Intro: ...and by the title I mean this is the team I have all set up on Shoddy and I'm too lazy to change. I win a lot with this team, but that doesn't mean I don't give out my fair share of "gg =(". You may have seen a previous itaration of it on here before, but I've improved it a little and am still looking for feedback...
You don't have to make a complicated post or anything, but identifiying weaknesses you see is a must. ;p This IS an Item Clause team, by the way.
I'll talk about my lead first and then list the members of the team in the order of importance (how much I use them per battle, approximately):
[Team Bug Bros.]
Scizor @ Choice Band
Adamant - Technician
252 HP/252 Atk/6 Def <-- Standard bulky-type
-Bullet Punch - Bullet punch. Standard on all Scizors these days. Gives him priority and STAB. Good against lead Ninjask, who stay in and die in 2 hits about 90% of the time. Will NOT KO lead Azelf. I must switch out fearing a Fire Blast. Speaking of Fire Blast, another problem with this lead is lead Salamences, which I see a ton of on Shoddy. I usually switch in Swampert to Ice Beam them and die. =\
-U-Turn - STAB and scouting. I use this one against Metagross and usually Tyranitar leads (pass to Heracross). KOs Celebi, who might stay in expecting Pursuit.
-Pursuit - I use this on lead Gengars and Alakazam. I usually bullet punch Gengars late game when they try to stay in, though (which KOs most Gengar with a bit of SR damage). Try typing "Objection!" to your opponent as they try to switch out. xP
-Superpower - Basically, for predicting switch ins. Also OHKOs Dugtrio revenge killers (even after it's been used once.) It's a pretty rediculous move on this guy. I think I remember someone saying that it had more power than Brick Break even after the first use.
Overall, I try to preserve this guy till late game. I rely on my other team members to save his butt. Fears Heatran and random Fire Hidden Powers (mostly from Celebi). Also, Rotom-H is a pain because I can't simply switch in and trap (overheat). A fun pokemon to use though, and I look forward to implementing the same strategy in Platinum.
Heracross @ Choice Scarf
Adamant - Guts
252 Atk/252 Spe/6 HP <-- Standard
-Megahorn - STAB for great justice. It's fast and strong, and I've half swept with this move alone, once resistances are down. If he's poisoned or T-spikes are down, he's automatically my end game, go-to guy.
-Close Combat - More coverage. You might question the need for both both Scizor and Hera having a strong fighting move, but it's been working wonders for me so far. Scizor U-turns, for example, and if they don't switch, I can switch in Hera for more of the same.
-Stone Edge - Coverage against weakened Zapdos, Gyra, etc. Usually takes out the former from about 60%, if I'm not mistaken.
-Sleep Talk - Turns him into an all around status absorption device. People say it's bad because you have to switch after you use it once. That doesn't stop it from OHKOing the typical Spore-breloom.
Hera is my favorite poke. I've used every set I can think of. This one rocks the hardest. Period.
Swampert @ Lum Berry
Relaxed - Torrent
240 HP/216 Def/52 Sp.Atk. <-- Standard, reaches 401 HP max
-Ice Beam - Mixed Swampert's special move of choice. Hit's Zapdos the first turn and EQs the second turn. My priority answer to the Gliscor Threat. *shakes fist at Gliscor*
-Earthquake - STAB coverage. It's power isn't that great but it has to do something to Heatran.
-Stealth Rock - A move that seems to have come under increased controversy as of late. I, for one, am against the ban. Weakens flying types to the attacks of my two priority users.
-Roar - This is what all the Swampert I had used before was missing. People switch in expecting one or the other, SR or Roar. Zapdos behind a sub uses pointless agilities as a SR the oppenent and then roar as it Baton Passes. (Assuming, of course, it's to anything aside from the accursed Mr. Mime.)
My Zapdos counter (again barring Hidden Power Grass, which is rare on Wifi where this team will someday reside). Forms a very resiliant defensive core along with Scizor and Wish support. Swampert does not need a water attack, in most part due to my next member:
Vaporeon @ Leftovers
Bold - Water Absorb
188 HP/252 Def/70 Sp. Atk. <-- Standard
-Surf - STAB, mostly for use against Infernape leads and things already much weakened by Toxic. Not much to say, other than I use it over Hyrdo Pump for accuracy...
-Toxic - This destroys things like Suicune (without Rest). I've stalled countless things using this potent weapon.
-Wish - The initial reason (side from being a good Infernape counter) for it's place on this team. Heals my defensive "combo" of Scizor, Swampert, and Rotom. It's bulk is incredible. This is my primary switch in to those all too common Azelf leads, as it can actually take an explosion from full HP (or, if I predict correctly, take a Psychic and then Protect the Explosion.)
-Protect - Ties everything together. Enables Vaporeon to heal itself.
Like I said, my primary Infernape counter. Used to use Starmie in this place, but the Wish support is invaluable.
Togekiss @ Life Orb
Naughty - Hustle
154 HP/252 Atk/104 Spe <-- Reaches 327 attack after Hustle boost
-Extreme Speed - Yes, this team also has dual priority moves. Makes up for the lack of Quick Attack, which used to be Scizor's territory. This is a devistating move able to OHKO many late game threats and break walls (it's primary purpose). Assuming it doesn't miss, allows me to "mess up" once in letting something set up on me... sacrificing this and then Bullet Punch with Scizor for the KO. Not a strategy I WANT to emplore, but... whatever. Doesn't really work on Luke, for example, who I have a problem with.
-Roost - Heals up LO and SR damage. Suprisingly bulky, and can take Ice Beams from some big threats using this move.
-Flamethrower - Mostly coverage, from things like Lucario. (And anything else Extreme Speed doesn't hit well)
-Shadow Ball - Shadow ball hits things that Extreme Speed, again, cannot. Stuff like Dusknoir, for example...
This guy is here mostly for type coverage. I also liked the idea of having a second priority user, to "save" myself from a late game sweep. By far one of the best Togekiss sets. (>Flinchkiss, IMO, at the very least for the surprise factor.)
Rotom-C @ Light Clay
Calm - Levitate
252 HP/200 Sp.def/58 Def <-- Not standard (I made em' up)
-Leaf Storm - A fairly powerful attack, or at least one that can OHKO Swampert. To be used only as a last resort, however, due to the special attack drop.
-Will o Wisp - The classic WilloWisp/Light screen combo. Burns the physical attackers coming in to Pursuit me (Scizor, Tyranitar, etc.) and ...
-Light Screen - ...establishes light screen against those switching out.
-Discharge - The final piece of the puzzle, used to Paralyse fast switch-ins to what the opponent believes to be a physical defensive pokemon, Scarftran for example.
This guy has actually been on this team since the introduction of the new Rotom forms, but seems to have lost it's usefulness since the indroduction of Togekiss. Replacements for this are welcome.
Well, that's that. I'm not going to bother writing a "threat list" like I normally would, as I ended up talking about most of my problem pokes in the move discriptions (lol). I am sure the foundations of this team are solid, but I seem to have hit an akward note as of late. Any help would be most appriciated to get me out of being stuck...
Post away. ;P
You don't have to make a complicated post or anything, but identifiying weaknesses you see is a must. ;p This IS an Item Clause team, by the way.
I'll talk about my lead first and then list the members of the team in the order of importance (how much I use them per battle, approximately):
[Team Bug Bros.]

Scizor @ Choice Band
Adamant - Technician
252 HP/252 Atk/6 Def <-- Standard bulky-type
-Bullet Punch - Bullet punch. Standard on all Scizors these days. Gives him priority and STAB. Good against lead Ninjask, who stay in and die in 2 hits about 90% of the time. Will NOT KO lead Azelf. I must switch out fearing a Fire Blast. Speaking of Fire Blast, another problem with this lead is lead Salamences, which I see a ton of on Shoddy. I usually switch in Swampert to Ice Beam them and die. =\
-U-Turn - STAB and scouting. I use this one against Metagross and usually Tyranitar leads (pass to Heracross). KOs Celebi, who might stay in expecting Pursuit.
-Pursuit - I use this on lead Gengars and Alakazam. I usually bullet punch Gengars late game when they try to stay in, though (which KOs most Gengar with a bit of SR damage). Try typing "Objection!" to your opponent as they try to switch out. xP
-Superpower - Basically, for predicting switch ins. Also OHKOs Dugtrio revenge killers (even after it's been used once.) It's a pretty rediculous move on this guy. I think I remember someone saying that it had more power than Brick Break even after the first use.
Overall, I try to preserve this guy till late game. I rely on my other team members to save his butt. Fears Heatran and random Fire Hidden Powers (mostly from Celebi). Also, Rotom-H is a pain because I can't simply switch in and trap (overheat). A fun pokemon to use though, and I look forward to implementing the same strategy in Platinum.

Heracross @ Choice Scarf
Adamant - Guts
252 Atk/252 Spe/6 HP <-- Standard
-Megahorn - STAB for great justice. It's fast and strong, and I've half swept with this move alone, once resistances are down. If he's poisoned or T-spikes are down, he's automatically my end game, go-to guy.
-Close Combat - More coverage. You might question the need for both both Scizor and Hera having a strong fighting move, but it's been working wonders for me so far. Scizor U-turns, for example, and if they don't switch, I can switch in Hera for more of the same.
-Stone Edge - Coverage against weakened Zapdos, Gyra, etc. Usually takes out the former from about 60%, if I'm not mistaken.
-Sleep Talk - Turns him into an all around status absorption device. People say it's bad because you have to switch after you use it once. That doesn't stop it from OHKOing the typical Spore-breloom.
Hera is my favorite poke. I've used every set I can think of. This one rocks the hardest. Period.

Swampert @ Lum Berry
Relaxed - Torrent
240 HP/216 Def/52 Sp.Atk. <-- Standard, reaches 401 HP max
-Ice Beam - Mixed Swampert's special move of choice. Hit's Zapdos the first turn and EQs the second turn. My priority answer to the Gliscor Threat. *shakes fist at Gliscor*
-Earthquake - STAB coverage. It's power isn't that great but it has to do something to Heatran.
-Stealth Rock - A move that seems to have come under increased controversy as of late. I, for one, am against the ban. Weakens flying types to the attacks of my two priority users.
-Roar - This is what all the Swampert I had used before was missing. People switch in expecting one or the other, SR or Roar. Zapdos behind a sub uses pointless agilities as a SR the oppenent and then roar as it Baton Passes. (Assuming, of course, it's to anything aside from the accursed Mr. Mime.)
My Zapdos counter (again barring Hidden Power Grass, which is rare on Wifi where this team will someday reside). Forms a very resiliant defensive core along with Scizor and Wish support. Swampert does not need a water attack, in most part due to my next member:

Vaporeon @ Leftovers
Bold - Water Absorb
188 HP/252 Def/70 Sp. Atk. <-- Standard
-Surf - STAB, mostly for use against Infernape leads and things already much weakened by Toxic. Not much to say, other than I use it over Hyrdo Pump for accuracy...
-Toxic - This destroys things like Suicune (without Rest). I've stalled countless things using this potent weapon.
-Wish - The initial reason (side from being a good Infernape counter) for it's place on this team. Heals my defensive "combo" of Scizor, Swampert, and Rotom. It's bulk is incredible. This is my primary switch in to those all too common Azelf leads, as it can actually take an explosion from full HP (or, if I predict correctly, take a Psychic and then Protect the Explosion.)
-Protect - Ties everything together. Enables Vaporeon to heal itself.
Like I said, my primary Infernape counter. Used to use Starmie in this place, but the Wish support is invaluable.

Togekiss @ Life Orb
Naughty - Hustle
154 HP/252 Atk/104 Spe <-- Reaches 327 attack after Hustle boost
-Extreme Speed - Yes, this team also has dual priority moves. Makes up for the lack of Quick Attack, which used to be Scizor's territory. This is a devistating move able to OHKO many late game threats and break walls (it's primary purpose). Assuming it doesn't miss, allows me to "mess up" once in letting something set up on me... sacrificing this and then Bullet Punch with Scizor for the KO. Not a strategy I WANT to emplore, but... whatever. Doesn't really work on Luke, for example, who I have a problem with.
-Roost - Heals up LO and SR damage. Suprisingly bulky, and can take Ice Beams from some big threats using this move.
-Flamethrower - Mostly coverage, from things like Lucario. (And anything else Extreme Speed doesn't hit well)
-Shadow Ball - Shadow ball hits things that Extreme Speed, again, cannot. Stuff like Dusknoir, for example...
This guy is here mostly for type coverage. I also liked the idea of having a second priority user, to "save" myself from a late game sweep. By far one of the best Togekiss sets. (>Flinchkiss, IMO, at the very least for the surprise factor.)

Rotom-C @ Light Clay
Calm - Levitate
252 HP/200 Sp.def/58 Def <-- Not standard (I made em' up)
-Leaf Storm - A fairly powerful attack, or at least one that can OHKO Swampert. To be used only as a last resort, however, due to the special attack drop.
-Will o Wisp - The classic WilloWisp/Light screen combo. Burns the physical attackers coming in to Pursuit me (Scizor, Tyranitar, etc.) and ...
-Light Screen - ...establishes light screen against those switching out.
-Discharge - The final piece of the puzzle, used to Paralyse fast switch-ins to what the opponent believes to be a physical defensive pokemon, Scarftran for example.
This guy has actually been on this team since the introduction of the new Rotom forms, but seems to have lost it's usefulness since the indroduction of Togekiss. Replacements for this are welcome.
Well, that's that. I'm not going to bother writing a "threat list" like I normally would, as I ended up talking about most of my problem pokes in the move discriptions (lol). I am sure the foundations of this team are solid, but I seem to have hit an akward note as of late. Any help would be most appriciated to get me out of being stuck...
Post away. ;P