Hello!
So, I've been lurking around here for forever but I finally made an account. About a year ago, I entered the mystical, magical world of competitive Pokemon battling on the Battle Spot with a team that wasn't my in-game one. However, this team could use some improvements. I know there's something missing from it, but I'm just not sure what.
The Team:
Talonflame (F) @ Sharp Beak
Ability: Flame Body ***Fiarria
Adamant | 4 HP | 252 Atk | 252 Spe
- Brave Bird
- Flare Blitz
- Roost
- Tailwind
This is my fast lead, usually sure to set up a Tailwind that comes in handy with some of the slower members of this team. If she doesn't die, Talonflame can usually come in and kill whatever's still standing. I'm giving power to Brave Bird because it's sort of a trade-off; Brave Bird gets the extra power but no side effect, while Flare Blitz has a chance to burn. Roost is so it can takes hits later easier.
Clefable (F) @ Life Orb
Ability: Magic Guard ***Ariala
Modest | 4 Def | 252 Sp. Atk | 252 Sp. Def
- Moonblast
- Moonlight
- Calm Mind
- Flamethrower
Clefable's a powerful beast when awoken, laying waste to teams with it's LO-boosted Moonblast, and when it's tired, a Moonlight will take all the pain away. Calm Mind makes it even harder to dent while making its attacks stronger, and Flamethrower is thrown in for when only a Steel- or Bug-Type stands in her way. This is also why I needed that Tailwind boost, because she's pretty slow on her own.
Golem (F) @ Liechi Berry
Ability: Sturdy
Jolly | 252 Atk | 4 Sp. Def | 252 Spe
-Rock Polish
-Thunder Punch
-Stone Edge
-Earthquake
Wait, wait, wait, before you yell at me for trying to make this thing fast, it's a lot faster than it looks. The strategy here is, send it into an attack it's weak too, or don't switch out of one that's coming. Activate Sturdy and get the Attack boost, and a Rock Polish if possible, and feel free to kill. Thunder Punch kills Water-Types, and a typical EdgeQuake for maximum range of attack.
Chesnaught (M) @ Rocky Helmet
Ability: Bulletproof ***Cuddles
Jolly | 252 Atk | 252 Def | 4 Spe. Def
-Spiky Shield
-Drain Punch
-Leech Seed
-Substitute
I really wanted this to be a tank, even if that double weakness to Flying wasn't very appealing. Spiky Shield is useful for scouting, and + Rocky Helmet deals some damage. Drain Punch heals nicely, and Leech Seed is nice for that as well. Bulletproof seemed like a more useful ability than Overgrow, especially when I'm getting some of my health back every turn.
Starmie @ Leftovers
Ability: Natural Cure ***Misty
Timid | 172 HP | 80 Sp. Atk | 252 Spe
-Rapid Spin
-Ice Beam
-Scald
-Psychic
So I got the luckiest Wonder Trade of all time, with perfect IVs across the board, neat nature, good ability, cool nickname, a Dive Ball, holding Leftovers, and of course, the shininess. Rapid Spin gets rid of annoying Spikes and SR, Ice Beam's good coverage and Scald gives me STAB and burns. For the last slot, I couldn't really think of anything, so I just stuck Psychic on there. It rarely gets used, thought. 172 HP gives me a magic Leftovers number for optimal recovery and 252 Speed makes it tough to outspeed.
Azumarill (M) @ Sitrus Berry
Ability: Huge Power *** Macaroon
Adamant | 92 HP | 252 Atk | 162 Def
-Belly Drum
-Aqua Jet
-Play Rough
-Knock Off
He's the standard fare when it comes to Azumarill movesets, but there is a reason! Typical even HP stat to ensure activation of Sitrus Berry. Aqua Jet for priority, Play Rough for the coverage, and Knock Off gets rid of pesky items while dealing more damage.
And there you have it! Thank you so much for taking time to read through and rate it.
Also, if anyone could tell me how to use the yellow 'expand' tabs, that would be great.
So, I've been lurking around here for forever but I finally made an account. About a year ago, I entered the mystical, magical world of competitive Pokemon battling on the Battle Spot with a team that wasn't my in-game one. However, this team could use some improvements. I know there's something missing from it, but I'm just not sure what.
The Team:

Talonflame (F) @ Sharp Beak
Ability: Flame Body ***Fiarria
Adamant | 4 HP | 252 Atk | 252 Spe
- Brave Bird
- Flare Blitz
- Roost
- Tailwind
This is my fast lead, usually sure to set up a Tailwind that comes in handy with some of the slower members of this team. If she doesn't die, Talonflame can usually come in and kill whatever's still standing. I'm giving power to Brave Bird because it's sort of a trade-off; Brave Bird gets the extra power but no side effect, while Flare Blitz has a chance to burn. Roost is so it can takes hits later easier.

Clefable (F) @ Life Orb
Ability: Magic Guard ***Ariala
Modest | 4 Def | 252 Sp. Atk | 252 Sp. Def
- Moonblast
- Moonlight
- Calm Mind
- Flamethrower
Clefable's a powerful beast when awoken, laying waste to teams with it's LO-boosted Moonblast, and when it's tired, a Moonlight will take all the pain away. Calm Mind makes it even harder to dent while making its attacks stronger, and Flamethrower is thrown in for when only a Steel- or Bug-Type stands in her way. This is also why I needed that Tailwind boost, because she's pretty slow on her own.

Golem (F) @ Liechi Berry
Ability: Sturdy
Jolly | 252 Atk | 4 Sp. Def | 252 Spe
-Rock Polish
-Thunder Punch
-Stone Edge
-Earthquake
Wait, wait, wait, before you yell at me for trying to make this thing fast, it's a lot faster than it looks. The strategy here is, send it into an attack it's weak too, or don't switch out of one that's coming. Activate Sturdy and get the Attack boost, and a Rock Polish if possible, and feel free to kill. Thunder Punch kills Water-Types, and a typical EdgeQuake for maximum range of attack.

Chesnaught (M) @ Rocky Helmet
Ability: Bulletproof ***Cuddles
Jolly | 252 Atk | 252 Def | 4 Spe. Def
-Spiky Shield
-Drain Punch
-Leech Seed
-Substitute
I really wanted this to be a tank, even if that double weakness to Flying wasn't very appealing. Spiky Shield is useful for scouting, and + Rocky Helmet deals some damage. Drain Punch heals nicely, and Leech Seed is nice for that as well. Bulletproof seemed like a more useful ability than Overgrow, especially when I'm getting some of my health back every turn.

Starmie @ Leftovers
Ability: Natural Cure ***Misty
Timid | 172 HP | 80 Sp. Atk | 252 Spe
-Rapid Spin
-Ice Beam
-Scald
-Psychic
So I got the luckiest Wonder Trade of all time, with perfect IVs across the board, neat nature, good ability, cool nickname, a Dive Ball, holding Leftovers, and of course, the shininess. Rapid Spin gets rid of annoying Spikes and SR, Ice Beam's good coverage and Scald gives me STAB and burns. For the last slot, I couldn't really think of anything, so I just stuck Psychic on there. It rarely gets used, thought. 172 HP gives me a magic Leftovers number for optimal recovery and 252 Speed makes it tough to outspeed.

Azumarill (M) @ Sitrus Berry
Ability: Huge Power *** Macaroon
Adamant | 92 HP | 252 Atk | 162 Def
-Belly Drum
-Aqua Jet
-Play Rough
-Knock Off
He's the standard fare when it comes to Azumarill movesets, but there is a reason! Typical even HP stat to ensure activation of Sitrus Berry. Aqua Jet for priority, Play Rough for the coverage, and Knock Off gets rid of pesky items while dealing more damage.
And there you have it! Thank you so much for taking time to read through and rate it.
Also, if anyone could tell me how to use the yellow 'expand' tabs, that would be great.