So it has definitely been a long time since I have competitively battled in Pokemon (I stopped during the release of X and Y) and I missed those days quite a bit, so I'm coming back and starting with one of my favorite tiers back in BW, NU! c:
This team was built around Altaria, which happens to be one of my favorite mons ever! I think Altaria is amazing since it has decent stats, amazing typing, and is quite unpredictable because it has a diverse move pool allowing it to potentially run a special, physical, or supportive set. This team overall has done decent so far, winning and losing an equal amount of games.
Team Preview~
So obviously, I started with Altaria.
Afterwards, I realized that I needed some sort of Wallbreaker since Altaria doesn't have the highest Special Attack and it doesn't do well against bulky Steels and Rocks so I chose Sawk.
I decided on Liepard next since it can be annoying towards bulky Pokemon and fast Pokemon to an extent which allows Altaria to outspeed and kill things. Also, it is a nice pivot into either Altaria or Sawk.
Claydol was next because it can be a rock setter and a spinner. Also, it completes the fighting-dark-psychic core.
The last 2 mons were very random tbh, I was not sure what to add so I chose Lanturn for Heal bell support, and Garbodor is only there to counter other mons like Liepard and Audino :>
Overview:
Altaria @ Choice Specs
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Draco Meteor
- Fire Blast
- Dragon Pulse / Moonblast
- Rest
Altaria is my main counter to Sceptile, Vivillon, and other Grass/Bug types that would otherwise wall Claydol, Liepard and Lanturn. Fire Blast is used for coverage against Steel types and the annoying Ferroseed. Moonblast was another move I used during a few games, but I feel like it's unnecessary in some ways (but I haven't used it in a battle yet so idk... thoughts?).
Sawk @ Choice Band
Ability: Sturdy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Knock Off
- Zen Headbutt / Earthquake
- Ice Punch
Sawk was my go to wallbreaker against bulky Rock (mainly) and Steel types that would otherwise wall Altaria such as Steelix, Golem and Rhydon. Zen Headbutt was a move I chose to catch other Fighting types and also Poison types off guard but, Earthquake deals more damage overall so I'm not sure which would be better in this case.
Liepard @ Black Glasses
Ability: Prankster
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- U-turn
- Taunt
- Thunder Wave
Liepard is my offensive/supportive pivot on this team, it also provides momentum as this team was kinda lacking in it. Thunder wave was chosen since Liepard would be able to paralyze faster mons which would allow Altaria and Sawk to outspeed them. Taunt is used against set-up mons like Musharna.
Claydol @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Rapid Spin
- Stealth Rock
- Psychic
- Earth Power
Claydol ultimately is my answer to Poison and Fighting types that Sawk and Liepard don't do well against. Claydol is also my rock setter and spinner which is necessary since most of the team will be switching out quite often.
Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Scald
- Volt Switch
- Heal Bell
- Thunder Wave
Ehh... I chose Lanturn since it has access to Heal Bell and it is also my answer to bulky waters (Mantine) and also it scares physical attackers with potential Scald burns. It is also another pivot since I can switch to Altaria if some grass type were to come in.
Garbodor @ Rocky Helmet
Ability: Aftermath
EVs: 252 HP / 160 Def / 96 Spe
Impish Nature
- Spikes
- Gunk Shot
- Drain Punch
- Haze
Lastly, Garbodor is my fairy and Liepard counter. I chose Haze since I will be able to remove Calm Minds from Mega-Audino and hit it hard with Gunk Shot. Drain Punch is for recovery and Spikes is for more hazards c;. 96 speed allows it to outspeed neutral mons like Cacturne and Exeggutor.
...sorry for my terrible explanations :c
Anyways...
Threats
Psychic Types in-general
Mons like Mesprit and Xatu can attack with U-turn to damage Liepard while being able to live a Knock Off due to Colbur Berry. Also, my team doesn't do well against Psychic types once Liepard is down.
Liepard
Once Garbodor is down, switching into Liepard isn't good for team since I either have to eat a Knock Off or get paralyzed by it.
Samurott
This thing basically wrecks once it gets to +2 and I don't have a reliable switch in.
Probably missing more... But those were the major problems during my test battles.
Thank you for your time! I appreciate any feedback (both positive or negative, don't hold back)! c:
This team was built around Altaria, which happens to be one of my favorite mons ever! I think Altaria is amazing since it has decent stats, amazing typing, and is quite unpredictable because it has a diverse move pool allowing it to potentially run a special, physical, or supportive set. This team overall has done decent so far, winning and losing an equal amount of games.
Team Preview~







So obviously, I started with Altaria.


Afterwards, I realized that I needed some sort of Wallbreaker since Altaria doesn't have the highest Special Attack and it doesn't do well against bulky Steels and Rocks so I chose Sawk.



I decided on Liepard next since it can be annoying towards bulky Pokemon and fast Pokemon to an extent which allows Altaria to outspeed and kill things. Also, it is a nice pivot into either Altaria or Sawk.




Claydol was next because it can be a rock setter and a spinner. Also, it completes the fighting-dark-psychic core.






The last 2 mons were very random tbh, I was not sure what to add so I chose Lanturn for Heal bell support, and Garbodor is only there to counter other mons like Liepard and Audino :>
Overview:

Altaria @ Choice Specs
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Draco Meteor
- Fire Blast
- Dragon Pulse / Moonblast
- Rest
Altaria is my main counter to Sceptile, Vivillon, and other Grass/Bug types that would otherwise wall Claydol, Liepard and Lanturn. Fire Blast is used for coverage against Steel types and the annoying Ferroseed. Moonblast was another move I used during a few games, but I feel like it's unnecessary in some ways (but I haven't used it in a battle yet so idk... thoughts?).

Sawk @ Choice Band
Ability: Sturdy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Knock Off
- Zen Headbutt / Earthquake
- Ice Punch
Sawk was my go to wallbreaker against bulky Rock (mainly) and Steel types that would otherwise wall Altaria such as Steelix, Golem and Rhydon. Zen Headbutt was a move I chose to catch other Fighting types and also Poison types off guard but, Earthquake deals more damage overall so I'm not sure which would be better in this case.

Liepard @ Black Glasses
Ability: Prankster
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- U-turn
- Taunt
- Thunder Wave
Liepard is my offensive/supportive pivot on this team, it also provides momentum as this team was kinda lacking in it. Thunder wave was chosen since Liepard would be able to paralyze faster mons which would allow Altaria and Sawk to outspeed them. Taunt is used against set-up mons like Musharna.

Claydol @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Rapid Spin
- Stealth Rock
- Psychic
- Earth Power
Claydol ultimately is my answer to Poison and Fighting types that Sawk and Liepard don't do well against. Claydol is also my rock setter and spinner which is necessary since most of the team will be switching out quite often.

Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Scald
- Volt Switch
- Heal Bell
- Thunder Wave
Ehh... I chose Lanturn since it has access to Heal Bell and it is also my answer to bulky waters (Mantine) and also it scares physical attackers with potential Scald burns. It is also another pivot since I can switch to Altaria if some grass type were to come in.

Garbodor @ Rocky Helmet
Ability: Aftermath
EVs: 252 HP / 160 Def / 96 Spe
Impish Nature
- Spikes
- Gunk Shot
- Drain Punch
- Haze
Lastly, Garbodor is my fairy and Liepard counter. I chose Haze since I will be able to remove Calm Minds from Mega-Audino and hit it hard with Gunk Shot. Drain Punch is for recovery and Spikes is for more hazards c;. 96 speed allows it to outspeed neutral mons like Cacturne and Exeggutor.
...sorry for my terrible explanations :c
Anyways...
Threats
Psychic Types in-general
Mons like Mesprit and Xatu can attack with U-turn to damage Liepard while being able to live a Knock Off due to Colbur Berry. Also, my team doesn't do well against Psychic types once Liepard is down.
Liepard
Once Garbodor is down, switching into Liepard isn't good for team since I either have to eat a Knock Off or get paralyzed by it.
Samurott
This thing basically wrecks once it gets to +2 and I don't have a reliable switch in.
Probably missing more... But those were the major problems during my test battles.
Altaria @ Choice Specs
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Draco Meteor
- Fire Blast
- Dragon Pulse
- Rest
Sawk @ Choice Band
Ability: Sturdy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Knock Off
- Zen Headbutt
- Ice Punch
Liepard @ Black Glasses
Ability: Prankster
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- U-turn
- Sucker Punch
- Encore
Claydol @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Rapid Spin
- Stealth Rock
- Psychic
- Earth Power
Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Scald
- Volt Switch
- Heal Bell
- Thunder Wave
Garbodor @ Rocky Helmet
Ability: Aftermath
EVs: 252 HP / 160 Def / 96 Spe
Impish Nature
- Spikes
- Gunk Shot
- Drain Punch
- Haze
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Draco Meteor
- Fire Blast
- Dragon Pulse
- Rest
Sawk @ Choice Band
Ability: Sturdy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Knock Off
- Zen Headbutt
- Ice Punch
Liepard @ Black Glasses
Ability: Prankster
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- U-turn
- Sucker Punch
- Encore
Claydol @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Rapid Spin
- Stealth Rock
- Psychic
- Earth Power
Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Scald
- Volt Switch
- Heal Bell
- Thunder Wave
Garbodor @ Rocky Helmet
Ability: Aftermath
EVs: 252 HP / 160 Def / 96 Spe
Impish Nature
- Spikes
- Gunk Shot
- Drain Punch
- Haze
Thank you for your time! I appreciate any feedback (both positive or negative, don't hold back)! c: