First time I've ever tried competitive battling, as in EV training, taking natures into account (although didn't from the off making this team, which will be evident), and actually battling people. I tried to make a team that has good coverage, and in battles I have done, it has done reasonably well, although luck with phazing and getting entry hazards up may have obscured these results. My internet is a bit gittish and so Dream World is a no go, my apologies. Anyways, on with the team.
In-Depth
My Day
Dragonite @ Choice Band
Inner Focus
Adamant (+Atk,-SpA)
252 Atk / 196 Spe / 60 HP
Dragon Tail
Outrage
Fire Punch
Brick Break
Good coverage, and ability to phaze. Speed will help on the phazing front, and Choice Band + 252 Atk EVs give it strong physical strength. Moves can counter walls such as Ferrothorn and Forretress, other Dragons such as Salamence and Hydreigon, and Brick Break destroys any screen/reflecters, as well as T-Tar. Dragon Tail plus Forretress's SR+Spikes help cause some extra damage to walls, as well as preventing teams that Bulk Up, Dragon Dance, Calm Mind, etc to get to full power.
Tuesdays
Metagross @ Air Balloon
Clear Body
Impish (+Def,-SpA)
252 HP / 128 Spe / 128 SpD
Meteor Mash
Bullet Punch
Zen Headbutt
Earthquake
My favourite Poké, and so a staple if ever I was to create a team, this is a more bulky Metagross, with a speed injection to win a few ties it may have otherwise not. Bullet Punch is a good priority move to finish anything left with little health off. Meteor Mash is a hard hitting move to take out Rock types, or just to hit heavily, STAB and the possible attack up is nice. Zen Headbutt uses it's other typing to keep coverage, taking out fighting types trying to attack. Earthquake does similar against fire types. Air Balloon removes a weakness, and is not as common on Metagross sets as it is on Heatran sets, so can be unexpected.
Problems
Chandelure @ Choice Specs
Flash Fire
Modest (+SpA, -Atk)
252 SpA / 184 Spe / 72 HP
Fire Blast
Shadow Ball
Energy Ball
Overheat
Special attacker with a bit of variety in it's attack. Speed EVs to give it a bit of extra ability to attack. Choice Specs adds fire-power (excuse the pun, considering the Poké). Can take out waters that attempt to waterfall/scald it. Can take on fellow ghosts and psychics like Reuniclus, who I despise. Fire Blast and Overheat seems excessive, but Overheat is for that little extra damage and not worry too much about the next thing to come in.
Legend
Virizion @ Life Orb
Justified
Bashful (neutral)
252 Atk / 128 Def / 128 HP
Leaf Blade
Swords Dance
Stone Edge
Close Combat
Typical Virizion set, with a little bulk to take hits a bit easier. Can take out any slow flyers, due to it's already decent speed stat. Good coverage with the move pool, STAB LB takes out the typical Gastrodon/Swampert walls, STAB CC being beastly, as everyone knows, Stone Edge to provide extra firepower. With a swords dance, this thing becomes a force to be reckoned with, only ever really stopped by fast Fire- or Flying- types, or when setting up the SD. Life Orb for extra punch.
Gabe
Weavile @ Focus Sash
Pressure
Adamant (+Atk, -SpA)
252 Atk / 252 Spe / 4 HP
Ice Punch
Night Slash
X-Scissor
Brick Break
My revenge-killer, as it were, due to it's high speed and attack. Wide move pool give it good coverage. Can take out most typical dragons with ease with 4x strength over Garchomp, Salamence, Dragonite, etc. Most of all, it's use is to switch in after a death and take out an already attacked Poké, and do the extra damage needed. The Focus Sash is to give it an extra turn incase it's not strong enough, although this has been broken with set-ups before using rocks.
Jupiter
Forretress @ Leftovers
Sturdy
Impish (+Def, -SpA)
252 HP / 156 Def / 100 SpD
Rapid Spin
Spikes
Stealth Rock
Volt Switch
My guy for set-up. Comes in, Rocks, Spikes, with a rapid spin to start with if necessary. Volt Switch stops taunt nullifying it (rapid spin not really used for hitting hard), but ground types mean switching out without damage. Sturdy helps with another layer if a special fire move comes it's way. Leftovers give durability.
Final Notes
I recognise that some of the natures and EV spreads are probably odd and need redoing, so any notes on that would be awesome. This team has done a 6-0 before, but has also been 1-5'd, so whether that means it was just brilliant against that first team, or just bad against that second, I'm not sure. Win-Loss wise is at 5-3, which am happy with considering have done little battling before, tho my chances to play online are few and far between (using Wi-Fi hotspots around the UK).
Also, a water type I recognise could be a good help, as would another Special-Attacker or a Special Wall. Could Starmie help somewhere on the attacking front? It would help with the fire weakness.
Quick Team Overview
In-Depth
My Day
Dragonite @ Choice Band
Inner Focus
Adamant (+Atk,-SpA)
252 Atk / 196 Spe / 60 HP
Dragon Tail
Outrage
Fire Punch
Brick Break
Good coverage, and ability to phaze. Speed will help on the phazing front, and Choice Band + 252 Atk EVs give it strong physical strength. Moves can counter walls such as Ferrothorn and Forretress, other Dragons such as Salamence and Hydreigon, and Brick Break destroys any screen/reflecters, as well as T-Tar. Dragon Tail plus Forretress's SR+Spikes help cause some extra damage to walls, as well as preventing teams that Bulk Up, Dragon Dance, Calm Mind, etc to get to full power.
Tuesdays
Metagross @ Air Balloon
Clear Body
Impish (+Def,-SpA)
252 HP / 128 Spe / 128 SpD
Meteor Mash
Bullet Punch
Zen Headbutt
Earthquake
My favourite Poké, and so a staple if ever I was to create a team, this is a more bulky Metagross, with a speed injection to win a few ties it may have otherwise not. Bullet Punch is a good priority move to finish anything left with little health off. Meteor Mash is a hard hitting move to take out Rock types, or just to hit heavily, STAB and the possible attack up is nice. Zen Headbutt uses it's other typing to keep coverage, taking out fighting types trying to attack. Earthquake does similar against fire types. Air Balloon removes a weakness, and is not as common on Metagross sets as it is on Heatran sets, so can be unexpected.
Problems
Chandelure @ Choice Specs
Flash Fire
Modest (+SpA, -Atk)
252 SpA / 184 Spe / 72 HP
Fire Blast
Shadow Ball
Energy Ball
Overheat
Special attacker with a bit of variety in it's attack. Speed EVs to give it a bit of extra ability to attack. Choice Specs adds fire-power (excuse the pun, considering the Poké). Can take out waters that attempt to waterfall/scald it. Can take on fellow ghosts and psychics like Reuniclus, who I despise. Fire Blast and Overheat seems excessive, but Overheat is for that little extra damage and not worry too much about the next thing to come in.
Legend
Virizion @ Life Orb
Justified
Bashful (neutral)
252 Atk / 128 Def / 128 HP
Leaf Blade
Swords Dance
Stone Edge
Close Combat
Typical Virizion set, with a little bulk to take hits a bit easier. Can take out any slow flyers, due to it's already decent speed stat. Good coverage with the move pool, STAB LB takes out the typical Gastrodon/Swampert walls, STAB CC being beastly, as everyone knows, Stone Edge to provide extra firepower. With a swords dance, this thing becomes a force to be reckoned with, only ever really stopped by fast Fire- or Flying- types, or when setting up the SD. Life Orb for extra punch.
Gabe
Weavile @ Focus Sash
Pressure
Adamant (+Atk, -SpA)
252 Atk / 252 Spe / 4 HP
Ice Punch
Night Slash
X-Scissor
Brick Break
My revenge-killer, as it were, due to it's high speed and attack. Wide move pool give it good coverage. Can take out most typical dragons with ease with 4x strength over Garchomp, Salamence, Dragonite, etc. Most of all, it's use is to switch in after a death and take out an already attacked Poké, and do the extra damage needed. The Focus Sash is to give it an extra turn incase it's not strong enough, although this has been broken with set-ups before using rocks.
Jupiter
Forretress @ Leftovers
Sturdy
Impish (+Def, -SpA)
252 HP / 156 Def / 100 SpD
Rapid Spin
Spikes
Stealth Rock
Volt Switch
My guy for set-up. Comes in, Rocks, Spikes, with a rapid spin to start with if necessary. Volt Switch stops taunt nullifying it (rapid spin not really used for hitting hard), but ground types mean switching out without damage. Sturdy helps with another layer if a special fire move comes it's way. Leftovers give durability.
Final Notes
I recognise that some of the natures and EV spreads are probably odd and need redoing, so any notes on that would be awesome. This team has done a 6-0 before, but has also been 1-5'd, so whether that means it was just brilliant against that first team, or just bad against that second, I'm not sure. Win-Loss wise is at 5-3, which am happy with considering have done little battling before, tho my chances to play online are few and far between (using Wi-Fi hotspots around the UK).
Also, a water type I recognise could be a good help, as would another Special-Attacker or a Special Wall. Could Starmie help somewhere on the attacking front? It would help with the fire weakness.