This is my first RMT Thread. This is one for my Drought Team, and I'm really just looking for small tidbits of advice to make this better than it already is.
Ninetales
Gender: Female
Item: Leftovers
Ability: Drought
Moves: Protect, Substitute, Toxic, Fire Blast
Nature: Timid
EV Spread: 4 to SpA, 252 to SpD, 252 to Spe
Aside from being the weather inducer of the team, Ninetales is a wall for the team, capable of forcing out Special Sweepers and stalling out most popular walls. Ninetales carries a set that can be used on almost any wall. The added Fire Blast allows Ninetales to fend off a few opponent Pokemon, though not many. It's more used to finish off a weakened Tyranitar or Politoed that switch in to get Sunlight off of the field. Toxic can be used to subdue powerful sweepers such as Dragonite which pose a threat at full health. Finally, Protect and Substitute remain simply to barricade Ninetales' health from damage.
Venusaur
Gender: Male
Item: Black Sludge
Ability: Chlorophyll
Moves: Growth, Giga Drain, Sleep Powder, Hidden Power Fire
Nature: Modest
EV Spread: 4 to HP, 252 to SpA, 252 to Spe
As predicted for most weather teams, Venusaur is the premier Special Sweeper of the team, carrying Growth purely to boost it's Special Attack stat. Giga Drain is just for pure STAB factor on Grass while Hidden Power Fire is to beat down Skarmory and other troublesome Steel types that gets in the way of Venusaur. Sleep Powder puts to sleep pesky sweepers such as Salamence so that he can be switched out for a Pokemon better equip to fight it. Black Sludge is also held by Venusaur for small health recovery and to damage common Trick users such as Rotom
Considered Modifications: Replacing Sleep Powder with Sludge Bomb in order to hit Dragon types for neutral damage.
Aerodactyl
Gender: Male
Item: Focus Sash
Ability: Pressure
Moves: Stone Edge, Earthquake, Taunt, Stealth Rock
Nature: Jolly
EV Spread: 4 to HP, 252 to ATK, 252 to Spe
A former OU lead champion in the DPP Generation, Aerodactyl is a holds an essential role on the team. Since Aerodactyl is no longer predicted, as it was disbanded very early in the Black/White Generation due to Team Preview. Aerodactyl is used to deal with Jellicent, Chansey, Blissey, and defensive forms of weather inducers using Taunt. Carrying the special DPP Edgequake combo, Aerodactyl can hit anything for at the very least, neutral damage. Lastly, Stealth Rock can be used at anytime, no matter if it's to reset it after a Rapid Spin, or to set up it's first layer to disrupt the opponent's forces. Aerodactyl also carries Focus Sash to ensure it's survival against foes such as Politoed and Tyranitar, which would normally OTK Aerodactyl
Forretress
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Gender: Male
Item: Leftovers
Ability: Sturdy
Moves: Earthquake, Rapid Spin, Stealth Rock, Spikes
Nature: Impish
EV Spread: 252 to HP, 4 to ATK, 252 to DEF
Forretress looks like exactly what it's designed for. This bagworm is specifically for Rapid Spinning away entry hazards, setting up it's own, then being switched out to tick off the opponent. Forretress carries Stealth Rocks for it's initial set up, but carries Spikes in order to set up a secondary entry hazard layer in situations where Aerodactyl has already setup Stealth Rock, or where Forretress is able to stay on the field long enough to throw up more entry hazards than just Stealth Rocks. Earthquake is carried to simply inflict damage to physical sweepers that decide to stay in on Forretress.
Considered Modifications: Replacing Earthquake with Volt Switch in order to ensure damage and a switch out, which allows for neutral damage on nearly every physical threat in the OU metagame, and the added advantage of breaking the Multiscale threat from Dream World Dragonite.
Replacing Spikes with Toxic Spikes in order to give another Toxic advantage to the team in case Venusaur's Sleep Powder is replaced. Disadvantage is the lack of usefulness Toxic on both Ninetales and Blissey would have.
Blissey
Gender: Female
Item: Leftovers
Ability: Natural Cure
Moves: Ice Beam, Wish, Protect, Toxic
Nature: Calm
EV Spread: 4 to HP, 252 to DEF, 252 to SpD
Blissey is obviously the wall of the team. She carries Wish to heal the HP of every other member, Protect to try and stall out sweepers such as Tornadus-T and Latios, while Toxic is used to badly poison every dangerous, non Steel type and non Poison type threat. Ice Beam is carried to add additional support to Blissey against Dragon type adversaries, since Ferrothorn is no longer a threat because of Ninetales and Infernape, and Seismic Toss cannot touch Subdisable Gengar, which poses a major threat to Blissey. Leftovers is carried as the item in order to nullify Sandstorm and Hail damage, allowing Blissey to maintain constant health in the two damaging weather conditions.
Considered Modifications: Replacing Ice Beam with another damaging move (yet to be determined) since Blissey can really only wall four of the Dragon type threats in the OU tier, and Skarmory outpaces Blissey in stall matches with the small amounts of damage that Blissey can actually deal with the attack.
Replacing Ice Beam with Heal Bell. Toxic and Spore pose a major threat to the team, and since Toxic cannot heal over time in battle, it causes a major problem in the case where Infernape or Aerodactyl need to stay on the field longer than usual.
Infernape
Gender: Male
Item: Life Orb
Ability: Iron Fist
Moves: Flare Blitz, Thunder Punch, Mach Punch, Stone Edge
Nature: Jolly
EV Spread: 252 to ATK, 4 to SpD, 252 to Spe
Infernape is the physical sweeper of the team, capable of felling a Multiscale Dragonite after it has been subject to entry hazard damage. Infernape carries powerful Fighting type STAB for Mach Punch which is enhanced by Iron Fist and Life Orb. Thunder Punch is used to rid Infernape of threats such as Jellicent and Politoed, while the carried Stone Edge is used to fell Dragon types like Salamence. Lastly, Flare Blitz under sun overpowers most enemies that take neutral damage from it. Life Orb is carried for the power boost and the added benefit of being able to change moves in the heat of battle, an advantage not carried by Choice items.
Considered Modifications: Replacing Stone Edge or Flare Blitz with Fire Punch, in order to obtain the extra Iron Fist STAB, for a more powerful attack.
Replacing Mach Punch for Drain Punch, in order to have a Giga Drain like move on Infernape, and to have more power than Mach Punch.
Weaknesses: The team falls prey to Gengar often, and finds itself with Blissey as it's last line of defense against the ghost. Blissey is able to overpower the Pokemon, but only if it's SubDisable Moveset is not being used. Otherwise the match becomes a stall match which Blissey loses after a long time. Blissey also comes across Skarmory and other Steel types which beat it down easily.
Venusaur falls prey only to Dragon type opponents when Sleep Powder does not work, which happens more often than he'd like.
Any advice is appreciated, though specifically, considered modifications would be helpful to have sorted out. Thank you for all who take this seriously and help me improve my team.
Also, a little rating down at the bottom, which rates my team from 1 to 10 would be helpful, with 10 being superb and 1 being complete garbage.
Last note, please tell me if anything other information is required for aid. I will be happy to post it.
Ninetales

Gender: Female
Item: Leftovers
Ability: Drought
Moves: Protect, Substitute, Toxic, Fire Blast
Nature: Timid
EV Spread: 4 to SpA, 252 to SpD, 252 to Spe
Aside from being the weather inducer of the team, Ninetales is a wall for the team, capable of forcing out Special Sweepers and stalling out most popular walls. Ninetales carries a set that can be used on almost any wall. The added Fire Blast allows Ninetales to fend off a few opponent Pokemon, though not many. It's more used to finish off a weakened Tyranitar or Politoed that switch in to get Sunlight off of the field. Toxic can be used to subdue powerful sweepers such as Dragonite which pose a threat at full health. Finally, Protect and Substitute remain simply to barricade Ninetales' health from damage.
Venusaur

Gender: Male
Item: Black Sludge
Ability: Chlorophyll
Moves: Growth, Giga Drain, Sleep Powder, Hidden Power Fire
Nature: Modest
EV Spread: 4 to HP, 252 to SpA, 252 to Spe
As predicted for most weather teams, Venusaur is the premier Special Sweeper of the team, carrying Growth purely to boost it's Special Attack stat. Giga Drain is just for pure STAB factor on Grass while Hidden Power Fire is to beat down Skarmory and other troublesome Steel types that gets in the way of Venusaur. Sleep Powder puts to sleep pesky sweepers such as Salamence so that he can be switched out for a Pokemon better equip to fight it. Black Sludge is also held by Venusaur for small health recovery and to damage common Trick users such as Rotom
Considered Modifications: Replacing Sleep Powder with Sludge Bomb in order to hit Dragon types for neutral damage.
Aerodactyl

Gender: Male
Item: Focus Sash
Ability: Pressure
Moves: Stone Edge, Earthquake, Taunt, Stealth Rock
Nature: Jolly
EV Spread: 4 to HP, 252 to ATK, 252 to Spe
A former OU lead champion in the DPP Generation, Aerodactyl is a holds an essential role on the team. Since Aerodactyl is no longer predicted, as it was disbanded very early in the Black/White Generation due to Team Preview. Aerodactyl is used to deal with Jellicent, Chansey, Blissey, and defensive forms of weather inducers using Taunt. Carrying the special DPP Edgequake combo, Aerodactyl can hit anything for at the very least, neutral damage. Lastly, Stealth Rock can be used at anytime, no matter if it's to reset it after a Rapid Spin, or to set up it's first layer to disrupt the opponent's forces. Aerodactyl also carries Focus Sash to ensure it's survival against foes such as Politoed and Tyranitar, which would normally OTK Aerodactyl
Forretress
Gender: Male
Item: Leftovers
Ability: Sturdy
Moves: Earthquake, Rapid Spin, Stealth Rock, Spikes
Nature: Impish
EV Spread: 252 to HP, 4 to ATK, 252 to DEF
Forretress looks like exactly what it's designed for. This bagworm is specifically for Rapid Spinning away entry hazards, setting up it's own, then being switched out to tick off the opponent. Forretress carries Stealth Rocks for it's initial set up, but carries Spikes in order to set up a secondary entry hazard layer in situations where Aerodactyl has already setup Stealth Rock, or where Forretress is able to stay on the field long enough to throw up more entry hazards than just Stealth Rocks. Earthquake is carried to simply inflict damage to physical sweepers that decide to stay in on Forretress.
Considered Modifications: Replacing Earthquake with Volt Switch in order to ensure damage and a switch out, which allows for neutral damage on nearly every physical threat in the OU metagame, and the added advantage of breaking the Multiscale threat from Dream World Dragonite.
Replacing Spikes with Toxic Spikes in order to give another Toxic advantage to the team in case Venusaur's Sleep Powder is replaced. Disadvantage is the lack of usefulness Toxic on both Ninetales and Blissey would have.
Blissey

Gender: Female
Item: Leftovers
Ability: Natural Cure
Moves: Ice Beam, Wish, Protect, Toxic
Nature: Calm
EV Spread: 4 to HP, 252 to DEF, 252 to SpD
Blissey is obviously the wall of the team. She carries Wish to heal the HP of every other member, Protect to try and stall out sweepers such as Tornadus-T and Latios, while Toxic is used to badly poison every dangerous, non Steel type and non Poison type threat. Ice Beam is carried to add additional support to Blissey against Dragon type adversaries, since Ferrothorn is no longer a threat because of Ninetales and Infernape, and Seismic Toss cannot touch Subdisable Gengar, which poses a major threat to Blissey. Leftovers is carried as the item in order to nullify Sandstorm and Hail damage, allowing Blissey to maintain constant health in the two damaging weather conditions.
Considered Modifications: Replacing Ice Beam with another damaging move (yet to be determined) since Blissey can really only wall four of the Dragon type threats in the OU tier, and Skarmory outpaces Blissey in stall matches with the small amounts of damage that Blissey can actually deal with the attack.
Replacing Ice Beam with Heal Bell. Toxic and Spore pose a major threat to the team, and since Toxic cannot heal over time in battle, it causes a major problem in the case where Infernape or Aerodactyl need to stay on the field longer than usual.
Infernape

Gender: Male
Item: Life Orb
Ability: Iron Fist
Moves: Flare Blitz, Thunder Punch, Mach Punch, Stone Edge
Nature: Jolly
EV Spread: 252 to ATK, 4 to SpD, 252 to Spe
Infernape is the physical sweeper of the team, capable of felling a Multiscale Dragonite after it has been subject to entry hazard damage. Infernape carries powerful Fighting type STAB for Mach Punch which is enhanced by Iron Fist and Life Orb. Thunder Punch is used to rid Infernape of threats such as Jellicent and Politoed, while the carried Stone Edge is used to fell Dragon types like Salamence. Lastly, Flare Blitz under sun overpowers most enemies that take neutral damage from it. Life Orb is carried for the power boost and the added benefit of being able to change moves in the heat of battle, an advantage not carried by Choice items.
Considered Modifications: Replacing Stone Edge or Flare Blitz with Fire Punch, in order to obtain the extra Iron Fist STAB, for a more powerful attack.
Replacing Mach Punch for Drain Punch, in order to have a Giga Drain like move on Infernape, and to have more power than Mach Punch.
Weaknesses: The team falls prey to Gengar often, and finds itself with Blissey as it's last line of defense against the ghost. Blissey is able to overpower the Pokemon, but only if it's SubDisable Moveset is not being used. Otherwise the match becomes a stall match which Blissey loses after a long time. Blissey also comes across Skarmory and other Steel types which beat it down easily.
Venusaur falls prey only to Dragon type opponents when Sleep Powder does not work, which happens more often than he'd like.
Any advice is appreciated, though specifically, considered modifications would be helpful to have sorted out. Thank you for all who take this seriously and help me improve my team.
Also, a little rating down at the bottom, which rates my team from 1 to 10 would be helpful, with 10 being superb and 1 being complete garbage.
Last note, please tell me if anything other information is required for aid. I will be happy to post it.