Well, I'm new here, and while I have done well so far, I just need your help to make my team be the best it can be. All right, here goes:
Jolteon @ Leftovers
Ability: Volt Absorb
EVs: 4 HP/252 Speed/252 Spc. Attack
Nature: Timid
- Baton Pass
- Substitute
- Thunderbolt
- HP Ice
Jolteon, I've found, is an interesting starter. It has base 130 speed to deal with Yanmegas and most other common starters. Most of the time, I set up a Sub on the first turn, and then BP to another team member. However, if the Sub's broken, then depending on the opponent, I 'll either attack or switch out if I can't handle my opponent. I've found that with Jolteon, it allows me to set up on Blissey, because I'll switch it in when it uses TWave, Sub, and BP to Breloom, thus handling Blissey and often many other Pokemon.
Salamence @ Choice Specs
Ability: Intimidate
EVs: 4 HP/252 Speed/252 Spc. Attack
Nature: Modest
- Draco Meteor
- Flamethrower
- Hydro Pump
- Dragon Pulse
This nothing more than a typical Specsmence. However, I've found this to be incredibly effective. B/c most Salamences are physical now, most people don't expect it to carry Specs, allowing to ruin physical walls, and kill many Pokemon with Draco Meteor's awesome type coverage. Flamethrower and Hydro Pump deal with everything DM can't hit well, and Dragon Pulse is an alternative if Salamence is the last Pokemon or if I want it to stay out. Otherwise, it's a hit and run Pokemon.
Swampert @ Leftovers
Ability: Torrent
EVs: 240 HP/216 Def./52 Spc. Attack
Nature: Relaxed
- Earthquake
- Surf
- Stealth Rock
- Stone Edge
Swampert is my general tank. Swampert can take hits very well when switching in to enemy attacks, particularly Heatran, and SR on the switch. The Spc. Attack Evs are to make Surf hit harder and to help distinguish it from other Bulky Ground types.
Forretress @ Leftovers
Ability: Sturdy
EVs: 252 HP/162 Attack/96 Def
Nature: Relaxed
- Rapid Spin
- Spikes
- Explosion
- Gyro Ball
Forretress has many roles on my team: First, absorb physical hits, such as an Outraging Garchomp or a Weavile's Ice Punch. Then, Spikes it on the switch. If I can, set up more Spikes or RS opponents' SR, TS, or Spikes away. Explode when it's low on HP or if I can't take out something with the others. And Gyro Ball effectively hits Gengars, Deoxys-e, and Weavile for heavy damage.
Breloom @ Toxic Orb
Ability: Poison Heal
EVs: 44 HP/252 Attack/212 Speed
Nature: Adamant
- Focus Punch
- Spore
- Substitute
- Seed Bomb
Breloom is often times the muscle on my team. With a BP'd Sub from Jolteon, Toxic Orb automatically activates, making it my status absorber. I can then Spore my opponents, set up a Sub, and then FP away. Seed Bomb is for what FP can't hit, and gets rid of Swampert too. Breloom is capable of destroying an entire team if an opponent isn't careful.
Cresselia @ Leftovers
Ability: Levitate
EVs: 20 HP/252 Def./236 Spc. Attk.
Nature: Modest
- Thunder Wave
- Charge Beam
- Ice Beam
- Moonlight
Cresselia is my ultimate wall. It can come in on Gyarados, Garchomp, and many other fearsome Pokemon such as Infernape and shrug off attacks with ease. In the case of DD Gyara and Deoxys-e, I T-Wave it, and shut it down. Garchomp can't handle Ice Beams. T-Wave is a general effective crippler, and Charge Beam's Spc. Attk increase rate can help make Cresselia do more damge offensively. Moonlight heals it.
Want to know what the twist was? There's no Garchomp, Blissey, Gyarados, or Gengar in sight on my team. I try to avoid those guys when I make teams and think outside of the box with Standards.
My overall strategy is to first set up a Sub with Jolteon. Then, I can BP to Swampert, Forretress, or Breloom. I set up SR and pikes early to punish switching, and a BP'd sub to Breloom allows it to activate Toxic Orb. Cresselia and Forretress also take blows from sweepers I know the rest of my team can't handle, and Salamence is the trump card to Draco Meteor everything in sight, and then run away. Breloom can also support with Spore as well. Any input will be gladly appreciated.

Ability: Volt Absorb
EVs: 4 HP/252 Speed/252 Spc. Attack
Nature: Timid
- Baton Pass
- Substitute
- Thunderbolt
- HP Ice
Jolteon, I've found, is an interesting starter. It has base 130 speed to deal with Yanmegas and most other common starters. Most of the time, I set up a Sub on the first turn, and then BP to another team member. However, if the Sub's broken, then depending on the opponent, I 'll either attack or switch out if I can't handle my opponent. I've found that with Jolteon, it allows me to set up on Blissey, because I'll switch it in when it uses TWave, Sub, and BP to Breloom, thus handling Blissey and often many other Pokemon.

Ability: Intimidate
EVs: 4 HP/252 Speed/252 Spc. Attack
Nature: Modest
- Draco Meteor
- Flamethrower
- Hydro Pump
- Dragon Pulse
This nothing more than a typical Specsmence. However, I've found this to be incredibly effective. B/c most Salamences are physical now, most people don't expect it to carry Specs, allowing to ruin physical walls, and kill many Pokemon with Draco Meteor's awesome type coverage. Flamethrower and Hydro Pump deal with everything DM can't hit well, and Dragon Pulse is an alternative if Salamence is the last Pokemon or if I want it to stay out. Otherwise, it's a hit and run Pokemon.

Ability: Torrent
EVs: 240 HP/216 Def./52 Spc. Attack
Nature: Relaxed
- Earthquake
- Surf
- Stealth Rock
- Stone Edge
Swampert is my general tank. Swampert can take hits very well when switching in to enemy attacks, particularly Heatran, and SR on the switch. The Spc. Attack Evs are to make Surf hit harder and to help distinguish it from other Bulky Ground types.

Ability: Sturdy
EVs: 252 HP/162 Attack/96 Def
Nature: Relaxed
- Rapid Spin
- Spikes
- Explosion
- Gyro Ball
Forretress has many roles on my team: First, absorb physical hits, such as an Outraging Garchomp or a Weavile's Ice Punch. Then, Spikes it on the switch. If I can, set up more Spikes or RS opponents' SR, TS, or Spikes away. Explode when it's low on HP or if I can't take out something with the others. And Gyro Ball effectively hits Gengars, Deoxys-e, and Weavile for heavy damage.

Ability: Poison Heal
EVs: 44 HP/252 Attack/212 Speed
Nature: Adamant
- Focus Punch
- Spore
- Substitute
- Seed Bomb
Breloom is often times the muscle on my team. With a BP'd Sub from Jolteon, Toxic Orb automatically activates, making it my status absorber. I can then Spore my opponents, set up a Sub, and then FP away. Seed Bomb is for what FP can't hit, and gets rid of Swampert too. Breloom is capable of destroying an entire team if an opponent isn't careful.

Ability: Levitate
EVs: 20 HP/252 Def./236 Spc. Attk.
Nature: Modest
- Thunder Wave
- Charge Beam
- Ice Beam
- Moonlight
Cresselia is my ultimate wall. It can come in on Gyarados, Garchomp, and many other fearsome Pokemon such as Infernape and shrug off attacks with ease. In the case of DD Gyara and Deoxys-e, I T-Wave it, and shut it down. Garchomp can't handle Ice Beams. T-Wave is a general effective crippler, and Charge Beam's Spc. Attk increase rate can help make Cresselia do more damge offensively. Moonlight heals it.
Want to know what the twist was? There's no Garchomp, Blissey, Gyarados, or Gengar in sight on my team. I try to avoid those guys when I make teams and think outside of the box with Standards.
My overall strategy is to first set up a Sub with Jolteon. Then, I can BP to Swampert, Forretress, or Breloom. I set up SR and pikes early to punish switching, and a BP'd sub to Breloom allows it to activate Toxic Orb. Cresselia and Forretress also take blows from sweepers I know the rest of my team can't handle, and Salamence is the trump card to Draco Meteor everything in sight, and then run away. Breloom can also support with Spore as well. Any input will be gladly appreciated.