I've been out of the game for a while, so I've decided to make a team to hopefully get back into it.
Hitmonchan@ Leftovers
Ability: Iron Fist
Jolly Nature
48 HP/ 252 Atk / 208 Spd
- Drain Punch
- Bulk Up
- Ice Punch
- Stone Edge
He serves as my primary starter. First turn he uses Bulk Up to boost his attack and defense. Drain Punch to recover any health lost from using Bulk Up, Ice Punch for grounds and fliers, Stone Edge for Froslass. Iron Fist powers up Ice Punch and Drain Punch.
Rotom@ Leftovers
Ability: Levitate
Timid Nature
252 HP / 252 Spd / 4 SAtk
- Thunderbolt
- Will-O-Wisp
- Shadow Ball
- Light Screen
This has many opportunities to switch in due to its 3 immunities. WoW to burn physical attackers, Light Screen to weaken those special attacks, and Shadow Ball and Thunderbolt for STAB.
Cacturne@ Leftovers
Ability: Sand Veil
Lonely Nature
204 SAtk / 252 Atk / 52 Spd
- Substitute
- Sucker Punch
- Grass Knot
- Focus Punch
SubPuncher. Sub on a potential switch, Sucker Punch to hit faster foes and STAB, Focus Punch for darks and steels, Grass Knot for heavy foes and STAB.
Phione@ Leftovers
Ability: Hydration
Timid Nature
252 SAtk / 252 Spd / 4 HP
- Rain Dance
- Surf
- Rest
- Toxic
Rain Rester. Rain Dance sets up the rain in order to activate its Hydration ability. Rest to heal itself while Hydration wakes it up. Surf for STAB, and Toxic to poison foes Surf can't hit.
Aggron@ Leftovers
Ability: Rock Head
Adamant Nature
252 HP / 252 Atk / 4 Spd
- Stealth Rock
- Earthquake
- Stone Edge
- Roar
Swellow counter. Lays down SR, EQ for rocks and steels, Roar to rack up SR damage.
Claydol@ Leftovers
Ability: Levitate
Bold Nature
252 HP / 144 Def / 114 SAtk
- Rapid Spin
- Psychic
- Earth Power
- Ice Beam
Spinner and Fighting counter. Rapid rids of Stealth Rocks and other entry hazards. Psychic helps it beat fighters and poison types as well as STAB, Earth Power for STAB, Ice Beam for anything else.
Hitmonchan@ Leftovers
Ability: Iron Fist
Jolly Nature
48 HP/ 252 Atk / 208 Spd
- Drain Punch
- Bulk Up
- Ice Punch
- Stone Edge
He serves as my primary starter. First turn he uses Bulk Up to boost his attack and defense. Drain Punch to recover any health lost from using Bulk Up, Ice Punch for grounds and fliers, Stone Edge for Froslass. Iron Fist powers up Ice Punch and Drain Punch.
Rotom@ Leftovers
Ability: Levitate
Timid Nature
252 HP / 252 Spd / 4 SAtk
- Thunderbolt
- Will-O-Wisp
- Shadow Ball
- Light Screen
This has many opportunities to switch in due to its 3 immunities. WoW to burn physical attackers, Light Screen to weaken those special attacks, and Shadow Ball and Thunderbolt for STAB.
Cacturne@ Leftovers
Ability: Sand Veil
Lonely Nature
204 SAtk / 252 Atk / 52 Spd
- Substitute
- Sucker Punch
- Grass Knot
- Focus Punch
SubPuncher. Sub on a potential switch, Sucker Punch to hit faster foes and STAB, Focus Punch for darks and steels, Grass Knot for heavy foes and STAB.
Phione@ Leftovers
Ability: Hydration
Timid Nature
252 SAtk / 252 Spd / 4 HP
- Rain Dance
- Surf
- Rest
- Toxic
Rain Rester. Rain Dance sets up the rain in order to activate its Hydration ability. Rest to heal itself while Hydration wakes it up. Surf for STAB, and Toxic to poison foes Surf can't hit.
Aggron@ Leftovers
Ability: Rock Head
Adamant Nature
252 HP / 252 Atk / 4 Spd
- Stealth Rock
- Earthquake
- Stone Edge
- Roar
Swellow counter. Lays down SR, EQ for rocks and steels, Roar to rack up SR damage.
Claydol@ Leftovers
Ability: Levitate
Bold Nature
252 HP / 144 Def / 114 SAtk
- Rapid Spin
- Psychic
- Earth Power
- Ice Beam
Spinner and Fighting counter. Rapid rids of Stealth Rocks and other entry hazards. Psychic helps it beat fighters and poison types as well as STAB, Earth Power for STAB, Ice Beam for anything else.