As you can see this is the team i'm proud of because it scored me so many wins :)
Team at glance:
Magmortar Jirachi Suicune Machamp Togekiss
Swampert
Magmortar @Choice Scarf
Ability: Flame Body
Nature: Modest
EVs: 252SpA 248Spe 10HP
-Overheat
-Thunderbolt
-Focus Blast
-HP Ice
Info: This is designed to be a lead Magmortar and most don't expect it to be Scarfed. Thunderbolt and HP Ice provide great coverage with only a few Pokemon resisting it most notably Shedinja, Lanturn and Magnezone. So to provide "perfect" coverage i gave it an oblivous STAB Overheat and sometimes its better to use this then supereffective moves. The last slot is Focus Blast which most notably covers Lanturn and hits a few more pokemon for super effective damage.
Jirachi @Leftovers
Ability: Serene Grace
Nature: Impish
EVs: 252HP 220Def 36Spe
-Wish
-Stealth Rock
-Iron Head
-U Turn
Info: Jirachi's role as a physical wall is outstanding. It sets up rocks when it gets in if it isn't threatend, but if it is it Wishes and then sets up rocks. Iron Head is for stab and for Rocks and Ice. It has U-Turn to escape some matchups in witch it's likely to lose. The EVs will stop a few very potent Earthquakes.
Suicune @Leftovers
Ability: Pressure
Nature: Bold
EVs: 252HP 100Def 10SpA 148SpD
-Calm Mind
-Surf
-HP Electric
-Rest
Info: This Suicune saved my neck dozens of times. Calm Mind is for heightening the SpA and SpD and increasing the bulkiness and sweepingness of the Suicune. Surf is for the oblivous STAB and high power move after Calm Mind. HP Electric hits other waters that would wall Suicune. Rest is used for a recovery move altough it's a bit risky and I don't trust it very much.
Machamp @Leftovers
Ability: No Guard
Nature: Adamant
EVs: 252HP 252Atk 6Def
-Dynamicpunch
-Ice Punch
-Stone Edge
-ThunderPunch
Info: This is the bulky Machamp set and it can take many hits. Dynamicpunch is just a perfect move with No Guard. It hits everything that's not ghost and it confuses when it hits too. Ice Punch hits Dragon for supereffective damage and a few other types. Stone Edge hits flyers and other types for supereffective damage. ThunderPunch helps Ice Punch score the BoltBeam combo and also hits Waters.
Togekiss @Lum Berry
Ability: Serene Grace
Nature: Modest
EVs: 160HP 87Def 80Spe 87SpD 96SpA
-Thunder Wave
-Roost
-Air Slash
-Water Pulse
Info: The bulky Togekiss set. With it's rather avarege speed it packs Thunder Wave to slow other things down. It has Air Slash for STAB and together with Thunder Wave they create Paraflinch. And when Water Pulse is added it creates Paraflinchfusion with the opponent having so little chance to make a move. Water Pulse also hits Heatran for supereffective damage. This Togekiss originaly had Leftovers but Lum Berry proved to be better.
Swampert @Leftovers
Ability: Torrent
Nature: Adamant
EVs: 252HP 252Atk 6Def
-Substitute
-Focus Punch
-Waterfall
-Earthquake
Info: This set sets up a Substitute that is unbreakable to a Seismic Toss. Focus Punching behind a Sub works like a Charm, with nothing being able to stop the punch... except ghosts. Waterfall is a Strong physical STAB and it helped me once to kill a Cress when he was playing a Rain Dance team. Earthquake is a very strong STAB with excellent type coverage. This thing works for me, but although I like it very much it is most likely the first thing I consider switching :(
I'll add the threat list later.
Happy Rating
Team at glance:





Magmortar Jirachi Suicune Machamp Togekiss

Swampert

Magmortar @Choice Scarf
Ability: Flame Body
Nature: Modest
EVs: 252SpA 248Spe 10HP
-Overheat
-Thunderbolt
-Focus Blast
-HP Ice
Info: This is designed to be a lead Magmortar and most don't expect it to be Scarfed. Thunderbolt and HP Ice provide great coverage with only a few Pokemon resisting it most notably Shedinja, Lanturn and Magnezone. So to provide "perfect" coverage i gave it an oblivous STAB Overheat and sometimes its better to use this then supereffective moves. The last slot is Focus Blast which most notably covers Lanturn and hits a few more pokemon for super effective damage.

Jirachi @Leftovers
Ability: Serene Grace
Nature: Impish
EVs: 252HP 220Def 36Spe
-Wish
-Stealth Rock
-Iron Head
-U Turn
Info: Jirachi's role as a physical wall is outstanding. It sets up rocks when it gets in if it isn't threatend, but if it is it Wishes and then sets up rocks. Iron Head is for stab and for Rocks and Ice. It has U-Turn to escape some matchups in witch it's likely to lose. The EVs will stop a few very potent Earthquakes.

Suicune @Leftovers
Ability: Pressure
Nature: Bold
EVs: 252HP 100Def 10SpA 148SpD
-Calm Mind
-Surf
-HP Electric
-Rest
Info: This Suicune saved my neck dozens of times. Calm Mind is for heightening the SpA and SpD and increasing the bulkiness and sweepingness of the Suicune. Surf is for the oblivous STAB and high power move after Calm Mind. HP Electric hits other waters that would wall Suicune. Rest is used for a recovery move altough it's a bit risky and I don't trust it very much.

Machamp @Leftovers
Ability: No Guard
Nature: Adamant
EVs: 252HP 252Atk 6Def
-Dynamicpunch
-Ice Punch
-Stone Edge
-ThunderPunch
Info: This is the bulky Machamp set and it can take many hits. Dynamicpunch is just a perfect move with No Guard. It hits everything that's not ghost and it confuses when it hits too. Ice Punch hits Dragon for supereffective damage and a few other types. Stone Edge hits flyers and other types for supereffective damage. ThunderPunch helps Ice Punch score the BoltBeam combo and also hits Waters.

Togekiss @Lum Berry
Ability: Serene Grace
Nature: Modest
EVs: 160HP 87Def 80Spe 87SpD 96SpA
-Thunder Wave
-Roost
-Air Slash
-Water Pulse
Info: The bulky Togekiss set. With it's rather avarege speed it packs Thunder Wave to slow other things down. It has Air Slash for STAB and together with Thunder Wave they create Paraflinch. And when Water Pulse is added it creates Paraflinchfusion with the opponent having so little chance to make a move. Water Pulse also hits Heatran for supereffective damage. This Togekiss originaly had Leftovers but Lum Berry proved to be better.

Swampert @Leftovers
Ability: Torrent
Nature: Adamant
EVs: 252HP 252Atk 6Def
-Substitute
-Focus Punch
-Waterfall
-Earthquake
Info: This set sets up a Substitute that is unbreakable to a Seismic Toss. Focus Punching behind a Sub works like a Charm, with nothing being able to stop the punch... except ghosts. Waterfall is a Strong physical STAB and it helped me once to kill a Cress when he was playing a Rain Dance team. Earthquake is a very strong STAB with excellent type coverage. This thing works for me, but although I like it very much it is most likely the first thing I consider switching :(
I'll add the threat list later.
Happy Rating