Alright, this team is pretty balanced, leaning a bit toward offensive though. I made it two days ago and has been decent on Shoddy Battle, but I still get killed too often.
Here's my team:
Anti-Lead
Machamp@Lum Berry
Ability: No Guard
Nature: Adamant
EVs: 240Hp, 248Atk, 4Spe, 16SpD
Moves:
Dynamicpunch
Stone Edge
Payback
Bullet Punch
He OHKO's nearly every commmon lead, 2HKO if they have focus sash. The main lead he's been having problems with are gliscor, having no supper effective attacks on him. If you know a way to counter him without giving up too much coverage, that would be great. He also generically dies after taking out 1-2 pokemon, so maybe he could be seen as a suicide lead.
Special Sweeper/Annoyer
Togekiss@Leftovers
Ability: Serene Grace
Nature: Bold
EVs: 252Hp, 188Def, 68SpD
Moves:
Air Slash
Thunder Wave
Aura Sphere
Roost
The point is paralyze the opponent, which also makes you faster, no need for Speed EVs. Then Air Slash with Serene Grace gives you have 60% chance of flinch. Smogon said that the opponent then has a 30% chance of moving, but I think that it's 20%. Either way, its awesome. Aura Sphere is there for the pokemon that Air Slash can't really hit, and has got a OHKO against a Tyranitar before. Combine Roost with his defensive and Hp EVs and he isn't that bad of a wall either. One of the reasons he is my main sweeper.
Special Sweeper
Magnezone@Leftovers
Ability: Magnet Pull
Nature: Modest
EVs: 220Hp, 204Spe, 84Spe
Moves:
Thunderbolt
Substitute
Hidden Power (Grass)
Explosion
I've been changing his set around quite a bit, and he is the one that probably needs to change the most. Thunderbolt is a good reliable STAB. Substitute saves him from Earthquakes. HP (Grass) is for coverage. Explosion is there when things get ugly and I don't want to switch. I have tried magnet rise and metal sound, and if you think that I should use them please explain why.
Physical Wall/Support
Forretress@Shed Shell
Ability: Sturdy
Nature: Relaxed
EVs: 252Hp, 112Atk, 144Def
IVs: 0Spe
Moves:
Spikes
Rapid Spin
Gyro Ball
Explosion
He is much more support than physical wall, though I use him as one because I don't have a different physical wall and his overall physical bulk. Only spiker that I have on the team, generally can get all three layers in with a rapid spin if I need it, then explode or gyro ball them to death.
Special Wall/Support
Blissey@Leftovers
Ability: Natural Cure
Nature: Bold
EVs: 252Hp, 252Def, 4Spd
Moves:
Aromatherapy
Softboiled
Seismic Toss
Thunder Wave
Blissey is the best special wall. Aromatherapy is great for support. Softboiled for instant healing. Seismic Toss much better than any other option, only consistent damage. I chose Thunder Wave to help Togekiss sweep, if I didn't need her to do that, she would have toxic. I have lost a few battles because it came down to two walls and they won with toxic, so if you can find a way to put toxic in there that would be great. If you think it is more important than thunder wave please explain why.
Revenge Killer
Hitmontop@Black Belt
Ability: Technician
Nature: Adamant
EVs: 4Hp, 252Atk, 252Def
Moves:
Fake Out
Mach Punch
Bullet Punch
Close Combat
Hitmontop has turned into a very good reliable revenge killer. He originally had a life orb, but that's what has ended up killing him. I have seen no real difference when I replaced the life orb with the black belt, and I hope I can keep it that way. If there is a reason that he should have a life orb, please explain why. When one of my sweepers die I send out hitmontop to use fake out, then preferably Mach Punch or Bullet Punch for the KO. If I need to use Close Combat, I generally move first because they are normally paralyzed, but even if they are not, 239 speed isn't that bad. I don't mind the draw backs from close combat because 99% of the time he comes right back out after he uses it.
When you give responses, please tell me why I should change my team, not just that I should. I'm always open for improvement.
Here's my team:
Anti-Lead
Machamp@Lum Berry
Ability: No Guard
Nature: Adamant
EVs: 240Hp, 248Atk, 4Spe, 16SpD
Moves:
Dynamicpunch
Stone Edge
Payback
Bullet Punch
He OHKO's nearly every commmon lead, 2HKO if they have focus sash. The main lead he's been having problems with are gliscor, having no supper effective attacks on him. If you know a way to counter him without giving up too much coverage, that would be great. He also generically dies after taking out 1-2 pokemon, so maybe he could be seen as a suicide lead.
Special Sweeper/Annoyer
Togekiss@Leftovers
Ability: Serene Grace
Nature: Bold
EVs: 252Hp, 188Def, 68SpD
Moves:
Air Slash
Thunder Wave
Aura Sphere
Roost
The point is paralyze the opponent, which also makes you faster, no need for Speed EVs. Then Air Slash with Serene Grace gives you have 60% chance of flinch. Smogon said that the opponent then has a 30% chance of moving, but I think that it's 20%. Either way, its awesome. Aura Sphere is there for the pokemon that Air Slash can't really hit, and has got a OHKO against a Tyranitar before. Combine Roost with his defensive and Hp EVs and he isn't that bad of a wall either. One of the reasons he is my main sweeper.
Special Sweeper
Magnezone@Leftovers
Ability: Magnet Pull
Nature: Modest
EVs: 220Hp, 204Spe, 84Spe
Moves:
Thunderbolt
Substitute
Hidden Power (Grass)
Explosion
I've been changing his set around quite a bit, and he is the one that probably needs to change the most. Thunderbolt is a good reliable STAB. Substitute saves him from Earthquakes. HP (Grass) is for coverage. Explosion is there when things get ugly and I don't want to switch. I have tried magnet rise and metal sound, and if you think that I should use them please explain why.
Physical Wall/Support
Forretress@Shed Shell
Ability: Sturdy
Nature: Relaxed
EVs: 252Hp, 112Atk, 144Def
IVs: 0Spe
Moves:
Spikes
Rapid Spin
Gyro Ball
Explosion
He is much more support than physical wall, though I use him as one because I don't have a different physical wall and his overall physical bulk. Only spiker that I have on the team, generally can get all three layers in with a rapid spin if I need it, then explode or gyro ball them to death.
Special Wall/Support
Blissey@Leftovers
Ability: Natural Cure
Nature: Bold
EVs: 252Hp, 252Def, 4Spd
Moves:
Aromatherapy
Softboiled
Seismic Toss
Thunder Wave
Blissey is the best special wall. Aromatherapy is great for support. Softboiled for instant healing. Seismic Toss much better than any other option, only consistent damage. I chose Thunder Wave to help Togekiss sweep, if I didn't need her to do that, she would have toxic. I have lost a few battles because it came down to two walls and they won with toxic, so if you can find a way to put toxic in there that would be great. If you think it is more important than thunder wave please explain why.
Revenge Killer
Hitmontop@Black Belt
Ability: Technician
Nature: Adamant
EVs: 4Hp, 252Atk, 252Def
Moves:
Fake Out
Mach Punch
Bullet Punch
Close Combat
Hitmontop has turned into a very good reliable revenge killer. He originally had a life orb, but that's what has ended up killing him. I have seen no real difference when I replaced the life orb with the black belt, and I hope I can keep it that way. If there is a reason that he should have a life orb, please explain why. When one of my sweepers die I send out hitmontop to use fake out, then preferably Mach Punch or Bullet Punch for the KO. If I need to use Close Combat, I generally move first because they are normally paralyzed, but even if they are not, 239 speed isn't that bad. I don't mind the draw backs from close combat because 99% of the time he comes right back out after he uses it.
When you give responses, please tell me why I should change my team, not just that I should. I'm always open for improvement.