Hello...I'm not an expert at battleing, but I have my attempt at a team. Ou, Doubles (Level 50), Item Clause ;) I'm not the best battler, so please... Bear with me.
At a glance:
Marowak @ Thick Club
Ability: Lightning Rod
Nature:Jolly
EVs:200 Atk/148 Spd/160 HP
- Sword's Dance
- EQ
- Fire Punch
- Stone Edge
Marowak is my Home Dawg, I love him. Marowak has a lot of Synergy with the rest of my Team, and I love using him :D. With Skarm, Gyrados, or Magnezone out with him he can blast away with EQ. He also absorbs lightning attacks for Skarm and Gyrados. For Fliers, he uses Stone Edge. He opens with Skarm, and Fire Punch and stone edge deal with a lot of leads.
Skarmory @ Lagging Tail
Ability:Keen Eye
Nature:Impish/Careful
EVs:252 Hp/192 Def/64 Atk
- Whirlwind
- Brave bird
- Stealth Rock
- Roost
Skarm sets up with Stealth Rock, and then Whirlwinds and Roosts. The Lagging Tail is so it's Roost will come after Marowak's EQs. Brave Bird is for Taunt. He opens with Marowak. Nothing fancy here...
Porygon Z @ ???
Ability:Adaptibility
Nature:Timid
EVs:252 Spd/120 SpA/132 HP
- Nasty Plot
- Tri Attack
- Dark Pulse
- Ice Beam
Porygon Z can OHKO or 2HKO anything after 1 Nasty Plot. Tri Attack is for pretty much everything, Dark pulse is for Ghosts, Ice beam is a filler. I also love using Porygon Z.(though not as much as Marowak) I need info on the item...
Gyrados @ Life Orb
Ability:Intimidate
Nature:Adamant
EVs:220 Spd/220 Atk/112 HP
- Dragon Dance
- Waterfall
- Ice Fang
- Stone Edge
Gyrados is a beast. After one Dragon Dance it can outspeed almost anything. Not really much else I can say. Gyrados pairs upo with Marowak nicely.
Magnezone @ Quick Claw
Ability:Magnet Pull
Nature:Modest
EVs:172 HP/252 SpA/84 Spe
- Magnet Rise
- Substitute
- Thunder Bolt
- HP Grass
Magnezone comes in and traps Steels such as Skarm and Meta. Magnezone will usually use Thunderwave and then whoever is out with it will sweep them to death. Magnet Rise is for Marowak and anyone else's EQ (most notably Metagross). HP grass is for when paired up with marowak.
Dusknoir @ Leftovers
Ability:Pressure
Nature:Impish
EVs:252 HP/172 Def/84 SpD
- Will-O-Wisp
- Pain Split
- Ice Punch
- Thunder Punch
Dusknoir is my Tank. He destroys Blissey with Pain Split and Will-o-wisps everything not named Heracross. He also has a physical BoltBeam. A standard Physical tank, which can also be a special tank.
Credit to Arkies for the images, please help me add fine tuning to my team :D
At a glance:


Marowak @ Thick Club
Ability: Lightning Rod
Nature:Jolly
EVs:200 Atk/148 Spd/160 HP
- Sword's Dance
- EQ
- Fire Punch
- Stone Edge
Marowak is my Home Dawg, I love him. Marowak has a lot of Synergy with the rest of my Team, and I love using him :D. With Skarm, Gyrados, or Magnezone out with him he can blast away with EQ. He also absorbs lightning attacks for Skarm and Gyrados. For Fliers, he uses Stone Edge. He opens with Skarm, and Fire Punch and stone edge deal with a lot of leads.

Skarmory @ Lagging Tail
Ability:Keen Eye
Nature:Impish/Careful
EVs:252 Hp/192 Def/64 Atk
- Whirlwind
- Brave bird
- Stealth Rock
- Roost
Skarm sets up with Stealth Rock, and then Whirlwinds and Roosts. The Lagging Tail is so it's Roost will come after Marowak's EQs. Brave Bird is for Taunt. He opens with Marowak. Nothing fancy here...

Porygon Z @ ???
Ability:Adaptibility
Nature:Timid
EVs:252 Spd/120 SpA/132 HP
- Nasty Plot
- Tri Attack
- Dark Pulse
- Ice Beam
Porygon Z can OHKO or 2HKO anything after 1 Nasty Plot. Tri Attack is for pretty much everything, Dark pulse is for Ghosts, Ice beam is a filler. I also love using Porygon Z.(though not as much as Marowak) I need info on the item...

Gyrados @ Life Orb
Ability:Intimidate
Nature:Adamant
EVs:220 Spd/220 Atk/112 HP
- Dragon Dance
- Waterfall
- Ice Fang
- Stone Edge
Gyrados is a beast. After one Dragon Dance it can outspeed almost anything. Not really much else I can say. Gyrados pairs upo with Marowak nicely.

Magnezone @ Quick Claw
Ability:Magnet Pull
Nature:Modest
EVs:172 HP/252 SpA/84 Spe
- Magnet Rise
- Substitute
- Thunder Bolt
- HP Grass
Magnezone comes in and traps Steels such as Skarm and Meta. Magnezone will usually use Thunderwave and then whoever is out with it will sweep them to death. Magnet Rise is for Marowak and anyone else's EQ (most notably Metagross). HP grass is for when paired up with marowak.

Dusknoir @ Leftovers
Ability:Pressure
Nature:Impish
EVs:252 HP/172 Def/84 SpD
- Will-O-Wisp
- Pain Split
- Ice Punch
- Thunder Punch
Dusknoir is my Tank. He destroys Blissey with Pain Split and Will-o-wisps everything not named Heracross. He also has a physical BoltBeam. A standard Physical tank, which can also be a special tank.
Credit to Arkies for the images, please help me add fine tuning to my team :D