Please correct me if you see any errors in my thinking, team composition, or effort values.
CoolRunnings (Heatran) @ Air Balloon
Ability: Flash Fire
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Magma Storm
- Earth Power
- Flash Cannon
- Stealth Rock
I usually lead with it unless the enemy will go for a Water-Type. I like to set up Rocks and then either take out enemy Steel-Types, Grass-Types, or Fire-Types that are unequipped with appropriate coverage. I use Magma Storm to act as a makeshift Shadow Tag while I bring in something that could set up, if the storm rages long enough (it usually doesn't).
It has a bit of difficulty facing up against Ground-Types (they like to pop the Balloon first) and Water-Types (they largely wall Heatran), so I decided to bring in Slowbro to deal with the Ground-Types, and Serperior, Slowbro, and Clefable to handle Water-Types. However, Slowbro can't reliably eliminate these Water-Types, unless they have a secondary typing to be exploited or Slowbro can outdamage them while Slacking Off.
Wiwi (Slowbro) @ Leftovers
Ability: Regenerator
Shiny: Yes
EVs: 252 HP / 232 Def / 24 SpD
Bold Nature
- Scald
- Slack Off
- Thunder Wave
- Psyshock
Slowbro is meant to absorb whatever physical hits it can and retaliate either with Paralysis or one of two STAB moves. I don't usually keep it around long, as the enemy will often not hesitate to switch if Slowbro is too much of a pain. I can thus take advantage of Regenerator.
It will have some trouble with Electric, Grass, Ghost, Bug, and Dark-Types. Bug and Grass-Types (usually) can be taken care of by Heatran (sometimes Metagross), but the Electric, Ghost, and Dark-Types need some more care. The Dark-Types are handled by Clefable (Ghost and Electric can be taken by Clefable as well if Clefable is strong enough, and Pangoro can handle Ghost-Types if they lack a way to deal with Pangoro, Serperior handling the Electric-Types), and Heatran and Metagross can provide backup when needed.
Ultranova (Clefable) @ Leftovers
Ability: Magic Guard
Shiny: Yes
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Flamethrower
It can stand up to moderate amounts of abuse, Special or not, though care must be taken to ensure that Clefable does not receive too much damage. Clefable's Magic Guard allows Clefable to act as a shield for incoming Will-o-Wisps or Toxic, as well as freely engage the enemy even when Stealth Rock, (Toxic) Spikes, Hail, Leech Seed, or Sandstorm are present. After Clefable is Burned or Poisoned, it can also shield its teammates from incoming Sleep or Paralysis.
I keep it around to annoy the enemy when they try to inflict status. I set up on the enemy when possible (though generally not too heavily if I have to worry about a Steel or Poison-Type move), using Calm Mind against enemies that cannot do much to Clefable. After some Calm Minds, Clefable is able to do some serious damage.
When Clefable isn't sweeping, Clefable is usually busy stomaching hits and driving away foes susceptible to Moonblast or Flamethrower – setting up if the situation allows for it. It, along with Slowbro and Heatran, play this role. The two also have the bonus of acting as a shield for Steel-Type moves.
Clefable does have difficulty with enemy Steel, Poison, and Fire-Types. However, all three can be handled by Clefable's teammates (e.g. Heatran and Slowbro), and Clefable may even take a special-based Steel-Type if it can set up enough Calm Minds. Interestingly enough, Gyro Balls from Ferrothorn do little damage if Clefable is Paralyzed.
Solid Snake (Serperior) @ Life Orb
Ability: Contrary
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Dragon Pulse
- Hidden Power Fire
- Giga Drain
Solid Snake can serve as a solid counter to most Water-Types, and resists Electric and Grass. Water-Types that can survive consecutive Leaf Storms should be approached with other teammates, unless said Water-Type is unable to effectively combat Solid Snake.
Once Snake is set up, he/she can proceed to sweep an entire team. Though most opponents have an answer for a Serperior if it in the process of setting up.
That being said, Fire, Bug, Flying, Poison, and Ice all pose problems against Snake. However, Heatran, Slowbro, and Metagross are usually able to take on these enemies unless they have some moves or equipment reserved for these teammates.
Metal Masher (Metagross) @ Metagrossite
Ability: Clear Body
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Meteor Mash
- Zen Headbutt
- Hammer Arm
- Ice Punch
It's ability to mash meteors shall not be underestimated – I like to throw it into any resisted move, such as Grass, Dragon, Bug, etc., as well as keep it for when I can do some at least somewhat noteworthy damage. In most situations where the opponent doesn't switch, it can win most fistfights, though come out somewhat battered (and slower if I decide to throw some Hammer Arms). I like its bulk and its overall ability to destroy things that don't resist it or are physically durable.
Enemies like Heatran, or generally any Steel-Type, would be able to withstand Metagross's might (they could survive Hammer Arms, but they come out severely battered in the process). Heatran is usually enough of a check for Steel-Types (in tandem with Clefable if Clefable doesn't mind taking a few Steel-Type moves). Dark and Ghost-Types also pose a problem if they pull off a Super Effective move. However, Clefable and Pangoro can usually stand up to them.
Barbearian (Pangoro) @ Life Orb
Ability: Scrappy
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Superpower
- Knock Off
- Gunk Shot
- Ice Punch
Pangoro's slow, but its good (somewhat) typing lets it win most battles if the enemy has taken some prior damage. It usually switches in on enemies that can do little against him (such as Choice-Scarf Latios currently stuck using Psyshock). Its Scrappy ability lets him take on Aegislash (but usually only if Aegislash switches in).
Its is very vulnerable to Fairy, something which Metagross will not hesitate to handle. Fighting and Flying-Types will usually be able to handle Pangoro if Pangoro doesn't slug them too badly; however, these two can be handled by Clefable and Slowbro, as well as Metagross if it won't hurt the team effort too badly.
Feedback is appreciated. I am willing to make changes as necessary.
CoolRunnings (Heatran) @ Air Balloon
Ability: Flash Fire
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Magma Storm
- Earth Power
- Flash Cannon
- Stealth Rock
I usually lead with it unless the enemy will go for a Water-Type. I like to set up Rocks and then either take out enemy Steel-Types, Grass-Types, or Fire-Types that are unequipped with appropriate coverage. I use Magma Storm to act as a makeshift Shadow Tag while I bring in something that could set up, if the storm rages long enough (it usually doesn't).
It has a bit of difficulty facing up against Ground-Types (they like to pop the Balloon first) and Water-Types (they largely wall Heatran), so I decided to bring in Slowbro to deal with the Ground-Types, and Serperior, Slowbro, and Clefable to handle Water-Types. However, Slowbro can't reliably eliminate these Water-Types, unless they have a secondary typing to be exploited or Slowbro can outdamage them while Slacking Off.
Wiwi (Slowbro) @ Leftovers
Ability: Regenerator
Shiny: Yes
EVs: 252 HP / 232 Def / 24 SpD
Bold Nature
- Scald
- Slack Off
- Thunder Wave
- Psyshock
Slowbro is meant to absorb whatever physical hits it can and retaliate either with Paralysis or one of two STAB moves. I don't usually keep it around long, as the enemy will often not hesitate to switch if Slowbro is too much of a pain. I can thus take advantage of Regenerator.
It will have some trouble with Electric, Grass, Ghost, Bug, and Dark-Types. Bug and Grass-Types (usually) can be taken care of by Heatran (sometimes Metagross), but the Electric, Ghost, and Dark-Types need some more care. The Dark-Types are handled by Clefable (Ghost and Electric can be taken by Clefable as well if Clefable is strong enough, and Pangoro can handle Ghost-Types if they lack a way to deal with Pangoro, Serperior handling the Electric-Types), and Heatran and Metagross can provide backup when needed.
Ultranova (Clefable) @ Leftovers
Ability: Magic Guard
Shiny: Yes
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Flamethrower
It can stand up to moderate amounts of abuse, Special or not, though care must be taken to ensure that Clefable does not receive too much damage. Clefable's Magic Guard allows Clefable to act as a shield for incoming Will-o-Wisps or Toxic, as well as freely engage the enemy even when Stealth Rock, (Toxic) Spikes, Hail, Leech Seed, or Sandstorm are present. After Clefable is Burned or Poisoned, it can also shield its teammates from incoming Sleep or Paralysis.
I keep it around to annoy the enemy when they try to inflict status. I set up on the enemy when possible (though generally not too heavily if I have to worry about a Steel or Poison-Type move), using Calm Mind against enemies that cannot do much to Clefable. After some Calm Minds, Clefable is able to do some serious damage.
When Clefable isn't sweeping, Clefable is usually busy stomaching hits and driving away foes susceptible to Moonblast or Flamethrower – setting up if the situation allows for it. It, along with Slowbro and Heatran, play this role. The two also have the bonus of acting as a shield for Steel-Type moves.
Clefable does have difficulty with enemy Steel, Poison, and Fire-Types. However, all three can be handled by Clefable's teammates (e.g. Heatran and Slowbro), and Clefable may even take a special-based Steel-Type if it can set up enough Calm Minds. Interestingly enough, Gyro Balls from Ferrothorn do little damage if Clefable is Paralyzed.
Solid Snake (Serperior) @ Life Orb
Ability: Contrary
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Dragon Pulse
- Hidden Power Fire
- Giga Drain
Solid Snake can serve as a solid counter to most Water-Types, and resists Electric and Grass. Water-Types that can survive consecutive Leaf Storms should be approached with other teammates, unless said Water-Type is unable to effectively combat Solid Snake.
Once Snake is set up, he/she can proceed to sweep an entire team. Though most opponents have an answer for a Serperior if it in the process of setting up.
That being said, Fire, Bug, Flying, Poison, and Ice all pose problems against Snake. However, Heatran, Slowbro, and Metagross are usually able to take on these enemies unless they have some moves or equipment reserved for these teammates.
Metal Masher (Metagross) @ Metagrossite
Ability: Clear Body
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Meteor Mash
- Zen Headbutt
- Hammer Arm
- Ice Punch
It's ability to mash meteors shall not be underestimated – I like to throw it into any resisted move, such as Grass, Dragon, Bug, etc., as well as keep it for when I can do some at least somewhat noteworthy damage. In most situations where the opponent doesn't switch, it can win most fistfights, though come out somewhat battered (and slower if I decide to throw some Hammer Arms). I like its bulk and its overall ability to destroy things that don't resist it or are physically durable.
Enemies like Heatran, or generally any Steel-Type, would be able to withstand Metagross's might (they could survive Hammer Arms, but they come out severely battered in the process). Heatran is usually enough of a check for Steel-Types (in tandem with Clefable if Clefable doesn't mind taking a few Steel-Type moves). Dark and Ghost-Types also pose a problem if they pull off a Super Effective move. However, Clefable and Pangoro can usually stand up to them.
Barbearian (Pangoro) @ Life Orb
Ability: Scrappy
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Superpower
- Knock Off
- Gunk Shot
- Ice Punch
Pangoro's slow, but its good (somewhat) typing lets it win most battles if the enemy has taken some prior damage. It usually switches in on enemies that can do little against him (such as Choice-Scarf Latios currently stuck using Psyshock). Its Scrappy ability lets him take on Aegislash (but usually only if Aegislash switches in).
Its is very vulnerable to Fairy, something which Metagross will not hesitate to handle. Fighting and Flying-Types will usually be able to handle Pangoro if Pangoro doesn't slug them too badly; however, these two can be handled by Clefable and Slowbro, as well as Metagross if it won't hurt the team effort too badly.
Feedback is appreciated. I am willing to make changes as necessary.