Hello everybody, I'm new here and not very skilled. I'm trying to make a NU team before start using OU or stronger Pokémon. This is my team and I've been testing it on Shoddy Battle, I lost and won many battles, but I think I got more victories than losses, so here it goes:
Manectric@Life Orb
Ability: Static
Evs: 4 HP / 252 SpA / 252 Spe
Nature: Timid
If I think my opponent can be a threat to my other Pokémon, I attack so that it is weakened and other pokemon can finish it off.
I have considered using HP ice instead of grass, but I prefered grass as it's the only one in my team who can deal with water/ground types, and also it lures them, as most Manectric sets has Thunderbolt and Flamethrower on them.
Hopefully, Static might paralyze my enemy :)
Mantine@Leftovers
Ability: Water absorb
Evs: 252 HP / 252 SpD / 4 Spe
Nature: Calm
Nidoqueen@Black Sludge
Ability: Poison Point
Evs: 252 HP / 160 Def / 96 Atk
Nature: Impish
I decided to use Stealth rock instead of Toxic Spikes because mantine can already poison them. Nidoqueen can get rid of my opponent's Toxic Spikes as well.
If Nidoqueen is about to get hit by Water moves I switch to Mantine to cure her with Water Absorb, if I predict a psychic or ice move I switch to Mawile, and finally If I about getting EQ'd I change to Mantine or Drifblim.
Mawile@Expert Belt
Ability: Intimidate
Evs: 252 HP / 252 Atk / 4 Spe
Nature: Adamant
Mawile can take one or two physical hits, but not if it is a strong ground , fire or fighting move, if that were to happen then I would send mantine to take the hit as it resist them all, or maybe Drifblim, who is inmune to both ground and fighting.
Whiscash@Life Orb
Ability: Anticipation
Evs: 252 Atk / 252 Spe / 4 HP
Nature: Jolly?
Drifblim@Leftovers
Ability: Aftermath
Evs: 252 HP / 158 Def / 88 Spe / 12 SpA
Nature: Modest
Drifblim helps the team blocking rapid spin. If I'm getting horribly swept by a physical sweeping pokemon and it has low hp, but high speed, I let it kill Drifblim because Aftermath might kill it.
The Evs in defence are there to let Drifblim take some physical hits and making it last a little longer in battle. Calm mind already boosts its Special Defence. The Evs in speed are there to let Drifblim outspeed some Pokémon.
Hope you like it ;)

Manectric@Life Orb
Ability: Static
Evs: 4 HP / 252 SpA / 252 Spe
Nature: Timid
- Thunderbolt
- Signal Beam
- Flamethrower
- HP Grass
If I think my opponent can be a threat to my other Pokémon, I attack so that it is weakened and other pokemon can finish it off.
I have considered using HP ice instead of grass, but I prefered grass as it's the only one in my team who can deal with water/ground types, and also it lures them, as most Manectric sets has Thunderbolt and Flamethrower on them.
Hopefully, Static might paralyze my enemy :)

Mantine@Leftovers
Ability: Water absorb
Evs: 252 HP / 252 SpD / 4 Spe
Nature: Calm
- Surf
- Ice Beam
- Toxic
- Protect

Nidoqueen@Black Sludge
Ability: Poison Point
Evs: 252 HP / 160 Def / 96 Atk
Nature: Impish
- Earthquake
- Ice Punch
- Stealth Rock
- Roar
I decided to use Stealth rock instead of Toxic Spikes because mantine can already poison them. Nidoqueen can get rid of my opponent's Toxic Spikes as well.
If Nidoqueen is about to get hit by Water moves I switch to Mantine to cure her with Water Absorb, if I predict a psychic or ice move I switch to Mawile, and finally If I about getting EQ'd I change to Mantine or Drifblim.

Mawile@Expert Belt
Ability: Intimidate
Evs: 252 HP / 252 Atk / 4 Spe
Nature: Adamant
- Swords Dance
- Iron Head
- Sucker Punch
- Brick Break
Mawile can take one or two physical hits, but not if it is a strong ground , fire or fighting move, if that were to happen then I would send mantine to take the hit as it resist them all, or maybe Drifblim, who is inmune to both ground and fighting.

Whiscash@Life Orb
Ability: Anticipation
Evs: 252 Atk / 252 Spe / 4 HP
Nature: Jolly?
- Dragon Dance
- Earthquake
- Stone Edge
- Waterfall

Drifblim@Leftovers
Ability: Aftermath
Evs: 252 HP / 158 Def / 88 Spe / 12 SpA
Nature: Modest
- Substitute
- Calm Mind
- Thunderbolt
- Shadow Ball
Drifblim helps the team blocking rapid spin. If I'm getting horribly swept by a physical sweeping pokemon and it has low hp, but high speed, I let it kill Drifblim because Aftermath might kill it.
The Evs in defence are there to let Drifblim take some physical hits and making it last a little longer in battle. Calm mind already boosts its Special Defence. The Evs in speed are there to let Drifblim outspeed some Pokémon.
Hope you like it ;)