This is my current version of my team. I've played a bit and won a few games, but I'm very open to suggestions to a better team.
The main goal of my team is simply to be ready for anything, and adapt accordingly.
(Not that it's a big deal, but I've rearranged the order from my actual shoddy team)
Forretress @ Shed Shell
Ability: Sturdy
EVs: 252 HP/4 Atk/252 Def
Relaxed nature (+Def, -Spd)
- Rapid Spin
- Spikes
- Payback
- Gyro Ball
My Fortress lead. Basically the main goal is to determine if the opponent has a Fire move or Taunt - this usually isn't a hard prediction. If it's likely that it has a Fire move, I switch to Swampert. If it's likely to use Taunt, I'll either attack or switch to Rotom-H. If it doesn't have either I just start setting up Spikes.
This Fortress doesn't have Explosion because I like to bring it back in for Rapid Spin support. Payback is for spin blockers.
Gyro Ball is great against a Taunt lead as Taunt leads are usually fast and this Fortress is as slow as possible (which is pretty slow). Note that Gyro Ball then Rapid Spin destroys Aerodactyl's most common set up attempt.
Swampert @ Leftovers
Ability: Torrent
EVs: 232 HP/102 Atk/176 SDef
Careful nature (+SDef, -SAtk)
- Stealth Rock
- Earthquake
- Ice Beam
- Roar
This Swampert's EV and nature have it more specially defense instead of the more common physical defenses. This is to compliment Fortress' crazy physical defenses. Also note that Specially Defensive allows it to sometimes survive a Grass Knot from Celebi (how often depends on the Celebi).
This is the standard lead set, but not used on a lead. Since Fire attacks are surprisingly common, Swampert will come out on the second turn (usually with only a small scratch from something like flamethrower) a decent amount of times.
Swampert has a similar strategy to Fortress, stay in and set up Stealth Rocks, or switch out if a Grass is predicted.
Rotom-h @ Choice Scarf
Ability: Levitate
EVs: 6 HP/252 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Overheat
- Shadow Ball
- Thunderbolt
- Trick
Scarf Rotom-H. Rotom-H's purpose is generally a quick hitter. Because of it's 3 immunities, it doesn't have to rely on just a KO to get in. I like it because it hits hard and fast without set-up, and it's great for taking out Scizor and Lucario who can both give my team trouble.
Umbreon @ Leftovers
Ability: Synchronize
EVs: 252 HP/154 Def/90 SDef/14 Spd
Careful nature (+SDef, -SAtk)
- Heal Bell
- Wish
- Protect
- Taunt
This is a set I'm honestly surprised I haven't seen anywhere. Umbreon's defenses are both great and with Wish/Protect and the addition of Heal Bell from HgSs, it functions as a great Team Player, as long as you're careful to watch out for it's weaknesses.
Taunt is mostly there as a move that's useful, but I couldn't find another Pokemon to put it on. Now that I think about it, Roar on Swampert does most of what I want to accomplish, so I'm very open to a new move here.
Gliscor (M) @ Yache Berry
Ability: Hyper Cutter
EVs: 252 HP/60 Spd/196 SDef
Jolly nature (+Spd, -SAtk)
- Rock Polish
- Swords Dance
- Taunt
- Baton Pass
Gliscor was just added because of advice from ginganinja. Zapdos used to be here. The major difference is that Gliscor can pass Spd and Atk boosts as opposed to Spd boosts and maybe a substitute.
Gallade @ Expert Belt
Ability: Steadfast
EVs: 120 HP/252 Atk/80 Spd/56 SDef
Adamant nature (+Atk, -SAtk)
- Close Combat
- Night Slash
- Psycho Cut
- Ice Punch
My late game sweeper Gallade. Despite being BL, Gallade has a wonderful Attack and is EVed so that with +2 Spd (from Zapdos), it outruns pretty much everything, including common Scarf users.
The HP & SDef points are to help with a Baton Pass. If Gallade can survive the switch and there are no priority moves on the opponent's side, I've won. However, this amounts to 4 turns of set-up total, which is not easy to get in todays meta-game.
It's also worth noting that I'll bring out Gallade a little earlier to take out a problem that can't be otherwise solved, but I try to avoid it.
I've used Expert Belt over Life Orb here because Gallade already has to survive a switch. This way he can always hit. Also, Gallade's potential type coverage is ridiculous. That being said, if you thing I can increase type coverage (obviously STAB is the counter argument) let me know.
-----------------------------------------------
It's also worth noting that the team has pretty good type synergy. Besides the Fortress to Swampert (Fire Predicted) switch, there's also Umbreon to Rotom-H (Fighting Predicted), Rotom-H/Gallade to Umbreon (Ghost Predicted), Swampert to Fortress (Grass Predicted) and Fortress to Rotom (Ground Predicted - Neutral Coverage)
Anyway, hope this isn't too long. Please, any comments on the team (or the post) would be great.
The main goal of my team is simply to be ready for anything, and adapt accordingly.
(Not that it's a big deal, but I've rearranged the order from my actual shoddy team)

Forretress @ Shed Shell
Ability: Sturdy
EVs: 252 HP/4 Atk/252 Def
Relaxed nature (+Def, -Spd)
- Rapid Spin
- Spikes
- Payback
- Gyro Ball
My Fortress lead. Basically the main goal is to determine if the opponent has a Fire move or Taunt - this usually isn't a hard prediction. If it's likely that it has a Fire move, I switch to Swampert. If it's likely to use Taunt, I'll either attack or switch to Rotom-H. If it doesn't have either I just start setting up Spikes.
This Fortress doesn't have Explosion because I like to bring it back in for Rapid Spin support. Payback is for spin blockers.
Gyro Ball is great against a Taunt lead as Taunt leads are usually fast and this Fortress is as slow as possible (which is pretty slow). Note that Gyro Ball then Rapid Spin destroys Aerodactyl's most common set up attempt.

Swampert @ Leftovers
Ability: Torrent
EVs: 232 HP/102 Atk/176 SDef
Careful nature (+SDef, -SAtk)
- Stealth Rock
- Earthquake
- Ice Beam
- Roar
This Swampert's EV and nature have it more specially defense instead of the more common physical defenses. This is to compliment Fortress' crazy physical defenses. Also note that Specially Defensive allows it to sometimes survive a Grass Knot from Celebi (how often depends on the Celebi).
This is the standard lead set, but not used on a lead. Since Fire attacks are surprisingly common, Swampert will come out on the second turn (usually with only a small scratch from something like flamethrower) a decent amount of times.
Swampert has a similar strategy to Fortress, stay in and set up Stealth Rocks, or switch out if a Grass is predicted.

Rotom-h @ Choice Scarf
Ability: Levitate
EVs: 6 HP/252 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Overheat
- Shadow Ball
- Thunderbolt
- Trick
Scarf Rotom-H. Rotom-H's purpose is generally a quick hitter. Because of it's 3 immunities, it doesn't have to rely on just a KO to get in. I like it because it hits hard and fast without set-up, and it's great for taking out Scizor and Lucario who can both give my team trouble.

Umbreon @ Leftovers
Ability: Synchronize
EVs: 252 HP/154 Def/90 SDef/14 Spd
Careful nature (+SDef, -SAtk)
- Heal Bell
- Wish
- Protect
- Taunt
This is a set I'm honestly surprised I haven't seen anywhere. Umbreon's defenses are both great and with Wish/Protect and the addition of Heal Bell from HgSs, it functions as a great Team Player, as long as you're careful to watch out for it's weaknesses.
Taunt is mostly there as a move that's useful, but I couldn't find another Pokemon to put it on. Now that I think about it, Roar on Swampert does most of what I want to accomplish, so I'm very open to a new move here.

Gliscor (M) @ Yache Berry
Ability: Hyper Cutter
EVs: 252 HP/60 Spd/196 SDef
Jolly nature (+Spd, -SAtk)
- Rock Polish
- Swords Dance
- Taunt
- Baton Pass
Gliscor was just added because of advice from ginganinja. Zapdos used to be here. The major difference is that Gliscor can pass Spd and Atk boosts as opposed to Spd boosts and maybe a substitute.

Gallade @ Expert Belt
Ability: Steadfast
EVs: 120 HP/252 Atk/80 Spd/56 SDef
Adamant nature (+Atk, -SAtk)
- Close Combat
- Night Slash
- Psycho Cut
- Ice Punch
My late game sweeper Gallade. Despite being BL, Gallade has a wonderful Attack and is EVed so that with +2 Spd (from Zapdos), it outruns pretty much everything, including common Scarf users.
The HP & SDef points are to help with a Baton Pass. If Gallade can survive the switch and there are no priority moves on the opponent's side, I've won. However, this amounts to 4 turns of set-up total, which is not easy to get in todays meta-game.
It's also worth noting that I'll bring out Gallade a little earlier to take out a problem that can't be otherwise solved, but I try to avoid it.
I've used Expert Belt over Life Orb here because Gallade already has to survive a switch. This way he can always hit. Also, Gallade's potential type coverage is ridiculous. That being said, if you thing I can increase type coverage (obviously STAB is the counter argument) let me know.
-----------------------------------------------
It's also worth noting that the team has pretty good type synergy. Besides the Fortress to Swampert (Fire Predicted) switch, there's also Umbreon to Rotom-H (Fighting Predicted), Rotom-H/Gallade to Umbreon (Ghost Predicted), Swampert to Fortress (Grass Predicted) and Fortress to Rotom (Ground Predicted - Neutral Coverage)
Anyway, hope this isn't too long. Please, any comments on the team (or the post) would be great.