Let's jump right into it.
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Gallade@Toxic Orb
252 Def / 252 Speed / 4 SpAtk
~Will-o-wisp
~Memento
~Skill Swap
~Charge Beam
He's going to be my lead, and he's meant to weaken stuff so the other two can do their jobs. Toxic Orb so that their lead can't Thunder Wave me and slow me down. WoW to make those physical attackers awful. Skill Swap if it's one of those with an amazing ability, because then he gives them useless Steadfast. Charge Beam in case one of those pesky birds is their lead because then he can take them out. Once he's done or about to die, he Mementos and in comes...
Shedinja@Choice Scarf
252 Atk / 252 Speed / 4 HP
~Trick
~Substitute
~Endure
~Fury Cutter
Pretty standard TrickScarf Shedinja. He puts up a Sub and then powers up his Fury Cutter behind it. Once it's powered up, there's nothing that can stop this beast. Endure is to hold on just a little bit longer after those attacks that actually manage to make it past his Wonder Guard. Obvious Physical Sweeper EVs, with the 4 HP to give him that extra bit of health.
Spinda@Iron Ball
Own Tempo
252 Atk / 252 HP / 4 Def
~Trick Room
~Teeter Dance
~Fake Out
~Last Resort
Trick Room and Iron Ball work perfectly together, but first I have to Fake them Out as I come in. While they're reeling from the flinch, I Trick Room and then Teeter Dance. With all this stuff stopping them from taking me down in place, I use the incredibly powerful and STABed (205 Power!) Last Resort and take everything down.
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Well, tell me what you think. I'm pretty excited about this one; I think it'll go far.



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Gallade@Toxic Orb
252 Def / 252 Speed / 4 SpAtk
~Will-o-wisp
~Memento
~Skill Swap
~Charge Beam
He's going to be my lead, and he's meant to weaken stuff so the other two can do their jobs. Toxic Orb so that their lead can't Thunder Wave me and slow me down. WoW to make those physical attackers awful. Skill Swap if it's one of those with an amazing ability, because then he gives them useless Steadfast. Charge Beam in case one of those pesky birds is their lead because then he can take them out. Once he's done or about to die, he Mementos and in comes...

Shedinja@Choice Scarf
252 Atk / 252 Speed / 4 HP
~Trick
~Substitute
~Endure
~Fury Cutter
Pretty standard TrickScarf Shedinja. He puts up a Sub and then powers up his Fury Cutter behind it. Once it's powered up, there's nothing that can stop this beast. Endure is to hold on just a little bit longer after those attacks that actually manage to make it past his Wonder Guard. Obvious Physical Sweeper EVs, with the 4 HP to give him that extra bit of health.

Spinda@Iron Ball
Own Tempo
252 Atk / 252 HP / 4 Def
~Trick Room
~Teeter Dance
~Fake Out
~Last Resort
Trick Room and Iron Ball work perfectly together, but first I have to Fake them Out as I come in. While they're reeling from the flinch, I Trick Room and then Teeter Dance. With all this stuff stopping them from taking me down in place, I use the incredibly powerful and STABed (205 Power!) Last Resort and take everything down.
________________________________________________
Well, tell me what you think. I'm pretty excited about this one; I think it'll go far.