Like the title says, this is my first team, and it's for UnderUsed
Changes will be in Red.
I'm sorry I couldn't get those cool moving sprites :(, didn't know where to find them/how to add them.
And here's the team:
Ambipom @ Life Orb
Technician
Jolly
4 HP / 252 Attk / 252 Spe
Fake Out
Return
U-Turn
Taunt
Ambipom is by far my favourite lead. The momentum is provides with U-Turn and Fake Out are extremely useful. Fake Out is pretty much a given, taking a chunk of out anything that doesn't resist it. From there, I can either Taunt if they carry Stealth Rock, or U-Turn to a reliable counter (If, for example, they switch in a Ghost type on the Fake Out). Return is now run over Payback, as it's more reliable, and can revenge kill many frail pokes.
Technician boosts Fake Out (Not sure if it boosts Payback). Jolly for maximum speed, and Silk Scarf is to boost Fake Out. I'm thinking about Life Orb though, but I'm not sure. Life Orb has replaced Silk Scarf, as it provides better damage with U-Turn and Payback, and Ambipom is frail anyway.
EVs are simple: Max attack for harder hits, and max Speed for... Max speed. Rest goes into HP.
Drapion @ Life Orb
Sniper
Adamant
252 Attk / 4 Def / 252 Spe
Pursuit
Ice Fang
Earthquake
Crunch
Drapion has great syngergy with Ambipom, who attracts ghosts looking to absorb his Fake Outs. He's also a great Psychic counter, threatening them with both Pursuit, should they switch out, or Payback if they stay in. Earthquake is to hit Steel types (Registeel, Steelix) and Aqua Tail hits ground types hard. Crunch has replaced Payback, as it's more reliable. Aqua Tail has been replaced with Ice Fang to hit Grass, Flying and Dragon types, since Milotic can threaten most Ground types that I'd be hitting with Aqua Tail.
Sniper and Battle Armor are both equally "useful", but since I'm running a pretty agressive set, I figure 3x Crits are more useful. Adamant nature is so my attacks hit hard, and Life Orb further increases how hard I hit.
Max Attk EVs for hard hits (I'm pretty much aiming for an OHKO on the Ghosts that Ambipom draws in). Since Drapion is going to be taking on mostly Special Attacks, and already has naturally high Defense, Special Defense is maxed. I don't put any EVs in Speed so I can use Payback (Which hits harder than Crunch on the switch). Special Defense EVs have been shifted into Speed.
Leafeon @ Life Orb
Leaf Guard
Jolly
252 Attk / 4 Def / 252 Spe
Leaf Blade
Swords Dance
Synthesis
Double-Edge
Originally, I had Sceptile, but after finding out I had a DD Feraligatr weakness, I opted for Leafeon, hoping to remedy this. Leafeon works just as well for me (so far), in addition to being bulkier. Leafeon has no problem coming in on Earthquakes, thanks to its resistance to Ground, and high Defense, and can immediately threaten them with Return or Leaf Blade (Which have good neutral coverage). If Leafeon gets in a Swords Dance, then watch out, as its Attack goes up extremely high, and in turn, Leafeon can deal some major damage to any pokemon. Synthesis is to recover Life Orb damage, but I've also been considering Quick Attack, since Leafeon ties in Speed with Sharpedo, Drapion, Jynx and Primeape. Return has been replaced by Double-Edge to nab that guarantee OHKO on Moltres after a SD.
Leaf Guard does nothing, since I'm not using Sunny Day. I run Jolly over Adamant so I'm not outsped by Sharpedo, Drapion, Jynx and Primeape.
Max Attack is so, in combination with Life Orb and Swords Dance, Leafeon hits like a ton of bricks.
Max Speed is so it ties with the afformentioned pokemon at worst, and the rest is thrown into Defence.
Milotic @ Leftovers
Marvel Scale
Bold
252 HP / 192 Def / 56 SpDef / 8 Spe
Rest
Sleep Talk
Surf
Ice Beam
Milotic is my main status absorber, and usually lasts the whole match. Rest and Marvel Scale go together perfectly, and with Sleep Talk, Milotic is still able to attack (albeit at random, but hey...). Surf is to threaten Fire and Ground pokes, and Ice Beam is for Flying and Grass pokes. Ice Beam is run over HP Grass because, although it would allow me to hit bulky Waters and Water/Rock pokemon like Omastar and Kabutops, I have Leafeon and Magneton to check them. Someone told me Surf/Ice Beam/HP Grass/Recover would be better, but I'm not sure.
Bold nature is a given, boosting Milotic's average Defense.
Max HP for maximum bulkiness, 56 Special Defense prevents Moltress from 3HKOing with HP Grass, and the rest goes into Defense, which Milotic needs. 8 Speed is to outspeed Adamant Max Speed Aggron.
Magneton @ Leftovers
Magnet Pull
Modest
108 HP / 148 Spe / 252 SpAtk
Thunderbolt
Magnet Rise
Substitute
Hidden Power [Fire]
Magneton was put on this team to aid Sceptile, as it is a very solid counter to Swellow, but it also works well with Leafeon, trapping and killing Steel types that attempt to wall her. Thunderbolt is a reliable STAB move to dispatch Registeel, and HP Fire is for Steelix. Magnet Rise is to eliminate that pesky 4x weakness to Ground, and Substitute is to avoid getting statused. Magneton always hits hard, with both its attack moves coming off a respectable 120 base Special Attack stat. That, combined with the many resistances it carries, and its ability to trap and kill steels makes Magneton great for my team.
Modest nature is to further boost Magneton's Special Attack stat, and Leftovers is for higher survivability.
148 Speed EVs give Magneton a Speed stat of 212, which allows it to outspeed Max Speed Adamant Torterra (Normally used by RP Torterra variant). Magneton can then Magnet Rise before Torterra can EQ, and since he resists most other Torterra attacks, he'll be fine. Max 252 Special Attack makes use of Magneton's great Special Attack stat, and the rest is put into HP to increase bulkiness.
Magneton has been replaced with Dugtrio.
Dugtrio @ Life Orb
252 Atk / 252 Spe / 4 HP
Arena Trap
Jolly
Earthquake
Stone Edge
Sucker Punch
Beat Up/Substitute
Magneton was not very reliable at taking out Registeel or Steelix as most Registeel carry Seismic Toss which easily broke my Sub, while Hidden Power doesn't do enough to Steelix who can just Roar me out. I replaced it with a Dugtrio, who more effectively traps and KOs the aforementioned Steel types, and gets plenty of oppurtunities to switch in on Thunder Waves aimed at my sweepers or while they set up Stealth Rock.
I play tested this set and it worked wonders; much better than Magneton. But could someone explain the usefulness of Beat Up to me? Substitute seems better, but I don't know.
Claydol @ Leftovers
Levitate
Bold
252 HP / 144 Def / 112 SpAtk
Earth Power
Stealth Rock
Rapid Spin
Shadow Ball
The standard Claydol set, and it's been very reliable so far. Rapid Spin and Stealth Rock are a given, and Shadow Ball is for the Ghosts that are sure to be switching in. Earth Power is its primary STAB move. Claydol has great synergy with Drapion, who can switchin in on Ghosts looking to block a rapid spin, and is also resistant to Ghost Attacks, and unlike other Dark types, isn't 2x weak to Fighting moves, which many Ghosts commonly carry (Hidden Power [Fighting] and Focus Blast come to mind).
With Levitate, Claydol is immune to Ground, further increasing his immunity with Drapion, since Drapion is weak to Ground. Bold is for more Defense.
HP is maxed for max bulkiness, and the Special Attack EVs boost his SpAtk up to 204, allowing him to still be a good wall (144 Defense EVs), and still hit back.
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I'm open to any, and all changes :)!
Changes will be in Red.
The Team At A Glance:






I'm sorry I couldn't get those cool moving sprites :(, didn't know where to find them/how to add them.
Resistances/Weaknesses Chart:
Looked fine when I copy+pasted it... Didn't work in the real thread. If anyone could tell me how to get that resistances/weaknesses chart from Marriland's website, that'd be great, thanks :).
And here's the team:

Ambipom @ Life Orb
Technician
Jolly
4 HP / 252 Attk / 252 Spe
Fake Out
Return
U-Turn
Taunt
Ambipom is by far my favourite lead. The momentum is provides with U-Turn and Fake Out are extremely useful. Fake Out is pretty much a given, taking a chunk of out anything that doesn't resist it. From there, I can either Taunt if they carry Stealth Rock, or U-Turn to a reliable counter (If, for example, they switch in a Ghost type on the Fake Out). Return is now run over Payback, as it's more reliable, and can revenge kill many frail pokes.
Technician boosts Fake Out (Not sure if it boosts Payback). Jolly for maximum speed, and Silk Scarf is to boost Fake Out. I'm thinking about Life Orb though, but I'm not sure. Life Orb has replaced Silk Scarf, as it provides better damage with U-Turn and Payback, and Ambipom is frail anyway.
EVs are simple: Max attack for harder hits, and max Speed for... Max speed. Rest goes into HP.

Drapion @ Life Orb
Sniper
Adamant
252 Attk / 4 Def / 252 Spe
Pursuit
Ice Fang
Earthquake
Crunch
Drapion has great syngergy with Ambipom, who attracts ghosts looking to absorb his Fake Outs. He's also a great Psychic counter, threatening them with both Pursuit, should they switch out, or Payback if they stay in. Earthquake is to hit Steel types (Registeel, Steelix) and Aqua Tail hits ground types hard. Crunch has replaced Payback, as it's more reliable. Aqua Tail has been replaced with Ice Fang to hit Grass, Flying and Dragon types, since Milotic can threaten most Ground types that I'd be hitting with Aqua Tail.
Sniper and Battle Armor are both equally "useful", but since I'm running a pretty agressive set, I figure 3x Crits are more useful. Adamant nature is so my attacks hit hard, and Life Orb further increases how hard I hit.
Max Attk EVs for hard hits (I'm pretty much aiming for an OHKO on the Ghosts that Ambipom draws in). Since Drapion is going to be taking on mostly Special Attacks, and already has naturally high Defense, Special Defense is maxed. I don't put any EVs in Speed so I can use Payback (Which hits harder than Crunch on the switch). Special Defense EVs have been shifted into Speed.

Leafeon @ Life Orb
Leaf Guard
Jolly
252 Attk / 4 Def / 252 Spe
Leaf Blade
Swords Dance
Synthesis
Double-Edge
Originally, I had Sceptile, but after finding out I had a DD Feraligatr weakness, I opted for Leafeon, hoping to remedy this. Leafeon works just as well for me (so far), in addition to being bulkier. Leafeon has no problem coming in on Earthquakes, thanks to its resistance to Ground, and high Defense, and can immediately threaten them with Return or Leaf Blade (Which have good neutral coverage). If Leafeon gets in a Swords Dance, then watch out, as its Attack goes up extremely high, and in turn, Leafeon can deal some major damage to any pokemon. Synthesis is to recover Life Orb damage, but I've also been considering Quick Attack, since Leafeon ties in Speed with Sharpedo, Drapion, Jynx and Primeape. Return has been replaced by Double-Edge to nab that guarantee OHKO on Moltres after a SD.
Leaf Guard does nothing, since I'm not using Sunny Day. I run Jolly over Adamant so I'm not outsped by Sharpedo, Drapion, Jynx and Primeape.
Max Attack is so, in combination with Life Orb and Swords Dance, Leafeon hits like a ton of bricks.
Max Speed is so it ties with the afformentioned pokemon at worst, and the rest is thrown into Defence.

Milotic @ Leftovers
Marvel Scale
Bold
252 HP / 192 Def / 56 SpDef / 8 Spe
Rest
Sleep Talk
Surf
Ice Beam
Milotic is my main status absorber, and usually lasts the whole match. Rest and Marvel Scale go together perfectly, and with Sleep Talk, Milotic is still able to attack (albeit at random, but hey...). Surf is to threaten Fire and Ground pokes, and Ice Beam is for Flying and Grass pokes. Ice Beam is run over HP Grass because, although it would allow me to hit bulky Waters and Water/Rock pokemon like Omastar and Kabutops, I have Leafeon and Magneton to check them. Someone told me Surf/Ice Beam/HP Grass/Recover would be better, but I'm not sure.
Bold nature is a given, boosting Milotic's average Defense.
Max HP for maximum bulkiness, 56 Special Defense prevents Moltress from 3HKOing with HP Grass, and the rest goes into Defense, which Milotic needs. 8 Speed is to outspeed Adamant Max Speed Aggron.

Magneton @ Leftovers
Magnet Pull
Modest
108 HP / 148 Spe / 252 SpAtk
Thunderbolt
Magnet Rise
Substitute
Hidden Power [Fire]
Magneton was put on this team to aid Sceptile, as it is a very solid counter to Swellow, but it also works well with Leafeon, trapping and killing Steel types that attempt to wall her. Thunderbolt is a reliable STAB move to dispatch Registeel, and HP Fire is for Steelix. Magnet Rise is to eliminate that pesky 4x weakness to Ground, and Substitute is to avoid getting statused. Magneton always hits hard, with both its attack moves coming off a respectable 120 base Special Attack stat. That, combined with the many resistances it carries, and its ability to trap and kill steels makes Magneton great for my team.
Modest nature is to further boost Magneton's Special Attack stat, and Leftovers is for higher survivability.
148 Speed EVs give Magneton a Speed stat of 212, which allows it to outspeed Max Speed Adamant Torterra (Normally used by RP Torterra variant). Magneton can then Magnet Rise before Torterra can EQ, and since he resists most other Torterra attacks, he'll be fine. Max 252 Special Attack makes use of Magneton's great Special Attack stat, and the rest is put into HP to increase bulkiness.
Magneton has been replaced with Dugtrio.
Dugtrio @ Life Orb
252 Atk / 252 Spe / 4 HP
Arena Trap
Jolly
Earthquake
Stone Edge
Sucker Punch
Beat Up/Substitute
Magneton was not very reliable at taking out Registeel or Steelix as most Registeel carry Seismic Toss which easily broke my Sub, while Hidden Power doesn't do enough to Steelix who can just Roar me out. I replaced it with a Dugtrio, who more effectively traps and KOs the aforementioned Steel types, and gets plenty of oppurtunities to switch in on Thunder Waves aimed at my sweepers or while they set up Stealth Rock.
I play tested this set and it worked wonders; much better than Magneton. But could someone explain the usefulness of Beat Up to me? Substitute seems better, but I don't know.

Claydol @ Leftovers
Levitate
Bold
252 HP / 144 Def / 112 SpAtk
Earth Power
Stealth Rock
Rapid Spin
Shadow Ball
The standard Claydol set, and it's been very reliable so far. Rapid Spin and Stealth Rock are a given, and Shadow Ball is for the Ghosts that are sure to be switching in. Earth Power is its primary STAB move. Claydol has great synergy with Drapion, who can switchin in on Ghosts looking to block a rapid spin, and is also resistant to Ghost Attacks, and unlike other Dark types, isn't 2x weak to Fighting moves, which many Ghosts commonly carry (Hidden Power [Fighting] and Focus Blast come to mind).
With Levitate, Claydol is immune to Ground, further increasing his immunity with Drapion, since Drapion is weak to Ground. Bold is for more Defense.
HP is maxed for max bulkiness, and the Special Attack EVs boost his SpAtk up to 204, allowing him to still be a good wall (144 Defense EVs), and still hit back.
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I'm open to any, and all changes :)!