I don't know how to post the pics but i've got the descriptions ready.
Metagross @ Occa Berry
Ability:Clear Body
Ev's: 252 Hp/236 Atk/20 Def
Adamant Nature (+Atk/-SAtk)
Bullet Punch
Thunderpunch
Earthquake
Stealth Rock
The current leader of my team, it functions very well, especially against Aerodactyl and Azelf leads, Thunderpunch is usually the first attack against an opposing leader (unless of course it's something that can resist electricity or another Metagross) and is also a nice suprise on unsuspecting Gyarados that enter the field, Bullet Punch follows up Thunderpunch to help take faster leaders out and is there for a stab move, Stealth rock is there for inflicting pain on the enemy and Earthquake is for any fire pokemon or opposing steel pokemon that may enter, thanks to the occa berry no fire pokemon can OHKO this Metagross unless it also welds a berry of it's own or a Focus Sash, but in which case Bullet Punch would terminate it.
Infernape (M) @ Life Orb
Ability:Blaze
Ev's:252 SpA/192 Spe/64 Atk
Naive Nature(+Spd/-SDef)
Close Combat
Grass Knot
Hidden Power Ice
Fire Blast
One of two mixed fighters in my line up, Thanks to the power of the Life Orb it's attacks do severe damage to the enemy, Close Combat has enough attack investment backing it to take down anything fighting beats like Blissey and Snorlax, Grass Knot drops Swampert and other water threats that might enter, Hidden Power Ice deals with Dragon and Flying Pokemon easily and Fire Blast is there for special stab, dealing with grass and steel pokemon easily, I won't deny though that his speed is lower than most other Infernapes which can let it down sometimes, but against anything else this guy is pretty solid.
Jolteon (M) @ Choice Specs
Ability:Volt Absorb
Evs:252 Spd/252 SAtk/ 4 hp
Timid Nature (+Spd/-Atk)
Thunderbolt
Hidden Power Grass
Shadow Ball
Heal Bell
One of my two choicers, and a deadly force to be reckoned with if nothing is left to resist it, the Choice Specs make Thunderbolt a deadly weapon of mass destruction capable of droping most anything after taking stealth rock damage that doesn't resist electricity, Shadow Ball and Hidden Power Grass are there for dealing with other types that might enter the battlefeild, Heal Bell is there in case i run into a team that overuses status moves like toxic or wil-o-wisp, this pokemon has been pretty solid so far, however I do feel that the choice specs while boosting it's power and making it's moves instant death for most who face it, let it down in terms of versitility
Salamance (F) @ Choice Scarf
Ability:Intimidate
Evs: 112 Atk/180Spd/216 SAtk
Rash Nature(+SAtk/-SDef)
Draco Meteor
Fire Blast
Earthquake
Outrage
My second Choicer, this one functions well as a dual mixer like Infernape, Fire Blast works just as well as Napes does, Outrage and Earthquake also have enough force to take down anything without good defense or they just flat out type trump, Draco Meteor however i've never been sure about on this set, although it does OHKO most other dragons like Latias, other Salamance and Dragonites in a single hit, anything else tends to survive and counter strike rather easily, still it's other moves help it out tremendiously in battle, and it is a very solid contender.
Tyranitar (M) @ Leftovers
Ability:Sand Stream
Evs: 252 Spd/ 252 Atk/ 4 Def
Jolly Nature (+Spd/-SAtk)
Stone Edge
Fire Punch
Crunch
Dragon Dance
To be honest I don't like using this guy that often but he gets the job done more times than not, after one Dragon Dance it can outrun most of it's threats and pumel them in with it's moves, Stone Edge can take out flying pokemon, and even opposing Rock's that aren't part Ground, Fire Punch deals with Scizor and other steel types, and Crunch deals with Psychic's (especially a little annoying pixie.) and also damages other threats that don't resist it, the flaw of this guy is blantant, it's ability hurts half the team more than helping it, although after a couple of dragon dances it don't matter most of the time.
Swampert (M) @ Leftovers
Ability:Torrent
Evs: 240 Hp/ 216 def/ 52 SAtk
Relaxed Nature (+Def/-Spd)
Earthquake
Hydro Pump
Ice Beam
Yawn.
The final member of this team, it's bulkiness helps out greatly against most threats, of course their are exceptions like choice specing draco meteor's from Salamance, Dragonite and Latias, but it can handle pretty much anything else, other than Grass attacks of course, Hydro Pump and Ice Beam do enough damage to the things they type trump, Earthquake is there for physicality, and Yawn is well..just there, to be honest i'm not sure even now why I gave it Yawn, but then again when I ran Roar, I was usually taunted most of the time and never able to use it, with Yawn I can force switches of dragon dances or other pokemon that need to stay awake to do thier dirty work, overall it's still a solid choice.
Well there is my team, it has earned me several victories over at Gamefaqs (i'd battle here but i'm nervous to do so.) and has been solid ever since I made it, tell me what you think of it, and I don't mind critiscism at all.
Metagross @ Occa Berry
Ability:Clear Body
Ev's: 252 Hp/236 Atk/20 Def
Adamant Nature (+Atk/-SAtk)
Bullet Punch
Thunderpunch
Earthquake
Stealth Rock
The current leader of my team, it functions very well, especially against Aerodactyl and Azelf leads, Thunderpunch is usually the first attack against an opposing leader (unless of course it's something that can resist electricity or another Metagross) and is also a nice suprise on unsuspecting Gyarados that enter the field, Bullet Punch follows up Thunderpunch to help take faster leaders out and is there for a stab move, Stealth rock is there for inflicting pain on the enemy and Earthquake is for any fire pokemon or opposing steel pokemon that may enter, thanks to the occa berry no fire pokemon can OHKO this Metagross unless it also welds a berry of it's own or a Focus Sash, but in which case Bullet Punch would terminate it.
Infernape (M) @ Life Orb
Ability:Blaze
Ev's:252 SpA/192 Spe/64 Atk
Naive Nature(+Spd/-SDef)
Close Combat
Grass Knot
Hidden Power Ice
Fire Blast
One of two mixed fighters in my line up, Thanks to the power of the Life Orb it's attacks do severe damage to the enemy, Close Combat has enough attack investment backing it to take down anything fighting beats like Blissey and Snorlax, Grass Knot drops Swampert and other water threats that might enter, Hidden Power Ice deals with Dragon and Flying Pokemon easily and Fire Blast is there for special stab, dealing with grass and steel pokemon easily, I won't deny though that his speed is lower than most other Infernapes which can let it down sometimes, but against anything else this guy is pretty solid.
Jolteon (M) @ Choice Specs
Ability:Volt Absorb
Evs:252 Spd/252 SAtk/ 4 hp
Timid Nature (+Spd/-Atk)
Thunderbolt
Hidden Power Grass
Shadow Ball
Heal Bell
One of my two choicers, and a deadly force to be reckoned with if nothing is left to resist it, the Choice Specs make Thunderbolt a deadly weapon of mass destruction capable of droping most anything after taking stealth rock damage that doesn't resist electricity, Shadow Ball and Hidden Power Grass are there for dealing with other types that might enter the battlefeild, Heal Bell is there in case i run into a team that overuses status moves like toxic or wil-o-wisp, this pokemon has been pretty solid so far, however I do feel that the choice specs while boosting it's power and making it's moves instant death for most who face it, let it down in terms of versitility
Salamance (F) @ Choice Scarf
Ability:Intimidate
Evs: 112 Atk/180Spd/216 SAtk
Rash Nature(+SAtk/-SDef)
Draco Meteor
Fire Blast
Earthquake
Outrage
My second Choicer, this one functions well as a dual mixer like Infernape, Fire Blast works just as well as Napes does, Outrage and Earthquake also have enough force to take down anything without good defense or they just flat out type trump, Draco Meteor however i've never been sure about on this set, although it does OHKO most other dragons like Latias, other Salamance and Dragonites in a single hit, anything else tends to survive and counter strike rather easily, still it's other moves help it out tremendiously in battle, and it is a very solid contender.
Tyranitar (M) @ Leftovers
Ability:Sand Stream
Evs: 252 Spd/ 252 Atk/ 4 Def
Jolly Nature (+Spd/-SAtk)
Stone Edge
Fire Punch
Crunch
Dragon Dance
To be honest I don't like using this guy that often but he gets the job done more times than not, after one Dragon Dance it can outrun most of it's threats and pumel them in with it's moves, Stone Edge can take out flying pokemon, and even opposing Rock's that aren't part Ground, Fire Punch deals with Scizor and other steel types, and Crunch deals with Psychic's (especially a little annoying pixie.) and also damages other threats that don't resist it, the flaw of this guy is blantant, it's ability hurts half the team more than helping it, although after a couple of dragon dances it don't matter most of the time.
Swampert (M) @ Leftovers
Ability:Torrent
Evs: 240 Hp/ 216 def/ 52 SAtk
Relaxed Nature (+Def/-Spd)
Earthquake
Hydro Pump
Ice Beam
Yawn.
The final member of this team, it's bulkiness helps out greatly against most threats, of course their are exceptions like choice specing draco meteor's from Salamance, Dragonite and Latias, but it can handle pretty much anything else, other than Grass attacks of course, Hydro Pump and Ice Beam do enough damage to the things they type trump, Earthquake is there for physicality, and Yawn is well..just there, to be honest i'm not sure even now why I gave it Yawn, but then again when I ran Roar, I was usually taunted most of the time and never able to use it, with Yawn I can force switches of dragon dances or other pokemon that need to stay awake to do thier dirty work, overall it's still a solid choice.
Well there is my team, it has earned me several victories over at Gamefaqs (i'd battle here but i'm nervous to do so.) and has been solid ever since I made it, tell me what you think of it, and I don't mind critiscism at all.