(Alomomola) (F) @ Leftovers Ability: Regenerator EVs: 252 HP / 252 Def / 4 SpA Bold Nature - Wish - Protect - Toxic - Scald (Shaymin) @ Leftovers Ability: Natural Cure EVs: 252 HP / 4 SpA / 252 SpD Calm Nature - Seed Flare - Air Slash - Leech Seed - Aromatherapy (Beedrill) (M) @ Beedrillite Ability: Sniper EVs: 4 HP / 252 Atk / 252 Spe Jolly Nature - U-turn - Poison Jab - Drill Run - Protect (Probopass) (M) @ Leftovers Ability: Magnet Pull EVs: 252 HP / 4 Def / 252 SpD Sassy Nature IVs: 0 Speed - Volt Switch - Stealth Rock - Thunder Wave - Hidden Power Fire (Flygon) (F) @ Leftovers Ability: Levitate EVs: 252 HP / 4 Atk / 252 Spe Hasty Nature - Defog - U-turn - Earthquake - Superpower Eelektross @ Assault Vest Ability: Levitate EVs: 252 HP / 252 Def / 4 SpA Relaxed Nature IVs: 0 Speed - U-turn - Flamethrower - Rock Slide - ? HP Ice, Perhaps This team has one goal - Support Beedrill so it can stab things. Eelektross and Probopass allow Beedrill to come in unhindered with very low speed Voltturning, and then Beedrill can U-turn right back out before it gets hit [avoiding priority users, of course]. Flygon is one of the better hazard removal options in my opinion - being resistant to Stealth rock and immune to ground hazards. Finally, Alomomola and Shaymin make up a clerical center of the team and help keep everyone else alive, while also keeping Beedrill from being permanently paralyzed/burned by contact abilities.