i have tested this team. FINALLY *relieving breath*. any way, this is my team, and please rate. and vote in the poll
1.tentacruel

nature: bold (+def, -atk)
ability:liquid ooze
item: black sludge
moves:
-toxic spikes
-rapid spin
-scald
-venoshock
EV's:100 hp/ 252 def/ 52 spA/ 100 spD/ 4 spe
role:well i put rapid spin with tentacruel because i needed a spinner. toxic spikes is self explantory. scald is for burn chance, and venoshock is for extra damage under entry hazzards. i may replace it with hex, but i haavent decided yet. the evs are to give it good bulk whilst still being able to pack a punch.
2.salamence
nature: hasty (+spe, -Def)
ability: intimidate
item: leftovers
moves:
-dragon dance
-outrage
-hydro pump
-flamethrower
EV's: 4 hp/ 52 atk/ 200 spA/ 252 spe
role: salamence is one of my 3 weather counters (dragonite, and weavile are the other 2), and this pokemon is designed to counter the most common of weather teams. his very few weaknesses, and numerous reistances and 1 imunity (fire is one of them), make him an optimum choice in this set, as he can counter sandstorm's, sunny days, and hail, to make one monster of a counter. his moves maybe situational, but in all truth, it gives him extended coverage. any way, dargon dance and outrage are for some STAB and higher power. hydropump is to cover rain teams, and sandstorm teams. flame thrower is also good against sunny day teams, as there power goes up by 50%, and is good for countering chloroohyl users. that pretty sums salamence up, lets move on
3.dusclops
Nature: impish (+def, - spA)
ability: pressure
item: eviolite
moves:
-will-o-wisp
-nightshade
-thunder punch
-t-wave/painsplit
EV's: 4 hp/52 atk/ 200 def/ 252 spD
role: dusclops is simply my defensive core. designed to be the most annoying wall the world will ever see. i made sure that dusclops could survive almost anything the rest of the pokemon could throw at it, whilst still being able to criple them at the same time. noted i havent tested this guy out, i still think he could be a real contender in my, and anyone elses team. i know this pokemon cant do much to counter weather, but can still be use'd as a good stall, and hopefully soften up the opponent just enough for the res of the team, and it makes for a safe cokeldurr switchin for weavile. i put T-punch in there because he would get walled by anything thats a normal type wtihout it, and nightshade is for consistant damage
4.togekiss (note that ive edited togekiss on the 2/8/11)
nature: modest (+spa, -atk)
ability: serene grace
Items: choice specs
moves:
-heal bell
-airslash
-aura sphere
-psycho-shock
EV's: 4 hp/ 252 spA/ 252 spe
role: togekiss is responsible for healing my team. togekiss has heal bell because his spD is great enough to withstand most nuetral attacks. airslash is for stab and can be good to take out conkeldurr and other threats due to its increased flinch rate. aura sphere is togekiss's most powerful attack without stab. aura sphere is used to attack pokemon that threaten it greatly (e.g. Tyranitar, hydreigion, and steelix (trust me, it could wipe the flor with togekiss)). psycho shock is so you dont get walled by specially defensive pokemon like blissey. it serves no real purpose in the weather team other than the healing capabilities.
5.dragonite
nature: naive (+spe, -spD)
ability: marvel scale
item: expert belt
move's:
-dragon dance
-fire puch
-hurricane
-surf
EV's: 4 hp/ 100 atk/ 152 spA/ 252 spe
Role: now dragonite is my counter against such threats as drizzle politoed, T-Tar, hippodown (do you see a pattern here?). dragonite is my counter against sandstorm teams, and drizzle teams. his high attack, sp. attack, and acceptable bulk, means its nearly impossible to OHKO, without the aid of sheer cold or guilotine. as per the pattern here, most of my pokemon have high offensive stats. so why stop now? ive found that using an expert belt instead of a life orb helps more during battle, so, no
1.tentacruel

nature: bold (+def, -atk)
ability:liquid ooze
item: black sludge
moves:
-toxic spikes
-rapid spin
-scald
-venoshock
EV's:100 hp/ 252 def/ 52 spA/ 100 spD/ 4 spe
role:well i put rapid spin with tentacruel because i needed a spinner. toxic spikes is self explantory. scald is for burn chance, and venoshock is for extra damage under entry hazzards. i may replace it with hex, but i haavent decided yet. the evs are to give it good bulk whilst still being able to pack a punch.
2.salamence

nature: hasty (+spe, -Def)
ability: intimidate
item: leftovers
moves:
-dragon dance
-outrage
-hydro pump
-flamethrower
EV's: 4 hp/ 52 atk/ 200 spA/ 252 spe
role: salamence is one of my 3 weather counters (dragonite, and weavile are the other 2), and this pokemon is designed to counter the most common of weather teams. his very few weaknesses, and numerous reistances and 1 imunity (fire is one of them), make him an optimum choice in this set, as he can counter sandstorm's, sunny days, and hail, to make one monster of a counter. his moves maybe situational, but in all truth, it gives him extended coverage. any way, dargon dance and outrage are for some STAB and higher power. hydropump is to cover rain teams, and sandstorm teams. flame thrower is also good against sunny day teams, as there power goes up by 50%, and is good for countering chloroohyl users. that pretty sums salamence up, lets move on
3.dusclops

Nature: impish (+def, - spA)
ability: pressure
item: eviolite
moves:
-will-o-wisp
-nightshade
-thunder punch
-t-wave/painsplit
EV's: 4 hp/52 atk/ 200 def/ 252 spD
role: dusclops is simply my defensive core. designed to be the most annoying wall the world will ever see. i made sure that dusclops could survive almost anything the rest of the pokemon could throw at it, whilst still being able to criple them at the same time. noted i havent tested this guy out, i still think he could be a real contender in my, and anyone elses team. i know this pokemon cant do much to counter weather, but can still be use'd as a good stall, and hopefully soften up the opponent just enough for the res of the team, and it makes for a safe cokeldurr switchin for weavile. i put T-punch in there because he would get walled by anything thats a normal type wtihout it, and nightshade is for consistant damage
4.togekiss (note that ive edited togekiss on the 2/8/11)

nature: modest (+spa, -atk)
ability: serene grace
Items: choice specs
moves:
-heal bell
-airslash
-aura sphere
-psycho-shock
EV's: 4 hp/ 252 spA/ 252 spe
role: togekiss is responsible for healing my team. togekiss has heal bell because his spD is great enough to withstand most nuetral attacks. airslash is for stab and can be good to take out conkeldurr and other threats due to its increased flinch rate. aura sphere is togekiss's most powerful attack without stab. aura sphere is used to attack pokemon that threaten it greatly (e.g. Tyranitar, hydreigion, and steelix (trust me, it could wipe the flor with togekiss)). psycho shock is so you dont get walled by specially defensive pokemon like blissey. it serves no real purpose in the weather team other than the healing capabilities.
5.dragonite

nature: naive (+spe, -spD)
ability: marvel scale
item: expert belt
move's:
-dragon dance
-fire puch
-hurricane
-surf
EV's: 4 hp/ 100 atk/ 152 spA/ 252 spe
Role: now dragonite is my counter against such threats as drizzle politoed, T-Tar, hippodown (do you see a pattern here?). dragonite is my counter against sandstorm teams, and drizzle teams. his high attack, sp. attack, and acceptable bulk, means its nearly impossible to OHKO, without the aid of sheer cold or guilotine. as per the pattern here, most of my pokemon have high offensive stats. so why stop now? ive found that using an expert belt instead of a life orb helps more during battle, so, no