Hi there! I'm pretty new at competitive battling and I'm consider myself to be very bad at teambuliding. I'm trying, and I built this team recently. I've tested it a couple of times, and after a bit of fine tuning I seem to be winning and losing in equal measure. I would really like some help, however, because I'm very new at this and, try as I might, I fear I'm just not getting the concepts down. Here's the team:
Runerigus (F) @ Leftovers
Ability: Wandering Spirit
EVs: 248 HP / 8 Atk / 28 Def / 224 SpD
Careful Nature
IVs: 0 Atk
- Body Press
- Toxic Spikes
- Substitute
- Protect
Runerigus is the main Toxic Spikes setup 'Mon. It has Toxic Spikes, of course, as well as Substitute to allow for more stalling, as well as Protect if you need to wait out an opponent. Body Press is meant to make use of Runerigus' high Defense, but I've gotten no use for it, and though I've thought about replacing it, my only thought has been Earthquake. I figured Body Press could help against Dark-types, but I'm not too sure how common they are in this tier. I think Runerigus has potential, but I'm not sure how best to bring it out.
Gengar (F) @ Choice Specs
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Venoshock
- Focus Blast
- Shadow Ball
- Dazzling Gleam
Gengar is meant to be a special sweeper. Obviously, the main move on this 'Mon is Venoshock, to take advantage of both the STAB and the Toxic Spikes poison, so I decided that Choice Specs could help boost Venoshock even further. The other moves are in case you need to go in on an unpoisoned 'Mon, with Shadow Ball for STAB, Dazzling Gleam for Fighting- , Dark- , and Dragon-types, and Focus Blast for Steel-types, who are immune to Poison. I don't like the low power of Focus Blast, but it seemed the best option.
Machamp (F) @ Toxic Orb
Ability: Guts
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Fling
- Ice Punch
- Facade
- Brick Break
Machamp is meant to be a sweeper as well, meant to take advantage of the Toxic Orb and Guts. Machamp can help by Flinging the Toxic Orb and poisoning the opponent as well. I've also been considering the Poison Barb because it inflicts Poisoned rather than Badly Poisoned, but I'm not sure yet. Ice Punch is for Flying- , Grass- , and Ground-types, Brick Break is for STAB, and Facade is to take advantage of the Toxic Orb poison and Guts boost. I like the idea of using Guts with this team, but I'm not sure if Machamp is the best choice.
Ninetales-Alola (F) @ Focus Sash
Ability: Snow Warning
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Aurora Veil
- Toxic
- Protect
- Ice Beam
I love Alolan Ninetales, so I decided to use one with Snow Warning for Aurora Veil. That being said, this member is one of the ones I'm shakier on. Toxic is there to help with the team's theme, Protect is there to stall for the Toxic poison, Ice Beam is a STAB attack. In total honesty, I'm very shaky about including this one, but the Aurora Veil did come in clutch in several situations when I tried the team out. I think this one could work with some fine-tuning, but it seems shaky at best as is.
Magnezone @ Air Balloon
Ability: Sturdy
EVs: 248 HP / 8 Atk / 252 SpA
Quiet Nature
IVs: 0 Atk
- Magnet Rise
- Thunderbolt
- Flash Cannon
- Body Press
So Magnezone. I wanted something that seemed interesting, so I looked at the OU list and decided that Magnezone could be interesting to deal with some unchecked threats, namely Fairy-types with Flash Cannon. Thunderbolt is for STAB, and Body Press I feel works better on Magnezone than Runerigus, hence why I was considering removing the move from that 'Mon. The Air Balloon lets it set up Magnet Rise to deal with that pesky 4x Ground weakness, and Sturdy can help with Fighting moves too.
Starmie @ Heavy-Duty Boots
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Rapid Spin
- Surf
- Thunderbolt
- Pain Split
Starmie was chosen as the team's Rapid Spinner due to its Speed. It can also dish out some STAB damage with Surf and it can take advantage of its so-so HP with Pain Split. The biggest change I thought to make was to give it STAB Psychic and replace Ice Punch on Machamp with Thunder Punch. Psychic can be helpful in this circumstance, making Starmie very useful and more than just a one trick Ponyta. Overall, I feel like it could be an asset to the team if I adjust it, but since I'm very new at this, I'm not sure.
Any and all ratings and help are very appreciated, and please bear in mind that I am very new at this. Thanks in advance from a competitive newcomer!
Runerigus (F) @ Leftovers
Ability: Wandering Spirit
EVs: 248 HP / 8 Atk / 28 Def / 224 SpD
Careful Nature
IVs: 0 Atk
- Body Press
- Toxic Spikes
- Substitute
- Protect
Runerigus is the main Toxic Spikes setup 'Mon. It has Toxic Spikes, of course, as well as Substitute to allow for more stalling, as well as Protect if you need to wait out an opponent. Body Press is meant to make use of Runerigus' high Defense, but I've gotten no use for it, and though I've thought about replacing it, my only thought has been Earthquake. I figured Body Press could help against Dark-types, but I'm not too sure how common they are in this tier. I think Runerigus has potential, but I'm not sure how best to bring it out.
Gengar (F) @ Choice Specs
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Venoshock
- Focus Blast
- Shadow Ball
- Dazzling Gleam
Gengar is meant to be a special sweeper. Obviously, the main move on this 'Mon is Venoshock, to take advantage of both the STAB and the Toxic Spikes poison, so I decided that Choice Specs could help boost Venoshock even further. The other moves are in case you need to go in on an unpoisoned 'Mon, with Shadow Ball for STAB, Dazzling Gleam for Fighting- , Dark- , and Dragon-types, and Focus Blast for Steel-types, who are immune to Poison. I don't like the low power of Focus Blast, but it seemed the best option.
Machamp (F) @ Toxic Orb
Ability: Guts
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Fling
- Ice Punch
- Facade
- Brick Break
Machamp is meant to be a sweeper as well, meant to take advantage of the Toxic Orb and Guts. Machamp can help by Flinging the Toxic Orb and poisoning the opponent as well. I've also been considering the Poison Barb because it inflicts Poisoned rather than Badly Poisoned, but I'm not sure yet. Ice Punch is for Flying- , Grass- , and Ground-types, Brick Break is for STAB, and Facade is to take advantage of the Toxic Orb poison and Guts boost. I like the idea of using Guts with this team, but I'm not sure if Machamp is the best choice.
Ninetales-Alola (F) @ Focus Sash
Ability: Snow Warning
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Aurora Veil
- Toxic
- Protect
- Ice Beam
I love Alolan Ninetales, so I decided to use one with Snow Warning for Aurora Veil. That being said, this member is one of the ones I'm shakier on. Toxic is there to help with the team's theme, Protect is there to stall for the Toxic poison, Ice Beam is a STAB attack. In total honesty, I'm very shaky about including this one, but the Aurora Veil did come in clutch in several situations when I tried the team out. I think this one could work with some fine-tuning, but it seems shaky at best as is.
Magnezone @ Air Balloon
Ability: Sturdy
EVs: 248 HP / 8 Atk / 252 SpA
Quiet Nature
IVs: 0 Atk
- Magnet Rise
- Thunderbolt
- Flash Cannon
- Body Press
So Magnezone. I wanted something that seemed interesting, so I looked at the OU list and decided that Magnezone could be interesting to deal with some unchecked threats, namely Fairy-types with Flash Cannon. Thunderbolt is for STAB, and Body Press I feel works better on Magnezone than Runerigus, hence why I was considering removing the move from that 'Mon. The Air Balloon lets it set up Magnet Rise to deal with that pesky 4x Ground weakness, and Sturdy can help with Fighting moves too.
Starmie @ Heavy-Duty Boots
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Rapid Spin
- Surf
- Thunderbolt
- Pain Split
Starmie was chosen as the team's Rapid Spinner due to its Speed. It can also dish out some STAB damage with Surf and it can take advantage of its so-so HP with Pain Split. The biggest change I thought to make was to give it STAB Psychic and replace Ice Punch on Machamp with Thunder Punch. Psychic can be helpful in this circumstance, making Starmie very useful and more than just a one trick Ponyta. Overall, I feel like it could be an asset to the team if I adjust it, but since I'm very new at this, I'm not sure.
Any and all ratings and help are very appreciated, and please bear in mind that I am very new at this. Thanks in advance from a competitive newcomer!