This team has done fairly well through testing on Shoddy, so I just need to see if there are any glaring kinks that need ironing out before the team is finalised.

Deoxys @ Life Orb
Ability: Pressure
EVs: 162 Atk/96 Spd/252 SAtk
Hasty nature (+Spd, -Def)
- Superpower
- Ice Beam
- Thunderbolt
- Psychic
A good lead, takes care of many common threats such as Weavile, Gengar, though has problems with sashers.
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Salamence @ Choice Band
Ability: Intimidate
EVs: 82 HP/252 Atk/176 Spd
Adamant nature (+Atk, -SAtk)
- Dragon Claw
- Earthquake
- Rock Slide
- Flamethrower
Pretty standard CBMence. STAB CB D-claw hurts, Rock Slide over Stone Edge for the accuracy and flinch chance. EVs to switch into and to outrun SDLuke.
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Starmie @ Leftovers
Ability: Natural Cure
EVs: 160 HP/216 Spd/134 SAtk
Timid nature (+Spd, -Atk)
- Surf
- Thunderbolt
- Recover
- Rapid Spin
Standard Bulkystar. T-Bolt over Ice Beam to counter Gyarados.
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Machamp @ Leftovers
Ability: Guts
EVs: 252 HP/252 Atk/6 Spd
Adamant nature (+Atk, -SAtk)
- Cross Chop
- Ice Punch
- Rest
- Sleep Talk
Status absorber, STAB Cross Chop hurts with Sleep-induced Guts activated. Ice Punch to take care of Gliscor.
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Forretress @ Leftovers
Ability: Sturdy
EVs: 252 HP/80 Atk/178 Def
Relaxed nature (+Def, -Spd)
- Gyro Ball/Earthquake
- Stealth Rock
- Light Screen
- Rest
I love Forry. Physical wall and rocker. Since Starmie has Rapid Spin, it gives me a free slot to use Light Screen as some team support. I'm at odds over the attack move, though.
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Blissey @ Leftovers
Ability: Natural Cure
EVs: 252 Def/42 HP/216 SDef
Bold nature (+Def, -Atk)
- Seismic Toss
- Thunder Wave
- Softboiled
- Aromatherapy
Special wall. Bold nature for the extra defence. Paralysis support is very useful for crippling threats.
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CHANGES:
1.) T-Bolt >>> Grass Knot on D-E
2.) Infernape set changed to standard (except for minor EV tweak)
3.) Flamethrower >>> Fire Blast on CBMence
4.) Resttalk Machamp >>> Mixape =[
5.) Forry >>> Skarmory =DD