This is my newer team, please look at this one now.
This team looks alot better than my last one did.
New Leader
Swampert@Leftovers
Ability:Torrent
Evs:252 Hp, 252 Def, 4 Atk.
Nature:Relaxed (+Def, -Spe)
Stealth Rock
Earthquake
Ice Beam
Protect
My new Leader, sure it doesn't have a water attack, but it doesn't need one, Ice Beam deals with Dragons or flying types that enter as i wouldn't leave it in against a grass pokemon, protect is for scouting and of course Stealth rock is there to be set up to cripple the enemy team.
Striker one
Salamance:@ Life Orb
Ability:Intimidate
Evs:80 Atk, 252 Spe, 176 SpA
Hasty nature(+Spe,-Def)
Draco Meteor
Fire Blast
Earthquake
Crunch
one of my two mixed strikers, Draco Meteor can do some crippling damage to anything with weak special defense or other dragons, Fire Blast takes care of steel and Grass pokemon, Earthquake helps in that as well as being a powerful physical move, and Crunch is a nice suprise to use on psychic pokemon that enter the battlefield.
Striker two
Infernape@Life Orb
Ability:Blaze
Evs:252 Atk, 192 Spe, 64SpA
Naive nature(+Spe, -SpD)
Close Combat
Mach Punch
Overheat
U-Turn
Like above this one also uses the life orb for power boosting, U-turn is for scouting, Close Combat is the main attacking move of this set with Mach Punch there to handle other Infernape's as well as Lucario's, Overheat is there for a fire attack and has just enough power to knock out most grass pokemon including Celebii in a single shot.
The Annoyer/Cleric
Clefable@leftovers
Ability:Magic Gaurd
Evs; 252 hp, 252 SpD, 4 Spe
Calm Nature(+SpD, -Atk)
Seismic Toss
Thunder wave
Softboiled
Heal Bell
Quite possibly the first pokemon to make me nearly die laughing as you can burn it, poison it, leech seed it, hail it, sandstorm it and what happens NOTHING!!!, only paralys and sleep can stop this monster as well as ghosts since it doesn't have a move able to hit them, I opted for Seismic toss as given the pokemon's weak movepool it was the best thing to do, sure it does only set damage but it's better than nothing, Thunder Wave shuts down opposing pokemon easily unless it gets taunted, Softboiled is there for healing itself while healbell deals with removing status conditions from any others who have gotten them.
Ride the Lightning.
Jolteon@Choice Specs
Ability:Volt Absorb
Evs:252 Spe, 252 SpA, 4 hp
Timid Nature:(+Spe, -Atk)
Thunderbolt
Shadow Ball
Hidden power [grass]
Signal Beam/Baton Pass
Anything that isn't can't absorb electricity, is Blissey or Ground should be deathly afraid of this thing as it can 2hko nearly anything else with thunderbolt, Shadow Ball picks off ghost pokemon as well as psychic's, and Hidden Power Grass deals with most ground and water pokemon including Swampert, one of this things main banes, however i've had trouble thinking of a good move for the last slot, I thought about signal beam but after actually using the move in battle unless it's used on a grass/psychic/dark pokemon it doesn't do squat to anything else so i've been thinking of replacing it, Baton Pass maybe but I don't see what purpose that would serve.
Destroyer.
Azelf@Choice Scarf
Ability:Levitate
Evs: 40 Atk, 252 SpA, 216 Spe
Naive nature (+Spe, -SpD)
Trick
Explosion
Flamethrower
Grass knot
If all else fails I come to this one, Trick is useful to mess up those bulky defenders who rely on Leftovers, Flamethrower and Grass Knot cover many threats and Explosion is used if it comes to the point where Azelf is about to die, i'll take the enemy down with me.
I think i'm getting the dyamic thing down alot better now, since i had that battle of eligtenment over at gamefaqs, so what do you think of this team, and again i'm sorry for the lack of pictures, I don't know where to find them.
This team looks alot better than my last one did.
New Leader
Swampert@Leftovers
Ability:Torrent
Evs:252 Hp, 252 Def, 4 Atk.
Nature:Relaxed (+Def, -Spe)
Stealth Rock
Earthquake
Ice Beam
Protect
My new Leader, sure it doesn't have a water attack, but it doesn't need one, Ice Beam deals with Dragons or flying types that enter as i wouldn't leave it in against a grass pokemon, protect is for scouting and of course Stealth rock is there to be set up to cripple the enemy team.
Striker one
Salamance:@ Life Orb
Ability:Intimidate
Evs:80 Atk, 252 Spe, 176 SpA
Hasty nature(+Spe,-Def)
Draco Meteor
Fire Blast
Earthquake
Crunch
one of my two mixed strikers, Draco Meteor can do some crippling damage to anything with weak special defense or other dragons, Fire Blast takes care of steel and Grass pokemon, Earthquake helps in that as well as being a powerful physical move, and Crunch is a nice suprise to use on psychic pokemon that enter the battlefield.
Striker two
Infernape@Life Orb
Ability:Blaze
Evs:252 Atk, 192 Spe, 64SpA
Naive nature(+Spe, -SpD)
Close Combat
Mach Punch
Overheat
U-Turn
Like above this one also uses the life orb for power boosting, U-turn is for scouting, Close Combat is the main attacking move of this set with Mach Punch there to handle other Infernape's as well as Lucario's, Overheat is there for a fire attack and has just enough power to knock out most grass pokemon including Celebii in a single shot.
The Annoyer/Cleric
Clefable@leftovers
Ability:Magic Gaurd
Evs; 252 hp, 252 SpD, 4 Spe
Calm Nature(+SpD, -Atk)
Seismic Toss
Thunder wave
Softboiled
Heal Bell
Quite possibly the first pokemon to make me nearly die laughing as you can burn it, poison it, leech seed it, hail it, sandstorm it and what happens NOTHING!!!, only paralys and sleep can stop this monster as well as ghosts since it doesn't have a move able to hit them, I opted for Seismic toss as given the pokemon's weak movepool it was the best thing to do, sure it does only set damage but it's better than nothing, Thunder Wave shuts down opposing pokemon easily unless it gets taunted, Softboiled is there for healing itself while healbell deals with removing status conditions from any others who have gotten them.
Ride the Lightning.
Jolteon@Choice Specs
Ability:Volt Absorb
Evs:252 Spe, 252 SpA, 4 hp
Timid Nature:(+Spe, -Atk)
Thunderbolt
Shadow Ball
Hidden power [grass]
Signal Beam/Baton Pass
Anything that isn't can't absorb electricity, is Blissey or Ground should be deathly afraid of this thing as it can 2hko nearly anything else with thunderbolt, Shadow Ball picks off ghost pokemon as well as psychic's, and Hidden Power Grass deals with most ground and water pokemon including Swampert, one of this things main banes, however i've had trouble thinking of a good move for the last slot, I thought about signal beam but after actually using the move in battle unless it's used on a grass/psychic/dark pokemon it doesn't do squat to anything else so i've been thinking of replacing it, Baton Pass maybe but I don't see what purpose that would serve.
Destroyer.
Azelf@Choice Scarf
Ability:Levitate
Evs: 40 Atk, 252 SpA, 216 Spe
Naive nature (+Spe, -SpD)
Trick
Explosion
Flamethrower
Grass knot
If all else fails I come to this one, Trick is useful to mess up those bulky defenders who rely on Leftovers, Flamethrower and Grass Knot cover many threats and Explosion is used if it comes to the point where Azelf is about to die, i'll take the enemy down with me.
I think i'm getting the dyamic thing down alot better now, since i had that battle of eligtenment over at gamefaqs, so what do you think of this team, and again i'm sorry for the lack of pictures, I don't know where to find them.