I constructed my team a few months ago, and it was my very first team meant for competitive purposes. However, I'm still trying to level them up to 100, but that's besides the point! So anyhow, the following list is my team that I've constructed. It probably stinks, but hey, I 'Gotta start somewhere', which is the pseudo-theme of this team, by the way.
Oh, and also, EVs won't be mentioned simply because I don't remember them. After the team, I'll list a set of rules I go by when creating teams. So here we go:
Shuckle@Leftovers
-Gulltony
Adamant
-Bide
-Toxic
-Stealth Rock
-Rest
Shuckle is my lead. Throw up stealth rocks, and toxic like nothing. Bide for revenge, rest to heal when necessary.
Breloom@Toxic Orb
-Poison Heal
Jolly
-Seed Bomb
-Mach Punch
-Facade
-Stone Edge
My minor Physical Attacker, with Poison Heal to heal when necessary. Mach Punch is there for two reasons: Priority and a finisher.
Magnezone@Focus Sash
-Sturdy?
Modest?
-Thunderbolt
-Mirror Shot
-Magnet Rise
-Tri Attack
My minor Special Sweeper. Magnet Rise to block Ground Attacks, and as for the moves.....never mind, let's move on.
Charizard@Quick Claw
-Blaze
Bashful
-Flamethrower
-Fly
-Dragon Pulse
-Earthquake
The mixed Sweeper in my team, although it's main role is of a scout. Probably my worst constructed member, but oh well.
Tyrantitar@Muscle Band(or whatever it's called, but it's not choice band)
-Sand Stream
Adamant
-Rock Slide
-Crunch
-Brick Break
-Earthquake
My Major Physical Attacker. Rock Slide was chosen over Stone Edge for accuracy and PP.
Starmie@Wise Glasses
-Natural Cure
Modest
-Surf
-Psychic
-Ice Beam
-Thunderbolt
My Major Special Attacker. It has the BoltBeam combo and all that good stuff. Psychic was chosen over Rapid Spin and Recover for possible OHKOs on stuff like Gengar and Tentacruel that would otherwise be 2HKOs.
As you can see,err.......my team mostly sucks. But hey, I gotta start somewhere, right? And a few rules when I construct teams:
1) NO LEGENDARIES!
Need I say more? However, there might be exceptions in the future, but...
2) Anyone that requires to be traded to evolve to the fullest is excluded.
I don't have a trading partner, nor a second DS and 4th-gen Game. And No Wifi to compensate that.
3) No Event-related Movesets/members.
Self-Explanitory.
4) Pocket Monsters that require Hidden Power in their Movesets (i.e. Jolteon) are excluded.
I'm not a big fan of Hidden Power and IVs, because I don't wanna waste time researching all those and getting the right Ivs for the perfered Hidden Power and Base Power. Magnezone, however, doesn't need HP in my opinion, because it can already know at least 3 special attacks.
5) Each member must be of a different type.
Kinda hard to explain, but here's an example: Why do you think I chose Charizard over Infernape? It's because Breloom is already in there, and he's (or rather, she's) part fightning, and Infernape's part fightning, so that's a BIG no-no.
: It must follow the 'balance team type' procedure.
That means there must be at least a grass, fire water, electrice, rock(/ground), and psychic types in my team. Combinations (Water/Psychic) are included, and often, required to reach to members that are not of those types (i.e. Salamence).
Hidden Rule: One of the members must be able to learn Fly and use it in his/her/it's moveset.
Sorry, but taking a Poke that knows Fly out of the box and back in every single time is NOT for me. I wish to avoid that at all costs, so the above rule is on.
Oh, and also, EVs won't be mentioned simply because I don't remember them. After the team, I'll list a set of rules I go by when creating teams. So here we go:
Shuckle@Leftovers
-Gulltony
Adamant
-Bide
-Toxic
-Stealth Rock
-Rest
Shuckle is my lead. Throw up stealth rocks, and toxic like nothing. Bide for revenge, rest to heal when necessary.
Breloom@Toxic Orb
-Poison Heal
Jolly
-Seed Bomb
-Mach Punch
-Facade
-Stone Edge
My minor Physical Attacker, with Poison Heal to heal when necessary. Mach Punch is there for two reasons: Priority and a finisher.
Magnezone@Focus Sash
-Sturdy?
Modest?
-Thunderbolt
-Mirror Shot
-Magnet Rise
-Tri Attack
My minor Special Sweeper. Magnet Rise to block Ground Attacks, and as for the moves.....never mind, let's move on.
Charizard@Quick Claw
-Blaze
Bashful
-Flamethrower
-Fly
-Dragon Pulse
-Earthquake
The mixed Sweeper in my team, although it's main role is of a scout. Probably my worst constructed member, but oh well.
Tyrantitar@Muscle Band(or whatever it's called, but it's not choice band)
-Sand Stream
Adamant
-Rock Slide
-Crunch
-Brick Break
-Earthquake
My Major Physical Attacker. Rock Slide was chosen over Stone Edge for accuracy and PP.
Starmie@Wise Glasses
-Natural Cure
Modest
-Surf
-Psychic
-Ice Beam
-Thunderbolt
My Major Special Attacker. It has the BoltBeam combo and all that good stuff. Psychic was chosen over Rapid Spin and Recover for possible OHKOs on stuff like Gengar and Tentacruel that would otherwise be 2HKOs.
As you can see,err.......my team mostly sucks. But hey, I gotta start somewhere, right? And a few rules when I construct teams:
1) NO LEGENDARIES!
Need I say more? However, there might be exceptions in the future, but...
2) Anyone that requires to be traded to evolve to the fullest is excluded.
I don't have a trading partner, nor a second DS and 4th-gen Game. And No Wifi to compensate that.
3) No Event-related Movesets/members.
Self-Explanitory.
4) Pocket Monsters that require Hidden Power in their Movesets (i.e. Jolteon) are excluded.
I'm not a big fan of Hidden Power and IVs, because I don't wanna waste time researching all those and getting the right Ivs for the perfered Hidden Power and Base Power. Magnezone, however, doesn't need HP in my opinion, because it can already know at least 3 special attacks.
5) Each member must be of a different type.
Kinda hard to explain, but here's an example: Why do you think I chose Charizard over Infernape? It's because Breloom is already in there, and he's (or rather, she's) part fightning, and Infernape's part fightning, so that's a BIG no-no.
: It must follow the 'balance team type' procedure.
That means there must be at least a grass, fire water, electrice, rock(/ground), and psychic types in my team. Combinations (Water/Psychic) are included, and often, required to reach to members that are not of those types (i.e. Salamence).
Hidden Rule: One of the members must be able to learn Fly and use it in his/her/it's moveset.
Sorry, but taking a Poke that knows Fly out of the box and back in every single time is NOT for me. I wish to avoid that at all costs, so the above rule is on.