
Registeel @ Leftovers
Ability: Clear Body
EVs: 252 HP/100 Atk/156 SDef
Careful nature (+SDef, -SAtk)
- Thunder Wave
- Stealth Rock
- Earthquake
- Iron Head
First guy up is my Registeel. Basic gist of this guy is to get up rocks early and paralyze something right off the bat to make it easier for something else to come in. Leads that usually screw this thing over are wierd things like Moltres or Blazekins. If i suspect a trick i usually either go to other pokes to counteract that. Iron head for nice STAB and I've found it very helpful in destroying Nasty Plot/CM Mismagius who want to try and set up on it.

Toxicroak (M) @ Life Orb/Wide Lens
Ability: Dry Skin
EVs: 4 HP/252 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- Swords Dance
- Stone Edge
- Cross Chop
- Sucker Punch
Strong physical attacker with the chance of setting up for a late game sweep. Also comes equipped with turbo priority ;). Anyway got your stab, SE for flyers as well though i generally only use SE for bulky ghosts or something thats paralyzed. I have had a little problem with Cross Chop and SE being unreliable with their poor accuracy so i was kinda thinking about swapping it for wide lens. Great toxic immunity to the team as well once Registeel goes down.

Arcanine (M) @ Leftovers
Ability: Intimidate
EVs: 240 HP/168 Def/72 Spd/28 SAtk
Bold nature (+Def, -Atk)
- Morning Sun
- Hidden Power [Ground]
- Will-o-wisp
- Flamethrower
A reliable defensive tank with instant recovery. With WoW and Intimidate i can usually come in on things who wanna SD or DD and WoW them making them effectively weaker. HP ground for poisons and fires. Flamethrower for STAB. Standard EVs on here though.

Tauros (M) @ Choice Band
Ability: Intimidate
EVs: 4 HP/252 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- Earthquake
- Zen Headbutt
- Stone Edge
- Return
Most likely the hardest hitting thing on my team. Return blasts things even if they resist. SE and EQ both for coverage on flyers and poisons respectively. I run Zen Headbutt on the last slot well lack of something else to put, but also serves a good purpose in late game sweeps where SE or EQ just doesn't have the coverage. Also can use Intimidate to my advantage and i don't hesitate to at all with it's rather alright defenses.

Altaria (M) @ Leftovers
Ability: Natural Cure
EVs: 252 HP/200 Def/56 SDef
Calm nature (+SDef, -Atk)
- Dragon Pulse
- Flamethrower
- Toxic
- Roost
Bulky Altaria on this team serves as a ground immunity (seeing as both Arcanine and Registeel are weak to it), as well as something to take down walls with toxic. Before this i had Duscolops but i like this better as it can take status's recover off SR damage with roost. Also has decent coverage with Flamethrower and Dragon pulse being able to hit things that resist the toxic.

Alakazam (M) @ Choice Specs
Ability: Inner Focus
EVs: 4 HP/252 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Psychic
- Trick
- Focus Blast
- Shadow Ball
This thing is awesome for my team because along with all the status problems flying around the opponent has to worry about being tricked with specs as well. If something like Drapion comes in expecting a Psychic well now it has specs and i have my coverage. Can also deal massssive damage early game with a strong STAB psychic. Focus blast for normal or slower dark types who don't have sucker punch. I had hidden power over Shadow Ball at first but i realized i got walled by Claydol who has a chance of getting 2hko'd by specs Shadow Ball.
Anyway thats the team, be sure to rate! :D