The Return of Flame Orb Cresselia (Updated EVs)
Edit: Currently peaking at 7th on the ladder.
Edit2: Peaked at 5th, done laddering for the day.
Hooray for hastily drawn doodles after pulling an all-nighter.
I've gotten a couple requests to show people my team, so here it is.
One of my philosophies of battling is that it is as vital to maintain a solid defense as a solid offense. And well with my success on the ladder... you be the judge.
Star Struck (Jirachi) @ Choice Scarf
Ability: Serene Grace
EVs: 108 HP/200 Atk/200 Spd
Adamant nature (+Atk, -SAtk)
- Iron Head
- Fire Punch
- Ice Punch
- Trick
This is the most solid anti-lead there is in my opinion. 429 speed lets it outrun Areodactyl, non-Scarfed Azelfs, and can prevent them from setting up Rocks 60% of the time. I do not understand why people still leave their Tyranitars in against it. Fire Punch for Scizor and Ice Punch for the Dragons and Skymin. If you want to use it don't get too Trick happy right off the bat because you might need that speed later when you see the rest of your opponent's team. Does ~+95% to most Scizors if not a OHKO, but since most are Life Orbed or will have to keep switching in while taking hits it'll handle them well.
Wet Doggie (Suicune) @ Leftovers
Ability: Pressure
EVs: 252 HP/176 Def/80 SDef (Atk IV: 14)
Bold nature (+Def, -Atk)
- Calm Mind
- Surf
- Roar
- Rest
Crocune. This defense helps it survive a +2 Atk LO Lucario's Close Combat. The 80 SDef pretty much lets it take Heatran's Fire Blasts as well as Blissey can and helps against those bulkier electrics that think they can stop it after one CM. Dragons will beat this, but there's more than enough that handles them well enough on this team. Since the metagame is all so offensive this can really mess up people's plans. Balance of offense and Defense is the most important thing in the metagame in my opinion. Too much offense has too many short-lived and easy to exploit vulnerabilities.
Rawrness (Salamence) (M) @ Leftovers
Ability: Intimidate
EVs: 152 HP/180 Atk/176 Spd
Jolly nature (+Spd, -SAtk)
- Flamethrower
- Dragon Dance
- Outrage
- Earthquake
Fire Fang? Yeah, I mean it gets boosted by DD and does about what Jirachi does to those pesky Scizors. 280 speed lets it deal with Adamant Lucarios right off the get-go and 368 for decent Lefties recovery. This thing I usually save until the end to do some late night sweeping, but if you do get the chance to abuse it earlier on be my guest.
Omega Zone (Magnezone) @ Leftovers
Ability: Magnet Pull
EVs: 228 HP/100 Def/96 SAtk/84 SDef
Modest nature (+SAtk, -Atk)
- Substitute
- Hidden Power [Ice]
- Thunderbolt
- Charge Beam
Hello, I am a wall. Traps those Steels and is a good switch-in to take foe's Outrages. This set allows it to combat Blissey and basically threaten extinction to the enemy fat blobs with Charge Beam. I mean if you Trick a Scarf to something like a Bronzong and you get free reign to do whatever this is the perfect time to abuse Charge Beam.
Psycho Duck (Cresselia) (F) @ Flame Orb
Ability: Levitate
EVs: 252 HP/160 Def/96 SDef
Calm nature (+SDef, -Atk)
- Psycho Shift
- Trick
- Rest
- Psychic
For those unfamiliar with the move Psycho Shift basically moves the status to the opponent, it does not activate Heatran's Flash Fire and is basically a 90% accurate Burn move. I love throwing status back at the opponent too.
If you look at the RMT forum as of recent you will see it littered with a sickening amount of physical sweepers. I simply did not think that was acceptable, so I threw one of my old friends back on to this team. Even if you Burn a CBTar that is going to Crunch you it will do laughable amount of damage. If you really want to screw with people Trick the Flame Orb to a foe Blissey. It will basically make it really hard for them to keep on coming in on everything else on this team and of course when everything that is a threat is crippled thanks to this you can start prepping a sweep with Suicune or Salamence. Trick serves another purpose here. Instead of getting locked into mindless Trick wars with Choice items I just send this baby in and if the opponent is using a metagross or Jirachi to Trick they pretty much screw themselves over. Ice Beam is for Dragons and odd things like Breloom who is very annoying otherwise.
Fat Egg Thing (Blissey) (F) @ Leftovers
Ability: Natural Cure
EVs: 252 HP/252 Def/4 SDef
Bold nature (+Def, -Atk)
- Aromatherapy
- Softboiled
- Seismic Toss
- Toxic
Cleric that deals with pretty much anything else that this team has trouble with. I don't wanna risk losing to Dugtrio, so Max HP/Max Def is nice. One of the many weaknesses with many of the teams that I see recently is they lack a cleric. We all should be well aware that hax does occur and that in case something gets frozen it can be taken care of with swift and ease.
If you want me to describe a specific play style against specific pokémon ask away. I really don't like to tell people how to play my team because then some people just do what they are told and don't deviate from it and try more creative things.
Enjoy.
Edit: Currently peaking at 7th on the ladder.
Edit2: Peaked at 5th, done laddering for the day.

Hooray for hastily drawn doodles after pulling an all-nighter.
I've gotten a couple requests to show people my team, so here it is.
One of my philosophies of battling is that it is as vital to maintain a solid defense as a solid offense. And well with my success on the ladder... you be the judge.

Star Struck (Jirachi) @ Choice Scarf
Ability: Serene Grace
EVs: 108 HP/200 Atk/200 Spd
Adamant nature (+Atk, -SAtk)
- Iron Head
- Fire Punch
- Ice Punch
- Trick
This is the most solid anti-lead there is in my opinion. 429 speed lets it outrun Areodactyl, non-Scarfed Azelfs, and can prevent them from setting up Rocks 60% of the time. I do not understand why people still leave their Tyranitars in against it. Fire Punch for Scizor and Ice Punch for the Dragons and Skymin. If you want to use it don't get too Trick happy right off the bat because you might need that speed later when you see the rest of your opponent's team. Does ~+95% to most Scizors if not a OHKO, but since most are Life Orbed or will have to keep switching in while taking hits it'll handle them well.

Wet Doggie (Suicune) @ Leftovers
Ability: Pressure
EVs: 252 HP/176 Def/80 SDef (Atk IV: 14)
Bold nature (+Def, -Atk)
- Calm Mind
- Surf
- Roar
- Rest
Crocune. This defense helps it survive a +2 Atk LO Lucario's Close Combat. The 80 SDef pretty much lets it take Heatran's Fire Blasts as well as Blissey can and helps against those bulkier electrics that think they can stop it after one CM. Dragons will beat this, but there's more than enough that handles them well enough on this team. Since the metagame is all so offensive this can really mess up people's plans. Balance of offense and Defense is the most important thing in the metagame in my opinion. Too much offense has too many short-lived and easy to exploit vulnerabilities.

Rawrness (Salamence) (M) @ Leftovers
Ability: Intimidate
EVs: 152 HP/180 Atk/176 Spd
Jolly nature (+Spd, -SAtk)
- Flamethrower
- Dragon Dance
- Outrage
- Earthquake
Fire Fang? Yeah, I mean it gets boosted by DD and does about what Jirachi does to those pesky Scizors. 280 speed lets it deal with Adamant Lucarios right off the get-go and 368 for decent Lefties recovery. This thing I usually save until the end to do some late night sweeping, but if you do get the chance to abuse it earlier on be my guest.

Omega Zone (Magnezone) @ Leftovers
Ability: Magnet Pull
EVs: 228 HP/100 Def/96 SAtk/84 SDef
Modest nature (+SAtk, -Atk)
- Substitute
- Hidden Power [Ice]
- Thunderbolt
- Charge Beam
Hello, I am a wall. Traps those Steels and is a good switch-in to take foe's Outrages. This set allows it to combat Blissey and basically threaten extinction to the enemy fat blobs with Charge Beam. I mean if you Trick a Scarf to something like a Bronzong and you get free reign to do whatever this is the perfect time to abuse Charge Beam.

Psycho Duck (Cresselia) (F) @ Flame Orb
Ability: Levitate
EVs: 252 HP/160 Def/96 SDef
Calm nature (+SDef, -Atk)
- Psycho Shift
- Trick
- Rest
- Psychic
For those unfamiliar with the move Psycho Shift basically moves the status to the opponent, it does not activate Heatran's Flash Fire and is basically a 90% accurate Burn move. I love throwing status back at the opponent too.
If you look at the RMT forum as of recent you will see it littered with a sickening amount of physical sweepers. I simply did not think that was acceptable, so I threw one of my old friends back on to this team. Even if you Burn a CBTar that is going to Crunch you it will do laughable amount of damage. If you really want to screw with people Trick the Flame Orb to a foe Blissey. It will basically make it really hard for them to keep on coming in on everything else on this team and of course when everything that is a threat is crippled thanks to this you can start prepping a sweep with Suicune or Salamence. Trick serves another purpose here. Instead of getting locked into mindless Trick wars with Choice items I just send this baby in and if the opponent is using a metagross or Jirachi to Trick they pretty much screw themselves over. Ice Beam is for Dragons and odd things like Breloom who is very annoying otherwise.

Fat Egg Thing (Blissey) (F) @ Leftovers
Ability: Natural Cure
EVs: 252 HP/252 Def/4 SDef
Bold nature (+Def, -Atk)
- Aromatherapy
- Softboiled
- Seismic Toss
- Toxic
Cleric that deals with pretty much anything else that this team has trouble with. I don't wanna risk losing to Dugtrio, so Max HP/Max Def is nice. One of the many weaknesses with many of the teams that I see recently is they lack a cleric. We all should be well aware that hax does occur and that in case something gets frozen it can be taken care of with swift and ease.
If you want me to describe a specific play style against specific pokémon ask away. I really don't like to tell people how to play my team because then some people just do what they are told and don't deviate from it and try more creative things.
Enjoy.