Arcanine - Shed Bell
Ability: Flash Fire
Nature: Adamant
EVs: I remember training him in HP and Attack for a bulky spread.
Role: He's supposed to be a surprise tank. 252 HP isn't common on Arcanine at all, but it can work out if your opponent is expecting something super frail to come in and die off quick.
As long as I keep him away from pesky super effective moves, he can last for a while.
He knows Flare Blitz, Wild Charge, Extreme Speed, and Morning Sun.
I'm thinking about switching out Wild Charge for Flame Charge or Substitute, but I really like that coverage slot being there, so I don't know....
Latios - Life orb
Ability: Levitate
Nature: Mild
EVs: Attack and Speed are maxed.
Role: You'll see in a minute that he's my set up sweeper carrying Dragon Dance. This is why. With 110 base speed he can out speed even scarfed Salamence. Making him ideal for this sort of thing. He can also carry a Flamethrower strong enough to take down Skarmory, Scizor, Forretress, and Ferrothorn without much trouble. And because he has enough special attack to use Flamethrower, he doesn't have to bother with the low accuracy of Fire Blast. I really like using this guy because of these things.
He knows Dragon Dance, Outrage, Hidden Power {Fire}, and Earthquake.
Magnezone - Air Balloon
Ability: Magnet Pull
Nature: Timid
EVs: 40 HP / 252 SpA / 216 Spe ( I had to get specifics for this. )
Role: This is a smogon standard steel killer Magnezone. What works works, and that's exactly what this set depends on. Clearing out steel types so my Latios can safely Outrage away. Even though Latios gets to fallback on Flamethrower, he might have to Outrage at something for a good 2 turns. Which could mean some hazards getting by.
He knows Thunderbolt, Hidden Power [ Fire ], Substitute, and Thunder Wave.
Jellicent - Leftovers
Ability: Water Absorb
Nature: Calm
EVs: HP and Special Defense should be maxed.
Role: Well he's pretty essential for taking water moves for Arcanine. Also a nice wall to have around. WoW is always a nice troll move.
He knows Will-O-Wisp, Hex, Recover, and Hydro Pump.
Gliscor - Toxic Orb
Ability: Toxic Heal
Nature: Impish
EVs: HP and Defense for this guy. I think I threw just a little bit of his defense investment into attack ( like 48 or so ) so he could get like 1 KO he couldn't... can't really remember.
Role: Physical wall. Kinda basing a core around Jellicent and Gliscor. Works well enough.
He knows Fling, Acrobatics, Protect, and Earthquake
Lilligant - Leftovers
Ability: Own Tempo
Nature: Modest
EVs: Special attack and Speed
Role: Special set up sweeper.
He knows Quiver Dance, Petal Dance, Hidden Power Rock, and Substitute