I'm new to competitive battling (and Smogon, so hi :D), so please bear with me if I overlooked something obvious. I've done my best to make a team where each member covered another's weaknesses adequately, though I still have some issues regarding moveset etc. Please keep in mind this is wifi so changes will have to depend on my current resources.
The pokemon:
Bronzong @ Leftovers
Ability: Levitate
EVs: 252 HP/ 128 Atk/ 128 SDef
Relaxed Nature
-Hypnosis
-Gyro Ball
-Explosion
-Stealth Rock
My lead. Sleeps opposing leads, sets up SR, and then gets the heck out of there. I had issues on whether to use Earthquake or Explosion, but ultimately decided on Explosion as a last-ditch move against something I can't deal with. I was also thinking about Shed Shell just so it could avoid becoming a sitting duck against Magnezone.
Salamence @ Life Orb
Ability: Intimidate
EVs: 120 HP/ 252 Atk/ 136 Spe
Adamant Nature
-Dragon Claw
-Earthquake
-Rock Slide
-Dragon Dance
DDMence, chosen because it covered the weaknesses of Bronzong/Jirachi/Heatran almost perfectly. I decided on Rock Slide over Stone Edge because of accuracy issues (I've had bad experiences with Stone Edge), and with DD Salamence should be able to exploit its flinch chance. It's a pretty nasty physical sweeper; I was torn between this and Dragonite and ended up choosing Mence because I don't like Outrage's lock-in/confuse function and Outrage is really all Dragonite has going for it over Salamence.
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 80 HP/ 252 Satk/ 176 Spe
Timid Nature
-Charge Beam
-Psychic
-Flash Cannon (?)
-Wish
Serene Grace abuse :P. It can switch into Dragon/Ice/Psychic/Rock moves that would take a chunk out of Salamence or Machamp, and then exploits the SAtk boost from Charge Beam/Serene Grace to attempt to sweep, hoping that Psychic's secondary effect kicks in. I'm a bit torn about its third move; Flash Cannon gets STAB and a semi-decent secondary effect to go with Serene Grace, but Grass Knot hits heavy waters/most ground and rock pokemon pretty hard and has better accuracy. Wish is there mainly as filler and to help keep Salamence as healthy as possible.
Machamp @ Choice Band
Ability: Guts
EVs: 252 HP/ 252 Atk/ 4 Def
Adamant Nature
-Close Combat
-Thunder Punch
-Ice Punch
-Payback
I was a bit torn for this poke. Machamp was mainly picked as filler (I had five pokes and was trying to decide on a 6th); it provides some physical beef behind Salamence and provides a handy status absorber to switch into Blissey, etc. It can take hits that would be supereffective on Starmie and its weaknesses are well-covered by the steels/Starmie. I was a bit torn between this set and a more survivable Resttalk set that would allow it to function better as a tank, or a Scarfchamp set that would let it outspeed things once in a while. In the end I decided on all-out offense, but this is the team member I'd be most open to changing. I was also considering dropping the CB and using something like a Leftovers set with Sleep Talk to let it soak sleep as well (or that Resttalk set).
Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 20 HP/ 252 SAtk/ 232 Spe
Modest Nature
-Fire Blast
-Earth Power
-Dragon Pulse
-Overheat
Scarftran, to eat fire moves aimed at Jirachi/Bronzong. It also happily switches in against Ice/Dragon moves aimed at Salamence, Ghost/Dark/Bug/Grass attacks aimed at Starmie and even most Psychic/Flying attacks for Machamp. I know Exposion is the regular choice for most Choice Heatran sets, but I figured two exploders on one team might be a bit overkill and decided on a slightly less final Overheat instead. Since it's going to see so much use taking attacks meant for other pokemon, I also considered going with a slightly bulkier EV spread with Leftovers, but I like the speed afforded to it by Choice Scarf. Yeah, I liek mah offense :P
Starmie @ Leftovers
Ability: Natural Cure
EVs: 236 HP/ 120 SAtk/ 152 Spe
Timid Nature
-Thunderbolt
-Ice Beam
-Rapid Spin
-Recover
Rapid Spinner to make switch-ins easier for Salamence. It also helps cover for the shared weaknesses of the steels (excluding Ground) and shares anti-dragon duty with Ice Beam. It also helps soak unfriendly status (though it's not as good a switch in to Blissey as Machamp). I chose to put extra EVs in HP instead of speed because I have no interest in leaving it in there against Gengar and without Surf I'd rather not have it face down Infernape.
Issues:
-Magnezone. With three Steel pokes, it becomes a bit of an issue. I'm not worried about Heatran (with Scarf it should outrun most versions), but Jirachi is stuck trading shots with it (though it has a bit of recovery with Wish) and Bronzong can't do much except blow itself up. Is three of them a bit too much? Should I perhaps stick Shed Shell on Bronzong?
-Tankiness? I keep thinking I should run bulkier sets on Mence/Machamp/Heatran because I'm relying on them a lot to take NVE hits and then still be able to deal out a lot of damage in response. I've almost convinced myself to run Resttalk Machamp O.o
-Jirachi's moveset. Not sold on Flash Cannon; I keep thinking Grass Knot or even Thunderbolt for some reason >.>
Any comments/suggestions are welcomed. I hope I haven't completely overlooked something >.>
The pokemon:






Bronzong @ Leftovers
Ability: Levitate
EVs: 252 HP/ 128 Atk/ 128 SDef
Relaxed Nature
-Hypnosis
-Gyro Ball
-Explosion
-Stealth Rock
My lead. Sleeps opposing leads, sets up SR, and then gets the heck out of there. I had issues on whether to use Earthquake or Explosion, but ultimately decided on Explosion as a last-ditch move against something I can't deal with. I was also thinking about Shed Shell just so it could avoid becoming a sitting duck against Magnezone.
Salamence @ Life Orb
Ability: Intimidate
EVs: 120 HP/ 252 Atk/ 136 Spe
Adamant Nature
-Dragon Claw
-Earthquake
-Rock Slide
-Dragon Dance
DDMence, chosen because it covered the weaknesses of Bronzong/Jirachi/Heatran almost perfectly. I decided on Rock Slide over Stone Edge because of accuracy issues (I've had bad experiences with Stone Edge), and with DD Salamence should be able to exploit its flinch chance. It's a pretty nasty physical sweeper; I was torn between this and Dragonite and ended up choosing Mence because I don't like Outrage's lock-in/confuse function and Outrage is really all Dragonite has going for it over Salamence.
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 80 HP/ 252 Satk/ 176 Spe
Timid Nature
-Charge Beam
-Psychic
-Flash Cannon (?)
-Wish
Serene Grace abuse :P. It can switch into Dragon/Ice/Psychic/Rock moves that would take a chunk out of Salamence or Machamp, and then exploits the SAtk boost from Charge Beam/Serene Grace to attempt to sweep, hoping that Psychic's secondary effect kicks in. I'm a bit torn about its third move; Flash Cannon gets STAB and a semi-decent secondary effect to go with Serene Grace, but Grass Knot hits heavy waters/most ground and rock pokemon pretty hard and has better accuracy. Wish is there mainly as filler and to help keep Salamence as healthy as possible.
Machamp @ Choice Band
Ability: Guts
EVs: 252 HP/ 252 Atk/ 4 Def
Adamant Nature
-Close Combat
-Thunder Punch
-Ice Punch
-Payback
I was a bit torn for this poke. Machamp was mainly picked as filler (I had five pokes and was trying to decide on a 6th); it provides some physical beef behind Salamence and provides a handy status absorber to switch into Blissey, etc. It can take hits that would be supereffective on Starmie and its weaknesses are well-covered by the steels/Starmie. I was a bit torn between this set and a more survivable Resttalk set that would allow it to function better as a tank, or a Scarfchamp set that would let it outspeed things once in a while. In the end I decided on all-out offense, but this is the team member I'd be most open to changing. I was also considering dropping the CB and using something like a Leftovers set with Sleep Talk to let it soak sleep as well (or that Resttalk set).
Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 20 HP/ 252 SAtk/ 232 Spe
Modest Nature
-Fire Blast
-Earth Power
-Dragon Pulse
-Overheat
Scarftran, to eat fire moves aimed at Jirachi/Bronzong. It also happily switches in against Ice/Dragon moves aimed at Salamence, Ghost/Dark/Bug/Grass attacks aimed at Starmie and even most Psychic/Flying attacks for Machamp. I know Exposion is the regular choice for most Choice Heatran sets, but I figured two exploders on one team might be a bit overkill and decided on a slightly less final Overheat instead. Since it's going to see so much use taking attacks meant for other pokemon, I also considered going with a slightly bulkier EV spread with Leftovers, but I like the speed afforded to it by Choice Scarf. Yeah, I liek mah offense :P
Starmie @ Leftovers
Ability: Natural Cure
EVs: 236 HP/ 120 SAtk/ 152 Spe
Timid Nature
-Thunderbolt
-Ice Beam
-Rapid Spin
-Recover
Rapid Spinner to make switch-ins easier for Salamence. It also helps cover for the shared weaknesses of the steels (excluding Ground) and shares anti-dragon duty with Ice Beam. It also helps soak unfriendly status (though it's not as good a switch in to Blissey as Machamp). I chose to put extra EVs in HP instead of speed because I have no interest in leaving it in there against Gengar and without Surf I'd rather not have it face down Infernape.
Issues:
-Magnezone. With three Steel pokes, it becomes a bit of an issue. I'm not worried about Heatran (with Scarf it should outrun most versions), but Jirachi is stuck trading shots with it (though it has a bit of recovery with Wish) and Bronzong can't do much except blow itself up. Is three of them a bit too much? Should I perhaps stick Shed Shell on Bronzong?
-Tankiness? I keep thinking I should run bulkier sets on Mence/Machamp/Heatran because I'm relying on them a lot to take NVE hits and then still be able to deal out a lot of damage in response. I've almost convinced myself to run Resttalk Machamp O.o
-Jirachi's moveset. Not sold on Flash Cannon; I keep thinking Grass Knot or even Thunderbolt for some reason >.>
Any comments/suggestions are welcomed. I hope I haven't completely overlooked something >.>