Well, this is a simple RMT of my team. I'm just looking for some of the more experienced players to give some advice and cc on potential different team options or move/ev sets for my team. I'm still new to competitive play, so that's basically why any advice would help. Anyway, onto the reason you're even reading this.
Note: The Pokemon I replace will have the replacement above them. Pokemon with * designate they are not currently in use. Pokemon with ! designate they are currently in use. Replaced replacements will simply be removed and basic set information (nature/evs/item/moveset) will be mentioned in the replacement's information
Note: The Pokemon I replace will have the replacement above them. Pokemon with * designate they are not currently in use. Pokemon with ! designate they are currently in use. Replaced replacements will simply be removed and basic set information (nature/evs/item/moveset) will be mentioned in the replacement's information










* Aerodactyl @ Focus Sash *
Jolly Nature: 252 spd/ 252att/ 6hp evs
Earthquake
Rock Slide
Taunt
Stealth Rock
Standard lead Aerodactyl. If the lead is slower but has a sleep-inducing move, I'll taunt, set-up rocks and then eq or rock slide while I get Ko'ed, or possibly 2hko with rock slide if the first flinches. If I get tricked a choice scarf, I'll switch out the next turn, since I would've most likely taunted or SR'ed. Not much else to say. Beats roserade leads I've encountered so far.

! Swampert @ Leftovers !
Relaxed Nature: 240 hp/ 216 defense/ 52 sp. att evs
Earthquake
Surf
Ice Beam
Stealth Rock
My PixPert lead. He's quite solid and takes Physical hits well, although special hits can leave a dent. Against faster leads or trick leads such as Azelf, I'll attempt to surf or switch to Tentacruel to cripple them with Black Sludge if they trick. If Swampert gets tricked, he becomes almost worthless. Still, Swampert has some uses. His great typing means he gets me a nice Electric Immunity, as well as a rock resist and 4X Steel resist. Also, assuming he gets in unscathed, Swampert can KO less bulky Salamence with Ice Beam, or any variation if it freezes and they stay frozen for at least 1 whole turn.

UPDATE!!! ! Scizor @ Choice Scarf ! UPDATE!!!
Jolly Nature: 252 att/ 8 hp/ 244 spd/ 4 def evs
Pursuit
Bullet Punch
Superpower
U-turn
My own personal new Scizor set. I think I'm the first to actually use this set. I've looked for a scarfed set, but I haven't found one. While CBScizor is a monster in its own way with 591 Attack + Technician + STAB Boost for Bullet Punch, this Scizor is meant to outspeed threats who could survive the attacks, or could stay in preicting the Pursuit and hurt, or even KO Scizor with faster attacks. With a Jolly Nature and 244 speed evs, Scizor hits an astounding 373 speed, outspeeding All Positive Base 120 pokemon, and any Scarfer with Positive Max speed at Base 61 Speed. While This set boasts only 359 attack, it still leaves a dent in anything that doesn't resist it. This set also makes a fool of Scarf Tricking Azelf, who then, having no other choice, is forced to switch and gets Pursuited to the face, unless it switched into Scizor, in which case I need to switch unless I want roasted Scizor for dinner. U-turn allows me to scout for switch-ins such as Magnezone, and Scarfed Magnezone will never bat this Scizor as I outspeed and can superpower to death. Bullet Punch acts as Priority, and can do quite a bit with 359 attack and technician boost to things that don't resist it. While Scizor can no longer do as much damage to Salamence, it can still take an outrage and hit it with its powerful Bullet Punches. Pursuit deals with runners, although Magnezone can then come in and KO Scizor, so Pursuit, Bullet Punch and SuperPower should be used sparingly, as otherwise, Scizor can be revenge killed. Scarf Scizor should be used much like Scarfed Tyranitar (+speed Nature and Max/near max speed), but Scizor could trade some speed for power by switching to Adamant, however, that leads to Scizor out-speeding only up to Positive Base 105 for slightly more power, but Scizor would be revenge killable by Infernape and anything with more than 344 speed. Scarf Tyranitar would also outspeed and could KO with Flamethrower/Fireblast, but if you pack Heatran (and they haven't seen it), you can use it to your advantage.

* Salamence @ Life Orb *
Rash nature: 252 sp. att/ 176 spd/ 80 att evs
Draco Meteor
Fire Blast
Brick Break
Roost
Classic Mix Mence. Fire Blast roasts any Scizor or Fortress, although Scizor may get in a Bullet Punch before turning to ash. Also hurts Skarmory for tons of damage. Draco Meteor leaves a nice big dent in any non-steel type physical wall if it doesn't kill them at least. Brick break is for Blissey, although it has its uses on certain other foes who are weak to fighting type moves. Roost helps heal Life orb Damage, but it tends to get outsped by things with ice moves too often to actually heal. Honestly, Salamence is great, but I feel either Salamence needs a better teamate or i need to swap Salamence for someone else.

! Infernape @ Life Orb !
Naive Nature: 64 att/ 192 spd/ 252 sp. att
Fire Blast
Grass Knot
Nasty Plot
Close Combat
Nasty Plot MixApe found here. If I manage to get Ape in unscathed, he can destroy teams by himself, or at least soften them enough for Swampert and Scizor to clean up. I chose Grass Knot over HP Ice for Swampert, as nothing I have can really take him, although Close Combat could work if Swampert was previously damage. Can take out Suicune with Grass Knot unless they pack Special Defense, and even Gyrados without Stealth Rock up. Life Orb recoil makes him a frail, and Lucario's extreme speed does quite a number on him. A good wish passer would help Infernape come back for some rampage, but I've yet chosen one.

! Skarmory @ Leftovers !
Bold Nature: 16 spd/ 252 hp/ 74 att/ 176 def
Spikes
Whirlwind
Brave Bird
Roost
The Physical Wall of my team. Takes the stuff my other guys just can't take and heals of the damage. Sets up spikes for my team and then Whirlwinds to shuffle the damage. Brave Bird also deals a decent amount to things like Scizor and Fortress, though Skarmory shouldn't stay in agaisnt Fortress since they generally rapid spin my hazards away.

! Latias @ Choice Scarf !
Timid Nature: 252 spd/ 252 sp. att/ 4 hp evs
Draco Meteor
ThunderBolt
Surf
Trick
My second revenge Killer. Draco Meteor hits everything that isn't a fat pink blob or a steel-type for huge damage. Thunderbolt covers water types that resist my otehr two moves, such as Empoleon, for super effective damage. Surf hits Heatran, other fire types, ground types and anything that resists or is immune to ThunderBolt and Draco Meteor for decent damage, as well as giving me decent type coverage. Trick has multiple uses. For one, it allows Latias to regain the ability to switch moves, and possibly steal Leftovers or Life Orb to regain HP or boost my power even more. It allows Latias to cripple switch-ins, and makes them predictable. Not much else to stay. Ev spread is to make Latias as fast as possible and allow me to deal a good amount to switch ins.

* Rotom-H@ Leftovers *
Bold Nature: 252 hp/ 168 def/ 88 spd evs
Overheat
Discharge
Shadow Ball
Will-o-wisp
The current standard Rotom-H. What can I say about this guy. Well, he takes Physical hits pretty well, but the lack of a reliable recovery move ends up hurting it a lot. Will-o-wisp is there to cripple TTar and other Physical monsters, but it tends to miss on the switch ins, unless the switch in is something that doesn't mind burn. Overheat scares most Scizors away. Honestly, Rotom-H is almsot worthless on my team, although it does do a decent amount on Starmie and Gyrados. I'm considering Dusknoir for this slot, as Dusknoir has better defenses, but Rotom-H still has some uses.

! Tentacruel @ Black Sludge !
Calm Nature: 252 hp/ 120 def/ 136 sp. def evs
Toxic Spikes
Surf
Sludge Bomb
Rapid Spin
The spinner and toxic spikes setter of my team. Also absorbs the foe's toxic spikes should need be. Honestly, this guy is probably a pretty good Scizor counter, since it resists Bullet Punch, Superpower AND U-turn, and is nuetral to both Pursuit and Quick-Attack (although it should stay away from Quick Attack if possible due to medicor Base 80 hp and Base 65 defense stats). Tentacruel doesn't do much damage, but it can 3hko Fortress if it doesn't switch or use rest/pain split. Black Sludge is better than Leftovers for a few reasons. If I encounter lead Azelf, I can switch to Tentacruel, which would trade its Black Sludge for Choice Scarf. That would also cause Azelf to lose hp each turn it stays in, and it would then want to trick another team member for a better item and cripple another one of my team. At that point, it would be obvious what the Azelf woudl do, and it'd end up where it began after I switch tentacruel back in. I chose Tentacruel over Starmie and Fortress for my spinner simply because Fortress would add another 4X fire weakness, and Starmie can be a bit Scizor frail. Also, Tentacruel acts as a psuedo special wall for the team, absorbing resisted or weaker nuetral special hits, and sets up toxic spikes.
Known Threats
Rain based teams. Especially Kingdra in the rain.
Due to the fact I joined Shoddy battle (and start battling competitively) a mere 3 days ago, I've yet to notice any other large flaws in this team, or other large threats, other than me mispredicting or overpredicting a move.
Well, that's my team. Any advice or constructive criticism is welcome. Thanks for bothering to read unto this point.