Hey guys. So I've been playing with this team a good while and I thought I'd stop in to see what you guys think of it.
Item: Focus Sash
Trait: Pressure
EVs: Attack: 252 - Speed: 252
Nature: Jolly (speed)
Attacks:
Crunch
Rock Slide
Stealth Rock
Earthquake
*Description*
His job is a suicide lead. Everything goes to Attack and Speed, and Focus Sash should guarantee him a 2nd turn since alot of moves would knock him out in one hit without it.
Rather than Taunt to stop the enemy from setting up I focus on making him a varied attacker.
Crunch is a move you don't see as often on Aero so people think it's fine to leave out their Psychics and Ghosts. Really helps on Azelf and Gengar leads. Setting up with Stealth Rock isn't a focus but I do it if I get the chance. Earthquake or Crunch for anything weak to it or resistant to rock moves, otherwise, pound with Rock Slide.
To be honest I want to give him Ice Fang so I can deal with stuff like Gliscor and Dragon-Flyers like Salamence better but I think his other four moves have too important of a role to give them up.
Item: Light Ball
Trait: Static
EVs: 252 Attack and Speed, 4 on HP
Nature: Hasty (speed)
Attacks:
Volt Tackle
Focus Punch
Grass Knot
Substitute
*Description*
Pikachu is the secret weapon. The idea is to send it out against something slower and hopefully set up with Substitute. Volt Tackle does a big chunk of damage to almost anything that doesn't resist it and even some that do. Focus Punch for monsters like Blissey, Tyranitar Umbreon and Weavile. I don't use Brick Break because I don't know if it hits hard enough to get the job done and with a sub up Focus Punch gets a free hit anyway. Grass Knot is for things like Rhyperior and Swampert but I try to Focus Punch Swampert first because I don't think GK gets him in one hit.
Item: Leftovers
Trait: Sturdy
EVs: 252 on HP -72 on Attack - 184 on Special Defense
Nature: Sassy (special defense)
Attacks:
Earthquake
Gyro Ball
Explosion
Crunch
*Description*
I use Steelix mostly because he's my favorite monster. Otherwise I don't know if I would. He's solid though, great on defense, doesn't worry about Stealth Rock, Toxic, Toxic Spikes or Thunder Wave and there's not too many that can say that. Earthquake is for the attack bonus, Explosion to blast something important, Gyro Ball for Aerodactyl and other fast monsters and Crunch in case I have to deal with any Ghosts or Psychics.
Item: Choice Band
Trait: Sand Stream
EVs: 252 on Attack, 85 on HP, Defense and Special Defense
Nature: Adament (attack)
Attacks:
Crunch
Pursuit
Earthquake
Fire Punch
*Description*
I use him for power pretty much. Crunch with his huge attack is gonna hurt almost anything that doesn't resist it. Pursuit for when I figure something's gonna retreat like a Psychic, Ghost, or something that's hurt. Earthquake and Fire Punch for whatever's weak to it. I use Fire Punch because I don't really have any Fire types on my team and it works great for those that switch to a Scizor or grass type.
Item: Leftovers
Trait: Natural Cure
EVs: 252 on HP - 220 on Defense - 36 on Speed
Nature: Bold (defense)
Attacks:
Grass Knot
Leech Seed
Hidden Power Ice
Recover
*Description*
Celebi is there for defense. High HP and Defense EVs with 36 for Speed because it suggested to on his Smogon page. In battle the idea is to Leech Seed and then wear the enemy monster down with Grass Knot. Hidden Power Ice is there for Salamence and other Dragons and Gliscor. Then Recover when he needs an extra health boost.
Item: Leftovers
Trait: Pressure
EVs: All 85
Nature: Hardy
Attacks:
Thunderbolt
Thunder Wave (Hidden Power Grass on Shoddy)
Drill Peck (Heat Wave on Shoddy)
Roost
*Description*
Heat Wave is for Steel types I can't use Heat Wave on Netbattle is because it's not there for some reason. I'm on the ropes about Thunder Wave or Hidden Power Grass because HPG lets him fight Swampert and I notice Swampert gets switched out a lot against Zapdos. I hardly see people use Thunder Wave but I think people forgot how effective it was in RBY and it's still very useful here for paralyzing things like Salamence and Infernape. Thunderbolt for attack bonus and Roost to recover health as needed. The EVs are all 85 for balance.
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So what do you think? I'd say the biggest problem with my team is I don't play it as a team. I don't use one Pokemon to set up for another or anything like that. My goal is just to do as much damage as possible with each one before it gets knocked out, switching out because of a type disadvantage if I need to.

Item: Focus Sash
Trait: Pressure
EVs: Attack: 252 - Speed: 252
Nature: Jolly (speed)
Attacks:
Crunch
Rock Slide
Stealth Rock
Earthquake
*Description*
His job is a suicide lead. Everything goes to Attack and Speed, and Focus Sash should guarantee him a 2nd turn since alot of moves would knock him out in one hit without it.
Rather than Taunt to stop the enemy from setting up I focus on making him a varied attacker.
Crunch is a move you don't see as often on Aero so people think it's fine to leave out their Psychics and Ghosts. Really helps on Azelf and Gengar leads. Setting up with Stealth Rock isn't a focus but I do it if I get the chance. Earthquake or Crunch for anything weak to it or resistant to rock moves, otherwise, pound with Rock Slide.
To be honest I want to give him Ice Fang so I can deal with stuff like Gliscor and Dragon-Flyers like Salamence better but I think his other four moves have too important of a role to give them up.

Item: Light Ball
Trait: Static
EVs: 252 Attack and Speed, 4 on HP
Nature: Hasty (speed)
Attacks:
Volt Tackle
Focus Punch
Grass Knot
Substitute
*Description*
Pikachu is the secret weapon. The idea is to send it out against something slower and hopefully set up with Substitute. Volt Tackle does a big chunk of damage to almost anything that doesn't resist it and even some that do. Focus Punch for monsters like Blissey, Tyranitar Umbreon and Weavile. I don't use Brick Break because I don't know if it hits hard enough to get the job done and with a sub up Focus Punch gets a free hit anyway. Grass Knot is for things like Rhyperior and Swampert but I try to Focus Punch Swampert first because I don't think GK gets him in one hit.

Item: Leftovers
Trait: Sturdy
EVs: 252 on HP -72 on Attack - 184 on Special Defense
Nature: Sassy (special defense)
Attacks:
Earthquake
Gyro Ball
Explosion
Crunch
*Description*
I use Steelix mostly because he's my favorite monster. Otherwise I don't know if I would. He's solid though, great on defense, doesn't worry about Stealth Rock, Toxic, Toxic Spikes or Thunder Wave and there's not too many that can say that. Earthquake is for the attack bonus, Explosion to blast something important, Gyro Ball for Aerodactyl and other fast monsters and Crunch in case I have to deal with any Ghosts or Psychics.

Item: Choice Band
Trait: Sand Stream
EVs: 252 on Attack, 85 on HP, Defense and Special Defense
Nature: Adament (attack)
Attacks:
Crunch
Pursuit
Earthquake
Fire Punch
*Description*
I use him for power pretty much. Crunch with his huge attack is gonna hurt almost anything that doesn't resist it. Pursuit for when I figure something's gonna retreat like a Psychic, Ghost, or something that's hurt. Earthquake and Fire Punch for whatever's weak to it. I use Fire Punch because I don't really have any Fire types on my team and it works great for those that switch to a Scizor or grass type.

Item: Leftovers
Trait: Natural Cure
EVs: 252 on HP - 220 on Defense - 36 on Speed
Nature: Bold (defense)
Attacks:
Grass Knot
Leech Seed
Hidden Power Ice
Recover
*Description*
Celebi is there for defense. High HP and Defense EVs with 36 for Speed because it suggested to on his Smogon page. In battle the idea is to Leech Seed and then wear the enemy monster down with Grass Knot. Hidden Power Ice is there for Salamence and other Dragons and Gliscor. Then Recover when he needs an extra health boost.

Item: Leftovers
Trait: Pressure
EVs: All 85
Nature: Hardy
Attacks:
Thunderbolt
Thunder Wave (Hidden Power Grass on Shoddy)
Drill Peck (Heat Wave on Shoddy)
Roost
*Description*
Heat Wave is for Steel types I can't use Heat Wave on Netbattle is because it's not there for some reason. I'm on the ropes about Thunder Wave or Hidden Power Grass because HPG lets him fight Swampert and I notice Swampert gets switched out a lot against Zapdos. I hardly see people use Thunder Wave but I think people forgot how effective it was in RBY and it's still very useful here for paralyzing things like Salamence and Infernape. Thunderbolt for attack bonus and Roost to recover health as needed. The EVs are all 85 for balance.
---
So what do you think? I'd say the biggest problem with my team is I don't play it as a team. I don't use one Pokemon to set up for another or anything like that. My goal is just to do as much damage as possible with each one before it gets knocked out, switching out because of a type disadvantage if I need to.