OK I'm still new to this competitive thing, I've spent most of my time figuring out how to train Pokes properly and not been going into that much about strat. I'm pretty good but not good enough to give you a run down of what all my Pokes do for me, please help and suggest how I can make this team stronger, it pwns given the chance but gets raped if things go array. I need ways to be able to come back or stop things that would suggest Game Over from happening. Hell it might be a great team I’m just crap at using it.
Glory (Starmie) @ Leftovers
Ability: Natural Cure
EVs: 160 HP/216 Spd/132 SAtk
Timid nature (+Spd, -Atk)
- Rapid Spin
- Surf
- Thunderbolt
- Recover
Glory is just my Spinner, gets rid of Rocks and stuff, which can really tear my team to shreds if I switch too much. I chose Thunderbolt over Ice Beam cos I needed a Gyrados counter because I wasn't able to deal with DD Gyradose without him (seriously they all got like 5 DDs then stroked everything). Surf is just STAB and kills un-scarfed Infernape or at least dents it. Recover is there to do what it says on the tin but I'm thinking about chucking it for Ice Beam because it's use has been minimal.
Bently (Breloom) @ Toxic Orb
Ability: Poison Heal
EVs: 4 HP/252 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- Spore
- Seed Bomb
- Focus Punch
- Substitute
Bently is Breloom and nothing but the pain in the ass to some teams that he is. I've been thinking of swaping Seed Bomb for something like Ice Punch so that I can still take on a switch in Zapdos when it tries to wall me.
Jazz (Weavile) @ Life Orb
Ability: Pressure
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Ice Shard
- Ice Punch
- Night Slash
- Brick Break
Jazz is also simple to use, which is what I like about the first three of my Pokes. The Ice Shard and Ice Punch combo has surprised a few Shedninjas however a miss predict has lead it to fall foul to them also. Ice Shard is a great move and it's come in handy to no end where I don't dear to switch out on something like Areodactyl. Jazz also deals with pesky Ghosts that would other wise switch into Starmie's Spin however it takes a nasty knock from the main thing that I want to clear from the field.
Sullivan (Dusknoir) @ Leftovers
Ability: Pressure
EVs: 252 HP/252 Def/4 SDef
Impish nature (+SDef, -SAtk)
- Pain Split
- Will-o-wisp
- Earthquake
- Ice Punch
Sullivan is also cheap but mine seems to have one difference to most as it lacks Shadow Sneak (at least most people ask why I don't have it anyway). My answer to them is that it's a great move for dealing with Heatrans that try to switch in on a Will O Wisp. Ice Punch is the best out of all the Punches too ass Thunder Punch lacks the necessary speed and Fire Punch isn't all that useful anyhow.
Zyphera (Salamence) @ Liechi Berry
Ability: Intimidate
EVs: 120 HP/252 Atk/136 Spd
Adamant nature (+Atk, -SAtk)
- Dragon Dance
- Substitute
- Dragon Claw
- Earthquake
Zyphera, my Sub DD Mence of my own creation is probably my favorite Poke and has torn through teams plenty of times. I Sub and DD as many times as I can then slap away the rest of the team. It sounds good when said that way but more often than not I can't send him out safely. Sometimes I know when something is switched in it's going to Roar me so I hit it befor I leave but it's still a pain. The Liechi is useful as I can Sub to it if nesseccery and get a nice boost or I get the boost as another bonuse. Sub also is great for protecting against an Explosion when they think will kill something of mine after Dusk is dead.
Cyrine (Blissey) @ Leftovers
Ability: Natural Cure
EVs: 252 HP/252 Def/4 SDef
Bold nature (+Def, -Atk)
- Thunder Wave
- Counter
- Seismic Toss
- Softboiled
Counter Bliss, oh Counter Bliss I could not live without you. I actually thought about using Counter myself but obviously others were going to think of it before me. It's just use full to defend slow things down so I can finish them of with something else or Counter kill a scarf or something.
I use this team on Shoddy but it's also my IRL team for WiFi. Oh and how's my avi? n_n

Glory (Starmie) @ Leftovers
Ability: Natural Cure
EVs: 160 HP/216 Spd/132 SAtk
Timid nature (+Spd, -Atk)
- Rapid Spin
- Surf
- Thunderbolt
- Recover
Glory is just my Spinner, gets rid of Rocks and stuff, which can really tear my team to shreds if I switch too much. I chose Thunderbolt over Ice Beam cos I needed a Gyrados counter because I wasn't able to deal with DD Gyradose without him (seriously they all got like 5 DDs then stroked everything). Surf is just STAB and kills un-scarfed Infernape or at least dents it. Recover is there to do what it says on the tin but I'm thinking about chucking it for Ice Beam because it's use has been minimal.

Bently (Breloom) @ Toxic Orb
Ability: Poison Heal
EVs: 4 HP/252 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- Spore
- Seed Bomb
- Focus Punch
- Substitute
Bently is Breloom and nothing but the pain in the ass to some teams that he is. I've been thinking of swaping Seed Bomb for something like Ice Punch so that I can still take on a switch in Zapdos when it tries to wall me.

Jazz (Weavile) @ Life Orb
Ability: Pressure
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Ice Shard
- Ice Punch
- Night Slash
- Brick Break
Jazz is also simple to use, which is what I like about the first three of my Pokes. The Ice Shard and Ice Punch combo has surprised a few Shedninjas however a miss predict has lead it to fall foul to them also. Ice Shard is a great move and it's come in handy to no end where I don't dear to switch out on something like Areodactyl. Jazz also deals with pesky Ghosts that would other wise switch into Starmie's Spin however it takes a nasty knock from the main thing that I want to clear from the field.

Sullivan (Dusknoir) @ Leftovers
Ability: Pressure
EVs: 252 HP/252 Def/4 SDef
Impish nature (+SDef, -SAtk)
- Pain Split
- Will-o-wisp
- Earthquake
- Ice Punch
Sullivan is also cheap but mine seems to have one difference to most as it lacks Shadow Sneak (at least most people ask why I don't have it anyway). My answer to them is that it's a great move for dealing with Heatrans that try to switch in on a Will O Wisp. Ice Punch is the best out of all the Punches too ass Thunder Punch lacks the necessary speed and Fire Punch isn't all that useful anyhow.

Zyphera (Salamence) @ Liechi Berry
Ability: Intimidate
EVs: 120 HP/252 Atk/136 Spd
Adamant nature (+Atk, -SAtk)
- Dragon Dance
- Substitute
- Dragon Claw
- Earthquake
Zyphera, my Sub DD Mence of my own creation is probably my favorite Poke and has torn through teams plenty of times. I Sub and DD as many times as I can then slap away the rest of the team. It sounds good when said that way but more often than not I can't send him out safely. Sometimes I know when something is switched in it's going to Roar me so I hit it befor I leave but it's still a pain. The Liechi is useful as I can Sub to it if nesseccery and get a nice boost or I get the boost as another bonuse. Sub also is great for protecting against an Explosion when they think will kill something of mine after Dusk is dead.

Cyrine (Blissey) @ Leftovers
Ability: Natural Cure
EVs: 252 HP/252 Def/4 SDef
Bold nature (+Def, -Atk)
- Thunder Wave
- Counter
- Seismic Toss
- Softboiled
Counter Bliss, oh Counter Bliss I could not live without you. I actually thought about using Counter myself but obviously others were going to think of it before me. It's just use full to defend slow things down so I can finish them of with something else or Counter kill a scarf or something.
I use this team on Shoddy but it's also my IRL team for WiFi. Oh and how's my avi? n_n