I have been playing on shoddy for probably about a month now, and I am soo happy Astamatitos gave me a team and told me to try it. Cause I love it.
Anyway, this is my first attempt at my own team, and it has been quite successful after lots of practice. I have finally been able to get on my laptop and retrieve my team =)
Team At A Glance:
Just realized, holy BLUE. All I need is Rotom-W....not
A Closer Look:
Swampert (M) @ Leftovers
Ability: Torrent
EVs: 240 HP/216 Def/52 SAtk
Relaxed nature (+Def, -Spd)
- Stealth Rock
- Earthquake
- Ice Beam
- Roar
---
My bulky lead. I usually get SR in on first turn unless its a fast taunter like aerodactyl. Switches to Rotom-H usually on azelf, EQs tars, Ice beam leads like Hippowdon, Sometimes I run from infernape due to grass knot, and sometimes I dont. Not sure what to do there. EQ jirachi, Roar brongzong, EQ gross, and Ice Beam/Roar jask. Roar for phazing and SR damage.
NOTE: I need a good way to stop Gengar leads and Infernape Leads. They can cause massive trouble for me.
Lucario (M) @ Focus Sash
Ability: Inner Focus
EVs: 252 Atk/4 Def/252 Spd
Jolly nature (+Spd, -SAtk)
- Close Combat
- Extremespeed
- Swords Dance
- Crunch
---
Usually my Finisher. Jolly makes it quite fast, If the opponent did not get SR in, then I can get a free SD. Crunch for all the psychics and ghosts. Close Combat for some nasty STAB damage and Extremespeed for priority.
Salamence (M) @ Lum Berry
Ability: Intimidate
EVs: 252 HP/60 Atk/196 Spd
Jolly nature (+Spd, -SAtk)
- Dragon Dance
- Earthquake
- Roost
- Outrage
---
Beastly Mence. I can usually get a good predict in or else come in for revenge, and get a DD in. Roost away any SR damage. Outrage if I can KO, and then even on a switch sometimes Outrage ends after 2 and Lum Berry heals the confusion. Lum also helps with status...especially them brelooms. EQ any steels.
Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP/252 Def/4 SAtk
Bold nature (+Def, -Atk)
- Hidden Power [Electric]
- Calm Mind
- Rest
- Surf
---
This is probably the heart and soul of my team. CM cune is incredibly powerful. HP electric for gyarados and vaporeon, along with other waters. Rest after a few CMs, take damage, wake up and sweep. Bold for max defense.
Azelf @ Lum Berry
Ability: Levitate
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Flamethrower
- Grass Knot
- Nasty Plot
- Psychic
---
Very cool pokemon. I just replaced Yanmega for it, and it has done well. Lum berry for those celebi t-wavers and whatnot. Nasty Plot up and sweep. Levitate ftw. Predict EQs and switch then set up as they switch.
Rotom-h @ Choice Scarf
Ability: Levitate
EVs: 252 HP/136 Spd/64 SAtk/58 SDef
Timid nature (+Spd, -Atk)
- Thunderbolt
- Trick
- Shadow Ball
- Overheat
---
This can stop so many pokemon from setting up. Can switch in to take azelf explosions and EQs. Tricks things that will use a stat booster. Usually I like to keep my scarf till closer to the end of the match. It outspeeds a 1 DD gyarados and KOs Gengar and starmie easily. Beatrs other rotoms. Can take bullet punches and overheat to KO scizor.
Let me know what you think. It has served me well so far, although I miss my flying and bug moves. and Hypnosis accuracy =(
Anyway, this is my first attempt at my own team, and it has been quite successful after lots of practice. I have finally been able to get on my laptop and retrieve my team =)
Team At A Glance:






Just realized, holy BLUE. All I need is Rotom-W....not
A Closer Look:

Ability: Torrent
EVs: 240 HP/216 Def/52 SAtk
Relaxed nature (+Def, -Spd)
- Stealth Rock
- Earthquake
- Ice Beam
- Roar
---
My bulky lead. I usually get SR in on first turn unless its a fast taunter like aerodactyl. Switches to Rotom-H usually on azelf, EQs tars, Ice beam leads like Hippowdon, Sometimes I run from infernape due to grass knot, and sometimes I dont. Not sure what to do there. EQ jirachi, Roar brongzong, EQ gross, and Ice Beam/Roar jask. Roar for phazing and SR damage.
NOTE: I need a good way to stop Gengar leads and Infernape Leads. They can cause massive trouble for me.

Ability: Inner Focus
EVs: 252 Atk/4 Def/252 Spd
Jolly nature (+Spd, -SAtk)
- Close Combat
- Extremespeed
- Swords Dance
- Crunch
---
Usually my Finisher. Jolly makes it quite fast, If the opponent did not get SR in, then I can get a free SD. Crunch for all the psychics and ghosts. Close Combat for some nasty STAB damage and Extremespeed for priority.

Ability: Intimidate
EVs: 252 HP/60 Atk/196 Spd
Jolly nature (+Spd, -SAtk)
- Dragon Dance
- Earthquake
- Roost
- Outrage
---
Beastly Mence. I can usually get a good predict in or else come in for revenge, and get a DD in. Roost away any SR damage. Outrage if I can KO, and then even on a switch sometimes Outrage ends after 2 and Lum Berry heals the confusion. Lum also helps with status...especially them brelooms. EQ any steels.

Ability: Pressure
EVs: 252 HP/252 Def/4 SAtk
Bold nature (+Def, -Atk)
- Hidden Power [Electric]
- Calm Mind
- Rest
- Surf
---
This is probably the heart and soul of my team. CM cune is incredibly powerful. HP electric for gyarados and vaporeon, along with other waters. Rest after a few CMs, take damage, wake up and sweep. Bold for max defense.

Ability: Levitate
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Flamethrower
- Grass Knot
- Nasty Plot
- Psychic
---
Very cool pokemon. I just replaced Yanmega for it, and it has done well. Lum berry for those celebi t-wavers and whatnot. Nasty Plot up and sweep. Levitate ftw. Predict EQs and switch then set up as they switch.

Ability: Levitate
EVs: 252 HP/136 Spd/64 SAtk/58 SDef
Timid nature (+Spd, -Atk)
- Thunderbolt
- Trick
- Shadow Ball
- Overheat
---
This can stop so many pokemon from setting up. Can switch in to take azelf explosions and EQs. Tricks things that will use a stat booster. Usually I like to keep my scarf till closer to the end of the match. It outspeeds a 1 DD gyarados and KOs Gengar and starmie easily. Beatrs other rotoms. Can take bullet punches and overheat to KO scizor.
Let me know what you think. It has served me well so far, although I miss my flying and bug moves. and Hypnosis accuracy =(