Bleh..
Bronzong @ Choice Band
Ability: Levitate
EVs: 252 HP/86 Atk/80 Def/92 SDef
Sassy nature (+SDef, -Spd)
- Gyro Ball
- Earthquake
- Stealth Rock
- Trick
This is such a fun lead. Most other leads will be concerned with setting up Stealth Rocks or Rain Dance or something and forgot that Bronzong knows trick.... so they end up with a useless Choice Band which eases my prediction by a lot (heck even if it ends up on a T-tar, it makes it easier to deal with). Stealth Rocks is a big deal for my team since 5 Pokes are there just to wear people down. This thing can survive 2-3 fire attacks, so Earthquake and Gyro ball are nice for damage causing. Gyro ball also helps against DD/Agiliteers etc etc.
Heatran (M) @ Leftovers
Ability: Flash Fire
EVs: 252 HP/16 SAtk/240 SDef
Modest nature (+SAtk, -Atk)
- Earth Power
- Fire Blast
- Substitute
- Toxic
95% of the time, Heatran is the next person to come in. Everyone sees Bronzong and they're like "FIREFIREFIREFIREFIREFIREFIREFIREFIREFIREFIREFIREFIRE", so he gets in pretty easily. Usually, they're locked into the fire move if it's early game thanks to Bronzong, so I get to set up a free substitute. If a bulky water comes in, BAM they get hit with Toxic. The special defence allows this to kill Gengar/Azelf/Jirachi/etc nicely and is a reliable switch in to most special attackers.
Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 252 Def/80 SAtk/178 SDef
Calm nature (+SDef, -Atk)
- Wish
- Protect
- Flamethrower
- Toxic
Bulky Water breaks my sub? No problem! Go Blissey! This is my answer to Calm Minders/Nasty Plotters etc etc. Exploding Gengar/Azelf/Forry/Metagross/Bronzong/etc etc are stopped short by some nice prediction and Protect. Toxic allows me to hit Hippowdon/Swampert/anything else that I need to stall out. Flamethrower kills Scizor/Mamoswine switch ins quite nicely and Wish heals me + supports team. Protect also allows me to scout Pokemon and switch accordingly.
Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP/220 Def/38 Spd
Bold nature (+Def, -Atk)
- Roost
- Thunderbolt
- Heat Wave
- Roar
Scizor wrecks my team pretty badly, so this is here to stop it, Gyrados, Salamence, etc etc. Roar is great for those who like to set up on me and also scouts the team + piles up stealth rock damage.
Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP/220 Def/36 Spd
Bold nature (+Def, -Atk)
- Psychic
- Grass Knot
- Recover
- Heal Bell
Celebi destroys Swamperts etc etc, helps wall stuff and is my switch in to Stone Edges/Earthquakes/etc etc. Heal Bell is an important move because it makes status an annoyance rather than a real problem. Psychic hits fighting types and can score some nice surprise KOs from those who don't expect it. Grass Knot again kills heavy Water/Ground/Rock Pokemon and keeps Gyrados in check once again.
Scizor (M) @ Life Orb
Ability: Technician
EVs: 32 HP/252 Atk/226 Spd
Adamant nature (+Atk, -SAtk)
- Swords Dance
- Bullet Punch
- X-Scissor
- Superpower
Scizor almost never comes out until late game. Once the enemy team is weakened substantially by my 5 part defensive core, Scizor comes in and destroys with or without a Swords Dance. Bullet Punch picks off speedy annoying gnats such as Zam/Gengar/Azelf/etc. X-Scissor kill Celebi and weakened Dark Types. Superpower is important because it can kill a full strength Tyranitar and badly hurts Magnezone and opposing Scizor.
Major threats:
Trick Toxic Orb Clefable: I can't really handle this at all. I've only encountered it once and it completely wrecked my team. The only thing I can do is revenge it with Scizor, but it would just switch out and I'd take residual damage from LO/Rocks/Spikes/etc.
Calm Mind Jirachi: Again, it kills me late game since most of my team is Special. Scizor can hurt it, but if it sets up, I'm dead.
halp

Bronzong @ Choice Band
Ability: Levitate
EVs: 252 HP/86 Atk/80 Def/92 SDef
Sassy nature (+SDef, -Spd)
- Gyro Ball
- Earthquake
- Stealth Rock
- Trick
This is such a fun lead. Most other leads will be concerned with setting up Stealth Rocks or Rain Dance or something and forgot that Bronzong knows trick.... so they end up with a useless Choice Band which eases my prediction by a lot (heck even if it ends up on a T-tar, it makes it easier to deal with). Stealth Rocks is a big deal for my team since 5 Pokes are there just to wear people down. This thing can survive 2-3 fire attacks, so Earthquake and Gyro ball are nice for damage causing. Gyro ball also helps against DD/Agiliteers etc etc.

Heatran (M) @ Leftovers
Ability: Flash Fire
EVs: 252 HP/16 SAtk/240 SDef
Modest nature (+SAtk, -Atk)
- Earth Power
- Fire Blast
- Substitute
- Toxic
95% of the time, Heatran is the next person to come in. Everyone sees Bronzong and they're like "FIREFIREFIREFIREFIREFIREFIREFIREFIREFIREFIREFIREFIRE", so he gets in pretty easily. Usually, they're locked into the fire move if it's early game thanks to Bronzong, so I get to set up a free substitute. If a bulky water comes in, BAM they get hit with Toxic. The special defence allows this to kill Gengar/Azelf/Jirachi/etc nicely and is a reliable switch in to most special attackers.

Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 252 Def/80 SAtk/178 SDef
Calm nature (+SDef, -Atk)
- Wish
- Protect
- Flamethrower
- Toxic
Bulky Water breaks my sub? No problem! Go Blissey! This is my answer to Calm Minders/Nasty Plotters etc etc. Exploding Gengar/Azelf/Forry/Metagross/Bronzong/etc etc are stopped short by some nice prediction and Protect. Toxic allows me to hit Hippowdon/Swampert/anything else that I need to stall out. Flamethrower kills Scizor/Mamoswine switch ins quite nicely and Wish heals me + supports team. Protect also allows me to scout Pokemon and switch accordingly.

Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP/220 Def/38 Spd
Bold nature (+Def, -Atk)
- Roost
- Thunderbolt
- Heat Wave
- Roar
Scizor wrecks my team pretty badly, so this is here to stop it, Gyrados, Salamence, etc etc. Roar is great for those who like to set up on me and also scouts the team + piles up stealth rock damage.

Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP/220 Def/36 Spd
Bold nature (+Def, -Atk)
- Psychic
- Grass Knot
- Recover
- Heal Bell
Celebi destroys Swamperts etc etc, helps wall stuff and is my switch in to Stone Edges/Earthquakes/etc etc. Heal Bell is an important move because it makes status an annoyance rather than a real problem. Psychic hits fighting types and can score some nice surprise KOs from those who don't expect it. Grass Knot again kills heavy Water/Ground/Rock Pokemon and keeps Gyrados in check once again.

Scizor (M) @ Life Orb
Ability: Technician
EVs: 32 HP/252 Atk/226 Spd
Adamant nature (+Atk, -SAtk)
- Swords Dance
- Bullet Punch
- X-Scissor
- Superpower
Scizor almost never comes out until late game. Once the enemy team is weakened substantially by my 5 part defensive core, Scizor comes in and destroys with or without a Swords Dance. Bullet Punch picks off speedy annoying gnats such as Zam/Gengar/Azelf/etc. X-Scissor kill Celebi and weakened Dark Types. Superpower is important because it can kill a full strength Tyranitar and badly hurts Magnezone and opposing Scizor.
Major threats:
Trick Toxic Orb Clefable: I can't really handle this at all. I've only encountered it once and it completely wrecked my team. The only thing I can do is revenge it with Scizor, but it would just switch out and I'd take residual damage from LO/Rocks/Spikes/etc.
Calm Mind Jirachi: Again, it kills me late game since most of my team is Special. Scizor can hurt it, but if it sets up, I'm dead.
halp