Something you might want to note: I'm too lazy to breed without a Ditto, therefore I don't use Dream World abilities, Egg moves for female only species or the correct Hidden Power.
Manectric
Choice Scarf
Lightningrod ability
Timid nature
[4 DEF, 252 SP ATK, 252 SPD]
Switcheroo
Volt Change/Thunderbolt
Overheat/Flamethrower
Bark Out
Manectric got such a large boost! The fact that Lightningrod increases your special attack is amazing however, the fact that you can see each other's teams at the start doesn't help because the fact that they see it and Starmie together makes it clear what the strategy is. Anyways, with this choice set, Switcheroo is a given and doesn't need explaining. Overheat has more power but the drop in special attack sort of makes Flamethrower more favorable. Volt Change allows for a hit and run strategy that works well but not that well with the boost from Lightningrod so Thunderbolt also looks nicer. As I stated before, I'm too lazy to get the right Hidden Power and that is why I use Bark Out which decreases the foe's special attack which is somewhat useful.
Starmie
Life Orb
Natural Cure ability
Timid nature
[252 SP ATK, 4 SP DEF, 252 SPD]
Boiling Water
Thunderbolt
Psycho Shock
Rapid Spin/Recover
Starmie is the same as it always was however this one is a bit more defensive. Boiling Water is weaker than Surf but the 30% chance of a burn is a good trade off. Rapid Spin and Life Orb don't mix well so I am considering Recover. Thunderbolt is there for coverage. Psycho Shock is an interesting tool Starmie got as it uses special attack but damages the defense (bad phrasing) which could prove itself useful against the likes of Blissey and other special walls.
Blissey
Leftovers
Natural Cure ability
Calm nature
[252 HP, 252 DEF, 4 SP DEF]
Softboiled
Heal Bell
Icy Wind
Toxic
Heal Bell (too lazy) and Softboiled are givens. Toxic is good for wittering down opponents. I used Icy Wind as a makeshift Thunder Wave because it lowers speed which is very useful to support the team or even cause a switch in. Nothing else to say really, it's a lot like how it always was.
Nattorei
Rugged Helmet
Iron Thorns ability
Careful Nature
[4 ATK, 252 DEF, 252 SP DEF]
Leech Seed
Spikes
Substitute/Explosion
Explosion/Power Whip/Iron Head
The team's tank. If Iron Thorns and Rugged Helmet (I also don't know if it's one use or not) work behind a Substitute (I don't know) then that is what I'll use. Spikes is to set up some entry hazards and Leech Seed is to suck the foe of their HP. The last move is a filler and I personally would go with Power Whip over Iron Head and Iron Head over Explosion.
Aerodactyl
Focus Sash
Pressure ability
Jolly nature
[252 ATK, 4 DEF, 252 SPD]
Taunt
Stealth Rock
Stone Edge/Rock Slide
Claw Sharpen/Earthquake
A standard lead set, nothing much to say here either. Taunt is to stop tanks in their tracks, Stealth Rock is for team support. The only real decision is between the combination of Stone Edge and Claw Sharpen or Rock Slide and Earthquake. Rock Slide and Earthquake provide cover a lot of ground. Claw Sharpen boosts attack and accuracy making Stone Edge an already powerful stab move stronger and less prone to missing.
Frostlass
Brightpowder
Snow Cloak ability
Timid nature
[252 SP ATK, 4 SP DEF, 252 SPD]
Blizzard
Shadow Ball
Hail
Destiny Bond/Thunderbolt
A good and very handy Rapid Spin blocker. As you see, I'm going with the evasion strategy. Brightpowder increases evasion by 10%, Snow Cloak increases evasion by 20% in a hailstorm. Not only that but Blizzard has 100% accuracy in a hailstorm too so Hail is a given. Destiny Bond is to finish off what's left of my opponent but with all of this evasion, it's risky and Thunderbolt can be easily favoured more.
There are flaws, now it's your job to point them out.


Lightningrod ability
Timid nature
[4 DEF, 252 SP ATK, 252 SPD]
Switcheroo
Volt Change/Thunderbolt
Overheat/Flamethrower
Bark Out
Manectric got such a large boost! The fact that Lightningrod increases your special attack is amazing however, the fact that you can see each other's teams at the start doesn't help because the fact that they see it and Starmie together makes it clear what the strategy is. Anyways, with this choice set, Switcheroo is a given and doesn't need explaining. Overheat has more power but the drop in special attack sort of makes Flamethrower more favorable. Volt Change allows for a hit and run strategy that works well but not that well with the boost from Lightningrod so Thunderbolt also looks nicer. As I stated before, I'm too lazy to get the right Hidden Power and that is why I use Bark Out which decreases the foe's special attack which is somewhat useful.


Natural Cure ability
Timid nature
[252 SP ATK, 4 SP DEF, 252 SPD]
Boiling Water
Thunderbolt
Psycho Shock
Rapid Spin/Recover
Starmie is the same as it always was however this one is a bit more defensive. Boiling Water is weaker than Surf but the 30% chance of a burn is a good trade off. Rapid Spin and Life Orb don't mix well so I am considering Recover. Thunderbolt is there for coverage. Psycho Shock is an interesting tool Starmie got as it uses special attack but damages the defense (bad phrasing) which could prove itself useful against the likes of Blissey and other special walls.


Natural Cure ability
Calm nature
[252 HP, 252 DEF, 4 SP DEF]
Softboiled
Heal Bell
Icy Wind
Toxic
Heal Bell (too lazy) and Softboiled are givens. Toxic is good for wittering down opponents. I used Icy Wind as a makeshift Thunder Wave because it lowers speed which is very useful to support the team or even cause a switch in. Nothing else to say really, it's a lot like how it always was.


Iron Thorns ability
Careful Nature
[4 ATK, 252 DEF, 252 SP DEF]
Leech Seed
Spikes
Substitute/Explosion
Explosion/Power Whip/Iron Head
The team's tank. If Iron Thorns and Rugged Helmet (I also don't know if it's one use or not) work behind a Substitute (I don't know) then that is what I'll use. Spikes is to set up some entry hazards and Leech Seed is to suck the foe of their HP. The last move is a filler and I personally would go with Power Whip over Iron Head and Iron Head over Explosion.


Pressure ability
Jolly nature
[252 ATK, 4 DEF, 252 SPD]
Taunt
Stealth Rock
Stone Edge/Rock Slide
Claw Sharpen/Earthquake
A standard lead set, nothing much to say here either. Taunt is to stop tanks in their tracks, Stealth Rock is for team support. The only real decision is between the combination of Stone Edge and Claw Sharpen or Rock Slide and Earthquake. Rock Slide and Earthquake provide cover a lot of ground. Claw Sharpen boosts attack and accuracy making Stone Edge an already powerful stab move stronger and less prone to missing.


Snow Cloak ability
Timid nature
[252 SP ATK, 4 SP DEF, 252 SPD]
Blizzard
Shadow Ball
Hail
Destiny Bond/Thunderbolt
A good and very handy Rapid Spin blocker. As you see, I'm going with the evasion strategy. Brightpowder increases evasion by 10%, Snow Cloak increases evasion by 20% in a hailstorm. Not only that but Blizzard has 100% accuracy in a hailstorm too so Hail is a given. Destiny Bond is to finish off what's left of my opponent but with all of this evasion, it's risky and Thunderbolt can be easily favoured more.
There are flaws, now it's your job to point them out.