Hey. I'm not new to competitive battling but I feel my skills as a team builder are...lack luster, to find a more suitable word. Anyway, onto the team!
First off I knew I wanted a Agiligross and Swords Dance Infernape
Next I knew I needed to have something that could take Earthquakes and take on Heatran, and that pokemon was Gyarados.
Now I started to think about some synergy with Gyarados and decided on Jolteon to take on physical walls and also cover Gyarados Electric weakness.
I needed something to deal with Dragons, especially Latias, who could wall Infernape and Metagross to an extent. I decided on a Scarf Tyranitar to fit the bill.
Now I just needed a lead. I was concerned about Gyarados Stealth Rock weakness, as well as nearly the rest of the team being vulnerable to Toxic Spikes. So there were two pokemon for the job, Aerodactyl and Azelf. Since Aerodactyl wasn't my cup of tea, in went Azelf!
However, I noticed several flaws when playing with this team. Although Tyranitar made a great Latias check, it unleashed sandstorm on the field which hurts nearly all my pokemon with the exception of Metagross. The rest of the team had no way of healing, except Jolteon. Since Infernape's sweep was always cut short by Life Orb and Sandstorm, Tyranitar had to go. I also noticed a disturbing Agiligross weakness, in which none of my team could deal with. So to deal with Tyranitar I switched it out for a Scizor and changed Infernape to a ScarfApe to at least check Metagross.
With my team complete I tested it on Shoddy in which it has reasonable success in which no major threats have been found out, however, I noticed that Bulky Waters, especially Swampert, are a problem if my lures are gone. Also, as pointed out by Plus, I had a glaring weakness to Swords Dance Lucario with ScarfTar gone. To solve this, I switched out Jolteon for a Scarf Rotom, which can help to cripple some of my counters. It also gives me a much more reliable check to Gyarados. With Rotom as the scarfer now, and checking Agiligross, Infernape was no longer needed to be a scarf pokemon. Since then, I have switched it back to a Swords Dance Infernape, as it shares the same counters with Metagross, allowing one to open up a sweep for the other. Infernape can also take on many Bulky Waters, or at least, severly cripple them to a point in which Metagross can KO them and sweep.
Now for the in-depth analysis :)
ZE TEAM!!!
Azelf@Focus Sash
Ability: Levitate
Nature:Naive (+Speed,-Spc Def)
Ev's: 4 HP, 252 Attk, 252 Speed
Taunt
Stealth Rock
Fire Blast
Explosion
Azelf is in my opinion, one of the best leads out there. For this team, he gets Stealth Rocks up and (trys to) stop the opponent getting their's up. Taunt is really an underrated move on Azelf and is beneficial for this team, especially for Gyarados, who heavily depends on Azelf to prevent opposing Stealth Rocks being set up. Stealth Rock helps my Metagross, Scizor and Infernape turn some 2HKO's into OHKO's and all around helps to wrack up residual damage when forcing switches. Fire Blast is for Metagross and friends who resist my other attack.Fire Blast also means I can take on many of the common leads in the current metagame. Explosion is simply to try and take something out when Azelf is finished. Azelf usually doesn't last long into the game, but sometimes he is saved for death fodder or simply to (hopefully) guarantee a kill with Explosion or Fire Blast.
The EV's are max speed to tie with other Azelf and Anti-lead Starmie, and Max Attack to add an extra bit of OOMPH into Explosion.
Scizor@Choice Band
Ability: Technician
Nature:Adamant (+Attk,-Spec Attk)
Ev's 248 HP, 252 Attack, 8 Speed
Bullet Punch
U-Turn
Superpower
Pursuit
Scizor is pretty beastly, especially when a Choice Band is slapped on. It's role is usually to check Dragons and cause slow damage to Metagross' counters, since they are usually the same switch ins. Bullet Punch to revenge kill and give me SOME priority on this team. U-Turn helps to keep the pressure up on my opponent, causing situations which are advantageous to me. Pursuit is really to revenge kill Choiced attackers, such as Latias on Draco Meteor or Rotom on Shadow Ball. Superpower is to nail Magnezone and Heatran switches in. I usually spam U-Turn for the first part of the battle and later use moves that will KO my opponents pokemon switching in. Scizors role on the team is to pursuit would-be counters, and revenge kill pokemon that could hamper sweeps from my team members. It also allows late game sweeping through Bullet Punch and serves as an initial check to Latias and choice Rotom.
EV's are pretty standard, 248 HP gives me an odder number to switch into Stealth Rock, max attack for maximum power and the rest thrown in speed.
Rotom@Choice Scarf
Ability:Volt Absorb
Nature:Timid (+Speed,-Attk)
Ev's: 252 Spec Attk, 252 Speed, 4 Spec Def
Thunderbolt
Shadow Ball
Overheat
Trick
Rotom gives this team it's sole electric resist, and partners wonderfully with Gyarados. Gyarados can lure in Latias and opoposing Rotom and KO with Payback. This allows Rotom to sweep later in the match thanks to a choice scarf and a resistant to some of the most used Prioity moves, such as Mach Punch, Extreme Speed and Bullet Punch. Rotom also replaces Jolteon, giving the team an immunity to Fighting and Ground types, and makes for a reliable check to Machamp without Payback-or at least, to take the Dynamic punch without confusion. The moves are Standard-Thunderbolt and Shadow Ball for STAB and coverage, with Overheat specifically for Lucario and Metagross. Trick is a wonderful move, it allows a counter to be crippled and can help either Infernape or Metagross to set up when the right pokemon is tricked. The original choice was to use Rotom-C to counter Swampert, however, the need to check Lucario and Agiligross was far greater than Swampert, who doesn't do that much to Rotom anyway, even with an offensive ev spread.
The ev's are pretty basic. :P 252 in Spec Attk, and 252 in Speed with the rest thrown in HP.
Gyarados@Choice Band
Abitility:Intimidate
Nature:Adamant (+Attk,-Spec Attk)
Ev's: 72 HP, 252 Attack, 184 Speed
Waterfall
Payback
Stone Edge
Earthquake
I love this Gyarados, so many people expect the Dragon Dance Gyarados and switch to their Rotom, Starmie, Jolteon or Latias, only to be KO'd. This Gyarados could be considered the 'backbone' to this team, aiding all of my pokemon to sweep by luring in their counters and using the correct predicted move to KO and open up sweeps. In return, the rest of the team aims to make sure Gyarados can do its job, mainly in the form of double switching to advantageous situations. Gyarados helps to take on Heatran which allows Infernape to sweep with Fire Blast easier. Waterfall is for a STAB attack that can 2HKO Rotom and OHKO Heatran, though many are much faster. This damage really helps Metagross Sweep though. Payback is deal with incoming threats, which, luckily, many of Gyarados' switch ins are weak too. Rotom takes a hefty chunk, OHKOing offensive versions and 2HKOing bulkier versions, which help Metagross to set up and sweep. Starmie and Latias are OHKO'd regardless if they switch in on Payback, which opens the door for Infernape. Stone Edge is mostly for fliers, such as opposing Gyarados and Salamence. It also nails Zapdos switching in, provided it hits. Earthquake is mainly for Steel Types, though it does provide a good attacking combination with Stone Edge.
Ev's are max attack to get the most out of Gyarados' potential. 184 Speed get the jump on Jolly Tyranitar, meaning non-Choice Scarf ones are nailed. the rest are thrown into HP to give it a bit of bulk.
Metagross@Leftovers
Ability: Clear Body
Nature: Adamant (+Attk,-Spec Attk)
EV's: 48 HP, 252 Attack, 12 Def, 196 Speed
Agility
Meteor Mash
Earthquake
Zen Headbutt
Metagross with Agility is simply astounding. All of a sudden a tank has been pumped with Steroids and is ready to sweep. Agility is a given on this pokemon, what Agiligross goes without it? Meteor Mash is for STAB and for the chance to raise Attack. Earthquake has wonderful attacking power and synergy with Meteor Mash. Zen Headbutt has one purpose-it is my strongest attack against Swampert, and also hits the Rotom Formes and Zapdos for neutral damage, as well as giving me a good check against Machamp and Breloom without a sub. It comes with a handy flinch rate too. :P Metagross is usually saved until late game, or when I get the opportune moment, such as a ScarfTar's Pursuit or Scizor Bullet Punch. This set shares it's counters with Infernape and to an extent, Gyarados, so through the combined might of the three, with the assistance of Rotom, bulky waters, grounds and grass types are eliminated, opening up sweepes for one or more of the team members.
Ev's are a little different from your standard Agiligross. Max Attk is a given, increasing Metagross's power to the limit. The Speed EV's put me at 225, which allows me to outspeed Salamence and friends after an Agility. An added bonus is being able to hit most Magnezone before them, meaning Magnet Rise isn't an issue. The rest were dumped into HP and Def to give a bit of bulk.
Infernape@Life Orb
Ability: Blaze
Nature: Jolly (+Speed,-Spec Attk)
Ev's: 4HP 252 Attk, 252 Speed
Swords Dance
Close Combat
Fire Punch
Mach Punch
Swords Dance Infernape is truly a terror to behold once it gets going.
Vaporeon and Tentacruel, some of the best counters to this set, are OHKO'd and 2HKO'd respectively by a +2 LO Close Combat. Swords Dance is the main move on this set, boosting Infernape's Attack to sky high levels. Close Combat is the main sweeping move on this set, 2HKOing anything that doesn't resist it. Fire Punch will OHKO anything that it is super effective too, such as Skarmory, which can help to weaken Metagross' counters should Infernape be used for mid-game sweeping. Mach Punch was chosen over Stone Edge, as I feel the need to check Dragon Dance Tyranitar and Lucario was far greater than scoring super effective hits on Salamence and Gyarados, who are checked by Scizor and Rotom respectively. Mach Punch also gives Infernape some priority, and helps to weaken Scarfed counters for Infernape.
The ev's are pretty standard again :P Max attack and max speed as Infernape needs all the speed and power it can get.
So there you go, my team.
Past members
Jolteon@Choice Specs
Ability:Volt Absorb
Nature:Timid (+Speed,-Attk)
Ev's: 252 Spec Attk, 252 Speed, 4 Spec Def
Thunderbolt
Shadow Ball
Hidden Power (GRASS)
Baton Pass
Jolteon helps to cover up Gyarados' weakness to Electric and in return Gyarados can take Jolteons weakness to Ground moves. His role is to take on bulky waters and possibly revenge kill, thanks to in fabulous speed. He can also take Thunder waves that hamper Infernape and Metagross. Thunderbolt is for STAB and hit hard when Choice Specs is taken into account. Shadow Ball helps to smack Rotom-A and Latias for a bit. Hidden Power (GRASS) is on to deal with Swampert, who hurts this team more than Gliscor or Flygon. Baton Pass is usually to see what their counter to Jolteon is and I can switch to an appropiate check or counter, keeping the momentum up and maybe forcing switches, racking up Stealth Rock damage. Like Scizor, Jolteon likes to use Baton Pass to cause good situations for me, before using prediction to wipe out Metagross' counters, and maybe getting a Thunderbolt sweep of it's own.
Ev's are quite simple, 252 in speed and special attack to tie with other Base 130 Speed (Crobat and Aerodactyl) and also to give Jolteon the highest amount of attacking power. The 4 Ev's in Special Def are for just in case my opponent sets up Stealth Rock/Spikes, so I have an odd number of health to deal with, allowing for one more switch in if the case need be.
Why was he switched?
Jolteon was switched as he was the weak link in the team. Rotom basically did his job, but with more bulk, meaning a better check for Gyarados. Rotom could also counter Lucario, something this team has problems with. Rotom also provided a vital Fighting and Ground immunity, where as Jolteon was susceptible to Ground moves. Rotom also has the capicity to cripple a would-be counter and can start to sweep on its own, as well as support the team much more that Jolten could have ever done.
THREAT MOVES
One glaring weakness I have found is I have 3 weak Pokemon to Earthquake, and over rely on Gyarados to get in, as Azelf doesn't last that long. Scizor can take an Earthquake and Metagross has the bulk to survive one, however, Infernape and Jolteon will not survive. Once my opponent has figured that out, Electric and Rock attacks are thrown, though with prediction, they can be redirected to Metagross and Jolteon.
No doubt if you've ready my team, it relies heavily on speed to do its job. Therefore, Trick Room teams can cause me some grief. The first approach is to Trick Rotom's Scarf onto a pokemon, as that defeats the purpose of Trick Room teams.
THREAT POKEMON
Machamp, with no one on the team immune to Fighting (Gyarados and Azelf resist it, but still), Dynamic Punch will hurt a bit. Couple that with the fact that Machamp usually pairs Dynamic Punch with Stone Edge means that I usually have to predict around Machamp. And with no super effective moves on it, Machamp is staying for a while. Jolteon, Gyarados and Scizor have to rely on that boosted power and STAB Attacks to take Machamp down.Overall, Machamp claims 1 pokemon at the least, and maybe more depending on it's move spread.
This has been much better checked thanks to Zen Headbutt on Metagross and Rotom-H in place of Jolteon. However, initial switches are tricky to manoeuvre and prediction must be used in order to make sure that Machamp does not Payback Rotom. Once in, Rotom can trick a scarf which makes Machamp so much more easier to deal with.
Breloom is also a nasty little bugger with Spore, Substitue and Focus Punch. However, this pokemon is a little easier to deal with, as Gyarados can intimidate and be slept, Scizor can then come in and U-turn out, breaking the sub and another pokemon can come in. However, usually I end up losing one or two pokemon to Breloom.
Scizors is a great lure to make sure Focus Punch is being used. After U-turning, Rotom can come in and threaten with a Overheat. Gyarados can also come in and Intimidate, though this is a 2nd choice option, due to no moves neutral on Breloom.
I'll be sure to edit this if I find anymore problem pokemon. :)
Gahh. Must do this RMT during the day to be honest. :/
Feel free to comment and rate and thank you for taking the time to read my RMT :)
I'd like to thank Plus for the Rotom suggestion and Metagross suggestion. I would have taken the Infernape suggestion, but I felt that it no purpose as a Scarfer, and switched back for more power :) Thanks again! :D
First off I knew I wanted a Agiligross and Swords Dance Infernape


Next I knew I needed to have something that could take Earthquakes and take on Heatran, and that pokemon was Gyarados.



Now I started to think about some synergy with Gyarados and decided on Jolteon to take on physical walls and also cover Gyarados Electric weakness.




I needed something to deal with Dragons, especially Latias, who could wall Infernape and Metagross to an extent. I decided on a Scarf Tyranitar to fit the bill.





Now I just needed a lead. I was concerned about Gyarados Stealth Rock weakness, as well as nearly the rest of the team being vulnerable to Toxic Spikes. So there were two pokemon for the job, Aerodactyl and Azelf. Since Aerodactyl wasn't my cup of tea, in went Azelf!






However, I noticed several flaws when playing with this team. Although Tyranitar made a great Latias check, it unleashed sandstorm on the field which hurts nearly all my pokemon with the exception of Metagross. The rest of the team had no way of healing, except Jolteon. Since Infernape's sweep was always cut short by Life Orb and Sandstorm, Tyranitar had to go. I also noticed a disturbing Agiligross weakness, in which none of my team could deal with. So to deal with Tyranitar I switched it out for a Scizor and changed Infernape to a ScarfApe to at least check Metagross.






With my team complete I tested it on Shoddy in which it has reasonable success in which no major threats have been found out, however, I noticed that Bulky Waters, especially Swampert, are a problem if my lures are gone. Also, as pointed out by Plus, I had a glaring weakness to Swords Dance Lucario with ScarfTar gone. To solve this, I switched out Jolteon for a Scarf Rotom, which can help to cripple some of my counters. It also gives me a much more reliable check to Gyarados. With Rotom as the scarfer now, and checking Agiligross, Infernape was no longer needed to be a scarf pokemon. Since then, I have switched it back to a Swords Dance Infernape, as it shares the same counters with Metagross, allowing one to open up a sweep for the other. Infernape can also take on many Bulky Waters, or at least, severly cripple them to a point in which Metagross can KO them and sweep.






Now for the in-depth analysis :)
ZE TEAM!!!

Azelf@Focus Sash
Ability: Levitate
Nature:Naive (+Speed,-Spc Def)
Ev's: 4 HP, 252 Attk, 252 Speed
Taunt
Stealth Rock
Fire Blast
Explosion
Azelf is in my opinion, one of the best leads out there. For this team, he gets Stealth Rocks up and (trys to) stop the opponent getting their's up. Taunt is really an underrated move on Azelf and is beneficial for this team, especially for Gyarados, who heavily depends on Azelf to prevent opposing Stealth Rocks being set up. Stealth Rock helps my Metagross, Scizor and Infernape turn some 2HKO's into OHKO's and all around helps to wrack up residual damage when forcing switches. Fire Blast is for Metagross and friends who resist my other attack.Fire Blast also means I can take on many of the common leads in the current metagame. Explosion is simply to try and take something out when Azelf is finished. Azelf usually doesn't last long into the game, but sometimes he is saved for death fodder or simply to (hopefully) guarantee a kill with Explosion or Fire Blast.
The EV's are max speed to tie with other Azelf and Anti-lead Starmie, and Max Attack to add an extra bit of OOMPH into Explosion.

Scizor@Choice Band
Ability: Technician
Nature:Adamant (+Attk,-Spec Attk)
Ev's 248 HP, 252 Attack, 8 Speed
Bullet Punch
U-Turn
Superpower
Pursuit
Scizor is pretty beastly, especially when a Choice Band is slapped on. It's role is usually to check Dragons and cause slow damage to Metagross' counters, since they are usually the same switch ins. Bullet Punch to revenge kill and give me SOME priority on this team. U-Turn helps to keep the pressure up on my opponent, causing situations which are advantageous to me. Pursuit is really to revenge kill Choiced attackers, such as Latias on Draco Meteor or Rotom on Shadow Ball. Superpower is to nail Magnezone and Heatran switches in. I usually spam U-Turn for the first part of the battle and later use moves that will KO my opponents pokemon switching in. Scizors role on the team is to pursuit would-be counters, and revenge kill pokemon that could hamper sweeps from my team members. It also allows late game sweeping through Bullet Punch and serves as an initial check to Latias and choice Rotom.
EV's are pretty standard, 248 HP gives me an odder number to switch into Stealth Rock, max attack for maximum power and the rest thrown in speed.

Rotom@Choice Scarf
Ability:Volt Absorb
Nature:Timid (+Speed,-Attk)
Ev's: 252 Spec Attk, 252 Speed, 4 Spec Def
Thunderbolt
Shadow Ball
Overheat
Trick
Rotom gives this team it's sole electric resist, and partners wonderfully with Gyarados. Gyarados can lure in Latias and opoposing Rotom and KO with Payback. This allows Rotom to sweep later in the match thanks to a choice scarf and a resistant to some of the most used Prioity moves, such as Mach Punch, Extreme Speed and Bullet Punch. Rotom also replaces Jolteon, giving the team an immunity to Fighting and Ground types, and makes for a reliable check to Machamp without Payback-or at least, to take the Dynamic punch without confusion. The moves are Standard-Thunderbolt and Shadow Ball for STAB and coverage, with Overheat specifically for Lucario and Metagross. Trick is a wonderful move, it allows a counter to be crippled and can help either Infernape or Metagross to set up when the right pokemon is tricked. The original choice was to use Rotom-C to counter Swampert, however, the need to check Lucario and Agiligross was far greater than Swampert, who doesn't do that much to Rotom anyway, even with an offensive ev spread.
The ev's are pretty basic. :P 252 in Spec Attk, and 252 in Speed with the rest thrown in HP.

Gyarados@Choice Band
Abitility:Intimidate
Nature:Adamant (+Attk,-Spec Attk)
Ev's: 72 HP, 252 Attack, 184 Speed
Waterfall
Payback
Stone Edge
Earthquake
I love this Gyarados, so many people expect the Dragon Dance Gyarados and switch to their Rotom, Starmie, Jolteon or Latias, only to be KO'd. This Gyarados could be considered the 'backbone' to this team, aiding all of my pokemon to sweep by luring in their counters and using the correct predicted move to KO and open up sweeps. In return, the rest of the team aims to make sure Gyarados can do its job, mainly in the form of double switching to advantageous situations. Gyarados helps to take on Heatran which allows Infernape to sweep with Fire Blast easier. Waterfall is for a STAB attack that can 2HKO Rotom and OHKO Heatran, though many are much faster. This damage really helps Metagross Sweep though. Payback is deal with incoming threats, which, luckily, many of Gyarados' switch ins are weak too. Rotom takes a hefty chunk, OHKOing offensive versions and 2HKOing bulkier versions, which help Metagross to set up and sweep. Starmie and Latias are OHKO'd regardless if they switch in on Payback, which opens the door for Infernape. Stone Edge is mostly for fliers, such as opposing Gyarados and Salamence. It also nails Zapdos switching in, provided it hits. Earthquake is mainly for Steel Types, though it does provide a good attacking combination with Stone Edge.
Ev's are max attack to get the most out of Gyarados' potential. 184 Speed get the jump on Jolly Tyranitar, meaning non-Choice Scarf ones are nailed. the rest are thrown into HP to give it a bit of bulk.

Metagross@Leftovers
Ability: Clear Body
Nature: Adamant (+Attk,-Spec Attk)
EV's: 48 HP, 252 Attack, 12 Def, 196 Speed
Agility
Meteor Mash
Earthquake
Zen Headbutt
Metagross with Agility is simply astounding. All of a sudden a tank has been pumped with Steroids and is ready to sweep. Agility is a given on this pokemon, what Agiligross goes without it? Meteor Mash is for STAB and for the chance to raise Attack. Earthquake has wonderful attacking power and synergy with Meteor Mash. Zen Headbutt has one purpose-it is my strongest attack against Swampert, and also hits the Rotom Formes and Zapdos for neutral damage, as well as giving me a good check against Machamp and Breloom without a sub. It comes with a handy flinch rate too. :P Metagross is usually saved until late game, or when I get the opportune moment, such as a ScarfTar's Pursuit or Scizor Bullet Punch. This set shares it's counters with Infernape and to an extent, Gyarados, so through the combined might of the three, with the assistance of Rotom, bulky waters, grounds and grass types are eliminated, opening up sweepes for one or more of the team members.
Ev's are a little different from your standard Agiligross. Max Attk is a given, increasing Metagross's power to the limit. The Speed EV's put me at 225, which allows me to outspeed Salamence and friends after an Agility. An added bonus is being able to hit most Magnezone before them, meaning Magnet Rise isn't an issue. The rest were dumped into HP and Def to give a bit of bulk.

Infernape@Life Orb
Ability: Blaze
Nature: Jolly (+Speed,-Spec Attk)
Ev's: 4HP 252 Attk, 252 Speed
Swords Dance
Close Combat
Fire Punch
Mach Punch
Swords Dance Infernape is truly a terror to behold once it gets going.
Vaporeon and Tentacruel, some of the best counters to this set, are OHKO'd and 2HKO'd respectively by a +2 LO Close Combat. Swords Dance is the main move on this set, boosting Infernape's Attack to sky high levels. Close Combat is the main sweeping move on this set, 2HKOing anything that doesn't resist it. Fire Punch will OHKO anything that it is super effective too, such as Skarmory, which can help to weaken Metagross' counters should Infernape be used for mid-game sweeping. Mach Punch was chosen over Stone Edge, as I feel the need to check Dragon Dance Tyranitar and Lucario was far greater than scoring super effective hits on Salamence and Gyarados, who are checked by Scizor and Rotom respectively. Mach Punch also gives Infernape some priority, and helps to weaken Scarfed counters for Infernape.
The ev's are pretty standard again :P Max attack and max speed as Infernape needs all the speed and power it can get.
So there you go, my team.
Past members

Jolteon@Choice Specs
Ability:Volt Absorb
Nature:Timid (+Speed,-Attk)
Ev's: 252 Spec Attk, 252 Speed, 4 Spec Def
Thunderbolt
Shadow Ball
Hidden Power (GRASS)
Baton Pass
Jolteon helps to cover up Gyarados' weakness to Electric and in return Gyarados can take Jolteons weakness to Ground moves. His role is to take on bulky waters and possibly revenge kill, thanks to in fabulous speed. He can also take Thunder waves that hamper Infernape and Metagross. Thunderbolt is for STAB and hit hard when Choice Specs is taken into account. Shadow Ball helps to smack Rotom-A and Latias for a bit. Hidden Power (GRASS) is on to deal with Swampert, who hurts this team more than Gliscor or Flygon. Baton Pass is usually to see what their counter to Jolteon is and I can switch to an appropiate check or counter, keeping the momentum up and maybe forcing switches, racking up Stealth Rock damage. Like Scizor, Jolteon likes to use Baton Pass to cause good situations for me, before using prediction to wipe out Metagross' counters, and maybe getting a Thunderbolt sweep of it's own.
Ev's are quite simple, 252 in speed and special attack to tie with other Base 130 Speed (Crobat and Aerodactyl) and also to give Jolteon the highest amount of attacking power. The 4 Ev's in Special Def are for just in case my opponent sets up Stealth Rock/Spikes, so I have an odd number of health to deal with, allowing for one more switch in if the case need be.
Why was he switched?
Jolteon was switched as he was the weak link in the team. Rotom basically did his job, but with more bulk, meaning a better check for Gyarados. Rotom could also counter Lucario, something this team has problems with. Rotom also provided a vital Fighting and Ground immunity, where as Jolteon was susceptible to Ground moves. Rotom also has the capicity to cripple a would-be counter and can start to sweep on its own, as well as support the team much more that Jolten could have ever done.
THREAT MOVES
One glaring weakness I have found is I have 3 weak Pokemon to Earthquake, and over rely on Gyarados to get in, as Azelf doesn't last that long. Scizor can take an Earthquake and Metagross has the bulk to survive one, however, Infernape and Jolteon will not survive. Once my opponent has figured that out, Electric and Rock attacks are thrown, though with prediction, they can be redirected to Metagross and Jolteon.
No doubt if you've ready my team, it relies heavily on speed to do its job. Therefore, Trick Room teams can cause me some grief. The first approach is to Trick Rotom's Scarf onto a pokemon, as that defeats the purpose of Trick Room teams.
THREAT POKEMON

Machamp, with no one on the team immune to Fighting (Gyarados and Azelf resist it, but still), Dynamic Punch will hurt a bit. Couple that with the fact that Machamp usually pairs Dynamic Punch with Stone Edge means that I usually have to predict around Machamp. And with no super effective moves on it, Machamp is staying for a while. Jolteon, Gyarados and Scizor have to rely on that boosted power and STAB Attacks to take Machamp down.Overall, Machamp claims 1 pokemon at the least, and maybe more depending on it's move spread.
This has been much better checked thanks to Zen Headbutt on Metagross and Rotom-H in place of Jolteon. However, initial switches are tricky to manoeuvre and prediction must be used in order to make sure that Machamp does not Payback Rotom. Once in, Rotom can trick a scarf which makes Machamp so much more easier to deal with.

Breloom is also a nasty little bugger with Spore, Substitue and Focus Punch. However, this pokemon is a little easier to deal with, as Gyarados can intimidate and be slept, Scizor can then come in and U-turn out, breaking the sub and another pokemon can come in. However, usually I end up losing one or two pokemon to Breloom.
Scizors is a great lure to make sure Focus Punch is being used. After U-turning, Rotom can come in and threaten with a Overheat. Gyarados can also come in and Intimidate, though this is a 2nd choice option, due to no moves neutral on Breloom.
I'll be sure to edit this if I find anymore problem pokemon. :)
Gahh. Must do this RMT during the day to be honest. :/
Feel free to comment and rate and thank you for taking the time to read my RMT :)
I'd like to thank Plus for the Rotom suggestion and Metagross suggestion. I would have taken the Infernape suggestion, but I felt that it no purpose as a Scarfer, and switched back for more power :) Thanks again! :D