First team I've attempted, so bear that in mind.
At a glance:
Heatran
Salamence
Metagross
Vaporeon
Electivire
Donphan
Heatran @ Choice Specs
Ability: Flash Fire
EVs: 252 SpAtt, 252 Speed, 6 HP
Nature: Modest
- Flamethrower
- Explosion
- Earth Power
- Dragon Pulse
Has worked well for me as a lead, and with some prediction I can switch back to it and get Flash Fire boosts later in the battle. Flamethrower over Fire Blast because I prefer boosted accuracy over boosted power.
Salamence @ Life Orb
Ability: Intimidate
EVs: 120 Att, 136 Speed, 252 SpAtt
Nature: Rash
- Flamethrower
- Brick Break
- Crunch
- Draco Meteor
Standard MixMence. Covers all of Heatran's weaknesses and can hit hard physically or specially. Easy to switch in because of all the resistances and intimidate hinders many physical foes.
Metagross @ Choice Band
Ability: Clear Body
EVs: 244 HP, 252 Att, 14 Speed
Nature: Adamant
- Bullet Punch
- Earthquake
- Explosion
- Meteor Mash
Covers Mence's weaknesses and again, very easy to switch in because it resists so much itself. CB Mash is fearsome and Bullet Punch to finish off any sashed foes. Explosion when it's about to die.
Vaporeon @ Leftovers
Ability: Water Absorb
EVs: 188 HP, 252 Def, 68 SpAtt
Nature: Bold
- Surf
- Ice Beam
- Wish
- Haze
Special wall that can give Wish support to weakened allies. Haze to counter stat boosted foes that can't be roared away [Got swept by a Cradily the other day that had Belly Drum passed to it]. Surf for STAB and Ice Beam because.. ice moves are always useful.
Electivire @ Life Orb
Ability: Motor Drive
EVs: 76 Att, 180 Speed, 252 SpAtt
Nature: Mild
- Thunderbolt
- Cross Chop
- Flamethrower
- HP Ice
MixVire. I attempt to keep it hidden until I'm certain an electric move is coming, but if I can't, oh well. Still hits many types for super effective, with physical and special moves at its disposal.
Donphan @ Leftovers
Ability: Sturdy
EVs: 252 HP, 6 Att, 252 Def
Nature: Impish
- Ice Shard
- Stealth Rock
- Roar
- Rapid Spin
Phazer, Spinner and can set up Stealth Rock itself if given the chance. Ice Shard to hit weakened/sashed foes and dragons. Can also absorb most physical hits.
I'm aware that I lack a reliable physical wall, but I'm kind of hoping to work around that with the synergy of the first three + Donphan.
At a glance:
Heatran
Salamence
Metagross
Vaporeon
Electivire
Donphan
Heatran @ Choice Specs
Ability: Flash Fire
EVs: 252 SpAtt, 252 Speed, 6 HP
Nature: Modest
- Flamethrower
- Explosion
- Earth Power
- Dragon Pulse
Has worked well for me as a lead, and with some prediction I can switch back to it and get Flash Fire boosts later in the battle. Flamethrower over Fire Blast because I prefer boosted accuracy over boosted power.
Salamence @ Life Orb
Ability: Intimidate
EVs: 120 Att, 136 Speed, 252 SpAtt
Nature: Rash
- Flamethrower
- Brick Break
- Crunch
- Draco Meteor
Standard MixMence. Covers all of Heatran's weaknesses and can hit hard physically or specially. Easy to switch in because of all the resistances and intimidate hinders many physical foes.
Metagross @ Choice Band
Ability: Clear Body
EVs: 244 HP, 252 Att, 14 Speed
Nature: Adamant
- Bullet Punch
- Earthquake
- Explosion
- Meteor Mash
Covers Mence's weaknesses and again, very easy to switch in because it resists so much itself. CB Mash is fearsome and Bullet Punch to finish off any sashed foes. Explosion when it's about to die.
Vaporeon @ Leftovers
Ability: Water Absorb
EVs: 188 HP, 252 Def, 68 SpAtt
Nature: Bold
- Surf
- Ice Beam
- Wish
- Haze
Special wall that can give Wish support to weakened allies. Haze to counter stat boosted foes that can't be roared away [Got swept by a Cradily the other day that had Belly Drum passed to it]. Surf for STAB and Ice Beam because.. ice moves are always useful.
Electivire @ Life Orb
Ability: Motor Drive
EVs: 76 Att, 180 Speed, 252 SpAtt
Nature: Mild
- Thunderbolt
- Cross Chop
- Flamethrower
- HP Ice
MixVire. I attempt to keep it hidden until I'm certain an electric move is coming, but if I can't, oh well. Still hits many types for super effective, with physical and special moves at its disposal.
Donphan @ Leftovers
Ability: Sturdy
EVs: 252 HP, 6 Att, 252 Def
Nature: Impish
- Ice Shard
- Stealth Rock
- Roar
- Rapid Spin
Phazer, Spinner and can set up Stealth Rock itself if given the chance. Ice Shard to hit weakened/sashed foes and dragons. Can also absorb most physical hits.
I'm aware that I lack a reliable physical wall, but I'm kind of hoping to work around that with the synergy of the first three + Donphan.