Hi,
This is my first team on Smogon so don't be to hard.
I use this team on Shoddy, so all suggestions can be made,
I appreciate all comments and I will test them for real.
The strategy is to lay down as much entry hazzards as possible (except Toxic spikes) and stall the opponent. This can be done by phazing the opponent out or scare them away.
I hope you enjoy!
Team overview
In depth view:
Froslass @ leftovers/ timid/ snow cloak
248 HP, 228 Def, 32 Spe
- Taunt
- Spikes
- Pain Split
- Ice Beam
--> I think this would make a better lead then Claydoll. You can send claydoll in later during the match to do his thing (Tricking, Spinning, SR). Froslass main job is to lay down Spikes as well as preventing your opponnent from doing so with Taunt. Taunt is also an important move to consider on stall teams. Ice Beam is STAB'ed and is to have at least on attack move. Pain Split keeps her healthy when facing opposing pokemon at full health, it can be a real suprise. The given EV's spread let's her survive a Honchcrow Night Slash (not a crit!). With Ice Beam as your main attack move you do have a decent chance against Donphan and even Honchcrow.
-----
Milotic @ leftovers/ bold/ marvel scale
252 HP, 232 Def, 16 SAtk, 8 Spe
- Rest
- Sleep Talk
- Surf
- Recover
--> While this set might seem stupid and nerdy at first. Why using both Rest and Recover on the same moveset. Well with it Milotic will be a b*tch to take out. Perfect for stalling, no? While resting Milotic will have a defense boost as well. Sleep Talk is so you're not vurnerable while snoozing. And Surf is to have at least on attack move. You could replace it with Toxic if you feel really stally. Although PP stalling will force the opponent out a lot as well, believe me.
-----
*Clefable @ Flame Orb
Calm nature
Magic Guard ability
252 HP / 152 Def / 100 SpD / 4 Spe
~ Softboiled
~ Seismic toss
~ Encore
~ Aromatherapy
Description:
Clefable is my number one switch-in against stat-uppers.
My opponent hardly ever expect Encore and that will screw them over.
Seismic Toss is to deal some damage to everything exept ghost types.
Softboiled keeps my healthy and Aromathery makes Clefable a realy team player, keeping the rest of my team healty as well.
I had Wish on her first but without Protect I needed to predict really well, I changed it to Softboiled after I added Flareon who has also acces to Wish.
Magic Guard is a great ability and really helps me out sometimes, the reason why I have Flame orb is because this way my opponent can't put other status on my like sleep or paralysis.
I don't have any Atk moves so I don't mind the attack drop and Magic guard protecs me from damage.
Synergy:
Fighting: Spiritomb
-----
Arcanine @ leftovers/ adamant/ intimidate
120 HP, 152 Atk, 236 Spe
- Flare Blitz
- Extreme Speed
- Morning Sun
- Toxic
--> Not only is Arcanine Bulkier it also packs quite the offensive power. Flare Blitz is your main attack, hurting everyhing pretty hard. Damage can be healed with Morning Sun. With Extreme Speed, you can finish of weakened opponents. The last move is something you can choose. Toxic hits common switch-ins like Milotic, who is a threat. And because you don't have the support of Toxic Spikes. Will-o-wisp can be an iption here too. With Adamant nature and 236 Spe EV's you can outrun max speed base 80's (Venusaur). I opted for Leftovers but if you wish some extra power, Life Orb can be used too. Again, recoil damage can be healed with Morning Sun.
-----
*Spiritomb @ Leftovers
Careful nature
Pressure ability
252 HP / 144 Def / 112 SpD
~ Rest
~ Sleep talk
~ Pursuit
~ Spite
Description:
Spiritomb has 2 functions in my team: it is my anti-spinner and status absorber.
Like the analysis says the Spite set is quite a gimmick set but coupled with Pressure my opponent looses 6 PP from the move last used.
Pressure could also annoy my opponent as it halves the number of times a move could be used.
Pursuit comes in handy as without PP my opponent will be swithing out and Pursuit helps with that.
Synergy:
No weaknesses, yay :3
-----
*Sceptile @ Leftovers
Timid nature
Overgrow ability
216 HP / 40 SpA / 252 Spe
~ Substitute
~ Leech seed
~ Energy ball
~ Hidden power ice
Description:
My last guy is the all so familiar Subseed Sceptile.
With all entry hazzards up it fun to stall, because my opponent is unlikely to switch often due to all the damage that can be taken from Stealth Rock and Spikes.
I can switch Sceptile in to something it resists (although I often save him for late game), hopefully forcing my opponent to switch, which gives me a free turn to Substitute up.
From there the stalling could begin.
Energy Ball is for STAB and to speed things up if Leech seed takes to long.
Hidden power ice let's me cover my most common switch-ins, Altaria and bulky Grass types.
Synergy:
Ice: Qwilfish, Flareon
Fire: Flareon, Qwilfish
Bug: Qwilfish, Flareon
-----------
Changed Team Members:
*Claydol @ Choice Scarf
Careful nature
Levitate ability
252 HP / 4 Atk / 252 SDef
~ Trick
~ Rapid spin
~ Stealth rock
~ Earthquake
Description:
Claydoll leads of the team and it does that reasonable.
The reason I gave him a Choice scarf is because I always got Taunted by faster leads like Ambipom or Froslass, so I never got my Stealth Rocks down early.
With a Scarf that problem's solved.
Trick works great with a choice item and it let's me screw over a lot of things, most lukely walls.
Stealth Rock is an obvious move, and I need it to get as much damage as possible on switch-ins.
Next, I have room for only one move, I've tried a screen (Reflect, Light Sreen) but that just didn't seemed to worked, I needed an attack move.
I choose Earthquake because I noticed I have a small problem with Raikou, with a scarf I outspeed and can take him out quickly before he does to much damage.
Ev's makes me as bulky on the special side as possible so Raikou can be covered more easily.
I don't need Explsion here since Qwilfish already has it.
What do I do against other leads:
: Froslass: this is an easy lead. I set up Stealth Rock, next I switch to Flareon, hoping Lava Plume inflicts a burn so it can be a taken out in the second turn.
: Uxie: I'll Trick him when he uses Stealth Rock. Otherwise Spiritomb is my switch-in.
: Ambipom: it's rather difficult but I switch out out to Spiritomb. It will probably switch out next so Pursuit does some damage.
: Moltres: can really hurt me, I fear Hidden Power grass, U-turn and Overheat. Spiritomb is my best bet.
: Electrode: Earthquake will OHKO Damp Rock leads, otherwise 2HKO, most of the time they will just Taunt, so piece of cake.
Synergy:
Water: Qwilfish, Sceptile
Grass: Flareon, Sceptile
Ice: Qwilfish, Flareon
Ghost: Clefable
Dark: Spiritomb
Bug: Qwilfish, Flareon
*Qwilfish @ Leftovers
Adamant nature
Poison Point ability
252 HP / 252 Atk / 4 Spe
~ Spikes
~ Poison jab
~ Waterfall
~ Explosion
Description:
Isn't this an unorthodox Qwilfish? I use it as my Spiker and Toxic Spikes absorber. It can also take out threats with Explosion.
Poison jab and Waterfall are STAB'ed and they help me with type coverage.
His primairy job is to set up spikes and dealing damage further on.
I have a little problem with Bulky pokemon, eg. Milotic or Clefable. Explosion helps me with this little problem.
Synergy:
Ground: Claydoll
Electric: Claydoll
Psychic: Spiritomb
*Flareon @ Leftovers
Calm nature
Flash Fire ability
252 HP / 4 SpA / 252 SpD
~ Wish
~ Roar
~ Protect
~ Lava plume
Description:
First I had Arcanine here, but since it was to common people easily found a counter for it.
Flareon is not that weak I thought at first and after some trial battles he was a member of my team.
Fire moves are very common on UU so I needed something that could absorb them. Flareon is like a NU Vaporeon and Heatran in one. It absorbs fire attacks aimed at Sceptile, as well as Will-o-wisps.
Wish let's Flareon be a real team player and heals it companions.
Protect works great with Wish and it also allows me to scout my opponent so I can go to a good counter.
My opponent mostly switch-out when I bring in Flareon so when all entry hazzards are down Roar will be my main move.
Lava Plume punishes physical attackers which I hopefully burn, which also does damage every turn.
Synergy:
Water: Qwilfish, Sceptile
Ground: Claydoll
Rock: Claydoll
Conclusion:
Okay this was my team, rating are appreciated.
Thanks in advance!
Silver Ace
This is my first team on Smogon so don't be to hard.
I use this team on Shoddy, so all suggestions can be made,
I appreciate all comments and I will test them for real.
The strategy is to lay down as much entry hazzards as possible (except Toxic spikes) and stall the opponent. This can be done by phazing the opponent out or scare them away.
I hope you enjoy!
Team overview






In depth view:

Froslass @ leftovers/ timid/ snow cloak
248 HP, 228 Def, 32 Spe
- Taunt
- Spikes
- Pain Split
- Ice Beam
--> I think this would make a better lead then Claydoll. You can send claydoll in later during the match to do his thing (Tricking, Spinning, SR). Froslass main job is to lay down Spikes as well as preventing your opponnent from doing so with Taunt. Taunt is also an important move to consider on stall teams. Ice Beam is STAB'ed and is to have at least on attack move. Pain Split keeps her healthy when facing opposing pokemon at full health, it can be a real suprise. The given EV's spread let's her survive a Honchcrow Night Slash (not a crit!). With Ice Beam as your main attack move you do have a decent chance against Donphan and even Honchcrow.
-----

Milotic @ leftovers/ bold/ marvel scale
252 HP, 232 Def, 16 SAtk, 8 Spe
- Rest
- Sleep Talk
- Surf
- Recover
--> While this set might seem stupid and nerdy at first. Why using both Rest and Recover on the same moveset. Well with it Milotic will be a b*tch to take out. Perfect for stalling, no? While resting Milotic will have a defense boost as well. Sleep Talk is so you're not vurnerable while snoozing. And Surf is to have at least on attack move. You could replace it with Toxic if you feel really stally. Although PP stalling will force the opponent out a lot as well, believe me.
-----

*Clefable @ Flame Orb
Calm nature
Magic Guard ability
252 HP / 152 Def / 100 SpD / 4 Spe
~ Softboiled
~ Seismic toss
~ Encore
~ Aromatherapy
Description:
Clefable is my number one switch-in against stat-uppers.
My opponent hardly ever expect Encore and that will screw them over.
Seismic Toss is to deal some damage to everything exept ghost types.
Softboiled keeps my healthy and Aromathery makes Clefable a realy team player, keeping the rest of my team healty as well.
I had Wish on her first but without Protect I needed to predict really well, I changed it to Softboiled after I added Flareon who has also acces to Wish.
Magic Guard is a great ability and really helps me out sometimes, the reason why I have Flame orb is because this way my opponent can't put other status on my like sleep or paralysis.
I don't have any Atk moves so I don't mind the attack drop and Magic guard protecs me from damage.
Synergy:
Fighting: Spiritomb
-----

Arcanine @ leftovers/ adamant/ intimidate
120 HP, 152 Atk, 236 Spe
- Flare Blitz
- Extreme Speed
- Morning Sun
- Toxic
--> Not only is Arcanine Bulkier it also packs quite the offensive power. Flare Blitz is your main attack, hurting everyhing pretty hard. Damage can be healed with Morning Sun. With Extreme Speed, you can finish of weakened opponents. The last move is something you can choose. Toxic hits common switch-ins like Milotic, who is a threat. And because you don't have the support of Toxic Spikes. Will-o-wisp can be an iption here too. With Adamant nature and 236 Spe EV's you can outrun max speed base 80's (Venusaur). I opted for Leftovers but if you wish some extra power, Life Orb can be used too. Again, recoil damage can be healed with Morning Sun.
-----

*Spiritomb @ Leftovers
Careful nature
Pressure ability
252 HP / 144 Def / 112 SpD
~ Rest
~ Sleep talk
~ Pursuit
~ Spite
Description:
Spiritomb has 2 functions in my team: it is my anti-spinner and status absorber.
Like the analysis says the Spite set is quite a gimmick set but coupled with Pressure my opponent looses 6 PP from the move last used.
Pressure could also annoy my opponent as it halves the number of times a move could be used.
Pursuit comes in handy as without PP my opponent will be swithing out and Pursuit helps with that.
Synergy:
No weaknesses, yay :3
-----

*Sceptile @ Leftovers
Timid nature
Overgrow ability
216 HP / 40 SpA / 252 Spe
~ Substitute
~ Leech seed
~ Energy ball
~ Hidden power ice
Description:
My last guy is the all so familiar Subseed Sceptile.
With all entry hazzards up it fun to stall, because my opponent is unlikely to switch often due to all the damage that can be taken from Stealth Rock and Spikes.
I can switch Sceptile in to something it resists (although I often save him for late game), hopefully forcing my opponent to switch, which gives me a free turn to Substitute up.
From there the stalling could begin.
Energy Ball is for STAB and to speed things up if Leech seed takes to long.
Hidden power ice let's me cover my most common switch-ins, Altaria and bulky Grass types.
Synergy:
Ice: Qwilfish, Flareon
Fire: Flareon, Qwilfish
Bug: Qwilfish, Flareon
-----------
Changed Team Members:

*Claydol @ Choice Scarf
Careful nature
Levitate ability
252 HP / 4 Atk / 252 SDef
~ Trick
~ Rapid spin
~ Stealth rock
~ Earthquake
Description:
Claydoll leads of the team and it does that reasonable.
The reason I gave him a Choice scarf is because I always got Taunted by faster leads like Ambipom or Froslass, so I never got my Stealth Rocks down early.
With a Scarf that problem's solved.
Trick works great with a choice item and it let's me screw over a lot of things, most lukely walls.
Stealth Rock is an obvious move, and I need it to get as much damage as possible on switch-ins.
Next, I have room for only one move, I've tried a screen (Reflect, Light Sreen) but that just didn't seemed to worked, I needed an attack move.
I choose Earthquake because I noticed I have a small problem with Raikou, with a scarf I outspeed and can take him out quickly before he does to much damage.
Ev's makes me as bulky on the special side as possible so Raikou can be covered more easily.
I don't need Explsion here since Qwilfish already has it.
What do I do against other leads:





Synergy:
Water: Qwilfish, Sceptile
Grass: Flareon, Sceptile
Ice: Qwilfish, Flareon
Ghost: Clefable
Dark: Spiritomb
Bug: Qwilfish, Flareon

*Qwilfish @ Leftovers
Adamant nature
Poison Point ability
252 HP / 252 Atk / 4 Spe
~ Spikes
~ Poison jab
~ Waterfall
~ Explosion
Description:
Isn't this an unorthodox Qwilfish? I use it as my Spiker and Toxic Spikes absorber. It can also take out threats with Explosion.
Poison jab and Waterfall are STAB'ed and they help me with type coverage.
His primairy job is to set up spikes and dealing damage further on.
I have a little problem with Bulky pokemon, eg. Milotic or Clefable. Explosion helps me with this little problem.
Synergy:
Ground: Claydoll
Electric: Claydoll
Psychic: Spiritomb

*Flareon @ Leftovers
Calm nature
Flash Fire ability
252 HP / 4 SpA / 252 SpD
~ Wish
~ Roar
~ Protect
~ Lava plume
Description:
First I had Arcanine here, but since it was to common people easily found a counter for it.
Flareon is not that weak I thought at first and after some trial battles he was a member of my team.
Fire moves are very common on UU so I needed something that could absorb them. Flareon is like a NU Vaporeon and Heatran in one. It absorbs fire attacks aimed at Sceptile, as well as Will-o-wisps.
Wish let's Flareon be a real team player and heals it companions.
Protect works great with Wish and it also allows me to scout my opponent so I can go to a good counter.
My opponent mostly switch-out when I bring in Flareon so when all entry hazzards are down Roar will be my main move.
Lava Plume punishes physical attackers which I hopefully burn, which also does damage every turn.
Synergy:
Water: Qwilfish, Sceptile
Ground: Claydoll
Rock: Claydoll
Conclusion:
Okay this was my team, rating are appreciated.
Thanks in advance!
Silver Ace