This is a team I've been using since I started on Pokemon Showdown. Despite being rather amateurish, I've managed to get it above 1600 on the ladder, though it took me quite some time. I am aware that the team is not the best. But though I know that it needs to be improved, I don't know how it should be improved. Let me introduce you to my team!
(I didn't make any of the following pictures.)
Froslass @ Focus Sash
Ability: Cursed Body
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Destiny Bond
- Ice Beam
- Spikes
- Taunt
My most favoritest Pokemon ever. Froslass can't really be used as anything other than a suicide lead, so that's exactly what it is. Spikes is just entry hazards, Taunt stops the opponent from setting up in any fashion, Ice Beam is just simple STAB that can be useful at times when it is super effective, and Destiny Bond is for either sinking a clueless opponent's Pokemon, or, in the case of an aware opponent, playing mind games. This set of moves usually allows me to get up a layer or two of spikes, and leave an opponent with five Pokemon left just like me, but sometimes I get lucky and my Froslass lives to be used as a Ice Beamer and Destiny Bonder later in a match.
Next up...
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Pain Split
- Will-O-Wisp
Originally chosen just because I like Rotom almost as much as Froslass, Rotom proved to be such a great help defensively. If I can't really switch into anything, I can at least switch into Rotom, and things will usually sort out themselves. The guy just darts in, sponges up hits, then gets to work. Volt Switch is nice way to do damage and get out of things, and the STAB helps. Hydro Pump is just simple (butfuriously inaccurate) STAB like Thunderbolt would be if I ran Thunderbolt. Pain Split is for recovery, if I get lucky. Will-O-Wisp is for scaring physical attackers, and that's pretty much it. I know this movepool isn't rare, but I suppose that's because it's so useful.
From our physical wall we then move onto our special wall...
Goodra @ Assault Vest
Ability: Sap Sipper
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Thunderbolt
- Flamethrower
- Sludge Bomb
In case the picture didn't convince you of just how incredibly fat this thing is, I will give you a perspective. Goodra's Special Defense with Assault Vest is so high that a Latios' neutral base 80 power Psyshock hitting on the physical side of Goodra does about as much damage as the same Latios' super effective base 130 power Draco Meteor hitting on the special side. Goodra takes special hits almost as well as a Blissey would, but unlike a Blissey, Goodra has a stellar Special Attack stat and a wonderful array of coverage moves that allow it to hit almost everything super effectively. Draco Meteor is a general nuke, and the rest are for what they do 2 times or 4 times damage to.
Goodra is followed by...
Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Flash Cannon
- Ancient Power
- Flamethrower
- Earth Power
Heatran is the first Pokemon here not picked because I liked it personally, but solely due to its usefulness. I opted for a Choice Scarf set just for the surprise factor. Nobody expects it - in fact, I don't even expect it in opponents' Heatran since I never see it. Flash Cannon is simple STAB, same goes for Flamethrower. The former can surprise Mega Diancie pretty badly, and it helps Heatran be a true Fairy counter. Ancient Power is just for things like Talonflame and Charizard Y who don't know I'm scarfed and think they can get me with a Focus Blast. Lastly is Earth Power, which is like an anti-Heatran on my Heatran. I can Choice Scarf outspeed any other Heatran and kill it with that move, unless they are hyper specially defensive.
From fast to slow, we get...
Azumarill @ Choice Band
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Aqua Jet
- Waterfall
- Play Rough
- Superpower
The first of my two physical powerhouses, Azumarill is just great. Everything hits so hard. Aqua Jet is simple priority that does quite a bit of damage notheless, and Waterfall hits at least as hard as Niagara Falls. Play Rough completes the STAB, and also just functions as something that blows everything that doesn't resist it out of the water. Superpower is a fun one. Sometimes, people think they can switch in their Ferrothorn onto my Azumarill. I predict that, and that poor Ferrothorn is completely pulverized, even from full health. Shifting from offense to defense I also have to say that Azumarill is remarkably bulky for its power, it can take some hits rather well. It's by no means a wall, but it's nice.
And my last Pokemon is...
Lopunny-Mega @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- High Jump Kick
- Fake Out
- Ice Punch
- Return
I'm almost as disgusted by this Pokemon's power as I am with the images I had to see when I searched up "Mega Lopunny" to get this picture. Inducted into my team because it absolutely destroyed my team, this Pokemon has saved my butt so many times it's hard to count. Like Azumarill, it hits everything hard, but its speed gives it much more options. Fake Out is for scouting and free damage, Return is simple STAB, High Jump Kick is like a nuke that works amazingly (until you miss), and Ice Punch is for things like the defensive Landorus that come in to Intimidate me. No Pokemon except for perhaps Skarmory and a few others I'm too lazy to name is safe from Mega Lopunny. It's a monster.
So, that's my team. I'd really, really appreciate any advice, since I've gotten none, really. There was this one helpful person that I battled who gave me good advice, but I forgot to save the replay where he gave me it, and I then forgot the advice! So please, please, give me constructive criticism.
(I didn't make any of the following pictures.)

Froslass @ Focus Sash
Ability: Cursed Body
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Destiny Bond
- Ice Beam
- Spikes
- Taunt
My most favoritest Pokemon ever. Froslass can't really be used as anything other than a suicide lead, so that's exactly what it is. Spikes is just entry hazards, Taunt stops the opponent from setting up in any fashion, Ice Beam is just simple STAB that can be useful at times when it is super effective, and Destiny Bond is for either sinking a clueless opponent's Pokemon, or, in the case of an aware opponent, playing mind games. This set of moves usually allows me to get up a layer or two of spikes, and leave an opponent with five Pokemon left just like me, but sometimes I get lucky and my Froslass lives to be used as a Ice Beamer and Destiny Bonder later in a match.
Next up...

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Pain Split
- Will-O-Wisp
Originally chosen just because I like Rotom almost as much as Froslass, Rotom proved to be such a great help defensively. If I can't really switch into anything, I can at least switch into Rotom, and things will usually sort out themselves. The guy just darts in, sponges up hits, then gets to work. Volt Switch is nice way to do damage and get out of things, and the STAB helps. Hydro Pump is just simple (butfuriously inaccurate) STAB like Thunderbolt would be if I ran Thunderbolt. Pain Split is for recovery, if I get lucky. Will-O-Wisp is for scaring physical attackers, and that's pretty much it. I know this movepool isn't rare, but I suppose that's because it's so useful.
From our physical wall we then move onto our special wall...

Goodra @ Assault Vest
Ability: Sap Sipper
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Thunderbolt
- Flamethrower
- Sludge Bomb
In case the picture didn't convince you of just how incredibly fat this thing is, I will give you a perspective. Goodra's Special Defense with Assault Vest is so high that a Latios' neutral base 80 power Psyshock hitting on the physical side of Goodra does about as much damage as the same Latios' super effective base 130 power Draco Meteor hitting on the special side. Goodra takes special hits almost as well as a Blissey would, but unlike a Blissey, Goodra has a stellar Special Attack stat and a wonderful array of coverage moves that allow it to hit almost everything super effectively. Draco Meteor is a general nuke, and the rest are for what they do 2 times or 4 times damage to.
Goodra is followed by...

Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Flash Cannon
- Ancient Power
- Flamethrower
- Earth Power
Heatran is the first Pokemon here not picked because I liked it personally, but solely due to its usefulness. I opted for a Choice Scarf set just for the surprise factor. Nobody expects it - in fact, I don't even expect it in opponents' Heatran since I never see it. Flash Cannon is simple STAB, same goes for Flamethrower. The former can surprise Mega Diancie pretty badly, and it helps Heatran be a true Fairy counter. Ancient Power is just for things like Talonflame and Charizard Y who don't know I'm scarfed and think they can get me with a Focus Blast. Lastly is Earth Power, which is like an anti-Heatran on my Heatran. I can Choice Scarf outspeed any other Heatran and kill it with that move, unless they are hyper specially defensive.
From fast to slow, we get...

Azumarill @ Choice Band
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Aqua Jet
- Waterfall
- Play Rough
- Superpower
The first of my two physical powerhouses, Azumarill is just great. Everything hits so hard. Aqua Jet is simple priority that does quite a bit of damage notheless, and Waterfall hits at least as hard as Niagara Falls. Play Rough completes the STAB, and also just functions as something that blows everything that doesn't resist it out of the water. Superpower is a fun one. Sometimes, people think they can switch in their Ferrothorn onto my Azumarill. I predict that, and that poor Ferrothorn is completely pulverized, even from full health. Shifting from offense to defense I also have to say that Azumarill is remarkably bulky for its power, it can take some hits rather well. It's by no means a wall, but it's nice.
And my last Pokemon is...

Lopunny-Mega @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- High Jump Kick
- Fake Out
- Ice Punch
- Return
I'm almost as disgusted by this Pokemon's power as I am with the images I had to see when I searched up "Mega Lopunny" to get this picture. Inducted into my team because it absolutely destroyed my team, this Pokemon has saved my butt so many times it's hard to count. Like Azumarill, it hits everything hard, but its speed gives it much more options. Fake Out is for scouting and free damage, Return is simple STAB, High Jump Kick is like a nuke that works amazingly (until you miss), and Ice Punch is for things like the defensive Landorus that come in to Intimidate me. No Pokemon except for perhaps Skarmory and a few others I'm too lazy to name is safe from Mega Lopunny. It's a monster.
So, that's my team. I'd really, really appreciate any advice, since I've gotten none, really. There was this one helpful person that I battled who gave me good advice, but I forgot to save the replay where he gave me it, and I then forgot the advice! So please, please, give me constructive criticism.