This is to help anyone who wants there teams rated for help and advice. If you know your evs please post with your team if you don't that's fine to but don't forget moves. Remember this is here to help people not put them down .
example of how to post team:
evs- if you know them
good luck with all of your teams start posting!!
I guess I could post my team. It's probably embarrassing compared to you crazy hunters, but whatever. In addition, I've added the items I typically give them.
This is my team--We're The Robots!
ITEM: Quick Claw
ROLE: A bit of an HM Slave, Gutsman is the go-to physical guy of the team. He can be vulnerable at times, but I feel he makes up for it--each of his moves is a different type, and he can hide from attacks using Dig.
ITEM: Rocky Helmet
ROLE: Toadman is kind of a tank--he takes a hit very well. Because of his Water/Ground type, he has the moves to defeat his own weakness--Electric (except for those BLASTED EMOLGAS) . Basically, when I don't really know who to throw, I throw Toadman.
Dr. Wily (Zekrom)
ROLE: Dr. Wily is here partially to fill up more types. I like Electric-Types a lot00for reasons a bit too long to include in this summary--but more importantly, this is the first Dragon-Type ever incorporated into my team. Ground-Types can destroy him, but that's about it. He replaces Elecman, an Emolga, on my team.
ROLE: Protoman is supposed to be dodgy--and at times, he is. He's well-rounded--with Reversal to counter those pesky Dark-Types--and he's very fast, almost always sealing the first hit in battle. Zen Headbutt can stun; Confusion can, well, confuse. He's basically a souped-up version of that ever-so-annoying trial of catching him.
ITEM: Spell Tag
ROLE: With the only direct Status Effect causer on the team, Pharaohman is your go-to-guy for causing pain in increments. A deadly combination is in store for you if he lasts more than two turns: Will-O-Wisp plus a Hex can be enough to kill even the toughest Pokemon. His only vulnerability is a Dark-Type, but they still can burn them.
ROLE: Magmaman is pretty much an obligatory buy-in to the Fire/Water/Grass cycle. Because of his Fire/Fighting type, his weaknesses tend to accentuate each other. I taught him Assurance--so he'd be able to harm any Psychic-Types tossed his way, but he's still vulnerable to Flying. I'm considering replacing Arm Thrust with Rollout, but what would decrease his value as a Fighting-Type--something that, even though I have Gutsman, I don't want to have to do.
aLL I HAVE IS A LV 100 SHINY TORTERRA LV 100 TRAINED FORM LV 1 TO 100 WHILE HOLDING A MACHO BRACE