Calm Down Clefable!
I thought it was time that i got my team critiqued. It's my first time creating a team so sorry if it's not done correctly. Without further to do may I introduce my team!
TEAM AT A GLANCE
THE ANTI-LEAD
Moltres@ Life Orb
Ability: Pressure
EV's: 252 SpA / 4 SpD / 252 Spe
Modest Nature (+SpA, -Atk)
-Fire Blast
-Air Slash
-Hidden Power (Grass)
-Roost
Fire Blast is one of Moltres' strongest moves. To show the power of Moltres' STAB Life Orb Fire Blast, a standard Chansey takes an average of 70% from two Fire Blasts, meaning with support from entry hazards and previous attacks, Moltres taking out the pink blob is a very probable scenario. Air Slash is a great STAB move that is able to quickly take out Fighting-types, in addition to being a great late-game attack due to its high PP and 30% flinch rate. Hidden Power Grass compliments Moltres' STAB moves nicely, hitting both Rock- and Water-types very hard. Hidden Power Grass can also OHKO the lesser seen Water/Ground-types Quagsire and Gastrodon. Roost is a great move for Moltres because it can replenish health lost from Life Orb recoil and Stealth Rock (though Moltres should only be switching into Stealth Rock as a last resort), aiding Moltres to further blast away at the opposing team. Roost, coupled with Moltres' Pressure ability, can be used to stall out the PP of moves from weak attackers.
Fire Blast against common leads:
Calm Metagross: 115-137%
Calm Azelf: 69-82%
Calm Jirachi: 97-141%
Calm Hippowdon: 57-67%
Calm Bronzong: 105-124%
Air Slash against common leads:
Calm Infernape: 86-101%
THE WALLS
Regirock@ Leftovers
Ability: Clear Body
EV's: 232 HP / 168 Atk / 108 SDef
Adamant Nature (+Atk, -SpA)
-Stone Edge
-Earthquake
-Stealth Rock
-Explosion
Stone Edge is best used with Earthquake, as 8 PP is too little to rely on for a wall such as Regirock. Earthquake also gives Regirock a way to hit Steelix and Registeel, as well as Fighting-types. Regirock can check Pokemon such as Blaziken, Magmortar, and the like quite easily. Blaziken and Magmortar only cause trouble if Regirock is weakened, or if either of them use Focus Blast. With its amazing defenses, Regirock can also check Pokemon such as Mismagius and even some Espeon, easily taking them down with Stone Edge or Rock Slide. With Explosion, Regirock can put some major holes in the opponent's team allowing for other Pokemon to sweep. Bulky Water-types like to switch into Regirock, and force it out with a STAB Surf. However, Regirock can take the Surf and explode, eliminating the bulky Water-type.
Vaporeon@ Leftovers
Ability: Water Absorb
EV's: 188 HP / 252 Def / 68 Spe
Bold Nature (+Def, -Atk)
-Wish
-Protect
-Surf
-Toxic
Wish is Vaporeon's best contribution to its fellow team members. With its bulky build and great typing, Vaporeon passes Wish quite easily compared to most other Wishers. Wish is especially invaluable in a fast-paced offensive metagame. Vaporeon can heal those who have no form of recovery or are perpetual victims of Stealth Rock like Salamence. Also, Wish cushions the blow when you switch to a counter. The possibilities and benefits are endless. Protect is a must for keeping Vaporeon healthy to keep passing Wishes; otherwise, Vaporeon won't survive any would-be 3HKO move. Of course, Protect can be used for scouting purposes and surviving an Explosion. Be careful about using Protect carelessly, because your opponent can use that as a golden opportunity to set up or make a safe switch-in. Surf is the obligatory reliable STAB move that keeps Metagross, Skarmory, Infernape, and Heatran at bay. Toxic in tandem with Protect and Wish will stall out fellow bulky Water-types and plenty of other Pokémon.
THE ARTILLERY
Quagsire@ Leftovers
Ability: Water Absorb
EV's: 252 HP / 252 Atk / 4 SDef
Adamant Nature (+Atk, -SpA)
-Curse
-Waterfall/Recover
-Earthquake
-Ice Punch
Quagsire has access to the overlooked stat boosting move, Curse, which allows it to boost its average Attack and Defense stats. A base 65 Special Defense stat doesn't look too impressive, but with immunities to the commonly used Electric- and Water-type moves and only one weakness to Grass attacks, Quagsire can be tough to take down after a few boosts from Curse. With a few boosts from Curse, Quagsire becomes a fearsome tank, with its STAB boosted Earthquake denting anything that doesn't have a resistance or immunity to the move.Curse is a given on this set to boost Quagsire's Attack and Defense. Recover allows Quagsire to restore much of its HP in a single turn. Earthquake gives Quagsire a powerful STAB move to play with, while the final slot gives Quagsire a move to hit Flying-types who will switch into its Earthquake.
After three curses:
Adamant Tangrowth Power Whip: 76-89%
Clefable@ Life Orb
Ability: Magic Guard
EV's: 176 HP / 252 Atk / 76 SpD / 4 Spe
Adamant Nature (+Atk, -SpA)
-Belly Drum
-Softboiled
-Double Edge
-Meteor Mash
Using Clefable as a physical attacker may not seem very appealing at first--after all, its Attack stat isn't gigantic--, but what really sets it apart from other Belly Drummers is two things: Softboiled and Double-Edge. Having access to a base 120 attack with no side-effects isn't something to clown around with, as any old bozo could tell you. Clefable's Belly Drum strategy is a bit different from others of its kind. Instead of enduring the 50% HP loss from Belly Drum, Clefable is able to recover the lost damage, effectively putting it at +6 Attack and 100% HP after two turns. From there, it can start tearing apart teams with recoil-less Double Edge and Meteor Mash. For brute strength, look no further than Meteor Mash. If, however, you find yourself wishing for more accuracy and type coverage, Clefable has access to the elemental coverage. Life Orb is the preferred item, giving Double-Edge as much bite as possible.
THE RAPID SPINNER
Claydol@ Choice Specs
Ability: Volt Absorb
EV's: 4 Def / 252 SpA / 252 Spe
Timid Nature (+Spe, -Atk)
-Rapid Spin
-Earth Power
-Explosion
-Psychic
Immunity to Spikes and Toxic Spikes and resistance to Stealth Rock all help to make Claydol one of the best, if not the best, spinners. Rapid Spin is of course a necessity on the set to spin away those entry hazards. Earth Power is a reliable STAB move and is Claydol’s primary way of dealing damage. Psychic, along with its unique typing, helps Claydol in countering Fighting and Poison-types, allow it to wall quite easily.
I thought it was time that i got my team critiqued. It's my first time creating a team so sorry if it's not done correctly. Without further to do may I introduce my team!
TEAM AT A GLANCE






THE ANTI-LEAD

Moltres@ Life Orb
Ability: Pressure
EV's: 252 SpA / 4 SpD / 252 Spe
Modest Nature (+SpA, -Atk)
-Fire Blast
-Air Slash
-Hidden Power (Grass)
-Roost
Fire Blast is one of Moltres' strongest moves. To show the power of Moltres' STAB Life Orb Fire Blast, a standard Chansey takes an average of 70% from two Fire Blasts, meaning with support from entry hazards and previous attacks, Moltres taking out the pink blob is a very probable scenario. Air Slash is a great STAB move that is able to quickly take out Fighting-types, in addition to being a great late-game attack due to its high PP and 30% flinch rate. Hidden Power Grass compliments Moltres' STAB moves nicely, hitting both Rock- and Water-types very hard. Hidden Power Grass can also OHKO the lesser seen Water/Ground-types Quagsire and Gastrodon. Roost is a great move for Moltres because it can replenish health lost from Life Orb recoil and Stealth Rock (though Moltres should only be switching into Stealth Rock as a last resort), aiding Moltres to further blast away at the opposing team. Roost, coupled with Moltres' Pressure ability, can be used to stall out the PP of moves from weak attackers.
Fire Blast against common leads:
Calm Metagross: 115-137%
Calm Azelf: 69-82%
Calm Jirachi: 97-141%
Calm Hippowdon: 57-67%
Calm Bronzong: 105-124%
Air Slash against common leads:
Calm Infernape: 86-101%
THE WALLS

Regirock@ Leftovers
Ability: Clear Body
EV's: 232 HP / 168 Atk / 108 SDef
Adamant Nature (+Atk, -SpA)
-Stone Edge
-Earthquake
-Stealth Rock
-Explosion
Stone Edge is best used with Earthquake, as 8 PP is too little to rely on for a wall such as Regirock. Earthquake also gives Regirock a way to hit Steelix and Registeel, as well as Fighting-types. Regirock can check Pokemon such as Blaziken, Magmortar, and the like quite easily. Blaziken and Magmortar only cause trouble if Regirock is weakened, or if either of them use Focus Blast. With its amazing defenses, Regirock can also check Pokemon such as Mismagius and even some Espeon, easily taking them down with Stone Edge or Rock Slide. With Explosion, Regirock can put some major holes in the opponent's team allowing for other Pokemon to sweep. Bulky Water-types like to switch into Regirock, and force it out with a STAB Surf. However, Regirock can take the Surf and explode, eliminating the bulky Water-type.

Vaporeon@ Leftovers
Ability: Water Absorb
EV's: 188 HP / 252 Def / 68 Spe
Bold Nature (+Def, -Atk)
-Wish
-Protect
-Surf
-Toxic
Wish is Vaporeon's best contribution to its fellow team members. With its bulky build and great typing, Vaporeon passes Wish quite easily compared to most other Wishers. Wish is especially invaluable in a fast-paced offensive metagame. Vaporeon can heal those who have no form of recovery or are perpetual victims of Stealth Rock like Salamence. Also, Wish cushions the blow when you switch to a counter. The possibilities and benefits are endless. Protect is a must for keeping Vaporeon healthy to keep passing Wishes; otherwise, Vaporeon won't survive any would-be 3HKO move. Of course, Protect can be used for scouting purposes and surviving an Explosion. Be careful about using Protect carelessly, because your opponent can use that as a golden opportunity to set up or make a safe switch-in. Surf is the obligatory reliable STAB move that keeps Metagross, Skarmory, Infernape, and Heatran at bay. Toxic in tandem with Protect and Wish will stall out fellow bulky Water-types and plenty of other Pokémon.
THE ARTILLERY

Quagsire@ Leftovers
Ability: Water Absorb
EV's: 252 HP / 252 Atk / 4 SDef
Adamant Nature (+Atk, -SpA)
-Curse
-Waterfall/Recover
-Earthquake
-Ice Punch
Quagsire has access to the overlooked stat boosting move, Curse, which allows it to boost its average Attack and Defense stats. A base 65 Special Defense stat doesn't look too impressive, but with immunities to the commonly used Electric- and Water-type moves and only one weakness to Grass attacks, Quagsire can be tough to take down after a few boosts from Curse. With a few boosts from Curse, Quagsire becomes a fearsome tank, with its STAB boosted Earthquake denting anything that doesn't have a resistance or immunity to the move.Curse is a given on this set to boost Quagsire's Attack and Defense. Recover allows Quagsire to restore much of its HP in a single turn. Earthquake gives Quagsire a powerful STAB move to play with, while the final slot gives Quagsire a move to hit Flying-types who will switch into its Earthquake.
After three curses:
Adamant Tangrowth Power Whip: 76-89%

Clefable@ Life Orb
Ability: Magic Guard
EV's: 176 HP / 252 Atk / 76 SpD / 4 Spe
Adamant Nature (+Atk, -SpA)
-Belly Drum
-Softboiled
-Double Edge
-Meteor Mash
Using Clefable as a physical attacker may not seem very appealing at first--after all, its Attack stat isn't gigantic--, but what really sets it apart from other Belly Drummers is two things: Softboiled and Double-Edge. Having access to a base 120 attack with no side-effects isn't something to clown around with, as any old bozo could tell you. Clefable's Belly Drum strategy is a bit different from others of its kind. Instead of enduring the 50% HP loss from Belly Drum, Clefable is able to recover the lost damage, effectively putting it at +6 Attack and 100% HP after two turns. From there, it can start tearing apart teams with recoil-less Double Edge and Meteor Mash. For brute strength, look no further than Meteor Mash. If, however, you find yourself wishing for more accuracy and type coverage, Clefable has access to the elemental coverage. Life Orb is the preferred item, giving Double-Edge as much bite as possible.
THE RAPID SPINNER

Claydol@ Choice Specs
Ability: Volt Absorb
EV's: 4 Def / 252 SpA / 252 Spe
Timid Nature (+Spe, -Atk)
-Rapid Spin
-Earth Power
-Explosion
-Psychic
Immunity to Spikes and Toxic Spikes and resistance to Stealth Rock all help to make Claydol one of the best, if not the best, spinners. Rapid Spin is of course a necessity on the set to spin away those entry hazards. Earth Power is a reliable STAB move and is Claydol’s primary way of dealing damage. Psychic, along with its unique typing, helps Claydol in countering Fighting and Poison-types, allow it to wall quite easily.