with Ferrothorn, but rather, switch to an appropriate counter to take down the paralyzed Pokemon.
Switch Synergy:
vs Fire -
vs Fighting -
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Rotom-W @ Leftovers
Ability: Levitate
EVs: 252 HP / 200 Def / 52 SpD
Nature: Bold
- Thunderbolt
- Hydro Pump
- Will-O-Wisp
- Pain Split
I chose to put Volt Switch on Rotom-W over Thunderbolt because the damage isn't too much lower and Rotom-W's low Speed will let my switch-in enter the battle unhindered. I like having the option of whether to let Rotom-W take the hit, or let my switch-in take the hit. For damage output, Hydro Pump does more damage and hits more Types for neutral or Super Effective damage anyway.
^ I actually decided against the above. I noticed that I needed an effective way to hit opponents hard with an Electric attack, and Thunderbolt is far more reliable at doing that than Volt Switch.
The 200 Defense EVs are somewhat arbitrary. There are a bunch of things Rotom-W gets out of the 2HKO range from when investing in Defense, but I couldn't decide which was the most important, so I gave it enough to tank most of them. I plan to decide on how many Defense EVs to invest as I work on this team.
What I noticed is that my team has a Pokemon with Intimidate, one with Will-O-Wisp, and several Pokemon able to take heavy Physical attacks, but no Pokemon who are good at tanking Special attacks. This could pose a problem, but I was considering: how would a Specially Bulky Rotom-W fare?
Switch Synergy:
vs Grass -
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Starmie @ Life Orb
Ability: Natural Cure
EVs: 4 HP / 252 SpA / 252 Spe
Nature: Timid
- Rapid Spin
- Hydro Pump
- Ice Beam
- Recover
Because switching is so important in this team, a Rapid Spin user is really needed here. Starmie also defensively covers the weaknesses of a few other Pokemon on my team thanks to its Water and Psychic typing, while also being an effective means of disposing of Salamences and Dragonites (assuming I switch in safely). Starmie being walled by Water types isn't an issue imo, since I have Rotom-W if I need an Electric attack (Gyarados and such) or Ferrothorn if I need a Grass attack (Jellicent and such). Starmie covers at least one weakness for everything on my team other than Rotom-W, with whom it shares the weakness to Grass.
Switch Synergy:
vs Grass -
vs Electric -
vs Bug -
vs Ghost -
vs Dark -
So that's it. Please let me know what you think works for the team and what you think doesn't, and I'll gladly accept any form of criticism that helps. Thank you.
Here's the team "at a glance," as they say:






I find that my play style is one favoring bulky heavy-hitters, seeing as that's how my team plan turned out. The Gyarados and Salamence already exist from my Heart Gold version, and I just finished breeding an amazing Timburr a few days ago, who is now a Level 100 Conkeldurr. The majority of the stats turned out great, but I accidentally got a high Speed IV on the best Egg, so I decided to go with Stone Edge over Payback. Which brings me to the starting point of my...
Team Building Process!

This is the inspiration behind my decision to build this team. Have you had a Pokemon that you're so proud of, you keep opening your DS just to look at its summary? Conkeldurr made me do this for at least two days. But let's get to the actual useful aspects of the Pokemon. It's a hard hitter, and has great bulk unless it's matched up against unfavorable opponents. I need to have good switch-ins to take care of said opponent, or a means of weakening them before sending him out. However, making a decent defensive core first might make it easier for me to decide exactly which Pokemon I'll use to support my Conkeldurr.

I looked around for Pokemon with a variety of useful resistances in Gen5, and I came across this one. Resisting 11/17 of all Types while also being able to provide Entry Hazards makes it a Pokemon with incredible utility. I decide to put this in.


Gyarados resists both of Ferrothorn's weaknesses: Fire and Fighting. Ferrothorn, in return, resists Gyarados's two weaknesses: Electric and Rock. Gyarados also helps give my team some offensive capabilities. The Gyarados I have in mind is one from my Heart Gold version. It's Jolly with 148 HP / 136 Atk / 224 Spe. I don't remember exactly why the EVs are spread how they are, but I remember it outspeeds Naive Scarftran (not so popular anymore) and Adamant base 90's after a Dragon Dance. I think the Attack EVs were just enough to guarantee a kill on a popular Pokemon at the time. I ran some tests just now to figure out what it was, and +1 LO Waterfall 2HKOs Bold Blissey or Bulky Scizor factoring in Leftovers recovery, and OHKOs Bold Zapdos with Stone Edge if there's Stealth Rock support. The rest of the EVs were put into HP for bulk. These threats aren't relevant in the old way anymore, but this Gyarados would still function fine in this metagame I think. If not, I could start over with another one. I'd like to see what its shortcomings are before I do that though.



Now that my team has a reliable Psychic-resistor (Ferrothorn) who has its own weaknesses covered by a teammate (Gyarados), I could include Conkeldurr.




Adding Conkeldurr opened up a weakness to the Flying Type, so I considered something that could resist that. I was also looking for a Pokemon that would resist a bunch of other Types as well, so I thought of Rotom-H, who would also provide a useful Fire move user for my team. I had a facepalm moment when I realized a few moments later that its typing was changed this generation to one far less useful. Then I looked through the list of probable OU Pokemon for Gen5, and came across Rotom-W, which totally skipped my mind. It gives me a Flying-resistor, and well as useful resistances to Fire to cover for Ferrothorn, and well as a resistance to Ice to add a Dragon type to my team!





I have one somewhat bulky DDMence sitting in my PC in Heart Gold version, unable to be used due to its Uber status, and one MixMence migrated to my White version which I used for breeding purposes. The bulky DDMence is Naughty with an outdated 271 speed (which used to be important to outspeed Pokemon that sat at 270, as well as Scarfed 270's after a Dragon Dance). The MixMence in my White version was migrated before I knew of the absence of certain TMs in White, so it lacks both Outrage and Roost. I plan to give it Stone Edge to surprise some things (although I'm not quite sure what).






To round it off, there's Reuniclus, who gives the team another Fighting-resistor for Ferrothorn, and a Psychic-resistor for Conkeldurr (which I don't think matters much since Psychic is a rare attacking Type). The purpose of this is to act as a hard-hitting Special Attacker, while still being able to tank Physical hits decently. I also looked into other things that could fill this role, like Slowbro or Mew, but Reuniclus hits noticeably harder than either of those, and I plan to give it an EV spread that's completely defensive, and rely on Calm Mind to boost its ability to dish out damage (the Calm Mind build posted in the Reuniclus OU Analysis).






I came to realize switching is very important to this team and entry hazards ruin my day. I needed a spinner. The first Pokemon I thought of was Starmie. I realized that Starmie held all the resistances I found useful in both Reuniclus and Gyarados. It could switch into Fighting Type moves (although not as easily as the two I just mentioned), it could switch into Fire Type moves, it could switch into status inducers, it could blow away entry hazards, and it could check some of the heavy-hitting Dragon Pokemon I have trouble with, like Dragonite and opposing Salamence. I replaced both Reuniclus and Gyarados with Starmie, and freed up a spot on my team for something I needed: a Pokemon I could reliably start a battle with most of the time. I decided to try out Metagross as this Pokemon.
My Team!

Metagross @ Choice Band
Ability: Clear Body
EVs: 252 HP / 252 Atk / 4 Def
Nature: Adamant
- Meteor Mash
- Hammer Arm
- Bullet Punch
- Trick
Most of the time, I'll be starting a battle with this (unless I see my opponent's team has a Pokemon he could lead with that would utterly wreck this 1-on-1). Firing off a Meteor Mash at a Pokemon who doesn't resist it would get the offensive momentum in my favor right away (whether he takes the hit for some odd reason, or if he chooses to switch to take the hit with something else). I don't want Stealth Rock on Metagross because I don't see which Pokemon I would actually be able to start off using Stealth Rock against. I'd rather leave that job to Ferrathorn, who gets more opportunities to pull it off. I was considering Pursuit instead of Trick, but I don't know what Pokemon used as a lead would be hindered by Pursuit. If my opponent saw Metagross somewhere on my team in team preview, he's probably not going to send out a Pokemon who would be scared of Metagross enough to switch out immediately. It could be useful mid- or late-game to pick off weakened opponents, but I see Trick as a greater utility than Pursuit.
Switch Synergy:
vs Fire -



vs Ground -


------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Salamence @ Life Orb
Ability: Intimidate
EVs: 80 HP / 252 SpA / 176 Spe
Nature: Rash
- Draco Meteor
- Fire Blast
- Earthquake
- Stone Edge
With caution, I plan to fire Draco Meteor if I decide the situation calls for it. I won't attempt to bluff a DDMence with this because of the obvious lack in Physical power. I'll try keep it alive longer rather than sacrifice it for massive damage. Salamence, like any other pivot with Intimidate, works well at creating a situation for teammates to set up (Conkeldurr's Bulk Up, Reuniclus's Calm Mind) or spread status (Ferrothorn's Thunder Wave, Rotom-W's Will-O-Wisp).
I considered my max Speed / Sp. Attack Timid Hydreigon over this, for being both faster than Salamence, as well as stronger Specially, but decided against it. I like being able to Intimidate in the middle of a chain of switches while still keeping the threat of firing off a Draco Meteor by surprise. The resistance to Fighting rather than a weakness was another reason, since it seems to be a prevalent offensive Type this generation.
Switch Synergy:
vs Ice -



vs Rock -



vs Dragon -


------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Conkeldurr @ Leftovers
Ability: Guts
EVs: 120 HP / 252 Atk / 136 SpD
Nature: Adamant
- Mach Punch
- Drain Punch
- Bulk Up
- Stone Edge
Conkeldurr can punch large holes into the opponents team if I've taken care of his Fighting-resistant Pokemon first (or at least weakened them). I'm very wary of Ghost Pokemon like Gengar and Jellicent, since my team doesn't seem that prepared to deal with them. I'm almost considering not including Conkeldurr (my favorite Gen5 Pokemon), just because of my fear of Ghosts. If you agree that Ghosts will give me trouble, please tell me what you would change.
Switch Synergy:
vs Flying -


vs Psychic -


------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 48 Def / 208 SpD
Nature: Relaxed
- Stealth Rock
- Leech Seed
- Thunder Wave
- Power Whip
I love that it's a good defensive Pokemon that could actually learn Stealth Rock this generation. That seems to be somewhat rare now. I made the choice of Thunder Wave because most of my team isn't very fast, and the typical Ground Pokemon used to try sponging Thunder Wave wouldn't really be switched into Ferrothorn, in my opinion. I'm not too familiar with Leech Seed tactics, but I expect the opponent to switch once he's seeded, which is when I can fire a Thunder Wave at his switch in. Other than opposing Conkeldurr, I don't see what Ferrothorn switch-in would like being paralyzed, so it seems to be a win-win situation for me. I probably wouldn't fight against whatever he brings in with Ferrothorn, but rather, switch to an appropriate counter to take down the paralyzed Pokemon.
Switch Synergy:
vs Fire -



vs Fighting -


------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Rotom-W @ Leftovers
Ability: Levitate
EVs: 252 HP / 200 Def / 52 SpD
Nature: Bold
- Thunderbolt
- Hydro Pump
- Will-O-Wisp
- Pain Split
I chose to put Volt Switch on Rotom-W over Thunderbolt because the damage isn't too much lower and Rotom-W's low Speed will let my switch-in enter the battle unhindered. I like having the option of whether to let Rotom-W take the hit, or let my switch-in take the hit. For damage output, Hydro Pump does more damage and hits more Types for neutral or Super Effective damage anyway.
^ I actually decided against the above. I noticed that I needed an effective way to hit opponents hard with an Electric attack, and Thunderbolt is far more reliable at doing that than Volt Switch.
The 200 Defense EVs are somewhat arbitrary. There are a bunch of things Rotom-W gets out of the 2HKO range from when investing in Defense, but I couldn't decide which was the most important, so I gave it enough to tank most of them. I plan to decide on how many Defense EVs to invest as I work on this team.
What I noticed is that my team has a Pokemon with Intimidate, one with Will-O-Wisp, and several Pokemon able to take heavy Physical attacks, but no Pokemon who are good at tanking Special attacks. This could pose a problem, but I was considering: how would a Specially Bulky Rotom-W fare?
Switch Synergy:
vs Grass -



------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Starmie @ Life Orb
Ability: Natural Cure
EVs: 4 HP / 252 SpA / 252 Spe
Nature: Timid
- Rapid Spin
- Hydro Pump
- Ice Beam
- Recover
Because switching is so important in this team, a Rapid Spin user is really needed here. Starmie also defensively covers the weaknesses of a few other Pokemon on my team thanks to its Water and Psychic typing, while also being an effective means of disposing of Salamences and Dragonites (assuming I switch in safely). Starmie being walled by Water types isn't an issue imo, since I have Rotom-W if I need an Electric attack (Gyarados and such) or Ferrothorn if I need a Grass attack (Jellicent and such). Starmie covers at least one weakness for everything on my team other than Rotom-W, with whom it shares the weakness to Grass.
Switch Synergy:
vs Grass -



vs Electric -

vs Bug -


vs Ghost -

vs Dark -


I took these out.
Gyarados @ Leftovers
Ability: Intimidate
EVs: 148 HP / 136 Atk / 224 Spe
Nature: Jolly
- Waterfall
- Earthquake
- Stone Edge
- Dragon Dance
Early game, I plan to bring it in to threaten to Dragon Dance so the opponent switches to an appropriate counter (which I should be able to guess from team preview). If it's something Gyarados can hit hard without Dragon Dance, I'll do just that, and not waste my time dancing. If Gyarados will do nothing to the expected counter, I'll switch to my Salamence to blast it with a powerful move, or send in Rotom-W to cripple it, or set up Stealth Rocks with Ferrothorn.
Mid game or late game, if I feel as though my opponent's Gyarados counters are sufficiently weakened, I might attempt to use Dragon Dance, depending on the Pokemon Gyarados is faced with. The last time I played (during 4th Gen), I found feigning Dragon Dances to be incredibly powerful, and a simple choice of move would often throw the opponent off a lot. I don't know how strong this holds true now, but I plan to try it.
Switch Synergy:
vs Electric -
vs Rock -
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Reuniclus @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Nature: Bold
- Calm Mind
- Recover
- Psychic
- Focus Blast
Another Fighting-resistor for the team, which also has the ability to dish out powerful Special Attacks. It can take physical hits fairly well with its bulk, and set up Calm Mind easily. I don't like that opposing Psychic types wall it so easily though.
Switch Synergy:
vs Bug -
vs Dark -
vs Ghost -

Gyarados @ Leftovers
Ability: Intimidate
EVs: 148 HP / 136 Atk / 224 Spe
Nature: Jolly
- Waterfall
- Earthquake
- Stone Edge
- Dragon Dance
Early game, I plan to bring it in to threaten to Dragon Dance so the opponent switches to an appropriate counter (which I should be able to guess from team preview). If it's something Gyarados can hit hard without Dragon Dance, I'll do just that, and not waste my time dancing. If Gyarados will do nothing to the expected counter, I'll switch to my Salamence to blast it with a powerful move, or send in Rotom-W to cripple it, or set up Stealth Rocks with Ferrothorn.
Mid game or late game, if I feel as though my opponent's Gyarados counters are sufficiently weakened, I might attempt to use Dragon Dance, depending on the Pokemon Gyarados is faced with. The last time I played (during 4th Gen), I found feigning Dragon Dances to be incredibly powerful, and a simple choice of move would often throw the opponent off a lot. I don't know how strong this holds true now, but I plan to try it.
Switch Synergy:
vs Electric -

vs Rock -


---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Reuniclus @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Nature: Bold
- Calm Mind
- Recover
- Psychic
- Focus Blast
Another Fighting-resistor for the team, which also has the ability to dish out powerful Special Attacks. It can take physical hits fairly well with its bulk, and set up Calm Mind easily. I don't like that opposing Psychic types wall it so easily though.
Switch Synergy:
vs Bug -



vs Dark -


vs Ghost -

So that's it. Please let me know what you think works for the team and what you think doesn't, and I'll gladly accept any form of criticism that helps. Thank you.