Absolute first team, never done any competitive battling, but I've been working on a team for a while that utilizes hit and run tactics (huge fan of choice items) that depends mostly on resistances and immunities for switches. Hopefully it isn't terrible. I've tried my best to design it so that I have two answers for everything.
Fats the Mamoswine
Focus Sash
252 Attack/ 252 Speed/ 4 HP Jolly natured
Stealth Rock
Earthquake
Ice Shard
Protect
Mamoswine is here for the obligatory stealth rock, it makes for a good dragon check (even if they get a dragon dance in/use choice scarf. It also eats thunder attacks, which most of my team is at least neutral to. Also makes a good dent in a T-Tar with Babiri berry (which could potentially withstand a CB Bullet Punch). The priority also gives it a chance against trick room teams, as it's unlikely to outspeed a purposely slow team, and complements Scizor's coverage somewhat. Protect is for scouting because, while powerful, mamoswine needs to tread carefully.
Wendy the Starmie
Expert Belt
252 Special Attack/ 252 Speed/ 4 Defense/ Modest Natured
Thunderbolt
Ice Beam
Surf
Rapid Spin
It functions mostly as a Swiss-army knife of counters. You can switch it in on a Gyarados who will either attack it or Dragon Dance on the switch. You can then thunderbolt and if Gyarados attacks, you can bring in ScarfGar and if it doesn't, it's wasted. It can outspeed Neutral natured dragons before a speed boost (maybe positive natured too? not sure) and get an ice beam in. It eats fire attacks and shoots them back and can take fighting attacks as well. It has rapid spin, but isn't meant to be constantly spinning away entry hazards, only really when it proves to be a serious problem (as in stall teams). It's also too light for grass knot to one shot it. When played smart, it'll get at least one kill.
Sebastion the Scizor
Choice Band
252 HP/ 252 Attack/ 4 Special Defense/ Adamant
Pursuit
Bullet Punch
U-Turn
Superpower
Scizor is a pretty great guy. I know, "he needs more speed". I really don't think so, he's mostly coming in to scout, trap, or revenge kill and I don't see speed being all that necessary in the team I have. Superpower hits a lot neutrally and scizor is purposefully slow in the event of a trick room team (rare, but I'd like to be prepared). There really isn't much to say, I think people really understand scizor by now.
Simon the Infernape
Life Orb
252 Special Attack/ 252 Speed/ Naive Natured
Hidden Power Ice
Grass Knot
Fire Blast
Close Combat
Infernape is amazing at punching holes in the opposing team. An infernape freed in a world without other fire types and fighting types (which it can only do mediocre neutral damage to) is a frightening one indeed. I bring it in when I feel it can kill and after something has died and he makes routine appearances as the situation comes up. If he's afraid of being prioritied with a neutral or better attack or outspeed, I switch to the appropriate counter.
Mugsy the Flygon
Choice Scarf
252 Attack/ 252 Speed/ 4 Special Defense/ Adamant Natured
Outrage
Earthquake
U-Turn
Stone Edge
One of two "Oh god, what happened?!" pokemon. He'll intervene when a pokemon got set-up (like gyarados or salamence) or pop up where he can score a super-effective hit on something he resists or is immune to. Flygon has a LOT of potential to pop in and out and, if nothing else, it can nail things with u-turn with relatively little risk. It's good at whittling down and can get super effective hits on the right pokemon to keep them in check especially after Stealth Rock Damage.
Puff the Gengar
Choice Scarf
252 Special Attack/ 252 Speed/ 4 Defense/ Modest Natured
Thunderbolt
Shadow Ball
Energy Ball
Trick
Gengar is a great pokemon to have. He's the second of my "Oh god" pokemon, he's able to eat rapid spins (not that I have much to protect), he can counter a fair amount, and he can trick things that try to set up, or drop his item to be a late game sweeper. I chose Energy Ball over Focus Blast because I found myself using it next to never when Shadow Ball hit equally well for neutral damage (or close to it at least), and I needed a second grass attack for swampert.
I've been thinking about dropping the first two pokemon for a rapid spin stealth rock/spikes forretress and a wishing/roaring vaporeon to tenderize the opposing team before I start attacking. As far as coverage goes, I'd lose a priority ice attack and earthquake (which is fine) and a water attack and an electric attack (not as fine).
So, thoughts?
Fats the Mamoswine
Focus Sash
252 Attack/ 252 Speed/ 4 HP Jolly natured
Stealth Rock
Earthquake
Ice Shard
Protect
Mamoswine is here for the obligatory stealth rock, it makes for a good dragon check (even if they get a dragon dance in/use choice scarf. It also eats thunder attacks, which most of my team is at least neutral to. Also makes a good dent in a T-Tar with Babiri berry (which could potentially withstand a CB Bullet Punch). The priority also gives it a chance against trick room teams, as it's unlikely to outspeed a purposely slow team, and complements Scizor's coverage somewhat. Protect is for scouting because, while powerful, mamoswine needs to tread carefully.
Wendy the Starmie
Expert Belt
252 Special Attack/ 252 Speed/ 4 Defense/ Modest Natured
Thunderbolt
Ice Beam
Surf
Rapid Spin
It functions mostly as a Swiss-army knife of counters. You can switch it in on a Gyarados who will either attack it or Dragon Dance on the switch. You can then thunderbolt and if Gyarados attacks, you can bring in ScarfGar and if it doesn't, it's wasted. It can outspeed Neutral natured dragons before a speed boost (maybe positive natured too? not sure) and get an ice beam in. It eats fire attacks and shoots them back and can take fighting attacks as well. It has rapid spin, but isn't meant to be constantly spinning away entry hazards, only really when it proves to be a serious problem (as in stall teams). It's also too light for grass knot to one shot it. When played smart, it'll get at least one kill.
Sebastion the Scizor
Choice Band
252 HP/ 252 Attack/ 4 Special Defense/ Adamant
Pursuit
Bullet Punch
U-Turn
Superpower
Scizor is a pretty great guy. I know, "he needs more speed". I really don't think so, he's mostly coming in to scout, trap, or revenge kill and I don't see speed being all that necessary in the team I have. Superpower hits a lot neutrally and scizor is purposefully slow in the event of a trick room team (rare, but I'd like to be prepared). There really isn't much to say, I think people really understand scizor by now.
Simon the Infernape
Life Orb
252 Special Attack/ 252 Speed/ Naive Natured
Hidden Power Ice
Grass Knot
Fire Blast
Close Combat
Infernape is amazing at punching holes in the opposing team. An infernape freed in a world without other fire types and fighting types (which it can only do mediocre neutral damage to) is a frightening one indeed. I bring it in when I feel it can kill and after something has died and he makes routine appearances as the situation comes up. If he's afraid of being prioritied with a neutral or better attack or outspeed, I switch to the appropriate counter.
Mugsy the Flygon
Choice Scarf
252 Attack/ 252 Speed/ 4 Special Defense/ Adamant Natured
Outrage
Earthquake
U-Turn
Stone Edge
One of two "Oh god, what happened?!" pokemon. He'll intervene when a pokemon got set-up (like gyarados or salamence) or pop up where he can score a super-effective hit on something he resists or is immune to. Flygon has a LOT of potential to pop in and out and, if nothing else, it can nail things with u-turn with relatively little risk. It's good at whittling down and can get super effective hits on the right pokemon to keep them in check especially after Stealth Rock Damage.
Puff the Gengar
Choice Scarf
252 Special Attack/ 252 Speed/ 4 Defense/ Modest Natured
Thunderbolt
Shadow Ball
Energy Ball
Trick
Gengar is a great pokemon to have. He's the second of my "Oh god" pokemon, he's able to eat rapid spins (not that I have much to protect), he can counter a fair amount, and he can trick things that try to set up, or drop his item to be a late game sweeper. I chose Energy Ball over Focus Blast because I found myself using it next to never when Shadow Ball hit equally well for neutral damage (or close to it at least), and I needed a second grass attack for swampert.
I've been thinking about dropping the first two pokemon for a rapid spin stealth rock/spikes forretress and a wishing/roaring vaporeon to tenderize the opposing team before I start attacking. As far as coverage goes, I'd lose a priority ice attack and earthquake (which is fine) and a water attack and an electric attack (not as fine).
So, thoughts?