Introduction: Well, I've been playing the Pokemon games virtually my whole life, and, likewise for most of you, the Elite Four has just become more boring than watching grass grow. So, I decided to introduce myself to competitive battling by "building" my own competitive team. Be forewarned, though, that I'm an amateur on the competitive stage, so please bear with me. Based on the fact that I am a beginner, I'm looking for help from all you team raters who have much more knowledge about competitive battling than I do. Question, alter, fix, and critique my team all you want. I'll consider all your opinions and see which one would work the best. Thanks in advance. So, shall we begin? (A lot of) Changes are in RED. Team at a glance: I truly can't say I had a distinct building process in mind while I was making this team. However, I kept in mind that, for every Pokemon I added to this team, I needed to cover its weaknesses with another Pokemon. I believe I did a pretty good job at this. Now, we'll go to an in-depth look into each Pokemon and each Pokemon's respective role. Team in-depth: [Slot 1] The Lead - Swampert @ Leftovers Nature: Relaxed Ability: Torrent EVs: 252 HP / 4 Attack / 252 Defense Stealth Rock Earthquake Ice Beam Roar Role: The typical Mix Swampert Lead. Its raw bulkiness just attracted me, so I got rid of the Suicide Lead Aerodactyl to fit it into my team. Of course, I have Stealth Rock on him. Earthquake for a good STAB attack (to use later in the game, too). Ice Beam to hit the pesky Dragons. I like Roar because Stealth Rock damage is damage nonetheless. _________________________________________________________ [Slot 2] The Stallbreaker + Physical Wall - Gliscor @ Leftovers Nature: Jolly Ability: Sand Veil EVs: 252 HP / 4 Defense / 252 Speed Earthquake Roost Taunt Toxic Role: This is the obvious Stallbreaker Gliscor. Like I've said before, Gliscor is my favorite Pokemon, so I'd love to keep him on the team. Earthquake for a nice STAB hit. Roost to continue to break stalls. Taunt does what it does to stalls. Now, for the final slot, I'm keeping Toxic strictly for breaking stalls. _________________________________________________________ [Slot 3] The Special Attacker + Physical Wall - Magnezone @ Leftovers Nature: Timid Ability: Magnet Pull EVs: 40 Attack / 252 Special Attack / 216 Speed Substitute Thunder Wave Thunderbolt Hidden Power [Fire] Role: Yup, this is the Steel Killer Magnezone, except I put in Thunder Wave, which I DON'T want changed. Thunderbolt allows it to take advantage of its phenomenal Special Attack. Hidden Power Fire is there to kill off trapped Steels. Substitute is there for use on predicted switches. _________________________________________________________ [Slot 4] The Special Attacker + Revenge Killer - Starmie @ Choice Scarf Nature: Modest Ability: Natural Cure EVs: 252 Special Attack / 4 Special Defense / 252 Speed Thunderbolt Grass Knot Ice Beam Surf Role: Being that it's my only Special Sweeper, I opted for a Modest nature to hit harder with the speed from the Scarf. Surf is for obvious STAB. Ice Beam helps with killing the Dragons. Thunderbolt is a necessity with Starmie. I know Trick is the usual choice for the fourth slot, but I need a move to hit Swamperts, so I choose Grass Knot. I'd gladly switch out more often to have a move that hits Perts. _________________________________________________________ [Slot 5] The Physical Sweeper - Infernape @ Life Orb Nature: Naive Ability: Blaze EVs: 252 Attack / 4 Special Defense / 252 Speed Close Combat Stone Edge Swords Dance Fire Punch Role: This Infernape's goal is just to physically dominate, most likely late in the game. Hopefully, I can predict well and get a Swords Dance off on the switch, and then the fun begins. Close Combat for STAB and to offer a Fighting move. Stone Edge allows me more coverage. Fire Punch is for Physical STAB (and is my only Fire move). _________________________________________________________ [Slot 6] The Special Wall + Tank - Dusknoir @ Leftovers Nature: Careful Ability: Pressure EVs: 252 HP / 28 Attack / 228 Special Defense Will-o-wisp Pain Split Shadow Sneak Earthquake Role: Dusknoir offers great type coverage for my team in general while also being my only Special Wall. Its moveset is pretty typical, I'd say. Will-o-wisp to break down walls and stalls. Pain Split for obvious HP recovery. I put in Shadow Sneak because I felt I needed a Ghost-type move (and it also rules out Speed, since Dusknoir is slow). Better defenses than Rotom, and not EVERYBODY uses Dusknoir. I like Dusknoir; I don't like Rotom. This is an edit on my original team. This is pretty much what my team is going to be. If you want to suggest something still, I'll gladly listen to it.