LC team - advice appreciated!

This is a team which I have used in LC with moderate success, but with quite a few recent losses. So, I was wondering what was wrong with it. I don’t like using too may common LC Pokémon such as Mienfoo, Misdreavus etc. So, here’s the team!

(Can anyone tell me how to link the animated pictures here? I’m new to Smogon)

After watching a few matches, I realized that if anything could get a boost to its Speed – and maybe to Attack/Sp.Attack as well – it could destroy entire teams. To help the boosting sweepers set up, I used a Dual Screens Abra for a lead.

Abra @ Focus Sash
Trait: Magic Guard
Level: 5
EVs: 196 Spd / 236 SDef / 76 SAtk
Timid Nature
- Psychic
- Protect
- Reflect
- Light Screen

Reflect and Light Screen are there for obvious reasons, Protect is for Fake Out leads, because I don’t have Inner Focus. Abra’s purpose on this team is to set up dual screens, then – as it usually does – faint, so that one of the boosting sweepers can switch in and set up.
One of the boosting sweepers had to be a Fighting type, so I chose Scraggy for good setup moves and great dual STAB coverage.

Scraggy @ Eviolite
Trait: Shed Skin
Level: 5
EVs: 236 Atk / 36 SDef / 236 Spd
Jolly Nature
- Dragon Dance
- Drain Punch
- Crunch
- Zen Headbutt

The use of Drain Punch means that Scraggy usually lasts the longest of the three sweepers. If Dragon Dance is used twice, then with Zen Headbutt, Scraggy can OHKO Timburr, one of its biggest threats. Shed Skin is more useful than Moxie since Scraggy can switch into Thunder Wave or some other status move, cure itself with Shed Skin, and proceed to sweep.

Numel @ Eviolite
Trait: Simple
Level: 5
EVs: 236 Spd / 196 Atk / 76 SDef
Jolly Nature
- Flame Charge
- Earthquake
- Rock Slide
- Howl

Physically sweeping Numel is something that is almost never seen, but which works surprisingly well as long as the opponent’s bulky Waters have been eliminated. With Simple, Howl is equivalent to a Swords Dance, and with these EVs and nature, even Numel hits 14 Speed, meaning that after one Flame Charge, it can outspeed most other threats. Earthquake and Rock Slide together provide coverage on everything except Bronzor, which is another reason to use Flame Charge. It’s also quite bulky, especially with Eviolite and dual screens.

Clamperl @ DeepSeaTooth
Trait: Rattled
Level: 5
EVs: 80 HP / 248 SAtk / 180 Spd
Timid Nature
- Shell Smash
- Surf
- Ice Beam
- Hidden Power [Grass]

This is at once the most powerful and most risky Pokémon on the whole team. With DeepSeaTooth, most of the time, Clamperl doesn’t even need to use Shell Smash. Surf and Ice Beam provide good coverage, and HP Grass is for Water-types that resist both. Rattled is also useful, because it can switch in on a Bug, Ghost or Dark attack aimed at Abra, get a Speed boost, and sweep.

Chinchou @ Eviolite
Trait: Volt Absorb
Level: 5
EVs: 76 HP / 132 Def / 228 SDef / 72 Spd
Bold Nature
- Scald
- Heal Bell
- Rest
- Sleep Talk

I decided to finish the team with two support Pokémon, something that could stall for a while and wear down the opponent. At the same time, I needed a cleric as, apart from Scraggy, everything was quite vulnerable to status. Enter RestTalk Chinchou, which has the added bonus of stopping Volt Switch and Thunder Wave. Everything on this set is quite straightforward, actually: Rest and Sleep Talk, of course, Heal Bell to, well, heal status, and Scald for damage.

Shelmet @ Eviolite
Trait: Shell Armor
Level: 5
EVs: 236 SDef / 156 Def / 116 HP
Bold Nature
- Acid Armor
- Recover
- Spikes
- Bug Buzz
Finally, I needed another stalling Pokémon; something that would be really annoying to defeat. While reading a Smogon thread – I forget which one – I found this Shelmet set. To start with, Acid Armor means that if there are no special attackers on the other team, Shelmet is more or less invincible. When damage does start getting through, it can use Recover. It has enough bulk to set up Spikes successfully, and Bug Buzz is used for obvious reasons. Shell Armor is also great, as there's no chance of the opponent getting a critical hit and knocking it out.

Well, that’s the team. Any advice you can offer is welcome!
 
Not sure this is animated, but to post a sprite you can just put [pimg]Pokemon's Dex number[ /pimg]
So Bulbasaur would be [pimg]1[/pimg ] without the space

I like the idea behind this team a lot, and it could be very succesful. However, there are a few things that could use improvement.
First of all, dual screens Abra is bad so I suggest changing it to Natu.

[pimg]177[/pimg]

Natu @ Eviolite
Trait: Magic Bounce
Level: 5
EVs: 116 HP / 36 Atk / 76 Def / 76 SpD / 196 Spe
Jolly Nature
- Reflect
- Light Screen
- Roost
-U-turn

Natu is the go-to poke for dual screens as Magic Bounce makes him unaffected by Taunt. He is also bulky enough to set them up whereas Abra simply is not. Magic Bounce also helps in keeping hazards off of the field which could shorten the life of your sweepers.

For Scraggy, I would suggest using Knock Off over Zen Headbutt. While Zen Headbutt is useful against Fighting types, Shelmet already walls them hardcore. Scarfed birds are the number one counter to Scraggy other than Fighting types, so if you use Knock Off as they switch in they lose their Speed advantage. This same principle can be utilized against things like Mienfoo swtching in.
Hi Jump Kick can also be used over Drain Punch. HJK's power is hard to pass up, as after 1 DD he can sweep through entire teams with it, especially if h has removed his counter's Eviolite or Choice Scarf with Knock Off.

Without testing it for myself, the rest of the team looks pretty solid to me. Just try out some of the changes I recommended and tell me how it goes!
 
Thanks! I'll definitely try Natu over Abra and see the improvement.

This is just to test the picture code:

[pimg]177[/pimg]
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[pimg]646[/pimg]
 
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