So I've been gone for... a fairly long time, and am looking to get back into the fold of competitive Pokemon. Thing is, I don't think my team's ready to counter the threats that have been recently introduced, namely Latias. Without further ado, the team.
wat (Hippowdon) (M) @ Leftovers
Ability: Sand Stream
EVs: 252 HP/152 Def/106 SDef
Impish nature (+Def, -SAtk)
- Stealth Rock
- Slack Off
- Earthquake
- Ice Fang
---
I use this dude as a lead, it replaced a suicide lead Aerodactyl. Didn't realize how dumb suicide leads were until I started using Hippowdon. It's mainly to set up stealth rock, I usually switch out after that, I'm surprised how many people forget about it when I bring it back midgame or endgame. It's not a sitting duck when taunted, either. Earthquake gets a lot of coverage overall. Ice Fang is for Earthquake resists/immunities, usually reserved for Gliscor. Slack Off was also one of the reasons I liked this over Aerodactyl, it gave it even more durability. Sand Stream isn't detrimental to my team because of the typings and prevalence of Leftovers on my team, but it really adds up on my opponents, with all the other residual damage I have going here.
Bonk (Forretress) (M) @ Leftovers
Ability: Sturdy
EVs: 252 HP/162 Atk/96 Def
Relaxed nature (+Def, -Spd)
- Toxic Spikes
- Explosion
- Rapid Spin
- Gyro Ball
---
A physical wall that sets up toxic spikes and occasionally spins. I dunno, this guy's just starting to become dead weight, it stopped being good around the time I stopped playing (around the time Latias came down) and mainly exploded if it didn't get KO'd first. Gyro Ball's mostly for the few times it's super effective on something. Again, it mostly explodes. I really am looking to replace this with another Toxic Spiker, but there aren't that many to begin with, so my efforts in finding another one didn't work out. The only one off the top of my head is Tentacruel, and I replaced that with this.
Pork (Blissey) (F) @ Leftovers
Ability: Natural Cure
EVs: 2 HP/252 Def/80 SAtk/176 SDef
Calm nature (+SDef, -Atk)
- Toxic
- Softboiled
- Protect
- Flamethrower
---
Special wall, and a good one at that. This little du-, I mean chick does a lot of damage with Toxic, I can usually get a switch with it. Softboiled for recovery, and Flamethrower because it was a lot more useful to me than seismic toss due to hitting ghosts and getting the occasional super-effective hit. Protect helps PP stall, particularly Dynamicpunch Machamps in tandem with Rotom, I waste two PP each time, which has saved my ass before, and stalls for a turn to get additional Toxic damage.
Infernape (M) @ Life Orb
Ability: Blaze
EVs: 26 Atk/232 Spd/252 SAtk
Naive nature (+Spd, -SDef)
- Close Combat
- Flamethrower
- Hidden Power [Ice]
- Grass Knot
---
This is like, the only thing not intended for stalling on this team, apart from Hippowdon on the offensive. It gets a lot of surprise kills on Salamence switch-ins, and Grass Knot gets a lot of surprise kills on Swampert switch-ins. Flamethrower over Fire Blast because I always miss with Fire Blast. I tried replacing this with a Scizor because of Latias, but again, that didn't work out that well either. I'm not looking to replace it unless absolutely necessary, though. I'm particularly fond of him.
HARR (Rotom-h) @ Leftovers
Ability: Levitate
EVs: 252 HP/76 Def/6 SAtk/176 SDef
Calm nature (+SDef, -Atk)
- Rest
- Sleep Talk
- Discharge
- Will-o-wisp
---
Status absorber/inflicter. Discharge provides a high rate of paralysis, and Will-o-wisp cripples (I like to think it does, at least) Scizors and whatnot. Good switch into Scizor, especially the ones that try to Superpower Blissey. It resists a lot of things as well. In addition, I particularly enjoy taking the risk of predicting explosions. I'm usually wrong, but it feels so nice in the event that I do make a correct prediction. Rest gives it recovery, something I like, and Sleep Talk adds to the overall stalling ability, saving PP.
Ham (Skarmory) (M) @ Leftovers
Ability: Keen Eye
EVs: 252 HP/96 Atk/156 Def/6 SDef
Impish nature (+Def, -SAtk)
- Roost
- Spikes
- Whirlwind
- Brave Bird
---
Shuffler and primary physical wall. The main two attacks I use here are Spikes and Whirlwind. I chose Brave Bird over Drill Peck because in the rare situation where I have to attack directly with Skarmory, I prefer packing an extra punch with Brave Bird, I don't care about recoil in those life-and-death situations. Roost gives it a recovery option, which is something I like on my walls

wat (Hippowdon) (M) @ Leftovers
Ability: Sand Stream
EVs: 252 HP/152 Def/106 SDef
Impish nature (+Def, -SAtk)
- Stealth Rock
- Slack Off
- Earthquake
- Ice Fang
---
I use this dude as a lead, it replaced a suicide lead Aerodactyl. Didn't realize how dumb suicide leads were until I started using Hippowdon. It's mainly to set up stealth rock, I usually switch out after that, I'm surprised how many people forget about it when I bring it back midgame or endgame. It's not a sitting duck when taunted, either. Earthquake gets a lot of coverage overall. Ice Fang is for Earthquake resists/immunities, usually reserved for Gliscor. Slack Off was also one of the reasons I liked this over Aerodactyl, it gave it even more durability. Sand Stream isn't detrimental to my team because of the typings and prevalence of Leftovers on my team, but it really adds up on my opponents, with all the other residual damage I have going here.

Bonk (Forretress) (M) @ Leftovers
Ability: Sturdy
EVs: 252 HP/162 Atk/96 Def
Relaxed nature (+Def, -Spd)
- Toxic Spikes
- Explosion
- Rapid Spin
- Gyro Ball
---
A physical wall that sets up toxic spikes and occasionally spins. I dunno, this guy's just starting to become dead weight, it stopped being good around the time I stopped playing (around the time Latias came down) and mainly exploded if it didn't get KO'd first. Gyro Ball's mostly for the few times it's super effective on something. Again, it mostly explodes. I really am looking to replace this with another Toxic Spiker, but there aren't that many to begin with, so my efforts in finding another one didn't work out. The only one off the top of my head is Tentacruel, and I replaced that with this.

Pork (Blissey) (F) @ Leftovers
Ability: Natural Cure
EVs: 2 HP/252 Def/80 SAtk/176 SDef
Calm nature (+SDef, -Atk)
- Toxic
- Softboiled
- Protect
- Flamethrower
---
Special wall, and a good one at that. This little du-, I mean chick does a lot of damage with Toxic, I can usually get a switch with it. Softboiled for recovery, and Flamethrower because it was a lot more useful to me than seismic toss due to hitting ghosts and getting the occasional super-effective hit. Protect helps PP stall, particularly Dynamicpunch Machamps in tandem with Rotom, I waste two PP each time, which has saved my ass before, and stalls for a turn to get additional Toxic damage.

Infernape (M) @ Life Orb
Ability: Blaze
EVs: 26 Atk/232 Spd/252 SAtk
Naive nature (+Spd, -SDef)
- Close Combat
- Flamethrower
- Hidden Power [Ice]
- Grass Knot
---
This is like, the only thing not intended for stalling on this team, apart from Hippowdon on the offensive. It gets a lot of surprise kills on Salamence switch-ins, and Grass Knot gets a lot of surprise kills on Swampert switch-ins. Flamethrower over Fire Blast because I always miss with Fire Blast. I tried replacing this with a Scizor because of Latias, but again, that didn't work out that well either. I'm not looking to replace it unless absolutely necessary, though. I'm particularly fond of him.
HARR (Rotom-h) @ Leftovers
Ability: Levitate
EVs: 252 HP/76 Def/6 SAtk/176 SDef
Calm nature (+SDef, -Atk)
- Rest
- Sleep Talk
- Discharge
- Will-o-wisp
---
Status absorber/inflicter. Discharge provides a high rate of paralysis, and Will-o-wisp cripples (I like to think it does, at least) Scizors and whatnot. Good switch into Scizor, especially the ones that try to Superpower Blissey. It resists a lot of things as well. In addition, I particularly enjoy taking the risk of predicting explosions. I'm usually wrong, but it feels so nice in the event that I do make a correct prediction. Rest gives it recovery, something I like, and Sleep Talk adds to the overall stalling ability, saving PP.

Ham (Skarmory) (M) @ Leftovers
Ability: Keen Eye
EVs: 252 HP/96 Atk/156 Def/6 SDef
Impish nature (+Def, -SAtk)
- Roost
- Spikes
- Whirlwind
- Brave Bird
---
Shuffler and primary physical wall. The main two attacks I use here are Spikes and Whirlwind. I chose Brave Bird over Drill Peck because in the rare situation where I have to attack directly with Skarmory, I prefer packing an extra punch with Brave Bird, I don't care about recoil in those life-and-death situations. Roost gives it a recovery option, which is something I like on my walls