OK, after laddering a bit under a bunch of alts I've decided to post my newest team. It is a fairly balanced team with an anti-metagame feel to it. Anyway, onto the team:
Through the Telescope:
Coming into Focus:
This team has gone through some major changes in every slot, bar one. Nearly every team I've played with has had Clefable on it somewhere, and with the abundance of stat boosters (*coughCresseliacough*), I felt Clefable's unique abilities would help form the core of the team.
From there, I chose to use SubCharge Rotom, since it complements Clefable well and is a hardy sweeper (not to mention it can take down pesky Chansey after enough boosts).
And what takes care of Rotom's Ghost-type? After reading Age of King's Skuntank analysis, I knew it was a welcome addition to this team. It's also helpful that Rotom has a Ground-type immunity for it to play off of.
By now I was thinking about my lead. Ambipom has been another staple of my teams, and seemed to fit in well with the Pokemon I already had, so I decided to go ahead and include it here.
Since the only leads who really bother Ambipom on this team are Moltres, I felt that the inclusion of a Fire-type was necessary, and Houndoom entered the team.
Now, I realized I was missing both a way to stop Water-types and any entry hazards, so, after talking to a friend on IRC, I added Torterra to my team.
The team did OK for a while, but the further up the ladder I got the worse things went. Houndoom's overlapping types (both offensive and defensive), frailness, and lack of team synergy eventually caused it to leave the team. Ninetales filled its shoes, adding sleep support to my arsenal while still countering the same threat, Moltres.
Diesel indirectly persuaded me to use a different lead, Sneasel. It's anti-metagame feel and ability to do about the same job as Ambipom let it uproot one of my longtime favorites and take the lead spot on my team.
This is the team I've stayed with since then, and it's proven its effectiveness time and time again. The only changes I made withing the team were changing Rotom's moveset from SubCharge to TrickSpecs. There are a few gripes I have with it, but that will have to wait until after a closer look.
Through the Microscope:
Sneasel (M) @ Focus Sash
Ability: Inner Focus
EVs: 40 HP/252 Atk/216 Spd
Hasty nature (+Spd, -SAtk)
- Fake Out
- Counter
- Taunt
- Pursuit
Sneasel plays much like Ambipom with minor tweaks. Fake Out stays the same, opening the match with some light damage and possibly forcing my opponent to reveal another teammate if they expect Sneasel to stop their lead. Taunt + Pursuit brings down Froslass easily, while Counter brings down Ambipom easily, since many spam Fake Out first turn. Moltres and Spiritomb require team support to bring down, but rarely are there any Pokemon that I don't have an answer to turn one.
Sneasel may stay around long enough to use Counter alter in the match, but most of the time Stealth Rock is down too early for it to do much mid or late-game. Therefore, I try to abuse Counter as soon as possible, hopefully taking down either a wall like Registeel or Regirock or a physical sweeper like Drapion or Rhyperior. If Stealth Rock and/or Spikes aren't down during the match, however, I use Sneasel as a meat shield; after absorbing the switch in blow, Fake Out to cause light damage and, if possible, Pursuit or taunt to help the rest of the team. After I switch it out, Sneasel becomes death fodder, regardless of how much HP it has left.
Basically, I use Sneasel to disrupt my opponent's early game strategy and force them to abandon ship and start attacking directly. Sneasel's typing goes well with my team, since Fire and Fighting attacks can be absorbed with no problems and Bug Buzz can be sponged by Clefable.
Clefable (F) @ Leftovers
Ability: Magic Guard
EVs: 252 HP/44 Def/212 SDef
Careful nature (+SDef, -SAtk)
- Toxic
- Encore
- Seismic Toss
- Softboiled
Clefable, as I said before, helps me out a lot with Cresselia and other walls. Stat boosters, such as Raikou, are also stopped cold by Clefable, making it an integral part of my team mid- and late-game (not that it isn't helpful early-game as well). Encore locks the opponent into a useless move (typically Substitute), while Seismic Toss and Toxic slowly whittle away their HP. Softboiled is helpful when the time comes, and Leftovers keeps my health up.
Clefable comes out at different times during the game, depending on how my opponent decides to take on my sweepers. Obviously, it comes in on boosting walls, such as Curse Registeel or Calm Mind Cresselia, but stays out of sight if the opponent uses Thunder Wave; that's better handled by Torterra. On offensive teams I tend to keep Clefable hidden until late game, when it has no troubles Encoring and poisoning frail sweepers, although I do have to work to make sure I'm not left 1-1 against Mismagius. Typically, I'm left with Clefable and either Torterra or Rotom late-game, meaning I'm fairly strong against Ghosts, assuming I Encore them into an attack that doesn't hurt my last offensive Pokemon, like Thunderbolt or Hidden Power Fighting.
I've used Flame Orb as the main item to help block status, but Thunder Wave isn't really that big of a problem after I Encore them into it and they switch out. Blocking Sleep from physical Venusaur (I can wall the comon Leaf Storm special ones even while asleep) may be the biggest reason for me to switch items, but I'd like to hear from you guys about that.
Skuntank (M) @ Life Orb
Ability: Aftermath
EVs: 4 HP/252 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- Sucker Punch
- Poison Jab
- Pursuit
- Explosion
While the rest of my team may have troubles with speedier Ghost-types mid-game, Skuntank holds true and easily brings them down. Mismagius and Froslass both are KOed by Pursuit or Sucker Punch, while Poison Jab provides some STAB coverage. Explosion tends to bring me into the late game and severely dents or KOes any walls who stand in Rotom's way.
Although it may seem fairly useless after Ghost-types are removed, I've found Skuntank's priority to be helpful outside of this singular role. It's also very handy against Clefable and Chansey, assuming it can switch in without getting statused. Since Clefable tends to carry Toxic and Chansey Thunder Wave, I'll switch in directly against most Clefable but double switch through Torterra to avoid the paralysis. Pursuit trapping them is typically my best bet, seeing as they already take some previous damage from (typically) Ninetales and aren't likely to attack (removing Sucker Punch) or even stay in (removing Poison Jab).
The EVs are designed to help Skuntank outrun Modest Magmortar, but I have yet to find one in the tier. I'd imagine I could drop some of the Speed EVs for HP, but I haven't found Skuntank to be KOed easily by much other than Earthquakes.
Ninetales (F) @ Life Orb
Ability: Flash Fire
EVs: 252 Spd/252 SAtk/4 SDef
Timid nature (+Spd, -Atk)
- Hidden Power [Rock]
- Nasty Plot
- Energy Ball
- Flamethrower
Although it relies a bit on hax, Ninetales has become a big part of my early-game battles, absorbing Fire-type attacks aimed at Sneasel and Torterra while also adding sleep to my small stock of available statuses.
Most of the time, Ninetales is a direct switch-in against Moltres' Overheat and other special Fire-type attacks (Sneasel Counters physically-based ones). They will typically switch out to a counter, giving me at least one turn to put them to sleep and another to Nasty Plot.
Ninetales also helps draw out Ground-types who both Rotom late-game, and either KOes them with a +2 Energy Ball or sets them up for a revenge kill from either Skuntank - who Sucker Punches while they Earthquake - or Torterra - who uses the free turn to help the rest of my team.
Torterra (M) @ Yache Berry
Ability: Overgrow
EVs: 212 HP/252 Def/44 Spd
Impish nature (+Def, -SAtk)
- Wood Hammer
- Earthquake
- Leech Seed
- Stealth Rock
Torterra is my versatile Pokemon; it can work well in the beginning of the match, adding entry hazards to the field, and can also be useful late game, when Leech Seed stalling becomes a matter of win or loss. Earthquake and Wood Hammer are useful against common walls like Milotic and Registeel. It also absorbs Thunder Wave for my team, which is something that would easily stop my sweepers cold.
Yache Berry may seem a bit strange, but it really comes in handy against Rain Dance teams who would otherwise rip this team a new one. Most Water-types carry an Ice-type attack anyway, so it's really not that useless outside of rain, either. Leftovers recovery isn't missed all that much, and Life Orb would just make it die too quickly; Torterra isn't a sweeper or wall, it's just utility.
Of all of my Pokemon, I would say Torterra is probably the easiest for me to let go. I've contemplated trying out Quagsire, as its resistances and immunities are just as useful as Torterra's. Quagsire may not be able to be a Stealth Rocker, but its recovery move will allow it to come in more often, possibly giving me the upper hand in late-game stall matches. Besides, adding another annoyer or stat booster to the team is rarely a bad idea.
Rotom @ Choice Specs
Ability: Levitate
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Thunderbolt
- Shadow Ball
- Hidden Power [Fighting]
- Trick
Rotom's unique typing helps my team's synergy greatly. Ground-, Normal-, and FIghting-type immunities are very much appreciated on this team, and Rotom is one of the few Pokemon that can bring all three immunities to the table. It's also my Spin blocker, although I haven't really had problems keeping Stealth Rock down; my opponents are normally too busy trying to block my offensive front than anything else. Even if a Rapid Spinnner were to come in, Trick would cripple their efforts and leave the entry hazard on the field. All in all, Rotom is a great match for this team, both offensively and as a supporter.
I try to keep Rotom hidden until I know as many of the opposing Pokemon as I can so I don't waste my Choice Specs on a less threatening opponent (if I Trick it at all). After that, I either start firing off STAB attacks or, if I'm up against something like Aggron or Registeel, Hidden Power Fightings. Stat boosters will more than likely get hit with Trick, as will recovering walls, like Clefable. I tend to keep my Specs if I'm not facing one of these types of Pokemon, however.
Although I have yet to try Mismagius in this role, I feel that the STAB factor on Thunderbolt and the resistances being dual Ghost/Electric outweigh the Speed and Special Attack boosts considerably, especially late game. Still, I wouldn't shy away from trying it out if it seems a better fit for the team overall. At this point, however, I'm going to need to be persuaded that the pros outweigh the cons.
Through the Naked Eye:
Instead of going through a list of Pokemon and explaining how I handle them all, I've decided to include a "props and slops" section highlighting what my team does and does not have troubles with.
Good Eye Open:
-Status really isn't that big of an issue for this team. Everything but sleep can be absorbed by someone on my team - burn goes to Ninetales, poison to Clefable or Skuntank, and paralysis to Torterra. It would be nice to have some overlapping coverage, however, since Thunder Wave or Will-O-Wisp will screw up my offensive strategy once Torterra or Ninetales are down.
-This team easily stops set up sweepers. Trick from Rotom, Encore and Toxic from Clefable, and priority from Skuntank help me bring down stat uppers no matter what stage of sweeping they're in. Although fairly strong in the early-game, late-game sweepers can have a field day if I'm missing the one Pokemon who can stop them. That would be Clefable against special boosters and Rotom against physical ones, with Skuntank pulling double duty as a secondary defense measure.
Bad Eye Open:
-Rain Dance teams tend to put me on my heels and keep me there for the rest of the match. Anything that would make countering them easier would be greatly appreciated, because my current team can only hope to outstall the rain. Outstalling typically ends up being Clefable using Softboiled repeatedly until the rain lets up, then slapping them with Encore to give me a free switch out.
-I just can't seem to find room on the team for a Rapid Spinner. Sneasel's Counter strategy would be so much easier to execute outside of the lead spot with entry hazards gone, and my whole team (except Clefable, of course) would benefit from their removal. Luckily, Ninetales is my only member besides Sneasel with a weakness to Stealth Rock, so if necessary I can survive without someone to clear the field.
-My team is really lacking status effects. Hypnosis is ok, but 60% accuracy typically takes two turns to even work, and that's if Ninetales isn't already KOed by then. Trick and Toxic are OK, but I wouldn't really consider them tiough to maneuver around, what with Taunt and Steel- and Poison-types running rampant.
Last Glance:
Thank you in advance for your help!
Through the Telescope:






Coming into Focus:
This team has gone through some major changes in every slot, bar one. Nearly every team I've played with has had Clefable on it somewhere, and with the abundance of stat boosters (*coughCresseliacough*), I felt Clefable's unique abilities would help form the core of the team.

From there, I chose to use SubCharge Rotom, since it complements Clefable well and is a hardy sweeper (not to mention it can take down pesky Chansey after enough boosts).


And what takes care of Rotom's Ghost-type? After reading Age of King's Skuntank analysis, I knew it was a welcome addition to this team. It's also helpful that Rotom has a Ground-type immunity for it to play off of.



By now I was thinking about my lead. Ambipom has been another staple of my teams, and seemed to fit in well with the Pokemon I already had, so I decided to go ahead and include it here.




Since the only leads who really bother Ambipom on this team are Moltres, I felt that the inclusion of a Fire-type was necessary, and Houndoom entered the team.





Now, I realized I was missing both a way to stop Water-types and any entry hazards, so, after talking to a friend on IRC, I added Torterra to my team.






The team did OK for a while, but the further up the ladder I got the worse things went. Houndoom's overlapping types (both offensive and defensive), frailness, and lack of team synergy eventually caused it to leave the team. Ninetales filled its shoes, adding sleep support to my arsenal while still countering the same threat, Moltres.






Diesel indirectly persuaded me to use a different lead, Sneasel. It's anti-metagame feel and ability to do about the same job as Ambipom let it uproot one of my longtime favorites and take the lead spot on my team.






This is the team I've stayed with since then, and it's proven its effectiveness time and time again. The only changes I made withing the team were changing Rotom's moveset from SubCharge to TrickSpecs. There are a few gripes I have with it, but that will have to wait until after a closer look.
Through the Microscope:

Sneasel (M) @ Focus Sash
Ability: Inner Focus
EVs: 40 HP/252 Atk/216 Spd
Hasty nature (+Spd, -SAtk)
- Fake Out
- Counter
- Taunt
- Pursuit
Sneasel plays much like Ambipom with minor tweaks. Fake Out stays the same, opening the match with some light damage and possibly forcing my opponent to reveal another teammate if they expect Sneasel to stop their lead. Taunt + Pursuit brings down Froslass easily, while Counter brings down Ambipom easily, since many spam Fake Out first turn. Moltres and Spiritomb require team support to bring down, but rarely are there any Pokemon that I don't have an answer to turn one.
Sneasel may stay around long enough to use Counter alter in the match, but most of the time Stealth Rock is down too early for it to do much mid or late-game. Therefore, I try to abuse Counter as soon as possible, hopefully taking down either a wall like Registeel or Regirock or a physical sweeper like Drapion or Rhyperior. If Stealth Rock and/or Spikes aren't down during the match, however, I use Sneasel as a meat shield; after absorbing the switch in blow, Fake Out to cause light damage and, if possible, Pursuit or taunt to help the rest of the team. After I switch it out, Sneasel becomes death fodder, regardless of how much HP it has left.
Basically, I use Sneasel to disrupt my opponent's early game strategy and force them to abandon ship and start attacking directly. Sneasel's typing goes well with my team, since Fire and Fighting attacks can be absorbed with no problems and Bug Buzz can be sponged by Clefable.

Clefable (F) @ Leftovers
Ability: Magic Guard
EVs: 252 HP/44 Def/212 SDef
Careful nature (+SDef, -SAtk)
- Toxic
- Encore
- Seismic Toss
- Softboiled
Clefable, as I said before, helps me out a lot with Cresselia and other walls. Stat boosters, such as Raikou, are also stopped cold by Clefable, making it an integral part of my team mid- and late-game (not that it isn't helpful early-game as well). Encore locks the opponent into a useless move (typically Substitute), while Seismic Toss and Toxic slowly whittle away their HP. Softboiled is helpful when the time comes, and Leftovers keeps my health up.
Clefable comes out at different times during the game, depending on how my opponent decides to take on my sweepers. Obviously, it comes in on boosting walls, such as Curse Registeel or Calm Mind Cresselia, but stays out of sight if the opponent uses Thunder Wave; that's better handled by Torterra. On offensive teams I tend to keep Clefable hidden until late game, when it has no troubles Encoring and poisoning frail sweepers, although I do have to work to make sure I'm not left 1-1 against Mismagius. Typically, I'm left with Clefable and either Torterra or Rotom late-game, meaning I'm fairly strong against Ghosts, assuming I Encore them into an attack that doesn't hurt my last offensive Pokemon, like Thunderbolt or Hidden Power Fighting.
I've used Flame Orb as the main item to help block status, but Thunder Wave isn't really that big of a problem after I Encore them into it and they switch out. Blocking Sleep from physical Venusaur (I can wall the comon Leaf Storm special ones even while asleep) may be the biggest reason for me to switch items, but I'd like to hear from you guys about that.

Skuntank (M) @ Life Orb
Ability: Aftermath
EVs: 4 HP/252 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- Sucker Punch
- Poison Jab
- Pursuit
- Explosion
While the rest of my team may have troubles with speedier Ghost-types mid-game, Skuntank holds true and easily brings them down. Mismagius and Froslass both are KOed by Pursuit or Sucker Punch, while Poison Jab provides some STAB coverage. Explosion tends to bring me into the late game and severely dents or KOes any walls who stand in Rotom's way.
Although it may seem fairly useless after Ghost-types are removed, I've found Skuntank's priority to be helpful outside of this singular role. It's also very handy against Clefable and Chansey, assuming it can switch in without getting statused. Since Clefable tends to carry Toxic and Chansey Thunder Wave, I'll switch in directly against most Clefable but double switch through Torterra to avoid the paralysis. Pursuit trapping them is typically my best bet, seeing as they already take some previous damage from (typically) Ninetales and aren't likely to attack (removing Sucker Punch) or even stay in (removing Poison Jab).
The EVs are designed to help Skuntank outrun Modest Magmortar, but I have yet to find one in the tier. I'd imagine I could drop some of the Speed EVs for HP, but I haven't found Skuntank to be KOed easily by much other than Earthquakes.

Ninetales (F) @ Life Orb
Ability: Flash Fire
EVs: 252 Spd/252 SAtk/4 SDef
Timid nature (+Spd, -Atk)
- Hidden Power [Rock]
- Nasty Plot
- Energy Ball
- Flamethrower
Although it relies a bit on hax, Ninetales has become a big part of my early-game battles, absorbing Fire-type attacks aimed at Sneasel and Torterra while also adding sleep to my small stock of available statuses.
Most of the time, Ninetales is a direct switch-in against Moltres' Overheat and other special Fire-type attacks (Sneasel Counters physically-based ones). They will typically switch out to a counter, giving me at least one turn to put them to sleep and another to Nasty Plot.
Ninetales also helps draw out Ground-types who both Rotom late-game, and either KOes them with a +2 Energy Ball or sets them up for a revenge kill from either Skuntank - who Sucker Punches while they Earthquake - or Torterra - who uses the free turn to help the rest of my team.

Torterra (M) @ Yache Berry
Ability: Overgrow
EVs: 212 HP/252 Def/44 Spd
Impish nature (+Def, -SAtk)
- Wood Hammer
- Earthquake
- Leech Seed
- Stealth Rock
Torterra is my versatile Pokemon; it can work well in the beginning of the match, adding entry hazards to the field, and can also be useful late game, when Leech Seed stalling becomes a matter of win or loss. Earthquake and Wood Hammer are useful against common walls like Milotic and Registeel. It also absorbs Thunder Wave for my team, which is something that would easily stop my sweepers cold.
Yache Berry may seem a bit strange, but it really comes in handy against Rain Dance teams who would otherwise rip this team a new one. Most Water-types carry an Ice-type attack anyway, so it's really not that useless outside of rain, either. Leftovers recovery isn't missed all that much, and Life Orb would just make it die too quickly; Torterra isn't a sweeper or wall, it's just utility.
Of all of my Pokemon, I would say Torterra is probably the easiest for me to let go. I've contemplated trying out Quagsire, as its resistances and immunities are just as useful as Torterra's. Quagsire may not be able to be a Stealth Rocker, but its recovery move will allow it to come in more often, possibly giving me the upper hand in late-game stall matches. Besides, adding another annoyer or stat booster to the team is rarely a bad idea.

Rotom @ Choice Specs
Ability: Levitate
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Thunderbolt
- Shadow Ball
- Hidden Power [Fighting]
- Trick
Rotom's unique typing helps my team's synergy greatly. Ground-, Normal-, and FIghting-type immunities are very much appreciated on this team, and Rotom is one of the few Pokemon that can bring all three immunities to the table. It's also my Spin blocker, although I haven't really had problems keeping Stealth Rock down; my opponents are normally too busy trying to block my offensive front than anything else. Even if a Rapid Spinnner were to come in, Trick would cripple their efforts and leave the entry hazard on the field. All in all, Rotom is a great match for this team, both offensively and as a supporter.
I try to keep Rotom hidden until I know as many of the opposing Pokemon as I can so I don't waste my Choice Specs on a less threatening opponent (if I Trick it at all). After that, I either start firing off STAB attacks or, if I'm up against something like Aggron or Registeel, Hidden Power Fightings. Stat boosters will more than likely get hit with Trick, as will recovering walls, like Clefable. I tend to keep my Specs if I'm not facing one of these types of Pokemon, however.
Although I have yet to try Mismagius in this role, I feel that the STAB factor on Thunderbolt and the resistances being dual Ghost/Electric outweigh the Speed and Special Attack boosts considerably, especially late game. Still, I wouldn't shy away from trying it out if it seems a better fit for the team overall. At this point, however, I'm going to need to be persuaded that the pros outweigh the cons.
Through the Naked Eye:
Instead of going through a list of Pokemon and explaining how I handle them all, I've decided to include a "props and slops" section highlighting what my team does and does not have troubles with.
Good Eye Open:
-Status really isn't that big of an issue for this team. Everything but sleep can be absorbed by someone on my team - burn goes to Ninetales, poison to Clefable or Skuntank, and paralysis to Torterra. It would be nice to have some overlapping coverage, however, since Thunder Wave or Will-O-Wisp will screw up my offensive strategy once Torterra or Ninetales are down.
-This team easily stops set up sweepers. Trick from Rotom, Encore and Toxic from Clefable, and priority from Skuntank help me bring down stat uppers no matter what stage of sweeping they're in. Although fairly strong in the early-game, late-game sweepers can have a field day if I'm missing the one Pokemon who can stop them. That would be Clefable against special boosters and Rotom against physical ones, with Skuntank pulling double duty as a secondary defense measure.
Bad Eye Open:
-Rain Dance teams tend to put me on my heels and keep me there for the rest of the match. Anything that would make countering them easier would be greatly appreciated, because my current team can only hope to outstall the rain. Outstalling typically ends up being Clefable using Softboiled repeatedly until the rain lets up, then slapping them with Encore to give me a free switch out.
-I just can't seem to find room on the team for a Rapid Spinner. Sneasel's Counter strategy would be so much easier to execute outside of the lead spot with entry hazards gone, and my whole team (except Clefable, of course) would benefit from their removal. Luckily, Ninetales is my only member besides Sneasel with a weakness to Stealth Rock, so if necessary I can survive without someone to clear the field.
-My team is really lacking status effects. Hypnosis is ok, but 60% accuracy typically takes two turns to even work, and that's if Ninetales isn't already KOed by then. Trick and Toxic are OK, but I wouldn't really consider them tiough to maneuver around, what with Taunt and Steel- and Poison-types running rampant.
Last Glance:






Thank you in advance for your help!