Skarmory @??
EVs: 252 HP / 252 Def / 4 Spd
Impish Nature
-Drill Peck
-Spikes/Stealth Rock
-Roost
-Whirlwind
Here is what many consider the best physical wall in the game. Many Pokemon have trouble penetrating the sky-high Defense of this bird, even with super effective attacks. It specializes in setting up Spikes (or Stealth Rock) and forcing switches with Whirlwind. Roost keeps it alive and can temporarily remove its Flying type, giving it resistance to Rock and neutrality to Electric (but watch out, since you'll gain a Ground and Fighting weakness for that turn).
Togekiss @Leftovers
EVs: 252 HP / 172 SAtk / 84 SDef
Modest Nature
Ability: Serene Grace
-Air Slash
-Thunder Wave
-Aura Sphere
-Wish/Roost
Paraflinch Togekiss is very annoying. It can drive you mad by paralyzing your Pokemon, flinching them 60% of the time with a Serene Grace boosted Air Slash,and simply recovering off any damage when it gets hit.
Porygon-Z @Wise Glasses
EVs: 6252HP / 252S Atk / 6 Spd
Modest Nature
Ability: Adaptability/Download
-Tri-Attack
-Charge Beam
-Ice Beam
-Recover
First off, this set is not entirely inferior to the other sets Porygon-Z has. The reason for this is that it's much more bulky makes for a nice surprise, making HP EVs a necessity. The Charge Beam set is no joke. When something with high Special Attack to start off with is boosting its stats while doing damage at the same time, it's extremely painful. Then there's the fact that it can actually Recover its health after it's done enough Charge Beams, and take hits like a champ while it's at it. Tri Attack will be a deadly STAB after about 2 boosts.
This is the only set where both traits are viable, because Download may help the offensive nature of the set, but beware that it's not all that reliable, and that you had better be switching in on a Pokemon with higher Defense than Special Defense.
Salamence @Life Orb
EVs: 120 SAtk / 252 Atk / 136 Spd
Lonely/Naughty Nature
-Dragon Claw
-Brick Break
-Flamethrower
-Dragon Dance
MixMence is a rare set, but still effective since it can attack effectively on both physical and special sides. Use DD to force a switch to something like a Skarmory of a Metagross and the attack it with a flamethrower. it’s a physical variation of the popular Infernape set.
Dusknoir @??
EVs: 252 HP / 76 Def / 180 SDef
Careful/Impish Nature
-Shadow Sneak
-Thunderpunch
-Will-o-wisp/Fire Punch
-Pain Split
Dusknoir makes an all around good wall and is a threat to most Rapid Spinners out there. Shadow Sneak bypasses its low Speed and allows it to attack first. Thunderpunch is important for countering Gyarados and also hits Starmie. Will-o-wisp cripples physical attackers, including the ones most threatening to Dusknoir like Weavile and Tyranitar. Fire Punch can be used against Heracross, another threat to Dusknoir. Pain Split is an interesting healing move that can also lower the opponent's HP, but it can backfire if your opponent has less HP than you.
Infernape @Focus Sash
EVs: 24 Atk / 252 SAtk / 232 Spd
Naive Nature
-Flamethrower
-Close Combat
-Nasty Plot
-Grass Knot
This is the mixed sweeping Infernape, its most popular set. Grass Knot hits hard on bulky Water types like Swampert and Milotic. Blissey can't stop you when you have Close Combat.
So what can I do to make the team better? what items should the pokemon have and am i ready for WI-FI?
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