So this is the best team I've been able to come up with for play in the current metagame. It peaked #70 on the PO server but I'm looking for ways to improve it as much as I can.
In depth:
Nidoking @ Life Orb
Sheer Force
252SpA, 252Sp
Timid
- Earth Power
- Thunderbolt
- Flamethrower
- Ice beam
I use Nidoking as a lead because people underestimate it soooo much. Awesome power from life orb and sheer force without any recoil makes many believe that it's choiced, which is lovely when they think I'm trapped into a thundrbolt and bring out ferrothorn, for example. It's main weapon however is prediction - If I think the opponent will SR (Tyranitar and Hippowdon leads for eaxmple), I can 2HKO usually with Earth Power/Ice beam. Against ferrothorn but know they have a Jellicent floating about? Earth Power to hurt the switch and KO with thunderbolt. It's just so versatile, it's the major punch of my team. It does however struggle with faster pokemon as well as blissey.
Gliscor @ Toxic Orb
Poison Heal
252HP, 200Def, 56Spe
Impish
- Acrobatics
- Earthquake
- Fling
- Protect
My answer to Excadrill, Garchomp and other pokemon likely to outspeed Nidoking with a physical attack. Pretty standard role, everyone knows what Gliscor can and can't do. This set gives me a little trouble dealing with sub Garchomp if i don't realise that's what it is, but I'd put that down to player fault over the fault of the set. Landorus gives me problems if it runs HP Ice though, which is less than fun.
Ferrothorn @ Rocky Helmet
Iron Barbs
252HP, 48Def, 208SpD
Impish
- Leech Seed
- Stealth Rock
- Power Whip
- Thunder Wave
More of an annoyance to my opponent than anything else, Ferrothorn forms a nice synergy circle with Gliscor and Jellicent. Like most Ferrothorn, it can't do much against opposing grass types except thunder wave, though paralysis is always nice for your opponent to have. Can occasionally get a thunder wave on an arrogant Volcarona thinking it can set up, but Ferrothorn's main role is to stack up residual damage through touch, leech seed and stealth rock.
Scrafty @ Leftovers
Moxie
4HP, 252Atk, 252Spe
Jolly
- Dragon Dance
- Drain Punch
- Crunch
- Ice Punch
Can be switched in relatively easily from Jellicent if anticipating a dark or ghost move as well as psychic immunity in from Nidoking, and shrugs off minor special attacks like hidden power that would otherwise destroy Gliscor and Ferrothorn. With 236 Speed, it takes one dragon dance to outspeed all unchoiced genies, who give me problems usually. I used to run shed skin but moxie really helps when sweeping. Can take pretty much any non-boosted non-super effective hit and then proceed to use a super effective move on the opponent, or if not, use strong STAB from crunch or regain some HP with drain punch. Takes care of (or weakens, depending on how soon in the sweep they come out) gliscor, Ferrothorn, Jellicent, Garchomp, the Genies, the Musketeers, Blissey, the list goes on. Main threats are getting killed before it can set up and if on a single DD, those with a base speed of over 111.
Jellicent @ leftovers
Water Absorb
242HP, 4Def, 252SpD
Calm
- Recover
- Toxic
- Scald
- Shadow Ball
Great synergy with Gliscor and Ferrothorn. Getting poisoned in the main problem as it goes down to status so much more often than outright attacks. Don't have a lot to say, pretty standard again.
Metagross @ Choice Scarf
Clear Body
16HP, 252Atk, 240Spe
Adamant
- Trick
- Meteor Mash
- Earthquake
- Rock Slide
The EVs get the speed to 236, again the magic number for outspeeding the genies after a single boost. Rock Slide Puts nasty dents in Thunderus and Tornadus, EQ and MM are for coverage. Trick can be used to cripple walls such as blissey. This is my least-fitting team member but it was the best I could come up with to handle the genies. My only member to resist hurricane.
Any and all help would be greatly appreciated. Thanks.






In depth:

Nidoking @ Life Orb
Sheer Force
252SpA, 252Sp
Timid
- Earth Power
- Thunderbolt
- Flamethrower
- Ice beam
I use Nidoking as a lead because people underestimate it soooo much. Awesome power from life orb and sheer force without any recoil makes many believe that it's choiced, which is lovely when they think I'm trapped into a thundrbolt and bring out ferrothorn, for example. It's main weapon however is prediction - If I think the opponent will SR (Tyranitar and Hippowdon leads for eaxmple), I can 2HKO usually with Earth Power/Ice beam. Against ferrothorn but know they have a Jellicent floating about? Earth Power to hurt the switch and KO with thunderbolt. It's just so versatile, it's the major punch of my team. It does however struggle with faster pokemon as well as blissey.

Gliscor @ Toxic Orb
Poison Heal
252HP, 200Def, 56Spe
Impish
- Acrobatics
- Earthquake
- Fling
- Protect
My answer to Excadrill, Garchomp and other pokemon likely to outspeed Nidoking with a physical attack. Pretty standard role, everyone knows what Gliscor can and can't do. This set gives me a little trouble dealing with sub Garchomp if i don't realise that's what it is, but I'd put that down to player fault over the fault of the set. Landorus gives me problems if it runs HP Ice though, which is less than fun.

Ferrothorn @ Rocky Helmet
Iron Barbs
252HP, 48Def, 208SpD
Impish
- Leech Seed
- Stealth Rock
- Power Whip
- Thunder Wave
More of an annoyance to my opponent than anything else, Ferrothorn forms a nice synergy circle with Gliscor and Jellicent. Like most Ferrothorn, it can't do much against opposing grass types except thunder wave, though paralysis is always nice for your opponent to have. Can occasionally get a thunder wave on an arrogant Volcarona thinking it can set up, but Ferrothorn's main role is to stack up residual damage through touch, leech seed and stealth rock.

Scrafty @ Leftovers
Moxie
4HP, 252Atk, 252Spe
Jolly
- Dragon Dance
- Drain Punch
- Crunch
- Ice Punch
Can be switched in relatively easily from Jellicent if anticipating a dark or ghost move as well as psychic immunity in from Nidoking, and shrugs off minor special attacks like hidden power that would otherwise destroy Gliscor and Ferrothorn. With 236 Speed, it takes one dragon dance to outspeed all unchoiced genies, who give me problems usually. I used to run shed skin but moxie really helps when sweeping. Can take pretty much any non-boosted non-super effective hit and then proceed to use a super effective move on the opponent, or if not, use strong STAB from crunch or regain some HP with drain punch. Takes care of (or weakens, depending on how soon in the sweep they come out) gliscor, Ferrothorn, Jellicent, Garchomp, the Genies, the Musketeers, Blissey, the list goes on. Main threats are getting killed before it can set up and if on a single DD, those with a base speed of over 111.

Jellicent @ leftovers
Water Absorb
242HP, 4Def, 252SpD
Calm
- Recover
- Toxic
- Scald
- Shadow Ball
Great synergy with Gliscor and Ferrothorn. Getting poisoned in the main problem as it goes down to status so much more often than outright attacks. Don't have a lot to say, pretty standard again.

Metagross @ Choice Scarf
Clear Body
16HP, 252Atk, 240Spe
Adamant
- Trick
- Meteor Mash
- Earthquake
- Rock Slide
The EVs get the speed to 236, again the magic number for outspeeding the genies after a single boost. Rock Slide Puts nasty dents in Thunderus and Tornadus, EQ and MM are for coverage. Trick can be used to cripple walls such as blissey. This is my least-fitting team member but it was the best I could come up with to handle the genies. My only member to resist hurricane.
Any and all help would be greatly appreciated. Thanks.