Help with my team?

Hi, I'm new to pokemon and this forum, and this will be my first post. I made a team which I have used once or twice, and would like help with it. Be brutal, but if I make some obviously bad choices, just mention them to me because I am fairly new to this.

Lead:
Foretress@Leftovers
Sturdy
Calm
EV: 252 HP/252 Sp def/ 6 def
Rapid Spin
Earthquake
Stealth rock
Explosion

I was thinking this could be something to last as long as it could, use SR and spikes/toxic spikes each a few times and then explode. This way, each switch in would deal a fair amount of damage (and perhaps heavy poisoning) onto most of my opponent's pokemon

Sp sweeper:

Gengar@Life Orb
Levitate
Timid
252 spd/252 sp attack/6 hp
Thuderbolt
Shadow ball
Destiny bond
hypnosis

Wide lens is obviously for hypnosis. I felt that gengar's speed makes him a worthwhile T-bolter and when he's near dead a destiny bond should give him a chance to take another poke down as well. Shadow ball is for STAB

Sp sweeper

Jolteon@Leftovers
Volt Absorb
Timid
252 spd/252 sp attack/6 def
Thunder wave
Thunderbolt (was considering thunder, but the low accuracy made me reconsider)
Wish
Yawn (i forgot to put this, but he does have it)

I was thinking magnet rise is a nice surprise on Jolteon, since EQ is quite common. He could easily switch in on a blissey trying to use t-wave and his speed lets him t-wave most of the other team as well. This gives some of my slower pokemon a chance to have a first move. Thunderbolt was for STAB and shuca berry to block OHKOs on him using ground moves

Wall 1

Suicune@ leftovers
Pressure
Modest
252 hp/160 def/96 sp def
Calm mind
Ice beam
Surf
Roar

Roar on him was so if Forretress set up correctly without dying, he could do some swap in damage. Calm mind boosts his already high sp def and Ice beam covers Dragons while surf covers fire

Wall 2

Dusknoir@leftovers
Pressure
Modest
252 hp/160def/96 sp def
Will-o-wisp
Earthquake
Ice punch
Pain split

This is one of my favorite walls, though I dont have much experience. Pain split comes in handy when hes on low hp (1/3 or less) and does crazy damage on switch ins. If theres a pokemon who resists both attacks, pain split covers that somewhat. WoW is to cut attack and do burn damage and EQ/Ice punch are just to cover basic types

Physical Sweeper

Salamence@Choice Scarf OR Yache berry
Intimidate
Jolly
252 speed/252 attack/6 sp def
Outrage
Draco Meteor
Fire Blast
EQ

Outrage is a huge help against Blissey and does heavy damage to a lot of pokemon, though it does lock in and cause confusion, making it less desireable. Choice scarf has a similar problem, but gives a good chance that it'll go first which makes it easy to go for the revenge kill. Aerial ace was there because I couldnt think of a better move. Fire fang covers Ice types who dont have ice shard and EQ covers metagross and things like that.
 
As far as obviously bad choices, i can see one right off the bat: limiting Joltion to three moves is a really bad idea. i would give it a forth.
= p

On joltion, i cant see why you would put magnet rise on it. sure, it leaves it with no weaknesses, and EQ is a common move, but i could give the same argument for pikachu, and the same flaw exists: joltion has no defense. So you might be able to dodge an EQ, but then your opponent attacks again and you die, just turning it into a dead turn. Likewise, why would you have shuca berry? even if it isn't super effective, most EQ's will kill you, and it is extremely redundant with magnet rise. take off both of them, and give it lefties, and 2 moves of your choice.

Taunt leads laugh at Fory, and i have some bad news: unless your opponent REALLY sucks, you're never going to get 6 turns to just set up. And lol at focus sash on a wall. i would give it lefties so that way it has some form of recovery. and besides, fire attacks are still going to rape you, because even if you survive the first with shuca, you are still dead the next turn, and fortress shouldn't be taking fire/special attacks anyway. take off either spikes or toxic spikes and give it gyroball or rapid spin or something more practical. hell, even rest would be a better idea since you don't have a wish passer, though it's extremely dangerous in the current metagame.

Using wide lens just so a move you can only use once gains an extra 6% accuracy seems silly. if you're going to use hypnosis fine(i wouldn't cause i hate missing, but that's just preference), but don't give up the extra 30% damage you could get with life orb.

Yeche mence without DD or a defensive spread is, again, silly, go with choice scarf.

I've been focusing on the individual pokes, and not the team, and I'm doing that on purpose, because it seems to me that you don't know how your team helps eachother out either. You should make a team that works well with eachother. you touched on it with things like making sure suicune has roar for fortress, and joltion has T-wave for the slower guys, but for the rest you just seem to list what they are, and trust me, everyone here knows what WoW does, and why pain split is useful etc.

EDIT: Now that i think about it, you could give joltion wish to help with Dusknoir unreliable healing and foretresses non-existant healing. batton pass could also be usful for scouting and all that fun stuff.
 
I'm seeing a few problems still:

- Why is Dusknoir Timid? It's among the worst natures a Dusknoir can have. I strongly recommend changing it to something that boosts one of its defenses.
- For Salamence, I'd recommend Draco Meteor over Aerial Ace. Even without EVs, and even with a Sp. Atk lowering nature, a 210 power move (factoring in STAB) that hits many physical walls hard should never be overlooked. You also might want to consider using Fire Blast or Hydro Pump over Fire Fang for similar reasons, though accuracy may become an issue.
- Alternatively, you could stick with the Yache Berry on Salamence and replace one of its attacking moves with Dragon Dance and the other with Stone Edge. But choose one or the other here. Don't try to combine these two suggestions.
 
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