I just recently got into competitive battling and this is my first real attempt at a team. I've had moderate success with it so far, but am sure there's plenty of room for improvement.
So here goes...
At a glance:
Indepth:
Aerodactyl (M) @ Focus Sash
Ability: Pressure
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd,-SpAtk)
- Earthquake
- Stone Edge
- Stealth Rock
- Taunt
---
> It's fast! A quick Taunt or SR, depending on the opposing lead and away we go. I've changed my mind and gone for Stone Edge over Rock Slide for brute force. Even super effective Rock Slide hits suck balls. It provides a bit more beef for opposing Gyarados who stick around. Focus Sash is fairly standard as Aero is a little more than fragile.
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Rotom-H @ Leftovers
Ability: Levitate
EVs: 252 HP/168 Def/88 Spd/
Bold nature (+Def,-Atk)
- Thunderbolt
- Shadow Ball
- Overheat
- Will-O-Wisp
---
> If I'm almost certainly going to be sacrificing Aerodactyl purely for the opportunity to get SR up, I need to ensure that I keep them there. Enter Rotom-H. Thunderbolt is a nice stab and can deal with Starmie who might try to Hydro Pump me to death before spinning my rocks away. Shadow Ball for secondary STAB allowing me to revenge other Rotoms. Overheat for when I switch in against common steel types. Will-O-Wisp helps me wall physical sweepers. Leftovers to provide a little more longevity.
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Breloom (M) @ Toxic Orb
Ability: Poison Heal
EVs: 12 HP/252 Atk/244 Spd
Adamant nature (+Atk,-SpAtk)
- Focus Punch
- Seed Bomb
- Spore
- Substitute
---
> This guy's about as generic as it comes, but I really like him and he works well with Rotom-H, taking out Swampert and Blissey that cause him drama. Seed bomb makes light work of Swampy, while Sub/Punch scares off Blissey. Spore for guaranteed sleep. Toxic Orb to recover from Sub and allows me to switch in to absorb status.
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Forretress @ Leftovers
Ability: Sturdy
EVs: 252 HP/112 Atk/144 Def
Relaxed nature (+Def,-Spd)
- Spikes
- Rapid Spin
- Payback
- Earthquake / Explosion
---
> My Rapid Spinner. Have gone for Spikes over Toxic Spikes as the latter was interfering with Spore on my Breloom. Payback for Ghosts who may try to block the Spin (plus I don't have a lot of effective ghost support anywhere else). Tossing up between Earthquake and Explosion. Earthquake is a great move when it hits, but I'm often stuck with Forretress hanging around and doing nothing at the end - so why not blow him up?! Forretress also has an uncanny ability to draw in Fire attacks to trigger my Heatran on the switch. Leftovers over Shed Shell as I have Earthquake to deal with Magnezone (who has not been causing me much grief lately anyway).
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Heatran (M) @ Choice Scarf
Ability: Flash Fire
EVs: 4 Atk/252 Spd/252 SpAtk
Naive nature (+Spd,-SpDef)
- Earth Power
- Explosion
- Fire Blast
- Hidden Power Grass
---
> Fire Blast for STAB powerful enough to punch a hole in the common Gyarados counter as it switches. Earth Power is fairly standard, taking care of other Fire types. HP Grass is a great surprise for Swampert when he switches in. Then finally explode once Heatran as outstayed his welcome. Choice Scarf to outspeed Weavile and is great for revenge kills.
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Kingdra @ Leftovers / Damp Rock
Ability: Swift Swim
EVs: 180 HP / 252 Atk / 76 Spe
Adamant nature (+Atk,-SpA)
- Rain Dance
- Dragon Dance
- Waterfall
- Outrage
---
> Double Dance. Takes the place of Flygon, who unfortunately wasn't living up to his hype. Sets up nicely on Starmie, who would otherwise cause some headaches. Also takes care of the Gliscor issue I was having. Rain Dance to eliminate weather hazards and boost speed. Then either STAB Waterfall, or Dragon Dance to make this thing ridiculously quick AND powerful. Outrage if absolutely neccessary. The EV spread allows it to take some extra hits while I set up. Still tossing up between Leftovers and Damp Rock.
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Machamp, as per usual, is proving to be a bit of a pain for this team.
Any input would be greatly appreciated.
Cheers.
So here goes...
At a glance:






Indepth:

Aerodactyl (M) @ Focus Sash
Ability: Pressure
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd,-SpAtk)
- Earthquake
- Stone Edge
- Stealth Rock
- Taunt
---
> It's fast! A quick Taunt or SR, depending on the opposing lead and away we go. I've changed my mind and gone for Stone Edge over Rock Slide for brute force. Even super effective Rock Slide hits suck balls. It provides a bit more beef for opposing Gyarados who stick around. Focus Sash is fairly standard as Aero is a little more than fragile.
___________________________________________

Rotom-H @ Leftovers
Ability: Levitate
EVs: 252 HP/168 Def/88 Spd/
Bold nature (+Def,-Atk)
- Thunderbolt
- Shadow Ball
- Overheat
- Will-O-Wisp
---
> If I'm almost certainly going to be sacrificing Aerodactyl purely for the opportunity to get SR up, I need to ensure that I keep them there. Enter Rotom-H. Thunderbolt is a nice stab and can deal with Starmie who might try to Hydro Pump me to death before spinning my rocks away. Shadow Ball for secondary STAB allowing me to revenge other Rotoms. Overheat for when I switch in against common steel types. Will-O-Wisp helps me wall physical sweepers. Leftovers to provide a little more longevity.
___________________________________________

Breloom (M) @ Toxic Orb
Ability: Poison Heal
EVs: 12 HP/252 Atk/244 Spd
Adamant nature (+Atk,-SpAtk)
- Focus Punch
- Seed Bomb
- Spore
- Substitute
---
> This guy's about as generic as it comes, but I really like him and he works well with Rotom-H, taking out Swampert and Blissey that cause him drama. Seed bomb makes light work of Swampy, while Sub/Punch scares off Blissey. Spore for guaranteed sleep. Toxic Orb to recover from Sub and allows me to switch in to absorb status.
___________________________________________

Forretress @ Leftovers
Ability: Sturdy
EVs: 252 HP/112 Atk/144 Def
Relaxed nature (+Def,-Spd)
- Spikes
- Rapid Spin
- Payback
- Earthquake / Explosion
---
> My Rapid Spinner. Have gone for Spikes over Toxic Spikes as the latter was interfering with Spore on my Breloom. Payback for Ghosts who may try to block the Spin (plus I don't have a lot of effective ghost support anywhere else). Tossing up between Earthquake and Explosion. Earthquake is a great move when it hits, but I'm often stuck with Forretress hanging around and doing nothing at the end - so why not blow him up?! Forretress also has an uncanny ability to draw in Fire attacks to trigger my Heatran on the switch. Leftovers over Shed Shell as I have Earthquake to deal with Magnezone (who has not been causing me much grief lately anyway).
___________________________________________

Heatran (M) @ Choice Scarf
Ability: Flash Fire
EVs: 4 Atk/252 Spd/252 SpAtk
Naive nature (+Spd,-SpDef)
- Earth Power
- Explosion
- Fire Blast
- Hidden Power Grass
---
> Fire Blast for STAB powerful enough to punch a hole in the common Gyarados counter as it switches. Earth Power is fairly standard, taking care of other Fire types. HP Grass is a great surprise for Swampert when he switches in. Then finally explode once Heatran as outstayed his welcome. Choice Scarf to outspeed Weavile and is great for revenge kills.
___________________________________________

Kingdra @ Leftovers / Damp Rock
Ability: Swift Swim
EVs: 180 HP / 252 Atk / 76 Spe
Adamant nature (+Atk,-SpA)
- Rain Dance
- Dragon Dance
- Waterfall
- Outrage
---
> Double Dance. Takes the place of Flygon, who unfortunately wasn't living up to his hype. Sets up nicely on Starmie, who would otherwise cause some headaches. Also takes care of the Gliscor issue I was having. Rain Dance to eliminate weather hazards and boost speed. Then either STAB Waterfall, or Dragon Dance to make this thing ridiculously quick AND powerful. Outrage if absolutely neccessary. The EV spread allows it to take some extra hits while I set up. Still tossing up between Leftovers and Damp Rock.
___________________________________________
Machamp, as per usual, is proving to be a bit of a pain for this team.
Any input would be greatly appreciated.
Cheers.