~Introductions~
Greetings, fellow Smogon'ers.
Greetings, fellow Smogon'ers.
I've been playing Pokémon since RBY. I started playing competivly with online simulators around the end of 3rd Gen. I've been lurking these forums for ~2 years now and I finally decided to register here to get much needed help with my more or less first selfmade UU team. I've gotten top 20 a couple of times on different ladders using teams others have made, but never have I managed to make a successfull team myself. This is my first RMT so please go easy on me if there's something missing from the thread.
~The idea behind my team~
I've tried making teams before with the most used standarized Pokémons, but it just haven't worked out properly for me. This time around I figured I'd build a team around some of my favourite Pokémons regardless of their stats. Guess that's enough smalltalk..
~The team~

Lanturn @ Leftovers
Nature: Calm
Ability: Volt Absorb
EV's: 40 HP, 192 Def, 100 Sp. A, 176 Sp. def
Confuse Ray
Discharge
Scald
Toxic
Comments: This is my alltime favourite so she naturally got the first spot. True to her nature as a lurking deepsea fish, she catches her prey off guard with confusion and status. She takes some special attacks fairly well, but struggles with powerfull neutral attacks as well as powerfull fire moves. Her role however is to spread some status, mainly paralysis and toxic as well as forcing switches with Confuse Ray. Her ability to absorb electric attacks have good synergy with my team.

Escavalier @ Choiceband
Nature: Brave
Ability: Swarm
IV's: 0 Spe
EV's: 248 HP, 252 Att, 8 Def
Megahorn
Iron Head
Pursuit
Return
Comments: When I first saw this little bugger I hated him. However, after giving him a CB he has proven himself to be a very powerfull creep. He is now one of my favourites. His role is to come in on something he resists (or after Trick Room) and either Pursuit or Megahorn something to death. A STAB Megahorn to the face puts a hefty dent in more or less everything, even firetypes.

Togekiss @ Choice Scarf
Nature: Timid
Ability: Serene Grace
EV's: 4 Def, 252 Sp. A, 252 Spe
Air Slash
Flamethrower
Water Pulse
Trick
Comments: This has saved my day more than once. Slowly, but surely flinching my way to a win. The only move I use here is Air Slash. The rest is mostly fillers. I try to save this one for a lategame cleanup. Has good synergy with Lanturn since it tends to draw in electric attacks.

Slowbro @ Leftovers
Nature: Relaxed
Ability: Regenerator
EV's: 252 HP, 252 Def, 4 Sp. def
IV's: 0 Spe
Trick Room
Recover
Psychic
Scald
Comments: This is my physical wall of choice. This guy's bulk is incredible and very little threathen to OHKO him. Sets up Trick Room to screw with other teams Dragon Dancer's\Quiver Dance\Choice Scarfers etc. Not much to say, most people know him by now. Draws in electric moves that Lanturn loves and takes the rock moves aimed at my birds like a champ.

Staraptor @ Choice Scarf
Nature: Adamant
Ability: Reckless
EV's: 252 Att, 4 Def, 252 Spe
Brave Bird
Double Edge
Close Combat
U-Turn
Comments: This guy functions sorta like Escavalier. It put's a hefty dent into most things. This guy really loves to kill Nidokings and is the only "counter" I have to him. If I see Nidoking on their team I save this guy for him. If there's no Nidoking I play this guy very offensively.

Druddigon @ Life Orb
Nature: Brave
Ability: Rough Skin
EV's: 252 Att 128 Def 128 Sp. def
IV's: 0 Spe
Substitute
Sucker Punch
Earthquake
Dragon Claw
Comments: Not much to say about this guy. He comes in when he has an opportunity. This is probably the most useless guy on my team. EV'd for max attack and some def to get up the sub. You might wonder why I have Sucker Punch when Trick Room should be up. Well, it's not always up so with Sub and Sucker Punch he can manage to do something without TR. Rough Skin since I don't benefit from Sheer Force.
~Major Threats~
Ok.. I'll be honest. I don't really remember specific threats. What really screws me over is STALL and Substitute users that I cannot effectively hit.
~What I would like to have on my team, but can't think of how to get~
Aromatherapy\Heal Bell
As I mentioned earlier, stall kicks my butt so a way to recover status would be good. I've considered and tried Heal Bell on Lanturn, but I very much like it's current set and it does not have the bulk to repeatedly switch in to Heal Bell. Have also tried Heal Bell on Togekiss, but I dont play well with those sets.
Roar\Whirlwind\Taunt
I have problems with substitute users who sets up behind subs so this would be a welcome addition.
Entry Hazards
Entry hazards would help my team get KO's and rack up dmg when forcing switches with TR and Lanturn.
Rapid Spin
SR and Toxic Spikes.. don't really want to\need to say more
A ghost
I want a ghost to block normal and fighting attacks. Also works well against Fake Out users.
I tried Cofagrigus over Slowbro, but I went back to Slowbro cause of Regenerator and reliable recovery.
~What I want to keep~
A reason I have a hard time getting what I want is that I very much like the guys and gals I have already. The only one thats really not changable are Lanturn and probably Escavalier.

Lanturn @ Leftovers
Nature: Calm
Ability: Volt Absorb
EV's: 40 HP, 192 Def, 100 Sp. A, 176 Sp. def
Confuse Ray
Discharge
Scald
Toxic
Comments: This is my alltime favourite so she naturally got the first spot. True to her nature as a lurking deepsea fish, she catches her prey off guard with confusion and status. She takes some special attacks fairly well, but struggles with powerfull neutral attacks as well as powerfull fire moves. Her role however is to spread some status, mainly paralysis and toxic as well as forcing switches with Confuse Ray. Her ability to absorb electric attacks have good synergy with my team.

Escavalier @ Choiceband
Nature: Brave
Ability: Swarm
IV's: 0 Spe
EV's: 248 HP, 252 Att, 8 Def
Megahorn
Iron Head
Pursuit
Return
Comments: When I first saw this little bugger I hated him. However, after giving him a CB he has proven himself to be a very powerfull creep. He is now one of my favourites. His role is to come in on something he resists (or after Trick Room) and either Pursuit or Megahorn something to death. A STAB Megahorn to the face puts a hefty dent in more or less everything, even firetypes.

Togekiss @ Choice Scarf
Nature: Timid
Ability: Serene Grace
EV's: 4 Def, 252 Sp. A, 252 Spe
Air Slash
Flamethrower
Water Pulse
Trick
Comments: This has saved my day more than once. Slowly, but surely flinching my way to a win. The only move I use here is Air Slash. The rest is mostly fillers. I try to save this one for a lategame cleanup. Has good synergy with Lanturn since it tends to draw in electric attacks.

Slowbro @ Leftovers
Nature: Relaxed
Ability: Regenerator
EV's: 252 HP, 252 Def, 4 Sp. def
IV's: 0 Spe
Trick Room
Recover
Psychic
Scald
Comments: This is my physical wall of choice. This guy's bulk is incredible and very little threathen to OHKO him. Sets up Trick Room to screw with other teams Dragon Dancer's\Quiver Dance\Choice Scarfers etc. Not much to say, most people know him by now. Draws in electric moves that Lanturn loves and takes the rock moves aimed at my birds like a champ.

Staraptor @ Choice Scarf
Nature: Adamant
Ability: Reckless
EV's: 252 Att, 4 Def, 252 Spe
Brave Bird
Double Edge
Close Combat
U-Turn
Comments: This guy functions sorta like Escavalier. It put's a hefty dent into most things. This guy really loves to kill Nidokings and is the only "counter" I have to him. If I see Nidoking on their team I save this guy for him. If there's no Nidoking I play this guy very offensively.

Druddigon @ Life Orb
Nature: Brave
Ability: Rough Skin
EV's: 252 Att 128 Def 128 Sp. def
IV's: 0 Spe
Substitute
Sucker Punch
Earthquake
Dragon Claw
Comments: Not much to say about this guy. He comes in when he has an opportunity. This is probably the most useless guy on my team. EV'd for max attack and some def to get up the sub. You might wonder why I have Sucker Punch when Trick Room should be up. Well, it's not always up so with Sub and Sucker Punch he can manage to do something without TR. Rough Skin since I don't benefit from Sheer Force.
~Major Threats~
Ok.. I'll be honest. I don't really remember specific threats. What really screws me over is STALL and Substitute users that I cannot effectively hit.
~What I would like to have on my team, but can't think of how to get~
Aromatherapy\Heal Bell
As I mentioned earlier, stall kicks my butt so a way to recover status would be good. I've considered and tried Heal Bell on Lanturn, but I very much like it's current set and it does not have the bulk to repeatedly switch in to Heal Bell. Have also tried Heal Bell on Togekiss, but I dont play well with those sets.
Roar\Whirlwind\Taunt
I have problems with substitute users who sets up behind subs so this would be a welcome addition.
Entry Hazards
Entry hazards would help my team get KO's and rack up dmg when forcing switches with TR and Lanturn.
Rapid Spin
SR and Toxic Spikes.. don't really want to\need to say more
A ghost
I want a ghost to block normal and fighting attacks. Also works well against Fake Out users.
I tried Cofagrigus over Slowbro, but I went back to Slowbro cause of Regenerator and reliable recovery.
~What I want to keep~
A reason I have a hard time getting what I want is that I very much like the guys and gals I have already. The only one thats really not changable are Lanturn and probably Escavalier.