To start this off, I have never done competitive battling before. Well, I have, but that was wayyy back in third gen. Anyway, it's been a long time, and I've forgotten a lot. It seems like weather is a popular choice for this gen, but there's a couple things I should mention:
1# I'm not good at EV spreads, so expect to see a lot of 4/252/252 spreads. I know they're probably all terrible, but it's my first time.
2# Hidden Power is a mystery to me. It seems impossible to get a good Pokemon with decent IVs, the nature you want, and with the correct Hidden Power.
3# Despite being 20 years old, the Pokemon site won't let me into the Dream World without parental consent.... and they never shot off that email... So umm.... any help for that would be nice.
Anyway, my skeleton of a team.
Ninetails (F) @Leftovers
Trait: Drought
EVs: 4 HP/252 Speed/252 Sp.Def
Calm Nature(+Sp.Def, -Atk)
-Fire Blast
-Energy Ball
-Will-O-Wisp
-Hidden Power(Fighting?)
Like I said before, Hidden Power still confuses me, but this seems like a good choice to fend off against TTar. Energy Ball is mostly for when Politoed comes into play and starts up his rain. Will-o-Wisp to burn anything that scares me. Fire Blast is just a strong move, despite it's not 100% accuracy. I was considering the options of Confuse Ray or Substitute, but I'm not sure...
Sawsbuck (M) @Life Orb
Trait: Chlorophyll
EVs: 4 HP/252 Speed/252 Atk
Adamant Nature(+Atk, -Sp.Atk)
-Swords Dance
-Horn Leech
-Return
-Jump Kick
Once the sun is out, this guy becomes a godly sweeper with a Swords Dance under his belt. The only thing that walls him is ghosts. That might be an issue, but I'm not terribly sure how popular ghosts are in this current metagame. Horn Leech makes Life Orb damage naught due to it recovering my health, and Return gets STAB. How does a deer Jump Kick? I'm not sure, but he can, and it's useful.
Arcanine (M) @Life Orb
Trait: Flash Fire/Intimidate?
EVs: 4 HP/252 Atk/252 Spd
Jolly Nature(+Spd, -Sp.Atk)
Flare Blitz
Wild Charge
Close Combat
Extremespeed
Arcanine is my other gun....err.... sweeper. He has a nice coverage and I'm not sure if anything can resist him. Wild Charge, Flare Blitz and Close Combat cover a bevy of types, while Extremespeed hits anything hard for extreme priority. Wild Charge makes Water types, something that fire types usually hate, cringe, and Flare Blitz will hurt.... a lot. I'm not sure if I should choose between Flash Fire or Intimidate though.
Espeon (F) @Life Orb
Trait: Magic Bounce
EVs: 4/HP/252 Sp.Atk/252 Spd
Timid Nature(+Spd, -Atk)
Psychic
Morning Sun
Shadow Ball
Hidden Power(Fighting?)
My Special Attacker. She puts a nice dent in things. I have no idea what to use as her Hidden Power though. Morning Sun is mostly to keep her alive for extended periods if she takes damage. Shadow Ball because, well.... She doesn't really have that many other special attacks that aren't psychic. Magic Bounce is an amazing ability.
Mamoswine (M) @Focus Sash
Trait: Oblivious
EVs: 4 HP/252 Sp.def/252 Spd
Jolly Nature(+Spd, -Sp.Atk)
Icicle Crash
Ice Shard
Earthquake/Stone Edge
Stealth Rocks
I'm not sure if it's smart to use a non damaging moves like Stealth Rocks with a Focus item, but I was told it was a good idea. 2 STAB moves, one being priority, and Earthquake always packs a punch, especially with Mamoswine's massive attack stat. I could use Stone Edge over Earthquake, but Earthquake gets a nice STAB Bonus, and my ice attacks already cover what rock is super effective against.
Hitmontop (M) @Leftovers
Trait: Technician
EVs: 252 HP/252 Def/4 Spd
Jolly Nature(+Spd, -Sp.Atk)
Rapid Spin
Mach Punch
Close Combat
Toxic
I keep hearing the name Technitop thrown around, and honestly, I've never really given Hitmontop any consideration in the past.... However, he's a pretty cool dude. Nice defenses ofset by bad hp, but he has a nice movepool. Mach Punch gets a nice Technician boost, Close Combat decimates a lot of guys, and Rapid Spin and Toxic for support moves.
It doesn't look a pretty, and a lot of info is probably wrong, so please, feel free to tear it apart as much as you wish. Any constructive criticism is appreciated.
1# I'm not good at EV spreads, so expect to see a lot of 4/252/252 spreads. I know they're probably all terrible, but it's my first time.
2# Hidden Power is a mystery to me. It seems impossible to get a good Pokemon with decent IVs, the nature you want, and with the correct Hidden Power.
3# Despite being 20 years old, the Pokemon site won't let me into the Dream World without parental consent.... and they never shot off that email... So umm.... any help for that would be nice.
Anyway, my skeleton of a team.
Ninetails (F) @Leftovers
Trait: Drought
EVs: 4 HP/252 Speed/252 Sp.Def
Calm Nature(+Sp.Def, -Atk)
-Fire Blast
-Energy Ball
-Will-O-Wisp
-Hidden Power(Fighting?)
Like I said before, Hidden Power still confuses me, but this seems like a good choice to fend off against TTar. Energy Ball is mostly for when Politoed comes into play and starts up his rain. Will-o-Wisp to burn anything that scares me. Fire Blast is just a strong move, despite it's not 100% accuracy. I was considering the options of Confuse Ray or Substitute, but I'm not sure...
Sawsbuck (M) @Life Orb
Trait: Chlorophyll
EVs: 4 HP/252 Speed/252 Atk
Adamant Nature(+Atk, -Sp.Atk)
-Swords Dance
-Horn Leech
-Return
-Jump Kick
Once the sun is out, this guy becomes a godly sweeper with a Swords Dance under his belt. The only thing that walls him is ghosts. That might be an issue, but I'm not terribly sure how popular ghosts are in this current metagame. Horn Leech makes Life Orb damage naught due to it recovering my health, and Return gets STAB. How does a deer Jump Kick? I'm not sure, but he can, and it's useful.
Arcanine (M) @Life Orb
Trait: Flash Fire/Intimidate?
EVs: 4 HP/252 Atk/252 Spd
Jolly Nature(+Spd, -Sp.Atk)
Flare Blitz
Wild Charge
Close Combat
Extremespeed
Arcanine is my other gun....err.... sweeper. He has a nice coverage and I'm not sure if anything can resist him. Wild Charge, Flare Blitz and Close Combat cover a bevy of types, while Extremespeed hits anything hard for extreme priority. Wild Charge makes Water types, something that fire types usually hate, cringe, and Flare Blitz will hurt.... a lot. I'm not sure if I should choose between Flash Fire or Intimidate though.
Espeon (F) @Life Orb
Trait: Magic Bounce
EVs: 4/HP/252 Sp.Atk/252 Spd
Timid Nature(+Spd, -Atk)
Psychic
Morning Sun
Shadow Ball
Hidden Power(Fighting?)
My Special Attacker. She puts a nice dent in things. I have no idea what to use as her Hidden Power though. Morning Sun is mostly to keep her alive for extended periods if she takes damage. Shadow Ball because, well.... She doesn't really have that many other special attacks that aren't psychic. Magic Bounce is an amazing ability.
Mamoswine (M) @Focus Sash
Trait: Oblivious
EVs: 4 HP/252 Sp.def/252 Spd
Jolly Nature(+Spd, -Sp.Atk)
Icicle Crash
Ice Shard
Earthquake/Stone Edge
Stealth Rocks
I'm not sure if it's smart to use a non damaging moves like Stealth Rocks with a Focus item, but I was told it was a good idea. 2 STAB moves, one being priority, and Earthquake always packs a punch, especially with Mamoswine's massive attack stat. I could use Stone Edge over Earthquake, but Earthquake gets a nice STAB Bonus, and my ice attacks already cover what rock is super effective against.
Hitmontop (M) @Leftovers
Trait: Technician
EVs: 252 HP/252 Def/4 Spd
Jolly Nature(+Spd, -Sp.Atk)
Rapid Spin
Mach Punch
Close Combat
Toxic
I keep hearing the name Technitop thrown around, and honestly, I've never really given Hitmontop any consideration in the past.... However, he's a pretty cool dude. Nice defenses ofset by bad hp, but he has a nice movepool. Mach Punch gets a nice Technician boost, Close Combat decimates a lot of guys, and Rapid Spin and Toxic for support moves.
It doesn't look a pretty, and a lot of info is probably wrong, so please, feel free to tear it apart as much as you wish. Any constructive criticism is appreciated.