Hi everyone. So me and a few friends decided to use www.random.org to generate 6 random integers, and match them up to pokemon and use them as a team to battle. Here's what I got:
So here goes my first Rate My Team submission... and this one is more or less for the KIKs. Believe it or not, this has actually beaten a couple of full-fledged OU teams (although I do admit the players were not fantastic). I'm talking about teams with Salamence, Dragonite, Latios, Scizor etc, the big threats of OU.
Tyrogue @ Focus Sash
EVs: 252 HP, 252 Atk, 4 Spe. IVs: 0 Def, 0 Spdef
Trait: Guts
Nature: Lonely (+Atk, -Def)
- Counter
- Mach Punch
- Bullet Punch
- Toxic
On the surface, Tyrogue is slow, frail, weak and useless in general. But I came up with this set which can take out many physical attackers. If there are no hazards up, and an unsuspecting physical attacker is facing Tyrogue, Counter will take them out for sure; the EV spread gives me 274 HP... with a successful sash/counter combo, that's 546 damage dealt. After accomplishing this, I'll use either Bullet or Mach Punch to get off as much damage as I can before leaving Tyrogue to die. Getting any use out of Tyrogue is rare, difficult but very rewarding.
Tentacruel @ Black Sludge
EVs: 252 HP, 72 Def, 184 Spdef.
Trait: Rain Dish
Nature: Calm (+Spdef, -Atk)
- Hydro Pump
- Toxic Spikes
- Protect
- Rain Dance
The team I am running relies quite heavily on toxic stall. Tentacruel's most important job is to Toxic Spikes. On some occasions I'll set up a Rain Dance first, to give myself more healing. The other use for Rain Dance is if I use Hippowdon before my Tyrogue gets hit, I need to get rid of the sandstorm so that Tyrogue's sash doesn't break. Protect is for more stalling/healing and Hydro Pump is for damage. I am considering swapping Protect for Rapid Spin, as some situations rely heavily on Tyrogue's sash to not be broken on the switch. Don't ask me how I came up with that EV spread because I have no idea.
Grumpig @ Leftovers
EVs: 160 HP, 96 Def, 252 Spe.
Trait: Thick Fat
Nature: Timid (+Spe, -Atk)
- Substitute
- Calm Mind
- Psyshock
- Focus Blast
Max Speed to try and get some damage in. The EVs in HP allow me to set up Subs of 85 HP. The rest go into defence as I can Calm Mind. SubCM sets are pretty self explanatory, aren't they? Psyshock is in case someone switches in a specially defensive Poke, and Focus Blast is for coverage more than anything else.
Klinklang @ Choice Scarf
EVs: 4 HP, 252 Spatk, 252 Spe
Trait: Clear Body
Nature: Modest (+Spatk, -Atk)
- Hidden Power Rock (seriously)
- Thunderbolt
- Volt Switch
- Flash Cannon
A general special revenger. Thunderbolt and Volt Switch are pretty much self explanatory, and Flash Cannon is for STAB. So why HP Rock? Now that I think about it, I don't remember why I chose rock. But it's come in extremely handy in three of the 5 battles I've been in with this team so far (one with Volcarona, one with Charizard and one with Moltres). Fire type pokemon threaten Klinklang quite hard, and HP rock generally deals with them. Nobody really expects HP Rock either, so maybe the element of surprise is able to catch some people off guard...?
The only thing that bothers me about Klinklang is that it has a pretty good attack stat, but can only learn a few physical attacks which don't quite suit it, so I have to rely on its mediocre special attack.
Hippowdon @ Leftovers
EVs: 252 HP, 200 Def, 56 Spdef
Trait: Sand Stream
Nature: Impish (+Def, -Spatk)
- Slack Off
- Toxic
- Stone Edge
- Curse
A typical toxic stalling Hippowdon (I think). Toxic and Slack Off are a given. Curse is for additional defensive and attacking boosts whenever there is an opportunity to use it. Finally, Stone Edge over Earthquake since I don't want any immunities against my Hippowdon.
Snubbull @ Eviolite
EVs: 252 HP, 252 Def, 4 Spdef.
Trait: Intimidate
Nature: Impish (+Def, -Spatk)
- Close Combat
- Thunder Wave
- Toxic
- Heal Bell
The important thing on Snubbull is Heal Bell. I'm in big trouble if my stallers get Toxic or Burn, and Snubbull can switch into many physical hits and live a couple of them; enough to get off a Heal Bell. Thunder Wave is useful for crippling the opposition (it allowed me to KO a Scizor down at about 35% HP one time)






So here goes my first Rate My Team submission... and this one is more or less for the KIKs. Believe it or not, this has actually beaten a couple of full-fledged OU teams (although I do admit the players were not fantastic). I'm talking about teams with Salamence, Dragonite, Latios, Scizor etc, the big threats of OU.

Tyrogue @ Focus Sash
EVs: 252 HP, 252 Atk, 4 Spe. IVs: 0 Def, 0 Spdef
Trait: Guts
Nature: Lonely (+Atk, -Def)
- Counter
- Mach Punch
- Bullet Punch
- Toxic
On the surface, Tyrogue is slow, frail, weak and useless in general. But I came up with this set which can take out many physical attackers. If there are no hazards up, and an unsuspecting physical attacker is facing Tyrogue, Counter will take them out for sure; the EV spread gives me 274 HP... with a successful sash/counter combo, that's 546 damage dealt. After accomplishing this, I'll use either Bullet or Mach Punch to get off as much damage as I can before leaving Tyrogue to die. Getting any use out of Tyrogue is rare, difficult but very rewarding.

Tentacruel @ Black Sludge
EVs: 252 HP, 72 Def, 184 Spdef.
Trait: Rain Dish
Nature: Calm (+Spdef, -Atk)
- Hydro Pump
- Toxic Spikes
- Protect
- Rain Dance
The team I am running relies quite heavily on toxic stall. Tentacruel's most important job is to Toxic Spikes. On some occasions I'll set up a Rain Dance first, to give myself more healing. The other use for Rain Dance is if I use Hippowdon before my Tyrogue gets hit, I need to get rid of the sandstorm so that Tyrogue's sash doesn't break. Protect is for more stalling/healing and Hydro Pump is for damage. I am considering swapping Protect for Rapid Spin, as some situations rely heavily on Tyrogue's sash to not be broken on the switch. Don't ask me how I came up with that EV spread because I have no idea.

Grumpig @ Leftovers
EVs: 160 HP, 96 Def, 252 Spe.
Trait: Thick Fat
Nature: Timid (+Spe, -Atk)
- Substitute
- Calm Mind
- Psyshock
- Focus Blast
Max Speed to try and get some damage in. The EVs in HP allow me to set up Subs of 85 HP. The rest go into defence as I can Calm Mind. SubCM sets are pretty self explanatory, aren't they? Psyshock is in case someone switches in a specially defensive Poke, and Focus Blast is for coverage more than anything else.

Klinklang @ Choice Scarf
EVs: 4 HP, 252 Spatk, 252 Spe
Trait: Clear Body
Nature: Modest (+Spatk, -Atk)
- Hidden Power Rock (seriously)
- Thunderbolt
- Volt Switch
- Flash Cannon
A general special revenger. Thunderbolt and Volt Switch are pretty much self explanatory, and Flash Cannon is for STAB. So why HP Rock? Now that I think about it, I don't remember why I chose rock. But it's come in extremely handy in three of the 5 battles I've been in with this team so far (one with Volcarona, one with Charizard and one with Moltres). Fire type pokemon threaten Klinklang quite hard, and HP rock generally deals with them. Nobody really expects HP Rock either, so maybe the element of surprise is able to catch some people off guard...?
The only thing that bothers me about Klinklang is that it has a pretty good attack stat, but can only learn a few physical attacks which don't quite suit it, so I have to rely on its mediocre special attack.

Hippowdon @ Leftovers
EVs: 252 HP, 200 Def, 56 Spdef
Trait: Sand Stream
Nature: Impish (+Def, -Spatk)
- Slack Off
- Toxic
- Stone Edge
- Curse
A typical toxic stalling Hippowdon (I think). Toxic and Slack Off are a given. Curse is for additional defensive and attacking boosts whenever there is an opportunity to use it. Finally, Stone Edge over Earthquake since I don't want any immunities against my Hippowdon.

Snubbull @ Eviolite
EVs: 252 HP, 252 Def, 4 Spdef.
Trait: Intimidate
Nature: Impish (+Def, -Spatk)
- Close Combat
- Thunder Wave
- Toxic
- Heal Bell
The important thing on Snubbull is Heal Bell. I'm in big trouble if my stallers get Toxic or Burn, and Snubbull can switch into many physical hits and live a couple of them; enough to get off a Heal Bell. Thunder Wave is useful for crippling the opposition (it allowed me to KO a Scizor down at about 35% HP one time)
So there's my team. Any feedback/suggestions? Keep in mind, this was a randomly generated team and I can't switch any of the Pokemon, only the attacks, EV's etc.