Well here is my team. I am mainly going for a good defensive strategy as you could probably tell.






STAB=BOLD

Lead: Cresselia @ Light Clay
Nature: Sassy
Ability: Levitate
EVs: 252HP/200Def/56SpD
Role: Screener/TR
Moveset:
-Reflect
-Light Screen
-Trick Room
-Moonlight
Reflect and Light Screen are to boost the Def and SpD of everybody on my team to make them even better walls. Trick Room is so Marowak and Magmortar will attack first. Moonlight is for half HP, which makes this Cresselia a really good wall to both physical and special attacks.

Tentacruel @ Leftovers
Nature: Sassy
Ability: Liquid Ooze
EVs: 252HP/136SpD/120Def
Role: Special Wall/Sweeper
Moveset:
-Toxic Spikes
-Rapid Spin
-Surf
-Haze
Solid Special wall that will help set up toxic spikes and also has nice damage capabilities. STAB on Surf is powerful and is mainly for just regular damage against bulky walls. Rapid Spin is pretty obvious, get rid of the stacked SR/Spikes/Toxic Spikes. Toxic Spikes is also pretty obvious, stack this with Skarmory's spikes/SR and they are in for some real pain. Haze is for the ever so popular DD people out there like Tyranitar, Gyarados, and Salamence.

Magmortar @ Choice Specs
Nature: Quiet
Ability: Flame Body
EVs: 252HP/252SpAtk/6SpD
Role: Special Sweeper
Moveset:
-Overheat
-Focus Blast
-Thunderbolt
-HP:Ice(70)
Overheat will be extremely powerful with STAB and will be nice to take down common walls like Bronzong/Forretress/Skarm, and can also take out Scizor & Heracross. Focus Blast to take down Heatran. Thunderbolt to take out the ever so popular bulky Gyarados & Milotic & Vaporenon (2HKO on Milotic, and 92-109% on Vap). HP:Ice will take out popular dragons like Salamence/Garchomp. HP:Ice will also take out the ground super-effectiveness against him.

Marowak @ Thick Club
Nature: Brave
Ability: Rock Head
EVs: 252Atk/252HP/6Def
Role: Physical Sweeper
Moveset:
-Earthquake
-Double Edge
-Swords Dance
-Fire Punch
Marowak is probably one of the mose underestimated people out there. His attack comes to a staggering 568 with Thick Club. With this immense attack, Earthquake,being a STAB, will be extremely powerful. Most of the popular physical walls will be covered by Fire Punch(exluding Heatran, which I have Tentacruel and Magmortar for,and Marowak's EQ), so double edge will just be a 120 base power move that will eat at strong walls. With SD up, Marowak can OHKO any wall out there. Fire punch can also take out those physical walls and covers all but 1(Water) of Marowak's weaknesses. With TR, Marowak should be able to go first because he is really slow and will be able to take out common walls and opponents that are super-effective against him.

Dusknoir @ Leftovers
Nature: Relaxed
Ability: Pressure
EVs: 252HP/128SpD/128Def
Role: Tank/Annoyer & Set up TR
Moveset:
-Trick Room
-Pain Split
-WoW(Will-o-Wisp)
-Shadow Claw/Facade
TR is obvious for setting up Marowak and Magmortar. WoW taking 1/8 damage per turn and have -%50 attack=this guy being a great physical wall. Not sure on to choose shadow claw or facade. Facade is 70 base power and is double the damage if the target is poisoned/burned/paralyzed. Obviously he will be poisoned from Tentacruel's Toxic Spikes and burned from WoW. Pain Split is there so I can get some vital health back. Shadow Claw is a nice because it is 70 base power and has STAB, and type coverage for walls like Cresselia,Jirachi,Celebi, even though Marowak can OHKO and of them.

Skarmory @ Shed Shell
Nature: Relaxed
Ability: Sturdy
EVs: 252HP/192Def/64Atk
Role: Physical Wall
Moveset:
-Roost
-Spikes/Stealth Rock
-Whirlwind
-Brave Bird
Roost is obvious, getting half HP back is nice for a physical wall. Spikes is also obvious, use it 3 times to get 25% damage. Spikes or Stealth Rock though, I am not sure? Help on this issue please. Whirlwind is also obvious, change out any guy that really poses a threat. Also, an added bonus on this is that I should go first with TR up, so I can have 3x spikes or 1x SR down when he comes in, whirlwind, and if he wants to come in again he gets another %25 spikes or varied with SR. And Brave Bird is pretty obvious.






STAB=BOLD

Lead: Cresselia @ Light Clay
Nature: Sassy
Ability: Levitate
EVs: 252HP/200Def/56SpD
Role: Screener/TR
Moveset:
-Reflect
-Light Screen
-Trick Room
-Moonlight
Reflect and Light Screen are to boost the Def and SpD of everybody on my team to make them even better walls. Trick Room is so Marowak and Magmortar will attack first. Moonlight is for half HP, which makes this Cresselia a really good wall to both physical and special attacks.

Tentacruel @ Leftovers
Nature: Sassy
Ability: Liquid Ooze
EVs: 252HP/136SpD/120Def
Role: Special Wall/Sweeper
Moveset:
-Toxic Spikes
-Rapid Spin
-Surf
-Haze
Solid Special wall that will help set up toxic spikes and also has nice damage capabilities. STAB on Surf is powerful and is mainly for just regular damage against bulky walls. Rapid Spin is pretty obvious, get rid of the stacked SR/Spikes/Toxic Spikes. Toxic Spikes is also pretty obvious, stack this with Skarmory's spikes/SR and they are in for some real pain. Haze is for the ever so popular DD people out there like Tyranitar, Gyarados, and Salamence.

Magmortar @ Choice Specs
Nature: Quiet
Ability: Flame Body
EVs: 252HP/252SpAtk/6SpD
Role: Special Sweeper
Moveset:
-Overheat
-Focus Blast
-Thunderbolt
-HP:Ice(70)
Overheat will be extremely powerful with STAB and will be nice to take down common walls like Bronzong/Forretress/Skarm, and can also take out Scizor & Heracross. Focus Blast to take down Heatran. Thunderbolt to take out the ever so popular bulky Gyarados & Milotic & Vaporenon (2HKO on Milotic, and 92-109% on Vap). HP:Ice will take out popular dragons like Salamence/Garchomp. HP:Ice will also take out the ground super-effectiveness against him.

Marowak @ Thick Club
Nature: Brave
Ability: Rock Head
EVs: 252Atk/252HP/6Def
Role: Physical Sweeper
Moveset:
-Earthquake
-Double Edge
-Swords Dance
-Fire Punch
Marowak is probably one of the mose underestimated people out there. His attack comes to a staggering 568 with Thick Club. With this immense attack, Earthquake,being a STAB, will be extremely powerful. Most of the popular physical walls will be covered by Fire Punch(exluding Heatran, which I have Tentacruel and Magmortar for,and Marowak's EQ), so double edge will just be a 120 base power move that will eat at strong walls. With SD up, Marowak can OHKO any wall out there. Fire punch can also take out those physical walls and covers all but 1(Water) of Marowak's weaknesses. With TR, Marowak should be able to go first because he is really slow and will be able to take out common walls and opponents that are super-effective against him.

Dusknoir @ Leftovers
Nature: Relaxed
Ability: Pressure
EVs: 252HP/128SpD/128Def
Role: Tank/Annoyer & Set up TR
Moveset:
-Trick Room
-Pain Split
-WoW(Will-o-Wisp)
-Shadow Claw/Facade
TR is obvious for setting up Marowak and Magmortar. WoW taking 1/8 damage per turn and have -%50 attack=this guy being a great physical wall. Not sure on to choose shadow claw or facade. Facade is 70 base power and is double the damage if the target is poisoned/burned/paralyzed. Obviously he will be poisoned from Tentacruel's Toxic Spikes and burned from WoW. Pain Split is there so I can get some vital health back. Shadow Claw is a nice because it is 70 base power and has STAB, and type coverage for walls like Cresselia,Jirachi,Celebi, even though Marowak can OHKO and of them.

Skarmory @ Shed Shell
Nature: Relaxed
Ability: Sturdy
EVs: 252HP/192Def/64Atk
Role: Physical Wall
Moveset:
-Roost
-Spikes/Stealth Rock
-Whirlwind
-Brave Bird
Roost is obvious, getting half HP back is nice for a physical wall. Spikes is also obvious, use it 3 times to get 25% damage. Spikes or Stealth Rock though, I am not sure? Help on this issue please. Whirlwind is also obvious, change out any guy that really poses a threat. Also, an added bonus on this is that I should go first with TR up, so I can have 3x spikes or 1x SR down when he comes in, whirlwind, and if he wants to come in again he gets another %25 spikes or varied with SR. And Brave Bird is pretty obvious.