I built a team for Shoddy some time ago. It has a lot of potencial, but it needs tweaking.
BTW, this is for Smogon University server, so feel free to suggest event moves.
Here's the team:
Team at a glance:
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Team at the detail:
Staraptor (M) @ Choice Band
Ability: Intimidate
EVs: 6 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Return
- Close Combat
- Brave Bird
- U-turn
My physical attacker and lead. It makes a great lead because it makes most physical attackers run because of Intimidade. It has a CB set to start to make damage in the beginning of the match. Return and Brave Bird are STAB powered moves, CC bites Steels and Rock types. U-Turn is in case I face a Staraptor counter so I can switch to a poke that can handle it. Return is used over Double-Edge to have less recoil moves.
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Garchomp (M) @ Yache Berry
Ability: Sand Veil
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Dragon Claw
- Earthquake
- Fire Fang
- Swords Dance
My physical attacker number 2. The standard Yache SD set. Yache Berry allows a free SD, then I can sweep. EQ and DC are for STAB and Fire Fang is for Skarm and Zong that resist the Dragon / Ground combination.
---
Forretress (M) @ Leftovers
Ability: Sturdy
EVs: 252 HP/162 Atk/96 Def
Relaxed nature (+Def, -Spd)
- Stealth Rock
- Gyro Ball
- Toxic Spikes
- Rapid Spin
My spinner, SR'er and physical wall. It has SR and Toxic Spikes because I don't think I need Explosion because Gyro Ball already does a lot of damage. Toxic Spikes is used over other move because it helps me stall out some walls.
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Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 252 HP/252 Def/6 SDef
Bold nature (+Def, -Atk)
- Thunder Wave
- Softboiled
- Seismic Toss
- Aromatherapy
My cleric and special wall. T-Wave cripples sweepers, S-Toss makes damage and Aromatherapy heals my team's status problems. Aromatherapy is needed because my team suffers a lot from status.
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Vaporeon (M) @ Leftovers
Ability: Water Absorb
EVs: 188 HP/252 Def/68 SAtk
Bold nature (+Def, -Atk)
- Surf
- Wish
- Hidden Power [Electric]/Protect
- Ice Beam
My tank and Infernape, Salamence, Garchomp counter. Ice Beam is needed to counter Mence and Chomp, Surf is the STAB move and Wish supports my team and heals Vappy. If I use HP Electric, I'm not hopeless aganist other waters and I can counter Gyarados, but Protect allows more stall aganist toxiced pokes and allows quasi-instant recovery paired with Wish and also allows me to scout Choice users. It's a tough call, could you help me pick the right move?
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Azelf @ Focus Sash
Ability: Levitate
EVs: 36 Atk/220 Spd/252 SAtk
Naive nature (+Spd, -SDef)
- Explosion
- Flamethrower
- Grass Knot
- Psychic
My special sweeper. GK is used to kill T-Tar, bulky waters and Rhyperior. Flamethrower to kill steels and Psychic for STAB. Explosion is to lure in a Blissey and to kill it. Sash to help my survability, works well with Rapid Spin and works well with Explosion.
---
Here's my team. I accept all constructive cricticism because I really need help.
Changes in bold
Help me inprove please!
BTW, this is for Smogon University server, so feel free to suggest event moves.
Here's the team:
Team at a glance:






-----------------------------
Team at the detail:

Staraptor (M) @ Choice Band
Ability: Intimidate
EVs: 6 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Return
- Close Combat
- Brave Bird
- U-turn
My physical attacker and lead. It makes a great lead because it makes most physical attackers run because of Intimidade. It has a CB set to start to make damage in the beginning of the match. Return and Brave Bird are STAB powered moves, CC bites Steels and Rock types. U-Turn is in case I face a Staraptor counter so I can switch to a poke that can handle it. Return is used over Double-Edge to have less recoil moves.
---

Garchomp (M) @ Yache Berry
Ability: Sand Veil
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Dragon Claw
- Earthquake
- Fire Fang
- Swords Dance
My physical attacker number 2. The standard Yache SD set. Yache Berry allows a free SD, then I can sweep. EQ and DC are for STAB and Fire Fang is for Skarm and Zong that resist the Dragon / Ground combination.
---

Forretress (M) @ Leftovers
Ability: Sturdy
EVs: 252 HP/162 Atk/96 Def
Relaxed nature (+Def, -Spd)
- Stealth Rock
- Gyro Ball
- Toxic Spikes
- Rapid Spin
My spinner, SR'er and physical wall. It has SR and Toxic Spikes because I don't think I need Explosion because Gyro Ball already does a lot of damage. Toxic Spikes is used over other move because it helps me stall out some walls.
---

Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 252 HP/252 Def/6 SDef
Bold nature (+Def, -Atk)
- Thunder Wave
- Softboiled
- Seismic Toss
- Aromatherapy
My cleric and special wall. T-Wave cripples sweepers, S-Toss makes damage and Aromatherapy heals my team's status problems. Aromatherapy is needed because my team suffers a lot from status.
---

Vaporeon (M) @ Leftovers
Ability: Water Absorb
EVs: 188 HP/252 Def/68 SAtk
Bold nature (+Def, -Atk)
- Surf
- Wish
- Hidden Power [Electric]/Protect
- Ice Beam
My tank and Infernape, Salamence, Garchomp counter. Ice Beam is needed to counter Mence and Chomp, Surf is the STAB move and Wish supports my team and heals Vappy. If I use HP Electric, I'm not hopeless aganist other waters and I can counter Gyarados, but Protect allows more stall aganist toxiced pokes and allows quasi-instant recovery paired with Wish and also allows me to scout Choice users. It's a tough call, could you help me pick the right move?
---

Azelf @ Focus Sash
Ability: Levitate
EVs: 36 Atk/220 Spd/252 SAtk
Naive nature (+Spd, -SDef)
- Explosion
- Flamethrower
- Grass Knot
- Psychic
My special sweeper. GK is used to kill T-Tar, bulky waters and Rhyperior. Flamethrower to kill steels and Psychic for STAB. Explosion is to lure in a Blissey and to kill it. Sash to help my survability, works well with Rapid Spin and works well with Explosion.
---
Here's my team. I accept all constructive cricticism because I really need help.
Changes in bold
Help me inprove please!