Team

I. This has been a team that I have been working on lately; been laddering it a bit, and it has actually been quite successful. Now, I need your help to improve the team. This team can stall, wall, sweep, and win.
II.






II-B. Currently testing:

III.

Bronzong @ Lum Berry
Ability: Heatproof
EVs: 252 HP/188 Def/70 SDef
Relaxed nature (+Def, -Spd)
- Earthquake
- Gyro Ball
- Hypnosis/Explosion
- Stealth Rock
Lead Bronzong. Pretty standard move pool and EV spread; nothing much to say here. I chose Lum berry over Leftovers just so I can increase my chance of setting up Stealth Rock in the first turn. Only Pokemon stopping me from doing so would be "Taunters." An example would be against Aerodactyle, if I face one, I would simply Gyro Ball and pass on Stealth Rock for the 2HKO. Earthquake + Heatproof for those annoying Heatrans (or any fire Pokemon for that matter) who love to switch on 'Zong. With the reduction of accuracy for Hypnosis I'm thinking of changing it to Explosion to get me out of sticky situations. I'll see what you have to say for that. On a side note, I basically use Bronzong as a Stealth Rock'er. Once I achieve that goal, he's basically used to wall stuff or just for sacrifice. 'Zong is also my status absorber by the way.
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Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 58 HP/200 Def/252 SDef
Calm nature (+SDef, -Atk)
- Wish
- Protect
- Flamethrower
- Thunder Wave
The bitch. On the process of building this team, I had Celebi for this slot. But when I started to test ladder, I kept getting swept by (the rare) ScarfGar. ScarfGar poses a huge threat to this team as it has the ability to out-speed everyone on my team and OHKO my sweepers. Realizing that problem, I decided to add in Blissey. I'm also using the Wish-Passing variant so I can heal my other members. Changed Toxic to T-Wave.
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Salamence (M) @ Life Orb
Ability: Intimidate
EVs: 232 Atk/24 SAtk/252 Spd
Naive nature (+Spd, -SDef)
- Dragon Dance
- Fire Blast
- Outrage
- Earthquake
DD Mence. Dangerously powerful. For this slot, I needed a sweeper who can hit hard despite setting-up only once; Salamence seemed perfect. EV's focused on the attack and speed aspect is quite effective and scary. I usually hide this dude late-game before attempting an all-out sweep. And Salamence has delivered in a number of occasions; saving me games. Or, once I see that my opponent is weak to DD Mence, I could also send this dude in mid-game to wreck havock. The only thing I would like help on is his move-pool. I'm considering Fire Blast, Draco Meteor, and Dragon Claw. I need good opinions on this. I decided to go Naive on this one just so I can tie Zapdos, Jirachi, and other base 100 Pokemon.
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Zapdos @ Leftovers
Ability: Pressure
EVs: 200 HP/50 Def/252 Spd/8 SDef
Timid nature (+Spd, -Atk)
- Thunderbolt
- Roost
- Substitute
- Toxic
WINDO(W)S. I love this Zapdos variant. It's very effective in stalling out PP's, HP's, or just plain landing on damage. I invested 200 on HP so I can get more substitutes in to start stalling out opponents. Thunderbolt, pretty self-explanatory on a 'Dos. Roost, yeah. Toxic + max speed so I can stall out Pokemon who have a base speed of >100. Zapdos also serves as my counter to physical threats such as Scizor, ScarfHera, Breloom, Machamp, etc. Nothing really to change here; been using this dude to its maximum potential and it has really helped me. As the name says, this dude is win.
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Heatran (M) @ Choice Specs
Ability: Flash Fire
EVs: 4 HP/252 Spd/252 SAtk
Rash nature (+SAtk, -SDef)
- Earth Power
- Explosion
- Dragon Pulse
- Fire Blast
Choice Specs Heatran. Been going back-and-forth as what Choice item will I give Heatran. Both items seems to fit really well, both having their own advantages and disadvantages, which makes me even more confused. And I decided to go with specs. Choice Specs Heatran + Thunder Wave is great combo. I got rid of HP Grass because since its specs now, I can easily 2HKO those annoying Swamperts. Dragon Pulse for predicted dragon switch-ins. Explosion to get me out off sticky situations. Fire Blast and Earth Power, standard.
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Starmie @ Choice Scarf
Ability: Natural Cure
EVs: 6 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Trick
- Ice Beam
- Thunderbolt
- Hydro Pump
The no longer spinning Starmie. I decided to go with Rey's suggestion of changing Starmie into a Trick-Scarf variant. Changing it to this type eliminates the need to make it more bulky and in the process loose those speed EV's. It also solves a lot of problems for me: Scarfed Pokemon in general and stall teams. This thing can screw over stall teams, big time. Not only can it Trick out those stall teams, it can also land decent damages which is a plus. I decided to get rid of Rapid Spin as I didn't find the need for it anymore; I already have Blissey to heal my team.
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IV. Also, I have been having problems with Scarf Flygon. It out-speeds everyone and can slowly damage my team to death. Anyone to post a solution would be appreciated.
Lastly, I hope you enjoyed reading the whole thing and I hope you can give good rates. Good, relevant rates.
Thanks!