So I have been told by a few people to come to here for advice, so here goes:
Infernape (M) @ Focus Sash
Ability: Iron Fist
EVs: 252 Atk / 252 Spd / 4 SDef
Jolly Nature
- Fake Out
- Stealth Rock
- Close Combat
- Fire Punch
Infernape is my lead pokemon. His main purpose is to set up those Stealth Rocks, and to start whaling away. Fake Out is for the very first turn, to break focus sashes/ sturdy, and for me to deal quick damage right away. I have Close Combat with Fire Punch to complement Iron Fist, and to really pack a punch on most opponents. Pun intended. For the EVs, I maxed speed to get the first hit, and Attack to make that first hit count.
Swampert (F) @ Leftovers
Ability: Torrent
EVs: 252 HP / 136 Def / 120 SDef
Careful Nature
- Curse
- Earthquake
- Avalanche
- Waterfall
Tank Swampert for Fire-type coverage. The Curse is to boost the stats, while dropping the speed to compliment Avalanche. My thinking is that the lowered speed will allow the opponent to hit first, and to counter it with a boosted Avalanche. Earthquake and Waterfall provide STAB, but doesn't have the coverage I really want, though I feel like it is good enough. EVs: maxed HP for survivability, and the investments in SDef and Def are to just make SDef higher than Def, which will balance out after a few Curses.
Lucario (F) @ Choice Specs
Ability: Steadfast
EVs: 252 SAtk / 252 Spd / 4 SDef
Timid Nature
- Aura Sphere
- Flash Cannon
- Shadow Ball
- Psychic
Special sweeper Lucario. Aura Sphere and Flash Cannon for STAB, and that covers quite a few types, including Fairy, which I find a lot. Shadow Ball is to compliment Aura Sphere, giving it unresisted coverage. Psychic is to counter Fighting-types, one of Lucario's biggest weaknesses, as well as giving another move to choice. Steadfast is to counter flinch hax that I may get. For EVs: Speed to be faster, SAtk to hit hard.
Gardevoir (M) @ Expert Belt
Ability: Trace
EVs: 252 SAtk / 252 HP / 4 SDef
Modest Nature
- Psychic
- Shadow Ball
- Thunderbolt
- Moonblast
Another special sweeper. Psychic and Moonblast are for STAB coverage, and Moonblast takes care of Dragons really well. Shadow Ball is for other Psychic types that may try to wall me, as well as Ghost types, and Thunderbolt is for bulky Water-types, as well as flying types. I have Expert Belt to utilize the coverage provided, while letting me switch moves. This has worked a few times for me, as my opponents think I have choiced a move, and have switched out, only to be hit by another SE move. EVs: HP to max Survivability, SAtk to hit hard. Deja vu, anyone?
Skarmory (F) @ Leftovers
Ability: Sturdy
EVs: 252 HP / 24 Spd / 232 Def
Impish Nature
- Brave Bird
- Spikes
- Roost
- Whirlwind
I have been told this is the weak spot on my team, and I sort of agree with that. Skarmory's main purpose is to provide a physical wall, and set up secondary hazards, and to Whirlwind the opponent into submission. Brave Bird is for STAB and to counter Taunt, and Roost is for recovery. Sturdy is to avoid being OHKO'd, which can allow me to have another turn. I can't really explain the EVs, because that's been me tweaking and tweaking until I find something that feels right.
Carnivine (M) @ Life Orb
Ability: Levitate
EVs: 252 Atk / 200 HP / 28 SDef / 28 Def
Adamant Nature
- Swords Dance
- Seed Bomb
- Toxic
- Crunch
My Grass-type coverage. Toxic is to set a status, and Seed Bomb for STAB. Crunch is unexpected of many people, so I use that. Swords Dance to boost the attack, and to set up for both Seed Bomb and Crunch. Life Orb is to boost Attack, allowing me to hit even harder. Now for the EVs: I have exactly 200 in HP to have it sit at 339 HP. This allows for 10 attacks, assuming no damage is taken, and still have 9 HP left over. The 252 in Attack is to maximize damage, and the investments in both defenses keeps them both the same.
I have play-tested this team quite a bit, and I get mixed results. I also have mixed genders to avoid any gender-based moves.
I am well aware of my team's Fire-type weakness, and I would really like a good way to cover that, possibly in Carnivine's spot. So far, though, I have been able to counter most of them with Swampert.
Thanks in advance for any input!
In case anyone wants to try it out:

Infernape (M) @ Focus Sash
Ability: Iron Fist
EVs: 252 Atk / 252 Spd / 4 SDef
Jolly Nature
- Fake Out
- Stealth Rock
- Close Combat
- Fire Punch
Infernape is my lead pokemon. His main purpose is to set up those Stealth Rocks, and to start whaling away. Fake Out is for the very first turn, to break focus sashes/ sturdy, and for me to deal quick damage right away. I have Close Combat with Fire Punch to complement Iron Fist, and to really pack a punch on most opponents. Pun intended. For the EVs, I maxed speed to get the first hit, and Attack to make that first hit count.

Swampert (F) @ Leftovers
Ability: Torrent
EVs: 252 HP / 136 Def / 120 SDef
Careful Nature
- Curse
- Earthquake
- Avalanche
- Waterfall
Tank Swampert for Fire-type coverage. The Curse is to boost the stats, while dropping the speed to compliment Avalanche. My thinking is that the lowered speed will allow the opponent to hit first, and to counter it with a boosted Avalanche. Earthquake and Waterfall provide STAB, but doesn't have the coverage I really want, though I feel like it is good enough. EVs: maxed HP for survivability, and the investments in SDef and Def are to just make SDef higher than Def, which will balance out after a few Curses.

Lucario (F) @ Choice Specs
Ability: Steadfast
EVs: 252 SAtk / 252 Spd / 4 SDef
Timid Nature
- Aura Sphere
- Flash Cannon
- Shadow Ball
- Psychic
Special sweeper Lucario. Aura Sphere and Flash Cannon for STAB, and that covers quite a few types, including Fairy, which I find a lot. Shadow Ball is to compliment Aura Sphere, giving it unresisted coverage. Psychic is to counter Fighting-types, one of Lucario's biggest weaknesses, as well as giving another move to choice. Steadfast is to counter flinch hax that I may get. For EVs: Speed to be faster, SAtk to hit hard.

Gardevoir (M) @ Expert Belt
Ability: Trace
EVs: 252 SAtk / 252 HP / 4 SDef
Modest Nature
- Psychic
- Shadow Ball
- Thunderbolt
- Moonblast
Another special sweeper. Psychic and Moonblast are for STAB coverage, and Moonblast takes care of Dragons really well. Shadow Ball is for other Psychic types that may try to wall me, as well as Ghost types, and Thunderbolt is for bulky Water-types, as well as flying types. I have Expert Belt to utilize the coverage provided, while letting me switch moves. This has worked a few times for me, as my opponents think I have choiced a move, and have switched out, only to be hit by another SE move. EVs: HP to max Survivability, SAtk to hit hard. Deja vu, anyone?

Skarmory (F) @ Leftovers
Ability: Sturdy
EVs: 252 HP / 24 Spd / 232 Def
Impish Nature
- Brave Bird
- Spikes
- Roost
- Whirlwind
I have been told this is the weak spot on my team, and I sort of agree with that. Skarmory's main purpose is to provide a physical wall, and set up secondary hazards, and to Whirlwind the opponent into submission. Brave Bird is for STAB and to counter Taunt, and Roost is for recovery. Sturdy is to avoid being OHKO'd, which can allow me to have another turn. I can't really explain the EVs, because that's been me tweaking and tweaking until I find something that feels right.

Carnivine (M) @ Life Orb
Ability: Levitate
EVs: 252 Atk / 200 HP / 28 SDef / 28 Def
Adamant Nature
- Swords Dance
- Seed Bomb
- Toxic
- Crunch
My Grass-type coverage. Toxic is to set a status, and Seed Bomb for STAB. Crunch is unexpected of many people, so I use that. Swords Dance to boost the attack, and to set up for both Seed Bomb and Crunch. Life Orb is to boost Attack, allowing me to hit even harder. Now for the EVs: I have exactly 200 in HP to have it sit at 339 HP. This allows for 10 attacks, assuming no damage is taken, and still have 9 HP left over. The 252 in Attack is to maximize damage, and the investments in both defenses keeps them both the same.
I have play-tested this team quite a bit, and I get mixed results. I also have mixed genders to avoid any gender-based moves.
I am well aware of my team's Fire-type weakness, and I would really like a good way to cover that, possibly in Carnivine's spot. So far, though, I have been able to counter most of them with Swampert.
Thanks in advance for any input!
In case anyone wants to try it out:
Infernape (M) @ Focus Sash
Ability: Iron Fist
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- Fake Out
- Stealth Rock
- Close Combat
- Fire Punch
Swampert (F) @ Leftovers
Ability: Torrent
EVs: 252 HP / 136 Def / 120 SDef
Careful Nature
- Curse
- Earthquake
- Avalanche
- Waterfall
Lucario (F) @ Choice Specs
Ability: Steadfast
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
- Aura Sphere
- Flash Cannon
- Shadow Ball
- Psychic
Gardevoir (M) @ Expert Belt
Ability: Trace
Shiny: Yes
EVs: 252 HP / 252 SAtk / 4 SDef
Modest Nature
- Psychic
- Shadow Ball
- Thunderbolt
- Moonblast
Skarmory (F) @ Leftovers
Ability: Sturdy
EVs: 252 HP / 232 Def / 24 Spd
Impish Nature
- Brave Bird
- Spikes
- Roost
- Whirlwind
Carnivine (M) @ Life Orb
Ability: Levitate
EVs: 200 HP / 252 Atk / 28 Def / 28 SDef
Adamant Nature
- Swords Dance
- Seed Bomb
- Toxic
- Crunch