@ Life Orb
Ability = Skill Link
Evs: 196Atk, 76Def, 236Spd,
Jolly Nature
Fake Out, Fury Swipes, Bounce, Shadow Claw
I chose this adorable little monkey for my lead. First I stocked him with enough Def Evs to have him last a few hits, filled him up with more Atk to have him bringing power, and the rest in Spd to keep his flow quick. Fake out self explanatory if I do say so myself, Fury Swipes to deal good damage and hit five times because of skill link, Bounce to hit fighting type threats that think they can take it, and shadow claw to hit any leading ghosts.
@ Berry Juice
Ability = Unburden
Evs: 36Hp, 216Atk, 8Def, 40SAtk, 8SDef, 200Spd
Naughty Nature
Acrobatics, Thunderbolt, Will-O-Wisp, Destiny Bond
My Drifloon is a little more complicated in Evs and use, but I shall try and explain my reasoning for choosing him. Drifloon is surprising a good pokemon, amazing speed and unburden just top it off. Originally, my balloon here was given a Sky Gem (or whatever it is actually named), but as it is unreleased in Gen.6, I had to replace it. Berry Juice is not bad at all, gives me a great time to play up Destiny Bond too. Thunderbolt for type coverage and WOW to cripple physical attackers.
@ Life Orb
Ability = Flash Fire
Evs: 36Hp, 236Atk, 236Spd
Jolly Nature
Flame Charge, Wild Charge, Thrash, Hypnosis
My only shiny on the team, my majestic Ponyta! Evs are standard, high Spd and Atk, with the rest going in Hp for a small amount of bulk. This set is simple, used on most of these ponies. Flash Fire to eat up WOW and easily predicted fire moves, life orb for more Atk. Wild charge to increase speed and to hit predicted water switch-ins. Thrash for strong damage, and hypnosis to stop large threats.
@ DeepSeaTooth
Ability = Shell Armour
Evs: 76Hp, 248SAtk, 184Spd
Timid Nature
Surf, Ice Beam, Scald, Hidden Power [Grass]
The classic DST Clamperl. Most (if any) I see now run Shell Smash with white herb, but I like classics, and classics are reliable. Evs plug into SAtk to give more of a strong SAtk power, some for Spd to give it a bit more of an edge, and the rest in Hp for more bulk. Surf is the main STAB move, with Ice Beam to cover Grass types, Scald to give the chance of a burn, and HP[G] to take care of other water types.
@ Eviolite
Ability = Magnet Pull
Evs: 4Hp, 252SAtk, 252Spd
Modest Nature
Thunderbolt, Volt Switch, Flash Cannon, Hidden Power [Fire]
My newest addition to the team, Magnemite. This adorable little steel type is great for taking out steel types, like Ferroseed, because of magnet pull, HP [F] and its max Spd and SAtk Evs. With the STAB thunderbolt, volt switch to get the fast switch with damage, and flash cannon for coverage, there is not much left to say about this little guy.
@ Life Orb
Ability = Aftermath
Evs: 12Hp, 252Atk, 244Spd
Hasty Nature
Sucker Punch, Crunch, Flamethrower, Hidden Power [Psychic]
And last, but certainly not least, we have one of my favorite pokemon (Drum roll please!), Stunky! Sadly, with no physical poison moves in its pool, this little skunk cannot shine off the terrible smell it posses. Max Atk Evs get it to land a power, but fast hit with the 244Spd. The rest go into Hp for bulk. Sucker punch delivers a fast and powerful hit to those you need to knock out quickly, crunch as the main STAB move, flamethrower and HP [P] for type coverage.
Please tell me what you think of my team! Weaknesses, different Ev layouts, and or new movesets. Thanks!