Gliscor (scout/lead)
Stealth Rock
Earthquake
Roost
U-Turn
Jolly
252HP/4 Def/252 Spe
Leftovers
Forretress
Spikes
Toxic Spikes
Payback
Rapid Spin
252HP/4 Def/ 252 SpD
Hippowdon
Earthquake
Slack Off
Toxic
Roar
Impish
252 HP/ 4 Def/ 252 SpD
Leftovers
Cradilly (supporter)
Stockpile
Toxic
Recover
Seed Bomb
Careful
252 HP/106 Def/ 160 SpD
Leftovers
Dusknoir (backup)
Will o Wisp
Pain Split
Trick Room
Firepunch
Impish
252 HP/ 252 Def / 4 SpD
Leftovers
Empoleon
Surf
Grass Knot
Ice Beam
Roar
Calm
252HP/ 100 Def/ 152 SpD / 4 Spe
Leftovers
This is probably the most fun set that I've used, as when it works, it tends to work astoundingly well. The goal is, as the title states, to slowly wear down the opponent with toxic, and then to roar or whirlwind any counter that may become problematic. Upon entrance of an ineffective counter, HP recovering moves will be used.
Gliscor acts as a scout, complimented by Empoleon in terms of resistances/advantages. Trick Room Dusknoir helps to always setup toxic with the many users on this set, and to block any spins if Forretress succeeds in setting up spikes/toxic spikes. His firepunch helps to combat any steel types, especially if his trick room works . Cradilly and Hippowdon are used to cause toxic, and then either roar or setup where applicable. If Cradilly succeeds in maxing his stockpile, he walls an astounding amount of pokemon.
However, there are a few things that can wreck this team. If forretress fails to setup spikes, all is not lost, and if Dusknoir fails to trick room there is still hope. But, if the majority of toxic use is prevented, there is little hope for this team to attack back in an organized manner. Encore or Taunt users will cause this if they are incorrectly predicted, but they are (usually) easy to identify. Furthermore, if the opponent is able to infect this team with status effects without being affected itself, this is largely problematic. Furthermore, if trick room is not successful, and any enemy pokemon is allowed to setup without being roared, this team will be demolished.
Advantages however, is that once this team succeeds at least half way in their toxic mission, there is less hinged on their individual abilities, and more on simply outrunning or outlasting the opponent, either with trick room or the variety of rest/roost/slack off users.
In place of Hippowdon, I have used Lure Babiri T-tar which effectively "balances" the team in terms of uses, and can help to eliminate scizors, etc which may switch in on it. If this T-tar is used, Dusknoir's Firepunch is switched with Shadow Punch.
Anyways, thanks for any comments I appreciate you guys taking a look.