






Forretress @ Leftovers *** Tin Strong
Ability: Sturdy
EVs: 252 HP/252 Def/4 SDef
Relaxed nature (+Def, -Spd)
- Spikes
- Toxic Spikes
- Rapid Spin
- Gyro Ball
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Spikes first turn puts pressure on my opponents switches right away. I usually don't lay down Toxic Spikes until I've scouted my opponents team; a lot of top Pt. threats are immune to them so it's usually not a good use of turns. Spinning is of the utmost priority when entry hazards are up, no question about it.
Forretress makes a surprisingly good lead in Platinum, especially with all the Trick leads. I don't mind a Scarf on this guy at all, since I'm Spiking first turn anyway. Rapid Spin takes one turn and then Forretress is out of there.
Max HP/Defense because I lack a Rock resist and want Forretress to be able to take Stone Edges if need be.

Rotom-w @ Choice Scarf *** Eyewash
Ability: Levitate
EVs: 252 HP/100 Def/156 SDef
Calm nature (+SDef, -Atk)
- Thunderbolt
- Hydro Pump
- Will-o-wisp
- Trick
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Replacing Nidoqueen is Rotom-h, who both serves as a spin blocker and a general annoyance to the opponents team with a couple of crippling moves. Tricking Choice Scarf gives me a way to stop set-up mons like CM Cresselia or Curselax.
Between Thunderbolt, Shadow Ball, and Will-o-wisp, Rotom-h is beating every spinner. The EVs are rather arbitrary but I focused a bit more on Special Defense so I'm able to take Starmie Surfs more easily, and because I have WoW to compensate for the physical side.
Rotom-h also gives me an added layer of protection against beasties like SD Luke with Ice Punch, Scizor sans Pursuit, and Mamoswine even.
EDIT: Replaced Oven Rotom with his washing machine counterpart. Shadow Ball didn't hit anything totally necessary and Hydro Pump hits Tyranitar and Heatran who otherwise would be able to switch in with relative impunity. It also hits Infernape who gives me trouble unless I have spot-on prediction (only sometimes).

Zapdos @ Leftovers *** Pop Song
Ability: Pressure
EVs: 252 HP/200 Def/16 Spd/40 SDef
Bold nature (+Def, -Atk)
- Thunderbolt
- Substitute
- Roost
- Roar
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Zapdos is the lifeblood of this team, and once entry hazards are down Zapdos is able to take an entire team down by itself.
Once I get Zapdos in safely (Scizor makes it oh so easy) I will almost always Substitute. After I'm safe behind a Sub I will proceed to stall out my opponent's PP, or I will Roar and hopefully rack up some Spikes/SR damage. SubRoost stalling drains Stone Edge PP quickly, which is a great help to my team.
Again, the EVs are a bit arbitrary. Max HP and near max Defense because most of the stuff Zapdos is countering is physical (Scizor, Metagross etcetera). I believe I put 16 EVs into Speed to outspeed max Speed Adamant Breloom so I can Sub up before it Leech Seeds or Spores me (though honestly I have more than enough to deal with Breloom lol). The rest went into Special Defense which I guess helps preserve my Sub against Flamethrower Blissey and the like.

Blissey @ Leftovers *** Darla
Ability: Natural Cure
EVs: 252 Def/80 SAtk/176 SDef
Calm nature (+SDef, -Atk)
- Wish
- Protect
- Flamethrower
- Stealth Rock
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What's a stall team without Blissey? Stops special attackers cold and passes around Wish for the rest of the team. Blissey usually switches in "to the tune of a free switch" so getting Stealth Rock down is never an issue. Flamethrower hits a lot of potential switch-ins: Scizor, Lucario, Metagross, Mamoswine. It also hits unsuspecting Forretress and Skarmory who might see Darla as set-up fodder. Protect works well with Wish, scouts for things like Explosion, and drains the PP of moves like Seed Flare, Fire Blast, Focus Blast, or Dynamicpunch.
Standard EVs not really tailored to a specific purpose as far as I know (surprise). Max Defense helps me take some physical hits if need be, big Special Defense because that's what she's here for, and the rest in Special Attack to give Flamethrower a boost.
I'm actually considering Serene Grace over Natural Cure. The extra chance for a burn with Flamethrower could come in handy and I can see the merit in letting Blissey keep a certain status, like taking regular poison before a second layer Toxic Spikes gets down or keeping a Heat Wave burn to protect from unwanted Sleep/Toxic.
darla, they've brought your eggs into my kitchen
i know you're wishin' your bones weren't so soft
but your cage is just too small to move in,
we're fucking groovin' in the city
it's a pity that you can't be groovin' too, boo.
Suicune @ Leftovers *** Cub
Ability: Pressure
EVs: 252 HP/156 Def/100 SDef
Bold nature (+Def, -Atk)
- Surf
- Ice Beam
- Rest
- Sleep Talk
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Cub is usually my go-to guy when Forretress has a dubious match-up. It often goes like this: I switch to Suicune on an Azelf Fire Blast, Azelf Stealth Rocks while I Surf for over half its HP, and I switch to Rotom on the Explosion.
Even though I have CM, I invested a few EVs in Special Defense for a few reasons. Suicune is usually my first switch into Heatran because of the possible threat of Explosion, and I will usually have to take a few Fire Blasts throughout the course of the match. Also, Suicune is my first switch into Salamence, and the Special Defense helps to take the odd Draco Meteor. Suicune lives through a DD LO Outrage from Salamence (even after SR damage) and OHKOs back with Ice Beam.
Suicune is also a reliable switch into Tyranitar and other Stone Edge users, despite the lack of a resist. At the very least, I can deplete some of that precious PP with Pressure.
Although I rarely get to set up Suicune, Cub is always ready to CM up against last mon stat-uppers (and thanks to Pressure + Rest, will usually come out on top.)
EDIT: Replaced Calm Mind with Sleep Talk now that I'm running Perish Song on Celebi. Perish Song now takes care of any endgame stat-uppers and Suicune is no longer a sitting duck (dog) while Resting.

Celebi @ Leftovers *** Evangeline
Ability: Natural Cure
EVs: 252 HP/156 Def/100 SDef
Bold nature (+Def, -Atk)
- Grass Knot
- Perish Song
- Recover
- Heal Bell
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Last but not least, Celebi serves as this team's cleric. This is especially important to Zapdos; an unwanted Toxic or Burn would make it a lot harder for Zapdos to just sit behind sub and stall. Leech Seed promotes switches, racking up residual damage in the process, and lets me pass healing around the team if I'm clever. Grass Knot and Recover are staples.
Again, arbitrary EVs. Some investment in Special Defense to better take Swampert Ice Beams or Zapdos Heat Waves.
Considering Perish Song over Leech Seed as Blissey can pass Wish and Perish Song forces switches just as well as Leech Seed does. Perish Song would also make it easier to deal with with opposing SubRoost Zapdos and CM Jirachi.
EDIT: Perish Song over Leech Seed gives me an alternate method of phasing and another way to deal with things that like to boost or hide behind Substitutes.
So that's Foreystall, slightly updated for Plat and working like a dream. This is by far my favorite team and it's quite fun to play with. It has great synergy, a gameplan for almost any threat, and I feel that neither a teamslot nor a moveslot is wasted on this team. Obviously I'm quite proud of this team but lack of a Rock resist could bite me in the ass. Usually I'm able to play around things like CB Tar by spreading damage around between Forretress and Suicune (and Zapdos if I can get it in safely) while trying to deplete Stone Edge's PP. I sort of foresee Sub/SD Rhyperior becoming more popular and I don't want to have to sacrifice Suicune just so I can get Celebi in, or vice versa. I just don't know what I would replace.
Thanks for reading!