Ok, so I know my team isn't that great or anything, but I would like it rated anyway if anyone wants to spend the time doing so. Also, this is my Soul Silver version. Alright, so here it is:
Lead:
Tyranitar
Ability: Sand Stream
Nature: Adamant
EVs: 255 Attack, 255 Speed (yeah, I know I didn't put 4 in HP, but I don't really care)
Item: Leftovers
Moves:
Crunch
Stone Edge
Stealth Rock
Earthquake
Tyranitar would probably be my lead. It won't be taken down in one hit because of its good defenses and hp and the bonus to sp. def because of the sandstorm it brings in. I would set up stealth rocks and then switch if I have to or if he's not too beat up, then to deal some good damage. If I have to switch, it would be to shuckle probably because of the bonus the sandstorm gives to shuckle's already massive sp. def. and because shuckle can take hits really, really well.
Shuckle
Nature: Calm
EVs: 255 HP, 100 Sp. Def., 155 Def
Item: Brightpowder (Don't yell at me, plz, but will use leftovers if/when banned)
Ability: Sturdy (Because the alternate is equally useless)
Moves:
Toxic
Protect
Toxic, then stall with protect and double team until I need to heal with rest. Because my evasion is already upped by double team, losing 2 turns isn't that bad. Shuckle is usually switched in from T Tar
because toxic works just fine against just about any opponent, except poison types or steel types. I would probably send in magnezone against steels or poisons because it takes no damage from poison and keeps steels from switching.
Ursaring
Nature: Adamant
EVs: 255 Attack, 255 Speed
Ability: Guts
Item: Flame Orb
Moves:
Facade
Crunch
Rest
Sleep Talk
Once Ursaring gets burnt from the flame orb, it can deal some seriously ridiculous damage. Facade doubles, he gets a x1.5 boost to attack from guts, and with STAB, facade has a net power of 315 from Ursaring's already high attack. Granted, he can't take much damage, but that's why I have rest and sleep talk. Sleep also activates guts, so he should still be useful while asleep.
Porygon Z
Ability: Adaptability
EVs: 255 sp. attack, 255 speed
Nature: Modest
Item: Choice Specs
Moves:
Tri Attack
Dark Pulse
Ice Beam
Thunderbolt
It deals a ton of damage with tri attack + STAB + adaptability + choice specs + already really high sp. attack. It runs dark pulse to fight off ghosts. Ice beam is there for those common flying/dragons and thunderbolt is kinda filler. I would like to have nasty plot, but choice specs makes that impossible and proygon z doesn't really have good enough defenses to spend time setting up. I almost chose the choice scarf because porygon z has a mediocre speed and low defenses, but I figured that the power boost would work better.
Magnezone
Ability: Magnet Pull
EVs: 255 sp. attack, 255 speed
Nature: Modest
Item: Life Orb
Moves:
Thunderbolt
Flash Cannon
Explosion
Thunder Wave
Thunderwaves anything slower than it usually, and then rips stuff apart with thunderbolt or flash cannon. It explodes when it can't take another hit. It works well with the life orb because it doesn't take sandstorm damage, so that passive damage doesn't add up too fast. Also, if I expect an earthquake, I'll switch out to togekiss because togekiss can deal with just about anything, as long as it doesn't take a hit on the way in.
Nature: Modest
Ability: Serene Grace
EVs: 255 HP, 100 sp. def, 155 def
Item: King's Rock (Leftovers if banned)
Moves:
Roost
Aura Sphere
Thunder Wave
Air Slash
Standard Para-Flinch. Togekiss is who I send in if I don't have someone to deal with the current threat. Togekiss is tough enough to take a hit while it sets up with thunder wave, and then just keeps going while the opponent more than likely just sits there. If Togekiss takes too much damage, I use roost and keep using it until the opponent doesn't move from paralysis, as long as they aren't dealing more than half my max health each hit. King's Rock makes the flinch chance even more ridiculous (does the bonus from king's rock get doubled from serene grace?) or I can run leftovers to get free healing every turn while the opponent probably doesn't move.
So yeah, please tell me how to improve. I know that my team doesn't have a phaser or any real stat boosting moves, but I'd like to see what you experts have to say. Also, I'm not going to freak out if you say my team sucks. If it does, please tell me. Thanks.
Lead:
Tyranitar
Ability: Sand Stream
Nature: Adamant
EVs: 255 Attack, 255 Speed (yeah, I know I didn't put 4 in HP, but I don't really care)
Item: Leftovers
Moves:
Crunch
Stone Edge
Stealth Rock
Earthquake
Tyranitar would probably be my lead. It won't be taken down in one hit because of its good defenses and hp and the bonus to sp. def because of the sandstorm it brings in. I would set up stealth rocks and then switch if I have to or if he's not too beat up, then to deal some good damage. If I have to switch, it would be to shuckle probably because of the bonus the sandstorm gives to shuckle's already massive sp. def. and because shuckle can take hits really, really well.
Shuckle
Nature: Calm
EVs: 255 HP, 100 Sp. Def., 155 Def
Item: Brightpowder (Don't yell at me, plz, but will use leftovers if/when banned)
Ability: Sturdy (Because the alternate is equally useless)
Moves:
Toxic
Protect
Toxic, then stall with protect and double team until I need to heal with rest. Because my evasion is already upped by double team, losing 2 turns isn't that bad. Shuckle is usually switched in from T Tar
because toxic works just fine against just about any opponent, except poison types or steel types. I would probably send in magnezone against steels or poisons because it takes no damage from poison and keeps steels from switching.
Ursaring
Nature: Adamant
EVs: 255 Attack, 255 Speed
Ability: Guts
Item: Flame Orb
Moves:
Facade
Crunch
Rest
Sleep Talk
Once Ursaring gets burnt from the flame orb, it can deal some seriously ridiculous damage. Facade doubles, he gets a x1.5 boost to attack from guts, and with STAB, facade has a net power of 315 from Ursaring's already high attack. Granted, he can't take much damage, but that's why I have rest and sleep talk. Sleep also activates guts, so he should still be useful while asleep.
Porygon Z
Ability: Adaptability
EVs: 255 sp. attack, 255 speed
Nature: Modest
Item: Choice Specs
Moves:
Tri Attack
Dark Pulse
Ice Beam
Thunderbolt
It deals a ton of damage with tri attack + STAB + adaptability + choice specs + already really high sp. attack. It runs dark pulse to fight off ghosts. Ice beam is there for those common flying/dragons and thunderbolt is kinda filler. I would like to have nasty plot, but choice specs makes that impossible and proygon z doesn't really have good enough defenses to spend time setting up. I almost chose the choice scarf because porygon z has a mediocre speed and low defenses, but I figured that the power boost would work better.
Magnezone
Ability: Magnet Pull
EVs: 255 sp. attack, 255 speed
Nature: Modest
Item: Life Orb
Moves:
Thunderbolt
Flash Cannon
Explosion
Thunder Wave
Thunderwaves anything slower than it usually, and then rips stuff apart with thunderbolt or flash cannon. It explodes when it can't take another hit. It works well with the life orb because it doesn't take sandstorm damage, so that passive damage doesn't add up too fast. Also, if I expect an earthquake, I'll switch out to togekiss because togekiss can deal with just about anything, as long as it doesn't take a hit on the way in.
Nature: Modest
Ability: Serene Grace
EVs: 255 HP, 100 sp. def, 155 def
Item: King's Rock (Leftovers if banned)
Moves:
Roost
Aura Sphere
Thunder Wave
Air Slash
Standard Para-Flinch. Togekiss is who I send in if I don't have someone to deal with the current threat. Togekiss is tough enough to take a hit while it sets up with thunder wave, and then just keeps going while the opponent more than likely just sits there. If Togekiss takes too much damage, I use roost and keep using it until the opponent doesn't move from paralysis, as long as they aren't dealing more than half my max health each hit. King's Rock makes the flinch chance even more ridiculous (does the bonus from king's rock get doubled from serene grace?) or I can run leftovers to get free healing every turn while the opponent probably doesn't move.
So yeah, please tell me how to improve. I know that my team doesn't have a phaser or any real stat boosting moves, but I'd like to see what you experts have to say. Also, I'm not going to freak out if you say my team sucks. If it does, please tell me. Thanks.