
Heatran @ Shuca Berry
Ability: Flash Fire
EVs: 4HP/252SpA/252Spe
Nature: Naive
- Stealth Rock
- Magma Storm
- Earth Power
- Taunt
My Heatran lead, standard set with Magma Storm instead of Fire Blast. It's been working well, but the Acc usually gets at me. Taunt instead of explosion, to get a jump on a few of the unsuspected. Overall a decent lead, taking water hits well, and with the Shuca berry, ground moves don't total him, allowing to get off atleast a stealth rock. Earth Power for other Heatran and fire types. Infernape's Close Combat wrecks this, but thats to be figured.

Snorlax @ Leftovers
Ability: Thick Fat
EVs: 160HP/220Def/16Spe/114SpD
Nature: Adamant
- Belly Drum
- Crunch
- Earthquake
- Fire Punch
Bellylax! Very effective, and very lively Survives a hit after a belly drum while being able to hit back and destroy targets like they were his snacks. On the team for pure damage and for soaking up hits against others. 16 in speed to base up to 100, the rest is pretty explanitory. One can wish for Slack Off on Snorlax one day, as this would be great with it lol.

Skarmory @ Shed Shell
Ability: Keen Eye
EVs: 252HP/4Def/252SpD
Nature: Impish
- Brave Bird
- Roost
- Spikes
- Whirlwind
Bulky Spike/Whirlwind Skarm. Takes hits really well, and can shake off damage/recoil with Roost. Set up enough spikes, along with my other hazards, then whirlwind away. Has some speed issues I need to get on I think. On the team for residual damage and extra bulk and coverage against grass and fighting. Thinking about switching more EV's from SpD to Def, though not 100% certain yet.

Tentacruel @ Leftovers
Ability: Liquid Ooze
EVs: 252HP/120Def/136SpD
Nature: Calm
- Toxic Spikes
- Rapid Spin
- Sludge Bomb
- Surf
My Toxic Spiker/Rapid Spinner. Seems to have issues against other water types, so I'm thinking about changing Sludge Bomb to HP Elec. So far, it can withstand one T.Bolt from Rotom-A while being able to get two T-Spikes out. Can't stand a single EQ however, completly tearing him apart. Looking for something a bit faster that can do the same.

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252Atk/252Spe/4Def
Nature: Adamant
- Iron Head
- Fire Punch
- Thunder Wave
- Wish
My general rage inducer. The combo of Iron Head, F. Punch and T-Wave usually hits stuff well, and Iron Head takes care of alot, due to flinch hax. Wish is there for added healing, but thinking about changing it to U-Turn or something else. Overall well worked into the team, taking care of things that others can't, aswell as things that threaten it.

Machamp @ Choice Band
Ability: No Guard
EVs: 252HP/252Atk/4Spe
Nature: Adamant
- Dynamic Punch
- Stone Edge
- Payback
- Bullet Punch
My Choice Band Machamp. Deals a major dent into anything and everything, and can take hits surprisingly well. Chose this moveset with No Guard, seeing the chances to put in dents and really screw things over. Speed is the biggest problem, as a ton of things do outrun him, but still hurts things nicely. Was originally a Choice Specs Machamp, but was deemed a "gimmick"
Any suggestions would be wonderful, as I can use them. Not everything is trim and proper, but I look at it like a hedge that needs trimming. And my arms are to short to reach up that high. lol