Dusclops @ Eviolite
Pressure
Bold Nature
EV: 252 HP, 252 Sp. D, 4 Def
Will-O-Wisp
Protect
Infestation
Confuse Ray
Musharna @ Leftovers
Forewarn
Calm Nature
EV: 252 HP, 252 Def, 4 Sp. D
Psychic
Dazzling Gleam
Calm Mind
Trick Room
Hitmontop @ Eject Button
Intimidate
Relaxed Nature
EV: 252 HP, 252 Sp. D, 4 Def
Fake Out
Mach Punch
Hi Jump Kick
Bulk Up
Cofagrigus @ Weakness Policy
Mummy
Modest Nature
EV: 252 HP, 252 Sp. A, 4 Def
Shadow Ball
Nasty Plot
Energy Ball
Trick Room
Azumarill @ Life Orb
Huge Power
Adamant Nature
EV: 252 HP, 252 Att, 4 Sp. D
Play Rough
Aqua Tail
Aqua Jet
Superpower
Armaldo @ Assault Vest
Battle Armor
Impish Nature
EV: 252 HP, 252 Sp. D, 4 Def
Stone Edge
Earthquake
X-scissor
Aqua Jet
Its a pretty solid team so far, and I have won my last 10 battles with this bunch. I usually start with Musharna and Hitmontop/Dusclops. Musharna to get off the Trick Room. Then based on the other team, I choose Hitmontop or Dusclops. If I see a Taunter, or a Prankster, I like to start with Hitmontop and Fake Out. But for the most part, I like Dusclops to Burn and Infest, making the Physical Attackers useless. Also, if Hitmontop is Ejected, I can send out one of my heavy hitters like Cofagrigus or Azumarill. Armaldo acts as a surprise Sp. D wall. Most anticipate a defensive Armaldo, but this guy can handle just about anything Sp. Defensively. I like him a lot because he makes a laughing stock out of Mega Charizard Y. Even with Drought, Armaldo takes a Heat Wave from Mega Charizard Y like a champ.
I am open to suggestions. I love this team, and I would love to make a few changes to make it better.