Hey everyone, this is my first team build ever so feel free to give me any advice and pointers and I will certainly take them into consideration. A big thanks ahead of time to everyone taking the time to read and reply.
My team is a defensive-minded team that uses entry hazards, status afflictions, and strong defenses to wear down the other team.
Skarmory@ Rocky Helmet
EVs: 252 HP/ 252 Def/ 4 spe
Ability: Sturdy
Nature: Bold/Impish
Stealth Rock
Whirlwind
Brave Bird
Roost
Skarmory serves as an Entry Hazard lead. His job is to lay down stealth rocks and survive due to his exceptional physical defense. Whirlwind works in conjunction to cause as much entry damage as possible, Brave bird provides a powerful STAB attack and puts fear into fighting types, and roost allows for recovery. EV's in HP and Defense and Impish nature work to his strengths as a physical wall.
Roserade@ black sludge
EVs: 252 HP/ 240 SpD / 16 spe
Ability: Natural Cure
Nature: Calm
Spikes
Giga Drain
Toxic Spikes
Synthesis
Roserade is also used to set up an entry hazard. Spikes/Toxic Spikes effects Pokemon not effected by Stealth rock, and stacks nicely with stealth rock for entry hazard damage. Choice can be made based on the composition of the opposing team which will be more effective. Synthesis provides recovery when needed and Giga Drain gets a STAB boost and provides marginal recovery while being effective against water types. EV's and nature emphasize bulk and surviving special attacks, will be switched out against physical attackers.
Umbreon @ Leftovers
EVs: 252 HP/ 252 SpD/ 4 Def
Ability
Wish
Protect
Heal Bell
Foul Play
Umbreon is my cleric. He has wish and heal bell in order to provide healing support as well as maintain his own longevity. Protect helps him last and utilize his abilities and Foul Play allows him to hit back hard despite his own attack power limitations. EV's to maximize special defense and HP and careful nature to bolster his sp. def while losing special attack which he does not need.
Blastoise@ Shell Bell
EVs: 252 HP/ 252 def / 4 SpD
Ability: rain Dish
Nature: Bold
Scald
Rapid Spin
Ice Beam
Toxic
Blastoise is my spinner to clear enemy entry hazards that can slowly eat away at my team's effectiveness. Scald checks physical sweepers with it's chance of inflicting burns, and gives a decently powered STAB attack. Ice beam is for dragon and flying types. Toxic allows me to inflict a powerful status ailment that can wear my opponents down against my strong defenses. EV's and Bold Nature max out my defensive hardiness at the expense of attack which is not used by the moveset. Shell bell allows the damage Blastoise dishes out to be used for recovery.
Tyranitar @ Assault Vest
EVs: 248 HP/ 8 Atk / 252 SpD
Ability: Sandstream
Nature:Sassy
Crunch
Pursuit
Earthquake
Fire blast
Tyranitar is used as a special tank with Assault vest boosting his special def. capabilities. This brings defensive balance to my team. Tyranitar is a literal tank with this set and will weather a good deal of damage before he's brought down. Crunch and Pursuit are powerful STABed attacks that make use of Tyranitar's impressive attack stat, Earthquake is for electric, fire and poison types without levitate. Fire blast provides coverage against ice and grass types. EV's and nature maximize his defensive tanking capabilities and make it so that literally no one can OHKO him with a special attack.
Dusknoir @ Sitrus Berry
EVs: 252 HP/252 Def/ 4 Atk
Ability:pressure
Nature: Impish
Will O Wisp
Shadow Sneak
Return
Pain Split
Dusknoir serves as a defensive tank as well as a spinblocker, hopefully allowing my team's entry hazards to remain in play while wearing down physical threats. Will O Wisp provides a decent fire attack as well as scaring physical attackers and fighting types with it's burn potential. Pain Split provides recovery and does damage. Return provides reliable offensive power.Shadow sneak negates his low speed and allows him to pick off weakened opponents. EV's and nature maximize defensive capabilities.
My team is a defensive-minded team that uses entry hazards, status afflictions, and strong defenses to wear down the other team.
Skarmory@ Rocky Helmet
EVs: 252 HP/ 252 Def/ 4 spe
Ability: Sturdy
Nature: Bold/Impish
Stealth Rock
Whirlwind
Brave Bird
Roost
Skarmory serves as an Entry Hazard lead. His job is to lay down stealth rocks and survive due to his exceptional physical defense. Whirlwind works in conjunction to cause as much entry damage as possible, Brave bird provides a powerful STAB attack and puts fear into fighting types, and roost allows for recovery. EV's in HP and Defense and Impish nature work to his strengths as a physical wall.
Roserade@ black sludge
EVs: 252 HP/ 240 SpD / 16 spe
Ability: Natural Cure
Nature: Calm
Spikes
Giga Drain
Toxic Spikes
Synthesis
Roserade is also used to set up an entry hazard. Spikes/Toxic Spikes effects Pokemon not effected by Stealth rock, and stacks nicely with stealth rock for entry hazard damage. Choice can be made based on the composition of the opposing team which will be more effective. Synthesis provides recovery when needed and Giga Drain gets a STAB boost and provides marginal recovery while being effective against water types. EV's and nature emphasize bulk and surviving special attacks, will be switched out against physical attackers.
Umbreon @ Leftovers
EVs: 252 HP/ 252 SpD/ 4 Def
Ability
Wish
Protect
Heal Bell
Foul Play
Umbreon is my cleric. He has wish and heal bell in order to provide healing support as well as maintain his own longevity. Protect helps him last and utilize his abilities and Foul Play allows him to hit back hard despite his own attack power limitations. EV's to maximize special defense and HP and careful nature to bolster his sp. def while losing special attack which he does not need.
Blastoise@ Shell Bell
EVs: 252 HP/ 252 def / 4 SpD
Ability: rain Dish
Nature: Bold
Scald
Rapid Spin
Ice Beam
Toxic
Blastoise is my spinner to clear enemy entry hazards that can slowly eat away at my team's effectiveness. Scald checks physical sweepers with it's chance of inflicting burns, and gives a decently powered STAB attack. Ice beam is for dragon and flying types. Toxic allows me to inflict a powerful status ailment that can wear my opponents down against my strong defenses. EV's and Bold Nature max out my defensive hardiness at the expense of attack which is not used by the moveset. Shell bell allows the damage Blastoise dishes out to be used for recovery.
Tyranitar @ Assault Vest
EVs: 248 HP/ 8 Atk / 252 SpD
Ability: Sandstream
Nature:Sassy
Crunch
Pursuit
Earthquake
Fire blast
Tyranitar is used as a special tank with Assault vest boosting his special def. capabilities. This brings defensive balance to my team. Tyranitar is a literal tank with this set and will weather a good deal of damage before he's brought down. Crunch and Pursuit are powerful STABed attacks that make use of Tyranitar's impressive attack stat, Earthquake is for electric, fire and poison types without levitate. Fire blast provides coverage against ice and grass types. EV's and nature maximize his defensive tanking capabilities and make it so that literally no one can OHKO him with a special attack.
Dusknoir @ Sitrus Berry
EVs: 252 HP/252 Def/ 4 Atk
Ability:pressure
Nature: Impish
Will O Wisp
Shadow Sneak
Return
Pain Split
Dusknoir serves as a defensive tank as well as a spinblocker, hopefully allowing my team's entry hazards to remain in play while wearing down physical threats. Will O Wisp provides a decent fire attack as well as scaring physical attackers and fighting types with it's burn potential. Pain Split provides recovery and does damage. Return provides reliable offensive power.Shadow sneak negates his low speed and allows him to pick off weakened opponents. EV's and nature maximize defensive capabilities.