
Swampert @ Leftovers
Ability: Torrent
Ev's: 252 HP/ 252 DEF / 4 Att
Nature: Relaxed
Earthquake
Ice Beam
Stealth Rock
Protect
Standard mixpert lead, Protect nets leftovers recovery..predicting explosions and locking Choice users into a certain attack such as grass knot.
Rest of the moves are pretty self-explanatory EQ is stab Ice beam is for dragons / Gliscor / Zapdos. SR is SR and I've already explained protect. Just a solid bulky lead that can spong physical hits later in the game after setting up SR.

Scizor @ Choiceband
Ability: Technician
Ev's: 248 HP / 252 Attack / 8 speed
Nature: Adamant
Bullet Punch
Pursuit
U-Turn
Superpower
Standard CB set for scizor...Its here because of its sheer power its Dragon / Ice resistance and mostly its 4x Grass resistance in order to switch in on grass attacks on my lead swampert and to allow swampert to absorb its fire / attacks. Synergy in other words.
BP is Priority, Pursuit is for Latias, Gengar, Non bulky Rotom, Starmie and the like. U-Turn is stab / Scouting and getting in damage / a better matchup on slower opponents. Superpower is for Blissey, TTar, Snorlax and other steels.

Skarmory @ Shedshell
Ability: Keen Eye
Ev's: 252 HP / 64 Attack / 176 Def / 16 Speed
Nature: Impish
BraveBird
Spikes
SR
Roost
Okay, Flying so EQ immunity for those who try to EQ scizor Synergy once again, Also if something switches in or starts spamming grass attacks @ my swampert from the start and I can't get up SR I switch in to Skarmory to get up my SR easily tanking Grass type moves. The reason for spikes and roost is obvious Roost I use to get rid of my lightning weakness and to recover BraveBird damage if necessary and shedshell in order to escape magnezone.

Tyranitar @ Expert Belt
Ability: Sandstream
Ev's: 252 Attack / 208 Speed / 48 Sp. Attack
Nature: Hasty
Crunch
Flamethrower
Pursuit
Superpower
Standard Baittar, Crunch is Stab and lures in things like Scizor, Breloom, and Skarmory. Pursuit does the same thing and allows it to trap frailer leads like jolteon and latias. Superpower for Opposing TTar, Lucario, Blissey, and empoleon. Flamethrower over fireblast for accuracy because a miss w/ expert belt said can mean game over. 2HKO on Skarm and metagross, OHKO on Scizor, Fortress, and breloom.
Hasty + 208 Speed allows TTar to hit 231 speed outspeeding Adamant Scizor, Adamant Breloom, Bold Rotom-A and Metagross. I'll of course get walled by bulky ground and fighting types that is where Skarm comes in again...Resists fighting and is immune to ground types so it can easily switch in and Spike SR or Roost off damage pending how much it did since the two most common counters to this set are Hippodown & Swampert and both are ineffective against Skarm.

Vaporeon @ leftovers
Ability: Water Absorb
Ev's: 188 HP / 252 Def / 68 Speed
Nature: Bold
Toxic
Wish
Protect
Surf
Standard Wish Support w/ Toxic over Ice Beam since Swampert is already carrying Ice Beam and is a tank himself. Hes here for multiple reasons one is to take Fire hits for Scizor Water hits for Ttar, Fire hits for Skarm & Can come in on things like EQ if necessary and Swamperts dead can also heal TTar and scizor since they have no form of recovery and are often switched in to tank hits for others. Wish Protect & Toxic allow me to stall out most threats if my offense and hazards can't wear them down enough. while Surf is stab..I know one offensive move is very bad but I'll consider switching out toxic later if it becomes more harm than good.
Finally comes the last member of this team and honestly the whole reason I made this team because I had always wanted to use one and never gotten the chance...

Flygon @ Choice Scarf
Ability: Levitate
Ev's: 252 Attack, 252 Speed / 4 HP
Nature: Jolly
Earthquake
Dragon claw
Stone Edge
U-Turn
EQ is Stab D-Claw is Stab / I don't like being locked into Outrage.
Stone Edge over Fire Blast / Punch because I need something to help me deal with Gyarados / Salamence especially after +1 DD since I'm only running one Ice move on Swampert, and No electric move to take care of Gyara and U-turn to scout the opponents team and often times if I predict bringing in flygon will force a switch or need to inflict quick damage and get out in order to weaken some things like Gyara or Sala because I don't have formal counters to them and Stone Edge obviously won't OHKO coming from a Scarf flygon even after SR damage.
Flygon gives me an electric immunity to help with the electric attacks that Vaporeon, and Skarmory draw when swampert is dead. Also gives me another fire resist / ground immunity due to levitate.
So when we go over it it breaks down like this more or less in synergy:
Grass Weakness X3, Fire Weakness X2, Fightning Weakness x1 Water Weakness x1 Ground Weakness x2 Electric Weakness x2 Ice Weakness x1 Dragon x1
Grass Resistance X2 Fire resistance X3 Fighting I have bulky defensive types to tank the hits but no resistance. Water Immunity (Vaporeons Ability) Ground immunity x2 Electric immunity X2 Ice Resist x3-4 Dragon Resist x2
So really it only leaves me with one major weakness and thats fighting as I have no exact resist to it...and I obviously have no spin blocker which is a major problem that I didn't take into account.
So suggestions? I learned everything 4th gen and competitive originally when I came to shoddy because I had no experience with anything passed Emerald Version before coming to shoddy...but I feel this team works out really well against any team that doesn't have a rapid spinner...however if they do they are obvious immediate threats should I take something out for a Rotom form?