Hello. I have had very little experience with competitive battling team making. I have been watching many youtube videos for a long time now and would love to get started with some help...moving on
Lead
Archeops with Focus Band
Ability: Defeatist
Nature: Jolly
EVs: 4 HP, 252 Attack, 252 Speed
Moves:
Earthquake
Aerial Ace
U-turn
Taunt
I have put a lot of EVs into speed so he will have few pokemon going faster than him but with his 110 base speed, that will be hard to beat. I gave him the taunt to prevent any initial field hazards and u-turn to get out if the opponents lead is something Archeops can't handle. Earthquake to take care of any opposing electrics and aerial ace for a good STAB move.
Special Sweeper
Chandelure with life orb
Ability: Flash Fire
Nature: Modest
Evs: 4 HP, 252 Special Attack, 252 Speed
Moves:
Energy Ball
Flamethrower/Overheat
Shadow Ball
Calm Mind
Chandelure is including for being such a beast of a special attacked. I gave him the energy ball to help him against water, ground, and rock types who give Chandelure trouble. I am not sure if I should give him flamethrower or Overheat so any suggestions for that would be great. I was also not sure about the calm mind but I thought it wouldn't hurt.
Physical Sweeper
Conkeldurr with leftovers
Ability: Guts
Nature: Adament
EVs: 120 HP, 252 Attack, 136 Special Defense
Moves:
Bulk Up
Drain Punch
Mach Punch
Stone Edge
Basically Conkeldurr will just be a Physical nightmare. Bulk ups will be helpful in keeping up his physical side. He will be healing a lot with leftovers and drain punch. Can help in late game sweeping with mach punch. Stone edge against pesky Flying types.
Physical Wall
Ferrothorn with Leftovers
Ability: Iron Barbs
Nature: Relaxed
EVs: 252 HP, 200 Defense, 56 Special Defense
Moves:
Spikes
Leech Seed
Gyro Ball
Explosion
Ferrothorn will set up the spikes. Leech seed to help be annoying and gain more HP. Gyro ball to do a buttload of damage if attacking becomes necessary. And Explosion when HP is low to do massive damage.
Special Wall
Jellicent with leftovers
Abilites: Water Absorb
Nature: Calm
Evs: 252 HP, 56 Defense, 200 Special Defense
Moves:
Recover
Toxic
Substitute
Water Pulse
Jellicent will go side-by-side with Ferrothorn for a broad range of type coverages. He will use the usual recover/toxic stall which is so useful. The sub to take big damage (although not totally sure with this move). Water Pulse for a good STAB move plus confusion as an added bonus/annoyance.
Special Late Game Sweeper
Hydreigon with Choice Scarf
Ability: Levitate
Nature: Timid
EVs:4 HP, 252 Special Attack, 252 Speed
Moves:
Draco Meteor
Fire Blast
Dark Pulse
Surf
Hydreigon used to move fast and hit hard with these strong moves. Not much to say.

Lead
Archeops with Focus Band
Ability: Defeatist
Nature: Jolly
EVs: 4 HP, 252 Attack, 252 Speed
Moves:
Earthquake
Aerial Ace
U-turn
Taunt
I have put a lot of EVs into speed so he will have few pokemon going faster than him but with his 110 base speed, that will be hard to beat. I gave him the taunt to prevent any initial field hazards and u-turn to get out if the opponents lead is something Archeops can't handle. Earthquake to take care of any opposing electrics and aerial ace for a good STAB move.

Special Sweeper
Chandelure with life orb
Ability: Flash Fire
Nature: Modest
Evs: 4 HP, 252 Special Attack, 252 Speed
Moves:
Energy Ball
Flamethrower/Overheat
Shadow Ball
Calm Mind
Chandelure is including for being such a beast of a special attacked. I gave him the energy ball to help him against water, ground, and rock types who give Chandelure trouble. I am not sure if I should give him flamethrower or Overheat so any suggestions for that would be great. I was also not sure about the calm mind but I thought it wouldn't hurt.

Physical Sweeper
Conkeldurr with leftovers
Ability: Guts
Nature: Adament
EVs: 120 HP, 252 Attack, 136 Special Defense
Moves:
Bulk Up
Drain Punch
Mach Punch
Stone Edge
Basically Conkeldurr will just be a Physical nightmare. Bulk ups will be helpful in keeping up his physical side. He will be healing a lot with leftovers and drain punch. Can help in late game sweeping with mach punch. Stone edge against pesky Flying types.

Physical Wall
Ferrothorn with Leftovers
Ability: Iron Barbs
Nature: Relaxed
EVs: 252 HP, 200 Defense, 56 Special Defense
Moves:
Spikes
Leech Seed
Gyro Ball
Explosion
Ferrothorn will set up the spikes. Leech seed to help be annoying and gain more HP. Gyro ball to do a buttload of damage if attacking becomes necessary. And Explosion when HP is low to do massive damage.

Special Wall
Jellicent with leftovers
Abilites: Water Absorb
Nature: Calm
Evs: 252 HP, 56 Defense, 200 Special Defense
Moves:
Recover
Toxic
Substitute
Water Pulse
Jellicent will go side-by-side with Ferrothorn for a broad range of type coverages. He will use the usual recover/toxic stall which is so useful. The sub to take big damage (although not totally sure with this move). Water Pulse for a good STAB move plus confusion as an added bonus/annoyance.

Special Late Game Sweeper
Hydreigon with Choice Scarf
Ability: Levitate
Nature: Timid
EVs:4 HP, 252 Special Attack, 252 Speed
Moves:
Draco Meteor
Fire Blast
Dark Pulse
Surf
Hydreigon used to move fast and hit hard with these strong moves. Not much to say.