I'm not much of a competitive battler, but I thought this looked fun and term was over so I bred up a team. I ended up with a passable record of around 19-11, give or take a loss. Didn't have too many disconnects, and only faced one team clearly just thrown together to get the delibird.
My team was an incredibly stally one, with Meowstic, Regigigas, Gallade, Rotom-H, Jellicent and Mega Charizard Y.
Meowstic ran dual screens, safeguard and fake out. Obviously it didn't kill anything but it was an invaluable team member, and if it went down early then usually I lost. I'd have loved an extra move slot of five, but I don't think I'd have swapped any of its moves out.
Regigigas was my favourite and I built the team around him. Slow Start plus only ivs of only 25 in attack and defense kept it down, but ultimately it was great at sitting their spamming Wide Guard and Thunder Wave for as many turns as possible. Rock Slide was great for para-flinch hax, but Brick Break saw next to no use whatsoever, most exceptions being to fix snatch mishaps. No one else used screens and it didn't have the power to take out Scrafty or Tyrannitar. Slow Start did have some upsides, such as encouraging my team to not give a damn about speed or intimidate, and syncing perfectly with enemy trick room.
Gallade was probably my weakest member. It was far too fragile without screens, and my habit of picking flying weak pokémon as Talonflame counters has got to stop. Quick Guard worked well though: It was very useful at stopping Gale Wings and Prankster, or as a sacrifice to Snatch. I also gave it Heal Pulse, thinking I was being clever, but it didn't help. For one, the move doesn't retarget if the intended recipient faints, despite being able to hit either ally from any position.
Rotom did good as yet another tank, though offensively it was a bit of a let down out of sun, especially if it was forced into Overheating early. Oddly it seemed to attract lots of not very effective moves, several fights had people attack it with grass moves or electric moves, and it took far too many attacks from every Talonflame that saw it to be believed.
Jellicent was fun, though again my team was lacking offensively and Jellicent had trouble in sun. It used Hex to work with my paralyze heavy team or its own burn heavy moveset, which sometimes gave it trouble due to lum berries, safeguards or missing will-o-wisps, but overall felt worth it. Cursed Body was a major asset to the team, consistently triggering at the evilest of times.
Charizard was a veteran from a VGC battle spot competition I entered at the start of XY, transplanted unchanged after I realised my team had no real offensive presence. I was already used to it it surviving non-stab rock slides and hydro pumps with intimidate and sun support, but under dual screens it felt like a tank. Unfortunately, I often kept it in reserve to long and ended up sending it out outnumbered and with screens long gone. Protect was great for summoning every weather setter to the field a turn before I triggered Drought, but my favourite move remains Ancient Power. No one sees it coming ever, and it is almost always a OHKO on fellow Y-Zards or on Talonflame (and one Delibird). I kept getting the stat boosts too, which is always nice and brings about 5 seconds of repetitive animation to let things sink in.
Despite other peoples tales, I saw only one fellow Regigigas user. Gardevoir was common (Trace repeatedly went after Slow Start and on one memorable occasion brought back sun for me), as was Charizard. I saw fewer Meowstic and Talonflame then I was expecting. I met with some fun gimmicks too, such as a team with Delibird, Castform and Seaking that fought admirably, and a Feint Scyther, Transform Smeargle and Mega Gardevoir combo that was clever if completely ineffectual.
I mostly faced japanese players, so I don't think I fought anyone here.