Team at a glance






A word before I get started with the team. I've been working with this group for a few weeks and it's been doing fairly well, but I feel like there is something wrong and that I can improve the team. The problem is I can't quite pinpoint what to fix or what to do, so now I'm looking to the Smogon community for some insight.
Now for the team
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Jolteon @ Petaya Berry
Timid
Volt Absorb
4 HP / 252 SpAtk / 252 Speed
-Thunderbolt
-HP Ice
-Substitute
-Baton Pass
I've used this lead on many different teams and it's been effective on all of them. It's a pretty standard Jolteon set, don't know if I have to say much more about it's purpose but I'll say it anyway, haha. Substitute lets it scout and get down to Petaya activation, Baton Pass scouts for switches and passes subs/petaya boost to help other team members, and Thunderbolt and HP Ice for a good attacking combination.
The main thing I'm concerned about here is the item, Petaya Berry. Petaya helps Jolteon a lot when sweeping (especially late game), but as far as passing, the only other pokemon who can really use the boost is Shaymin, maybe Salamence to an extent. Maybe a Salac Berry or something would be more beneficial to the team as a whole, but I'm torn on this.

Shaymin @ Life Orb
Timid
Natural Cure
76 HP / 252 SpAtk / 180 Speed
-Seed Flare
-HP Fire
-Psychic
-Rest
Now here's an uncommon pokemon. The Nature/EVs I have on it lets it hit 308 speed, which outspeeds non +nature base 100s and all base 90s and lower. Max SpAtk for max attacking power of course and then the rest in HP.
Seed Flare is obviously the main attack to use, what with it's great power and 40% chance to sharply lower SpDef. A lot of people will switch in something that resists grass attacks only to be met with the SpDef drop and subsequent KO on the following turn. HP Fire is there to handle steel types who would cause trouble. I used to have HP Ice there instead to take care of the dragons and other things weak to ice, but after running into a bunch of steels and being forced to switch, I changed it to Fire and it's been working alright. Psychic is there because that is basically the extent of Shaymin's special movepool, but it hits things that resist grass and fire. The Rest/Natural Cure combo is simple, it lets me heal up on life orb damage and any status I may have.

Scizor @ Life Orb
Adamant
Technician
232 HP / 252 Atk / 24 Def
-Swords Dance
-Quick Attack
-Iron Head
-Roost
252 Atk EVs for max attacking power, then the rest in HP and Def. The HP hits 339, which I believe is for Life Orb, I don't quite remember. This is another set I've used multiple times with great results. Technician boosted Quick Attack is good for cleaning up and revenging, and it's surprisingly powerful after a Swords Dance from 394 Attack stat. Iron Head is the sole STAB move here (though Technician essentially gives Quick Attack STAB) and I chose it over Scizor's other options mostly because it can hit ghosts effectively and it can flinch enemies who are slower than Sciz. Roost is to shake off Life Orb recoil and help it take some hits. However, I've noticed that I don't use Roost very often and I'm considering changing it to Brick Break to increase the coverage, but Roost does come in handy sometimes.

Heracross @ Choice Scarf
Adamant
Guts
20 HP / 252 Atk / 236 Speed
-Close Combat
-Megahorn
-Pursuit
-Stone Edge
Pretty standard Choice Scarf Heracross. 236 Speed EVs and Choice Scarf give Heracross 397 speed, outspeeding all base 130s. I don't bother with max speed because the pokemon who can outrun max speed neutral nature scarfCross will invest the speed to make sure it happens and Heracross doesn't outrun anything past the 130s in that case as far as I know.
Heracross is actually the most recent change to my team, having been placed here because I noticed the lack of a strong, fast fighting type attack on my team. I considered other things such as Infernape, Breloom, and Lucario, but I ended up deciding on Heracross. Is he the best option for me to use?

Salamence @ Yache Berry
Naughty
Intimidate
252 Atk / 76 SpAtk / 180 Speed
-Dragon Dance
-Dragon Claw
-Earthquake
-Fire Blast
This is personally my favorite Salamence set, the mixed Dragon Dancer. Many players don't seem to expect mixed Salamence for some reason, usually thinking it's either special or physical. This set has the potential to trick a lot of people into making bad switches based on the first attack you show them. Yache Berry helps it set up, and if it's not consumed while setting up then it helps to continue the sweep, protecting Salamence from Ice Shard as well as Ice Beams from things it can't OHKO.
Max investment in attack, 180 speed to outrun non +nature base 90s, and then the rest in special attack to strengthen Fire Blast.
Earthquake and Fire Blast gives it a great attacking combo and it's topped off with Dragon Claw for STAB.

Swampert @ Leftovers
Relaxed
Torrent
240 HP / 216 Def / 52 SpAtk
-Earthquake
-Ice Beam
-Stealth Rock
-Roar
I think mixed Swampert is pretty good, and it really helps my team by setting up Stealth Rock. Roar is good at finding out about the opponent's team, and then Earthquake and Ice Beam for an attacking combo. I believe the EVs are the same as in the analysis.
I usually try to bring this out early to start getting residual damage and hopefully shuffle through the opposing team a little. I use it to take some physical hits early on but I usually just let it go after it sets up SR, attempting to shuffle and attack as it goes out.
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Well there's my team. If you haven't noticed by now, it's heavily focused on offense. Stealth Rock is crucial because it prevents potential sweeping from being stopped by Focus Sash and the extra damage may be enough to ensure a OHKO on some things when otherwise it wouldn't be.
I play heavily on resistances and, thus, prediction in order to take hits and exploit weaknesses in opposing teams. Therefore, it is imperative that my team can take a wide range of attacks safely and be able to stay on the offensive. I've noticed that often times when my oppenent gets into an offensive position, I have trouble stopping them, especially if they have a boosted priority move. For example, Swords Dance Lucario has given me trouble more than a few times, but that can probably be said about most teams. Otherwise resistances usually suffice. I would really prefer not to put things like Blissey on the team because I just dislike the slow paced "stall" type game.
With that said, please rate my team and leave comments on how I could improve it. Thanks in advance and I appreciate you reading through this whole thing.