Right, I'm fairly new to the Competitive pokemon scene, despite having played every single generation of the cartridge games. My initial thoughts on entering the scene were somewhat ones of annoyance, with a few pokemon seemingly used by everyone on every team. while i must confess to being guilty of this myself in the team I have constructed below, i still prefer not to follow overly spammed trends.
@ Occa Berry
Ability: Clear Body
EVs: 184 HP/242 Atk/84 Spd
Adamant nature (+Atk, -SAtk)
- Bullet Punch
- Stealth Rock
- Earthquake
- Explosion
Lead 'gross is in the team to set up a stealth rock, as well as being solid enough to hit many anti-leads hard. Bullet punch is useful in hitting Aerodactyl, as well as ninjask to prevent/hinder a baton pass. Explosion was initially trick, although the failure of this tactic combined with explosion's ability to take out anything that might particulalry give me trouble (e.g. early switch-in gyarados) was well worth the switch. Not had much trouble with this, but is consistantly outdone by skarmory/forretress in terms of hazard setup.
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@ Leftovers
Ability: Hyper Cutter
EVs: 22 HP/252 Atk/236 Spd
Lonely nature (+Atk, -Def)
- Earthquake
- Taunt
- Toxic
- Roost
'British' Gliscor I have found to be a great asset to my team, as everything else singularly fails to even put a dent in curselax/blissey for long. that being said, I have been searching for something able to do the same job without the 4x ice weakness that already plagues Salamence (see below).
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@ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Fire Punch
- Ice Punch
- Iron Head
- Thunderpunch
Able to reliably revenge-kill a whole bunch of stuff, particularly the Latias/flygon that 'mence fears, this Jirachi has been the saviour of many a match that has gone pear-shaped. The punches + head cover almost everything i come across (except kingdra, blissey & Curselax), and it also makes a reliable choice when i don't know what he's switching in (i.e. after early game metagross suicide). Lack of power seems to be the only minor issue I have come across.
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@ Leftovers
Ability: Sniper
EVs: 6 HP/252 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- Dragon Dance
- Outrage
- Substitute
- Waterfall
Kingdra is potentially my most powerful pokemon, and the one i usually hold in reserve until all my opponent's dragon users have been dispatched. with only one weakness, kingdra can usually be counted on to switch into something waterfall-phobic, DDance on the switch a rain doom down on my opponent. Substitute was included mainly to avoid the nasty status that Blissey keeps dealing out to me while i DDance enough to dent it.
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@ Life Orb
Ability: Intimidate
EVs: 38 Atk/252 Spd/220 SAtk
Naive nature (+Spd, -SDef)
- Draco Meteor
- Earthquake
- Flamethrower
- Thunder Fang
MixMence v2 is the heavy hitter i use either when my opponent has taken a good spread of damage from SR or is using something it, and only it, can take out with its wide coverage. T fang is included over the recommended outrage to deal with evil water-type ice beamers. However, this salamence is constantly being smashed by faster Latias's and Flygons when i can't get the switch in to Jiachi.
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@ Life Orb
Ability: Pressure
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Charge Beam
- Thunderbolt
- Shadow Ball
- Hidden Power [Fighting]
Raikou helps to cover weaknesses, both resisting the electic attacs that try to frazzle Kingdra/mence and having a good special coverage of annoying rotom-A/gengar, Latias and vaporeon. I have been considering swapping charge beam for CM, to get around life Orb damage and to have something to do as the opp swithes into a possible ground immunity.
---
Overall, the team has been extremely successful. however, as i have outlined i consistently had trouble with:

Ability: Clear Body
EVs: 184 HP/242 Atk/84 Spd
Adamant nature (+Atk, -SAtk)
- Bullet Punch
- Stealth Rock
- Earthquake
- Explosion
Lead 'gross is in the team to set up a stealth rock, as well as being solid enough to hit many anti-leads hard. Bullet punch is useful in hitting Aerodactyl, as well as ninjask to prevent/hinder a baton pass. Explosion was initially trick, although the failure of this tactic combined with explosion's ability to take out anything that might particulalry give me trouble (e.g. early switch-in gyarados) was well worth the switch. Not had much trouble with this, but is consistantly outdone by skarmory/forretress in terms of hazard setup.
---

Ability: Hyper Cutter
EVs: 22 HP/252 Atk/236 Spd
Lonely nature (+Atk, -Def)
- Earthquake
- Taunt
- Toxic
- Roost
'British' Gliscor I have found to be a great asset to my team, as everything else singularly fails to even put a dent in curselax/blissey for long. that being said, I have been searching for something able to do the same job without the 4x ice weakness that already plagues Salamence (see below).
---

Ability: Serene Grace
EVs: 252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Fire Punch
- Ice Punch
- Iron Head
- Thunderpunch
Able to reliably revenge-kill a whole bunch of stuff, particularly the Latias/flygon that 'mence fears, this Jirachi has been the saviour of many a match that has gone pear-shaped. The punches + head cover almost everything i come across (except kingdra, blissey & Curselax), and it also makes a reliable choice when i don't know what he's switching in (i.e. after early game metagross suicide). Lack of power seems to be the only minor issue I have come across.
---

Ability: Sniper
EVs: 6 HP/252 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- Dragon Dance
- Outrage
- Substitute
- Waterfall
Kingdra is potentially my most powerful pokemon, and the one i usually hold in reserve until all my opponent's dragon users have been dispatched. with only one weakness, kingdra can usually be counted on to switch into something waterfall-phobic, DDance on the switch a rain doom down on my opponent. Substitute was included mainly to avoid the nasty status that Blissey keeps dealing out to me while i DDance enough to dent it.
---

Ability: Intimidate
EVs: 38 Atk/252 Spd/220 SAtk
Naive nature (+Spd, -SDef)
- Draco Meteor
- Earthquake
- Flamethrower
- Thunder Fang
MixMence v2 is the heavy hitter i use either when my opponent has taken a good spread of damage from SR or is using something it, and only it, can take out with its wide coverage. T fang is included over the recommended outrage to deal with evil water-type ice beamers. However, this salamence is constantly being smashed by faster Latias's and Flygons when i can't get the switch in to Jiachi.
---

Ability: Pressure
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Charge Beam
- Thunderbolt
- Shadow Ball
- Hidden Power [Fighting]
Raikou helps to cover weaknesses, both resisting the electic attacs that try to frazzle Kingdra/mence and having a good special coverage of annoying rotom-A/gengar, Latias and vaporeon. I have been considering swapping charge beam for CM, to get around life Orb damage and to have something to do as the opp swithes into a possible ground immunity.
---
Overall, the team has been extremely successful. however, as i have outlined i consistently had trouble with:
- Entry Hazard abuse teams
- Flygon/Latias vs MixMence
- Machamp, if not killed by Metagross's Explosion
- Infernape, burning/SR'ing through Jirachi, 'Gross, 'Mence and sometimes Gliscor/Raikou
- Replacing Metagross with Cloyster for more ice power vs dragons, rapid spin and entry hazards
- Replacing Metagross with Tentacruel for early water power, spin and toxic spikes
- Replaing 'Mence with Flygon to remove SR weakness and help outspeed other dragons