So I haven't played this game in a solid year and over the past few weeks I've been playing it again and getting addicted all over again. I decided I will actually try and stay steady and competitive so what better way than to start with a new team. Here we go it is terrible as terrible can be which is why I need some massive help. Trash it as much as you want. None of these Pokemon have any emotional attachment to me :p.
So here is goes
Politoed @Choice Specs
Nature: Modest
Ability: Drizzle
Evs: 252SpA/ 4 SpD/ 252 Spe
- Hydro Pump
- Ice Beam
- HP Grass
- Focus Blast
Okay so for Politoed I think I would want him to be slow that way my weather comes into play second in the event there is another Pokemon. That's why I didn't make him Timid. Against a Ninetales lead he is slower, against something like Hippodawn he is faster however Hydropump can OHKO - 2KO him and it won't be a problem. Primary role is just to bring the rain and do what damage I can while he is out
Jolteon @ Leftovers
Nature: Timid
Evs: 252 Sp Atk/ 252 Spe/ 4 HP
- Baton Pass
- Substitute
- Thunderbolt
- Agility
Due to Jolteon's ability, if I predict a thunder move I can switch to him and he will absorb the damage and making him a very easy way out for Politoed. As for the rest of Joleton, his primary purpose is just to use sub, agility as much as I possibly can and when I'm done and think he's on his last leg I will Baton Pass to someone else.
Scrafty @ Leftovers
Nature: Jolly
Ability: Moxie
Evs: 252 Atk/ 252 Spe/ 4 HP
-Dragon Dance
-Drain Punch
-Crunch
-Ice Punch
Probably the closest thing to a sweeper on this team. He can cover a ride variety of types and has DD to obviously boost. What is good about him is since he is somewhat bulky he can afford to get 1 or 2 DD almost every single time. Drain Punch proves to be useful in healing himself somewhat.
Ferrothorn @ Leftovers
Nature: Relaxed
Evs: 252 HP/ 48 Def/ 208 SpD
-Stealth Rock
-Leech Seed
-Power Whip
-Gyro Ball
More of an annoyance. He is useful to switch to when I predict a grass move coming my way. He also benefits in the rain because of his weakness to fire being reduced. The idea is if I see a lot of switching going on I will stealth rock. The rest of the moves are just to get the KO in a very annoying fashion.
Jellicent @ Leftovers
Nature: Calm
Evs: 252 HP/ 252 Sp Def/ 4 Sp Atk
-Surf
-Recover
-Will-O-Wisp
-Ice Beam
Another water that is fairly useful. He can defiantly take a few hits which is very great. Surf is obvious, Will-O-Wisp + Recover works more times then not.
Thundurus @Leftovers
Nature: Timid
Ability: Prankster
Evs: 252 SpA/ 252 Spe/ 4 HP
- Taunt
- Thunderwave
- Thunder
- Grass Knot
Taunt is very useful just to make sure things like clerics don't work their magic. Thunder obviously because it is a guaranteed hit with rain. Thunderwave is priority which is helpful.
So here is goes

Politoed @Choice Specs
Nature: Modest
Ability: Drizzle
Evs: 252SpA/ 4 SpD/ 252 Spe
- Hydro Pump
- Ice Beam
- HP Grass
- Focus Blast
Okay so for Politoed I think I would want him to be slow that way my weather comes into play second in the event there is another Pokemon. That's why I didn't make him Timid. Against a Ninetales lead he is slower, against something like Hippodawn he is faster however Hydropump can OHKO - 2KO him and it won't be a problem. Primary role is just to bring the rain and do what damage I can while he is out

Jolteon @ Leftovers
Nature: Timid
Evs: 252 Sp Atk/ 252 Spe/ 4 HP
- Baton Pass
- Substitute
- Thunderbolt
- Agility
Due to Jolteon's ability, if I predict a thunder move I can switch to him and he will absorb the damage and making him a very easy way out for Politoed. As for the rest of Joleton, his primary purpose is just to use sub, agility as much as I possibly can and when I'm done and think he's on his last leg I will Baton Pass to someone else.

Scrafty @ Leftovers
Nature: Jolly
Ability: Moxie
Evs: 252 Atk/ 252 Spe/ 4 HP
-Dragon Dance
-Drain Punch
-Crunch
-Ice Punch
Probably the closest thing to a sweeper on this team. He can cover a ride variety of types and has DD to obviously boost. What is good about him is since he is somewhat bulky he can afford to get 1 or 2 DD almost every single time. Drain Punch proves to be useful in healing himself somewhat.

Ferrothorn @ Leftovers
Nature: Relaxed
Evs: 252 HP/ 48 Def/ 208 SpD
-Stealth Rock
-Leech Seed
-Power Whip
-Gyro Ball
More of an annoyance. He is useful to switch to when I predict a grass move coming my way. He also benefits in the rain because of his weakness to fire being reduced. The idea is if I see a lot of switching going on I will stealth rock. The rest of the moves are just to get the KO in a very annoying fashion.

Jellicent @ Leftovers
Nature: Calm
Evs: 252 HP/ 252 Sp Def/ 4 Sp Atk
-Surf
-Recover
-Will-O-Wisp
-Ice Beam
Another water that is fairly useful. He can defiantly take a few hits which is very great. Surf is obvious, Will-O-Wisp + Recover works more times then not.

Thundurus @Leftovers
Nature: Timid
Ability: Prankster
Evs: 252 SpA/ 252 Spe/ 4 HP
- Taunt
- Thunderwave
- Thunder
- Grass Knot
Taunt is very useful just to make sure things like clerics don't work their magic. Thunder obviously because it is a guaranteed hit with rain. Thunderwave is priority which is helpful.