Introduction: At first this was just a really dumb random team I made in literally five minutes to get some quick fun. It ended up being a lot of fun but some of the choices, such as Drifblim existing solely for the purpose of baton passing one Stockpile, were obvioulsy not to be taken seriously. Since it was a lot of fun and I ended up winning more with it than I usually do I decided to make it again only with slightly more serious ideas behind it. The goal is to spam residual damage at my opponent and then use Alakazam to finish off whatever is left on their team (often 3 or 4 pokemon).
TEAM ALAKAWHAM AT A GLANCE:
Stealth Rock / Explode / Priority
Metagross (M) @ Occa Berry
Ability: Clear Body
EVs: 252 HP / 232 Atk / 12 Def / 12 Spe
Nature: Adamant (+Atk, -SpA)
-Meteor Mash
-Bullet Punch
-Stealth Rock
-Explosion
Overview: Originally when I made my team I used Ambipom as my lead, but not having a lead to get stealth rock up wasn't a very good idea. Occa berry is to survive fire attacks of course. I used a Metagross with Earthquake for a while and while it's a great move I think it is only a great move if used together with coverage for flying type pokemon. I gave Metagross Meteor Mash for more attacking and killing opportunities (such as against Azelf, the most common lead). Bullet Punch is a very useful priority move of course. While normally beating the crap out of my opponent right away is the way to go, with this team Stealth Rock has a lot more priority. Explosion is an obvious choice and can often be used later to kill a pokemon or do significant damage to one. I gave my Metagross one more speed point than normal because Metagross is a pretty common lead and I think it's worth the stupid attack point to get an early lead in about 7% or so of the games I play. It should be noted that Bullet Punch can save your life should your opponent set up a deadly sweep. Considering my focus on residual damage and the fact that sweepers will likely carry Life Orb, STAB Bullet Punch could probably save my life quite often.
Spiker / Phazer
Skarmory (M) @ Leftovers
Ability: Keen Eye
EVs: 252 HP / 64 Atk / 176 Def / 16 Spe
Nature: Impish (+Def, -SpA)
-Brave Bird
-Spikes
-Roost
-Whirlwind
Overview: Magnezone can be my guest and take out my Skarmory. I'm really not that worried about him and if he does show up I can usually just switch into Tyranitar or something and things won't be so bad (and of course I'll still get one layer of spikes). Spikes are here to help increase residual damage on the team and Whirlwind is useful to Phaze and maybe, if I'm lucky, do a bit of shuffling (although that's not a goal). Roost is to heal of course and I chose Brave Bird for STAB so I could severely injure one pokemon or maybe even get a KO. Chances are I won't use it more than once so I don't care much about the 10% damage.
The Powerhouse
Salamence @ Choice Band
Ability: Intimidate
EVs: 248 Atk / 8 SpA / 252 Spe
Nature: Naive (+Spe, -SpD)
-Outrage
-Fire Blast
-Earthquake
-Aqua Tail
Overview: This thing, fragile as it may be, is usually used as a suicidal offensive attack to remove key members of my opponent's team and make it more difficult to work around my game plan. Outrage kills just about anything except bulky defensive steel types, which Fire blast handles. Earthquake can be a good choice but only if there are no flying types on my opponent's team. Aqua Tail is a good move against ground type.
The Shuffler
Hippowdon (M) @ Leftovers
Ability: Sand Stream
EVs: 176 HP / 84 Def / 248 SpD
Nature: Impish (+Def, -SpA)
-Stockpile
-Slack Off
-Roar
-Earthquake
Overview: My goal here is to become indestructible and then use Roar until my opponent's team is severely damaged or even completely dead. For that reason I chose Stockpile over Curse. I still put Earthquake on this set because it is often dangerous to rely on a pokemon set that has absolutely no offensive capabilities as I discovered on my previous version of this team that used Stealth Rock. I would have liked to run Hippowdon as a lead but I really wanted to use this set because it is really one of the main points of this team and has won me many games. Occasionally a really strong pokemon like Machamp will take this thing out but other than that this thing has to either be sweeped quickly or statused. In the case of the latter I have Earthquake to make sure Hippowdon isn't a waste before he dies.
Sleep Talker / Anti-Spin
Rotom-W @ Leftovers
Ability: Levitate
EVs: 252 HP / 136 Def / 120 SpD
Nature: Calm (+SpD, -Atk)
-Rest
-Sleep Talk
-Discharge
-Hydro Pump
Overview: I go to this guy primarily when I fear a fighting attack or a rapid spin. I needed a slot on the team for a ghost type since I'm running Stealth Rock and Spikes and I chose Rotom-W because of his great defenses and offensive capabilities. So far he has proven to be a very well-rounded player in the team and can help out against just about anything.
Revenge Killer / Sweeper
Infernape (M) @ Choice Scarf
Ability: Blaze
EVs: 24 Atk / 252 SpA / 232 Spe
Nature: Rash (+SpA, -SpD)
-Fire Blast
-Close Combat
-Hidden Power [Ice]
-U-Turn
Overview: Infernape is my end game sweeper and revenge killer. He offers a wide range of attacks with brutal power and blistering speed. He can usually find one move to finish off my opponents team or at least do serious damage to things with Fire Blast and Close Combat. Hidden Power [Ice] is a worse choice usually but can be useful. U-Turn is for scouting and might provide me a good chance to switch into Hippowdon.






Stealth Rock / Explode / Priority

Metagross (M) @ Occa Berry
Ability: Clear Body
EVs: 252 HP / 232 Atk / 12 Def / 12 Spe
Nature: Adamant (+Atk, -SpA)
-Meteor Mash
-Bullet Punch
-Stealth Rock
-Explosion
Overview: Originally when I made my team I used Ambipom as my lead, but not having a lead to get stealth rock up wasn't a very good idea. Occa berry is to survive fire attacks of course. I used a Metagross with Earthquake for a while and while it's a great move I think it is only a great move if used together with coverage for flying type pokemon. I gave Metagross Meteor Mash for more attacking and killing opportunities (such as against Azelf, the most common lead). Bullet Punch is a very useful priority move of course. While normally beating the crap out of my opponent right away is the way to go, with this team Stealth Rock has a lot more priority. Explosion is an obvious choice and can often be used later to kill a pokemon or do significant damage to one. I gave my Metagross one more speed point than normal because Metagross is a pretty common lead and I think it's worth the stupid attack point to get an early lead in about 7% or so of the games I play. It should be noted that Bullet Punch can save your life should your opponent set up a deadly sweep. Considering my focus on residual damage and the fact that sweepers will likely carry Life Orb, STAB Bullet Punch could probably save my life quite often.
Spiker / Phazer

Skarmory (M) @ Leftovers
Ability: Keen Eye
EVs: 252 HP / 64 Atk / 176 Def / 16 Spe
Nature: Impish (+Def, -SpA)
-Brave Bird
-Spikes
-Roost
-Whirlwind
Overview: Magnezone can be my guest and take out my Skarmory. I'm really not that worried about him and if he does show up I can usually just switch into Tyranitar or something and things won't be so bad (and of course I'll still get one layer of spikes). Spikes are here to help increase residual damage on the team and Whirlwind is useful to Phaze and maybe, if I'm lucky, do a bit of shuffling (although that's not a goal). Roost is to heal of course and I chose Brave Bird for STAB so I could severely injure one pokemon or maybe even get a KO. Chances are I won't use it more than once so I don't care much about the 10% damage.
The Powerhouse

Salamence @ Choice Band
Ability: Intimidate
EVs: 248 Atk / 8 SpA / 252 Spe
Nature: Naive (+Spe, -SpD)
-Outrage
-Fire Blast
-Earthquake
-Aqua Tail
Overview: This thing, fragile as it may be, is usually used as a suicidal offensive attack to remove key members of my opponent's team and make it more difficult to work around my game plan. Outrage kills just about anything except bulky defensive steel types, which Fire blast handles. Earthquake can be a good choice but only if there are no flying types on my opponent's team. Aqua Tail is a good move against ground type.
The Shuffler

Hippowdon (M) @ Leftovers
Ability: Sand Stream
EVs: 176 HP / 84 Def / 248 SpD
Nature: Impish (+Def, -SpA)
-Stockpile
-Slack Off
-Roar
-Earthquake
Overview: My goal here is to become indestructible and then use Roar until my opponent's team is severely damaged or even completely dead. For that reason I chose Stockpile over Curse. I still put Earthquake on this set because it is often dangerous to rely on a pokemon set that has absolutely no offensive capabilities as I discovered on my previous version of this team that used Stealth Rock. I would have liked to run Hippowdon as a lead but I really wanted to use this set because it is really one of the main points of this team and has won me many games. Occasionally a really strong pokemon like Machamp will take this thing out but other than that this thing has to either be sweeped quickly or statused. In the case of the latter I have Earthquake to make sure Hippowdon isn't a waste before he dies.
Sleep Talker / Anti-Spin

Rotom-W @ Leftovers
Ability: Levitate
EVs: 252 HP / 136 Def / 120 SpD
Nature: Calm (+SpD, -Atk)
-Rest
-Sleep Talk
-Discharge
-Hydro Pump
Overview: I go to this guy primarily when I fear a fighting attack or a rapid spin. I needed a slot on the team for a ghost type since I'm running Stealth Rock and Spikes and I chose Rotom-W because of his great defenses and offensive capabilities. So far he has proven to be a very well-rounded player in the team and can help out against just about anything.
Revenge Killer / Sweeper

Infernape (M) @ Choice Scarf
Ability: Blaze
EVs: 24 Atk / 252 SpA / 232 Spe
Nature: Rash (+SpA, -SpD)
-Fire Blast
-Close Combat
-Hidden Power [Ice]
-U-Turn
Overview: Infernape is my end game sweeper and revenge killer. He offers a wide range of attacks with brutal power and blistering speed. He can usually find one move to finish off my opponents team or at least do serious damage to things with Fire Blast and Close Combat. Hidden Power [Ice] is a worse choice usually but can be useful. U-Turn is for scouting and might provide me a good chance to switch into Hippowdon.
Suggestions, criticisms, and comments are welcome! Thank you.