I played around with this team a little on Shoddy, and it seems pretty decent, although I'm sure there's plenty of room for improvement which is why I'm posting it. The initial idea I had was to work around No Guard Machamp, and after that it kind of evolved into... this.
Ambipom @ Silk Scarf
Ability: Technician
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Fake Out
- U-turn
- Return
- Brick Break
I love this guy as my lead. He puts pretty respectable dents in things with Fake Out, and the Silk Scarf helps that, being the most powerful boost available to it short of Life Orb and Choice Band. My main strategy with him is to get him in and out to rack up residual damage with Fake Out and U-Turn.
Machamp @ Leftovers
Ability: No Guard
EVs: 24 HP/252 Atk/232 Spd
Jolly nature (+Spd, -SAtk)
- Dynamicpunch
- Stone Edge
- Ice Punch
- Bulk Up
100% accurate Dynamicpunches and Stone Edges tear huge holes in anything that doesn't outrun this guy. He's essentially a lategame sweeper; the rest of the team paves the way for him.
Blissey @ Leftovers
Ability: Natural Cure
EVs: 252 Def/80 SAtk/176 SDef
Calm nature (+SDef, -Atk)
- Wish
- Protect
- Ice Beam
- Thunder Wave
The idea here was to get someone with respectable defense to spread Paralysis around the enemy team so that Machamp could sweep, and he can usually T-Wave at least 2 pokes. Also there for special walling and whatnot.
Gengar @ Wide Lens
Ability: Levitate
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Shadow Ball
- Focus Blast
- Substitute
- Hypnosis
This guy tears gaping holes in plenty of the opposition during the earlygame, and it's easy to switch in.
Infernape @ Life Orb
Ability: Blaze
EVs: 24 Atk/232 Spd/252 SAtk
Naive nature (+Spd, -SDef)
- Flamethrower
- Close Combat
- Grass Knot
- Nasty Plot
Infernape is here as a counter to a lot of different threats, and he's quick and can deal damage on either side of the spectrum, with Close Combat, or Nasty Plotted special attacks.
Salamence @ Leftovers
Ability: Intimidate
EVs: 216 HP/252 Def/40 Spd
Bold nature (+Def, -Atk)
- Roost
- Toxic
- Draco Meteor
- Flamethrower
Salamence is here to counter some various threats and soak up hits. Rather defensive.
Ambipom @ Silk Scarf
Ability: Technician
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Fake Out
- U-turn
- Return
- Brick Break
I love this guy as my lead. He puts pretty respectable dents in things with Fake Out, and the Silk Scarf helps that, being the most powerful boost available to it short of Life Orb and Choice Band. My main strategy with him is to get him in and out to rack up residual damage with Fake Out and U-Turn.
Machamp @ Leftovers
Ability: No Guard
EVs: 24 HP/252 Atk/232 Spd
Jolly nature (+Spd, -SAtk)
- Dynamicpunch
- Stone Edge
- Ice Punch
- Bulk Up
100% accurate Dynamicpunches and Stone Edges tear huge holes in anything that doesn't outrun this guy. He's essentially a lategame sweeper; the rest of the team paves the way for him.
Blissey @ Leftovers
Ability: Natural Cure
EVs: 252 Def/80 SAtk/176 SDef
Calm nature (+SDef, -Atk)
- Wish
- Protect
- Ice Beam
- Thunder Wave
The idea here was to get someone with respectable defense to spread Paralysis around the enemy team so that Machamp could sweep, and he can usually T-Wave at least 2 pokes. Also there for special walling and whatnot.
Gengar @ Wide Lens
Ability: Levitate
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Shadow Ball
- Focus Blast
- Substitute
- Hypnosis
This guy tears gaping holes in plenty of the opposition during the earlygame, and it's easy to switch in.
Infernape @ Life Orb
Ability: Blaze
EVs: 24 Atk/232 Spd/252 SAtk
Naive nature (+Spd, -SDef)
- Flamethrower
- Close Combat
- Grass Knot
- Nasty Plot
Infernape is here as a counter to a lot of different threats, and he's quick and can deal damage on either side of the spectrum, with Close Combat, or Nasty Plotted special attacks.
Salamence @ Leftovers
Ability: Intimidate
EVs: 216 HP/252 Def/40 Spd
Bold nature (+Def, -Atk)
- Roost
- Toxic
- Draco Meteor
- Flamethrower
Salamence is here to counter some various threats and soak up hits. Rather defensive.