A Link to the Snitch said:
Gengar - Spooky Plate (yeah I know, these kind of items aren't great, but it's the best I got!)
Sludge Bomb
Thunderbolt
Shadow Ball
Dark Pulse
Alakazam - Choice Band
Focus Blast
Psychic
Calm Mind
Energy Ball
Torterra - Miracle Seed (read above)
Earthquake
Synthesis
Wood Hammer
Crunch
Blastoise - that water item
Surf
and some other shit on my undeveloped Poké :x
Blissey - Leftovers
Ice Beam
Minimize (not for tournament mind you >_>)
Softboiled
Sing (soon to be Thunder Wave [hopefully])
Staraptor
Brave Bird
Close Combat
Roost
Steel Wing
Gengar:
Wise Glasses should be easy to get as an item and would be better. Just talk to the guy in the Celestic shop between... I forget the times. But he gives three items, one between 8 PM and 4 AM, another between 4 AM and 12 PM, and another between 12 PM and 8 PM. Or something like that. Just check in those eight-hour intervals.
Dark Pulse is moot on your set; you're already hitting Ghosts and Psychics super-effective with Shadow Ball (and with STAB for that matter, unlike Dark Pulse), and the Normals that are immune to Shadow Ball take more damage from STAB Sludge Bomb than Dark Pulse anyway. Replace it with anything out of Hypnosis, Will-O-Wisp, Focus Blast (buyable for 5500), Destiny Bond, Energy Ball, and various other cool things Gengar can do.
Alakazam:
Choice Band boosts the power of physical attacks, not special; you're looking for Choice Specs.
...But when we're talking about Choice items, Calm Mind is out of the question. (Unless you have both Calm Mind
and Trick so that you can get rid of the Choice item.) Either the move or the item has to go.
Torterra:
You probably don't have access to the item that boosts the power of all physical attacks (albeit by 10% instead of Miracle Seed's 20%), or another set of Leftovers, so go with the Ice-resistance berry... You can use it to scout whether an enemy has an Ice attack, and if you correctly predict that they do, you could use Synthesis that turn so that Torterra survives (unless they critical), recovers away the damage, and then you're free to switch.
Blastoise:
I have zero experience with Blastoise, either fighting one or raising one, so I won't make recommendations here. >_>
Blissey:
Ice Beam, Thunderbolt, Softboiled/Calm Mind, Sing/Thunder Wave - Any of these work.
Staraptor:
Steel is a really great defensive type, but a bad offensive type--at least, it is when you already have Close Combat, which hits Rock and Ice super-effective (along with other things) and has both more power and more accuracy than Steel Wing. I'd take one of these options:
U-Turn (buyable at Game Corner) - Helps you safely learn something about the enemy team. Bring Staraptor in on something that has to run away, then use U-Turn. The enemy will run and something that counters Staraptor will come in; Staraptor does a bit of damage and switches out, and now you're picking a counter to their counter. And now either you have knowledge of what one more of their team members is (if you haven't seen it before) or (if you have seen it before) you have knowledge that whatever they brought out is probably the team member who was most able to deal with Staraptor. Meaning that you would now know that if you got rid of whatever they brought out, Staraptor would have less of a problem taking on the enemy team.
Quick Attack - Helps to get rid of Endure users. Or just hit Choice Scarf stuff real quick.
Endeavor - Has some semi-decent synergy with Brave Bird; take recoil damage and when you're at low enough HP, Endeavor the enemy. (Brings them down to your exact HP amount.)
Return: Most powerful attack Staraptor could have in those cases where you can't do more than neutral damage anyway.