So I went with a basic hyper offensive team based on this frameworks thread.
Deoxys-D and Garchomp were taken from here.
Deoxys-D @ Red Card
Ability: Pressure
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature (+Spe, -Atk)
IVs: 0 Atk
-Taunt
-Stealth Rock
-Thunder Wave
-Spikes
Deoxys-D: The lead. Sets up entry hazards, cripples offense with Thunder Wave, and Taunt to stop opposing entry hazard setters. Red Card to kick back offensive threats and high defenses to endure them. Negative nature and 0 IVs in Attack in case he gets confused.
Conkeldurr @ Flame Orb
Ability: Guts
EVs: 252 HP / 252 Atk / 4 Def
Adament Nature (+Atk, -SpA)
IVs: 0 SpA / 0 Spe
-Drain Punch
-Poison Jab
-Mach Punch
-Payback
Conkeldurr: Physical wall breaker. Guts and Flame Orb is a good combination; he can't be afflicted with a status from the opponent due to Flame Orb, the burn wouldn't reduce damage due to Guts AND he gets a boost instead. Drain Punch recovers the burn damage from Flame Orb. 0 IVs in Speed to insure that I get Payback if I needed it.
Greninja @ Life Orb
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature (+Spe, -Def)
-U-Turn
-Hydro Pump
-Dark Pulse
-Ice Beam
Greninja: The Special wall breaker. Pretty standard set, I guess.
Forretress @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature (+Def, -Spe)
IVs: 0 Spe
-Gyro Ball
-Volt Switch
-Stealth Rock
-Rapid Spin
Forretress: Utility/Spinblocker. Negative Nature, 0 EV and 0 IVs for Speed to get the most out of his STAB move, Gyro Ball. Volt Switch to return back while dealing some damage after setting up Stealth Rock and/or removing the opponent's hazards.
Charizard @ Charizardite Y
Ability: Blaze (Drought)
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature (+SpA, -Atk)
IVs: 0 Atk
-Solar Beam
-Fire Blast
-Focus Blast
-Dragon Pulse
Charizard Y: The Sweeper. Cleans up after his team mates. 0 IVs in Atk in case he ever gets confused. Solar Beam (naturally) to benefit from Drought. Fire Blast gets a boost from the sunny weather. Dragon Pulse to take down Dragons who resist the previous two moves. Focus Blast for more type coverage.
Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature (+Atk, -SpA)
IVs: 0 SpA
-Earthquake
-Outrage
-Stone Edge
-Dragon Claw
Garchomp: The Scarfer. Outspeeds lots of stuff. Choice Scarf limits me to one move, so I might as well take advantage of it by adding Outrage, which also limits me to itself. Dragon Claw in case I wanted a Dragon move spammed and didn't want to get confused.
This is my first time making a team, so I have no idea how good this team may (or may not) be. Team synergy is a new concept to me, as I've been only playing Street Fighter competitively.
I didn't check the type weaknesses of the team, yet.
While typing this, I noticed that this team has one Pokemon of each gen. Hah.
Deoxys-D and Garchomp were taken from here.

Deoxys-D @ Red Card
Ability: Pressure
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature (+Spe, -Atk)
IVs: 0 Atk
-Taunt
-Stealth Rock
-Thunder Wave
-Spikes
Deoxys-D: The lead. Sets up entry hazards, cripples offense with Thunder Wave, and Taunt to stop opposing entry hazard setters. Red Card to kick back offensive threats and high defenses to endure them. Negative nature and 0 IVs in Attack in case he gets confused.

Conkeldurr @ Flame Orb
Ability: Guts
EVs: 252 HP / 252 Atk / 4 Def
Adament Nature (+Atk, -SpA)
IVs: 0 SpA / 0 Spe
-Drain Punch
-Poison Jab
-Mach Punch
-Payback
Conkeldurr: Physical wall breaker. Guts and Flame Orb is a good combination; he can't be afflicted with a status from the opponent due to Flame Orb, the burn wouldn't reduce damage due to Guts AND he gets a boost instead. Drain Punch recovers the burn damage from Flame Orb. 0 IVs in Speed to insure that I get Payback if I needed it.

Greninja @ Life Orb
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature (+Spe, -Def)
-U-Turn
-Hydro Pump
-Dark Pulse
-Ice Beam
Greninja: The Special wall breaker. Pretty standard set, I guess.

Forretress @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature (+Def, -Spe)
IVs: 0 Spe
-Gyro Ball
-Volt Switch
-Stealth Rock
-Rapid Spin
Forretress: Utility/Spinblocker. Negative Nature, 0 EV and 0 IVs for Speed to get the most out of his STAB move, Gyro Ball. Volt Switch to return back while dealing some damage after setting up Stealth Rock and/or removing the opponent's hazards.


Charizard @ Charizardite Y
Ability: Blaze (Drought)
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature (+SpA, -Atk)
IVs: 0 Atk
-Solar Beam
-Fire Blast
-Focus Blast
-Dragon Pulse
Charizard Y: The Sweeper. Cleans up after his team mates. 0 IVs in Atk in case he ever gets confused. Solar Beam (naturally) to benefit from Drought. Fire Blast gets a boost from the sunny weather. Dragon Pulse to take down Dragons who resist the previous two moves. Focus Blast for more type coverage.

Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature (+Atk, -SpA)
IVs: 0 SpA
-Earthquake
-Outrage
-Stone Edge
-Dragon Claw
Garchomp: The Scarfer. Outspeeds lots of stuff. Choice Scarf limits me to one move, so I might as well take advantage of it by adding Outrage, which also limits me to itself. Dragon Claw in case I wanted a Dragon move spammed and didn't want to get confused.
This is my first time making a team, so I have no idea how good this team may (or may not) be. Team synergy is a new concept to me, as I've been only playing Street Fighter competitively.
I didn't check the type weaknesses of the team, yet.
While typing this, I noticed that this team has one Pokemon of each gen. Hah.