*sigh*
Just looking for improves for the team I plan to be using. Any advice on how to fix a large weakness or lack of a way to deal with a certain pokemon would be great =).
I would assume this is for WiFi.
Infernape (Naive) @Life Orb
64 Atk / 252 Sp. Atk / 192 Spe
-Nasty Plot
-Flamethrower
-Close Combat
-Grass Knot
Infernape should run Close Combat over Focus Blast because 1, Focus Blast's Accuracy is just crap and even with a Nasty Plot behind it, Blissey still survives it. Close Combat doesn't need much to be able to OHKO Blissey and it will obviously destroy Snorlax and Tyranitar. Both without the need to rely on a bad 70% accuracy and Infernape cannot afford to miss. With EVs, 64 Attack is enough to always OHKO Blissey and Tyranitar and in OU, considering the rarity of Pokemon with a base Speed of 105, Infernape only needs to at worst outrun all base 100s and the given Speed EVs ensure this. Special Attack is obviously maxed. Also, for Nasty Plot MixApe to work, it needs a Life Orb to get the KOs it aims for.
Vaporeon (Bold) @Leftovers
188 HP / 252 Def / 68 Spe
-Wish
-Protect
-Surf
-Hidden Power Electric
Looks fine although I don't know why Vaporeon needs Speed EVs. Move them into Special Attack or Special Defense unless they serve a specific purpose.
Scizor (Adamant) @Choice Band
248 HP / 252 Atk / 8 Spe
-U-Turn
-Bullet Punch
-Superpower
-Quick Attack
Aerial Ace while fine in-game, doesn't really help anywhere else. Without a Fighting move, Scizor is stuck against Steel Types. Plain and simple. With a Choice Band, Superpower is fine since you should be switching out most of the time after use. Pursuit can also be considered over Quick Attack since Quick Attack is only really useful for Zapdos and Gyarados but pretty much all the time, they're both barely scratched by it since they're EVed Defensively while Zapdos can OHKO with Heat Wave and Gyarados has Intimidate to weaken the power of Quick Attack and use the time to set up.
Weavile (Jolly) @Choice Band
40 HP / 252 Atk / 216 Spe
-Pursuit
-Ice Shard
-Low Kick
-Ice Punch
Looks fine.
Dusknoir (Impish) @Leftovers
252 HP / 28 Atk / 228 Def
-Will-O-Wisp
-Pain Split
-Earthquake
-ThunderPunch
Psychic is useless on Dusknoir. Especially without STAB and using it just gives Tyranitar a free switch-in and Crunch can OHKO if boosted by a Choice Band. Earthquake is superior for hitting Heatran for a 2HKO and doing a little damage to Tyranitar although against Tyranitar, Dusknoir shouldn't be taking it on.
Gliscor (Jolly) @Life Orb
252 Atk / 4 Def / 252 Spe
-Swords Dance
-Earthquake
-Stone Edge
-Night Slash
Looks OK.
Suggestions bolded. In-game however, not all the given sets are the best so I'll leave some alternatives in case.
Scizor @ Life Orb / Leftovers
Adamant Nature
EVs: 248 HP / 252 Atk / 8 Spe
~ Swords Dance
~ Brick Break
~ Bullet Punch
~ Bug Bite / Quick Attack / Night Slash / Return / Aerial Ace / Roost
Offensive Swords Dancer. After a Swords Dance, not a whole lot can stop Scizor. Bullet Punch most of the time will be your main Attack and after a Swords Dance, it really hurts stuff that doesn't resist it and some things that do. Brick Break is there to deal with Steel Types who can otherwise stand a chance against Scizor. Bug Bite is there for STAB and with Technician and STAB, it outclasses X-Scissor. Quick Attack can be used for a secondary priority Attack for some of the stuff that resists Bullet Punch, Night Slash can be used for Ghost Types although Dusknoir can't really do anything back to Scizor without Fire Punch and the more frail Ghost Types fear Bullet Punch. Return is there for a stronger neutral Attack against the stuff that resists Bullet Punch, Aerial Ace can also be used since it never misses and with Technician it has fairly good power and gets reasonable neutral coverage for Scizor in-game and Roost can be used for reliable recovery. The same EVs as the standard Choice Bander should be fine here in-game.
This set can also be used competitively reasonably well. Just a few things that should be considered though. Aerial Ace doesn't really have a lot of use competitively since it only really covers Heracross and Breloom (both of whom Scizor doesn't really have a lot of trouble with although their STAB Fighting moves hurt). Also, Speed can be invested in since Scizor while not that fast is fast enough to outspeed some slower threats and take them out and since Tyranitar may sometimes pack a Babiri Berry to stop Bullet Punch from taking it out and the existence of Magnezone (make sure it lacks Hidden Power Fire though), it can sometimes be a worthwhile investment. Max Speed for the standard Spore Puncher Breloom (who sits at 228 Speed), 224 Speed EVs put Scizor ahead of max Speed Adamant Tyranitar and neutral Speed Natured Magnezone (many are +Speed Natured and EVed to outrun Scizor so don't attempt to take it out with a +2 Brick Break unless Scizor is at high health since Thunderbolt easily 2HKOs Scizor and Magnezone lacks Hidden Power Fire which will OHKO and stay away from Life Orb or Choice Specs versions since their Thunderbolts OHKO), 168 for 4 Speed Suicune and Cresselia, 52 Speed for most Metagross variants or you can just drop Speed altogether so you're always slower than Skarmory so if it is forced to Roost, you can actually beat it since a Swords Danced Life Orb Brick Break does 82.6% - 97.6% to 252 HP / 192 Def Impish Skarmory and 79.6% - 94% to 252 HP / 252 Def Impish Skarmory so beating it is a realistic possibility if it is at around 80% health.
Vaporeon @ Leftovers
Modest Nature
EVs: 68 HP / 188 Def / 252 Sp. Atk
~ Wish
~ Hidden Power Electric
~ Ice Beam
~ Surf
Sort of a more offensive Vaporeon. It is probably better for in-game purposes since it isn't so stallish. Also, the benefit of this particular set is that Vaporeon can run both HP Electric and Ice Beam while keeping its STAB Surf. Wish is there for a recovery move. It isn't as bulky so don't use it as if it were. The EVs are mostly standard offensive ones.