
Hydregion @ life orb
Ability: Levitate
EVs: 4 defence 252 special attack 252 speed
Nature: modest
- u turn
- dark pulse
- surf
- dragon pulse
scouting lead and anti sand and sun leads with surf, and hits other dragons hard with dragon pulse. absorbs super effective psychic attacks for hitmontop.

Hitmontop @ life orb
Ability: technician
EVs: 4 hp 252 attack 252 secial def
Nature: adamant
- fake out
- mach punch
- high jump kick
- sucker punch
physical sweeper with good coverage, priority and revenge killing capabilities. my biggest physical threat on this team, as he has sucker punch to kill any psychic and ghosts that arent too big of a threat, and arent going to set up.

Reunclius @ leftovers
Ability: magic guard
EVs: 4 hp 252 special atk 252 special def
Nature: modest
- calm mind
- recover
- psyshock
- hidden power dark
special sweeper 2, and anti stall. the psychic fighting and dark combo of pokemon gives me good coverage, and this pokemon has brilliant usage amongst psychic types due to wonder guard.

Jelicient @ leftovers
Ability: water absorb
EVs: 252 hp 4 special atk 252 special def
Nature: calm
- scald
- shadow ball
- recover
- toxic
special wall, absorbs fighting and ice attacks for hydregion. also provides toxic and burn support for the team.

Skamory @ leftovers
Ability: sturdy
EVs: 252 attack 252 defence 4 speed
Nature: impish
- drill peck
- stealth rock
- roost
- night slash
physical wall, and entry hazard user. mainly physical wall though with 416 defence and roost, and drill peck to sort out fighting types.

Gliscor @ Toxic orb
Ability: poison heal
EVs: 100 attack 100 defence 252 speed
Nature: jolly
- Stone edge
- earthquake
- swords dance
- u turn
absorbs ground type moves for jelicient. also provides a reasonable physical threat after a swords dance, and can scout with u turn.
Stuff i have problems with:

keeps giving me trouble with spore. probbably just me being a noob, but my team hates this thing.