Team Overview
In Depth Analysis
Infernape @ Focus Sash
252 Att/252 Spe/6 Hp
Jolly Nature
Ability: Blaze
------------
Stealth Rock
Close Combat
Flare Blitz
Mach Punch
My team's good ol' Stealth rock user. Dual STABs and Priority for finishing off opponents with a Sash. I usually try to switch it out for use later in the game, mostly since its my only really effective way to beat Ferrothorn.
Jellicent @ Leftovers
242 Hp/216 Sp.D/40 Def
Bold Nature
Ability: Cursed Body
-------------------
Will-o-wisp
Recover
Surf
Taunt
Jellicent makes one hell of a special sponge, and with Will-o-wisp, it can hold its own on Defense as well. Recover is pretty self-explanatory, and Surf is to hammer away after you've got Status and Taunt on the opponent, and have enough Hp to not have to worry about it. The EVs still need to be tweaked, so if anyone knows a good Special Defense number to get to, I'd be glad to know. Otherwise, I'll just be picking a common threat and changing EVs to beat (or cripple at least) it.
Miltank @ Leftovers
252 Hp/216 Def/40 Special Defense
Careful Nature
Ability: Scrappy
---------------
Toxic
Milk Drink
Seismic Toss
Heal Bell
So one day I was looking for a partner for Jelli. And I found Miltank here. Its got nearly identical Defensive stats (100/70/105 to 95/105/70) and is immune to ghost, and can abuse Jelli's fighting immunity well. Toxic lets me beat opposing walls and is an option against things that don't care about burns. Milk Drink for Recovery, and Seismic Toss allows me to hammer away at the opponent's HP. Heal Bell helps the whole team by getting rid of any status, so Jelli can wall longer, and my sweepers don't have to worry about Thunder Wave.
Virizion @ Leftovers
252 Att/252 Spe/4 Hp
Jolly Nature
Ability: Justifed
---------------
Swords Dance
Sacred Sword
Leaf Blade
Stone Edge
My walling combo works well and all, but it had a few weaknesses it was unable to absorb. Thats where this came in, as it can take Grass, electric, and Dark attacks with ease, and even gets a nifty boost from Dark typed attacks. With its great Special Defense, it can often get up a Swords Dance on opposing Special Sweepers and hit back hard with Dual STABs and Stone Edge. I was debating on whether to give it Life Orb or Leftovers, so opinions on that would help greatly.
Shaymin @ Life orb
252 Sp.A/252 spe/4 Hp
Timid Nature
Ability: Natural Cure
-------------------
Seed Flare
Earth Power
Hidden Power
Substitute
Shaymin's often overlooked in favor of other base 100s such as Celebi, Jirachi, and Mew, but it too has ways of abusing its powers. Seed Flare for one is a deadly attack, doing quite a number on even pokemon that resist it. Earth Power and Hidden Power Ice give great coverage on the side, and allow it to take on Gliscor, Dragonite, and most dragon types with ease. Earth Power hammers Fire, Poison, and Steel types that resist your STAB attack. Substitute is very useful as many pokemon will be forced to switch out against Shaymin, such as pretty much every water type in existence, as even the bulkiest of water types will be in danger when faced with Seed Flare.
Metagross @ Leftovers
252 Att/156 Spe/100 Hp
Adamant Nature
Ability: Clear Body
-----------------
Agility
Earthquake
Ice Punch
Meteor Mash
Ah, Agiligross. After one Agility, it can easily outspeed and KO threats like Scarftran, and its 100 Hp Evs alongside its already good defensive stats gives it decent bulk as well. Meteor Mash tears through anything that doesn't resist it, and Earthquake takes care of alot that does. Ice Punch takes care of anything that resists steel and has a dual Flying type to go along with it, as well as taking many Gliscor by surprise. A 252 Att/200 Spe/56 Hp EV spread has been looking good to me lately, as it allows me to outspeed scarfed neutral base 100s after one agility, and still retains a decent amount of bulk.
Any help would be greatly appreciated, and don't be afraid to suggest a sub or two. I did notice that my three sweepers all are weak to fire though, so that definitely needs attending to.






In Depth Analysis

Infernape @ Focus Sash
252 Att/252 Spe/6 Hp
Jolly Nature
Ability: Blaze
------------
Stealth Rock
Close Combat
Flare Blitz
Mach Punch
My team's good ol' Stealth rock user. Dual STABs and Priority for finishing off opponents with a Sash. I usually try to switch it out for use later in the game, mostly since its my only really effective way to beat Ferrothorn.

Jellicent @ Leftovers
242 Hp/216 Sp.D/40 Def
Bold Nature
Ability: Cursed Body
-------------------
Will-o-wisp
Recover
Surf
Taunt
Jellicent makes one hell of a special sponge, and with Will-o-wisp, it can hold its own on Defense as well. Recover is pretty self-explanatory, and Surf is to hammer away after you've got Status and Taunt on the opponent, and have enough Hp to not have to worry about it. The EVs still need to be tweaked, so if anyone knows a good Special Defense number to get to, I'd be glad to know. Otherwise, I'll just be picking a common threat and changing EVs to beat (or cripple at least) it.

Miltank @ Leftovers
252 Hp/216 Def/40 Special Defense
Careful Nature
Ability: Scrappy
---------------
Toxic
Milk Drink
Seismic Toss
Heal Bell
So one day I was looking for a partner for Jelli. And I found Miltank here. Its got nearly identical Defensive stats (100/70/105 to 95/105/70) and is immune to ghost, and can abuse Jelli's fighting immunity well. Toxic lets me beat opposing walls and is an option against things that don't care about burns. Milk Drink for Recovery, and Seismic Toss allows me to hammer away at the opponent's HP. Heal Bell helps the whole team by getting rid of any status, so Jelli can wall longer, and my sweepers don't have to worry about Thunder Wave.

Virizion @ Leftovers
252 Att/252 Spe/4 Hp
Jolly Nature
Ability: Justifed
---------------
Swords Dance
Sacred Sword
Leaf Blade
Stone Edge
My walling combo works well and all, but it had a few weaknesses it was unable to absorb. Thats where this came in, as it can take Grass, electric, and Dark attacks with ease, and even gets a nifty boost from Dark typed attacks. With its great Special Defense, it can often get up a Swords Dance on opposing Special Sweepers and hit back hard with Dual STABs and Stone Edge. I was debating on whether to give it Life Orb or Leftovers, so opinions on that would help greatly.

Shaymin @ Life orb
252 Sp.A/252 spe/4 Hp
Timid Nature
Ability: Natural Cure
-------------------
Seed Flare
Earth Power
Hidden Power
Substitute
Shaymin's often overlooked in favor of other base 100s such as Celebi, Jirachi, and Mew, but it too has ways of abusing its powers. Seed Flare for one is a deadly attack, doing quite a number on even pokemon that resist it. Earth Power and Hidden Power Ice give great coverage on the side, and allow it to take on Gliscor, Dragonite, and most dragon types with ease. Earth Power hammers Fire, Poison, and Steel types that resist your STAB attack. Substitute is very useful as many pokemon will be forced to switch out against Shaymin, such as pretty much every water type in existence, as even the bulkiest of water types will be in danger when faced with Seed Flare.

Metagross @ Leftovers
252 Att/156 Spe/100 Hp
Adamant Nature
Ability: Clear Body
-----------------
Agility
Earthquake
Ice Punch
Meteor Mash
Ah, Agiligross. After one Agility, it can easily outspeed and KO threats like Scarftran, and its 100 Hp Evs alongside its already good defensive stats gives it decent bulk as well. Meteor Mash tears through anything that doesn't resist it, and Earthquake takes care of alot that does. Ice Punch takes care of anything that resists steel and has a dual Flying type to go along with it, as well as taking many Gliscor by surprise. A 252 Att/200 Spe/56 Hp EV spread has been looking good to me lately, as it allows me to outspeed scarfed neutral base 100s after one agility, and still retains a decent amount of bulk.
Any help would be greatly appreciated, and don't be afraid to suggest a sub or two. I did notice that my three sweepers all are weak to fire though, so that definitely needs attending to.