This team is made to abuse entry hazards, with all three of them, vaporeon's roar, and forry's rapid spin, I think it does it well. This team has done very well, but I want to figure out it's counters and if there's something I can do against them.
Crystal (Azelf) @ Life Orb
Ability: Levitate
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Stealth Rock
- Thunderbolt
- Explosion
- Energy Ball
He stealth rocks on first turn, or energy ball if the opponent is swampert, then he does as much damage as he can until he dies, or explodes to kill a threat to the team with it.
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invisible (Forretress) (F) @ Shed Shell
Ability: Sturdy
EVs: 252 HP/48 Atk/208 SDef
Impish nature (+Def, -SAtk)
- Spikes
- Toxic Spikes
- Rapid Spin
- Earthquake
One of the strategy's most important members, Usually, I'd spike 3 times first, toxic spikes, and then switch him out so he can spin the opponent's entry hazards. Earthquake for Magnezone, If Magnezone comes in on it, I switch it out to Rotom, and then the next time, I earthquake and it usually would hit the magnezone that would switch in.
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Pizza (Rotom-h) @ Leftovers
Ability: Levitate
EVs: 252 HP/168 Def/88 Spd
Bold nature (+Def, -Atk)
- Will-o-wisp
- Thunderbolt
- Shadow Ball
- Overheat
He's a tank, My heracross counter, burns physical threats, Thunderbolt for STAB and gyarados and waters, Shadow Ball for Gengar, Overheat for steels and grasses. Also blocks rapid spin.
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Hai water move (Vaporeon) (F) @ Leftovers
Ability: Water Absorb
EVs: 188 HP/252 Def/68 Spd
Bold nature (+Def, -Atk)
- Surf
- Ice Beam
- Wish
- Roar
He roars and supports the team with wish(especially Forretress), Surf for STAB, Ice Beam to counter the Dragon weakness in my team
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Hai guise (Infernape) (F) @ Choice Scarf
Ability: Blaze
EVs: 252 Atk/48 Spd/208 SAtk
Rash nature (+SAtk, -SDef)
- Grass Knot
- Close Combat
- Overheat
- Hidden Power [Ice]
Late game sweeper and revenge killer, Grass Knot for pert, Close Combat for extreme stab. Overheat for a hit-and-run thing, HP ice for Mence and Flygon.
Evs are so he outspeeds 130 base pokemon with scarf.
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RUN RUN AWAY (Scizor) (M) @ Choice Band
Ability: Technician
EVs: 248 HP/252 Atk/8 Spd
Adamant nature (+Atk, -SAtk)
- Bullet Punch
- X-Scissor
- Superpower
- Pursuit
Bullet Punch with Technician is just too much, revenge killer with bullet punch, X-Scissor for STAB. Superpower kills Blissey and rock types. Pursuit helps kill things that would normally switch out.
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Please post your comments and suggestions.

Crystal (Azelf) @ Life Orb
Ability: Levitate
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Stealth Rock
- Thunderbolt
- Explosion
- Energy Ball
He stealth rocks on first turn, or energy ball if the opponent is swampert, then he does as much damage as he can until he dies, or explodes to kill a threat to the team with it.
---

invisible (Forretress) (F) @ Shed Shell
Ability: Sturdy
EVs: 252 HP/48 Atk/208 SDef
Impish nature (+Def, -SAtk)
- Spikes
- Toxic Spikes
- Rapid Spin
- Earthquake
One of the strategy's most important members, Usually, I'd spike 3 times first, toxic spikes, and then switch him out so he can spin the opponent's entry hazards. Earthquake for Magnezone, If Magnezone comes in on it, I switch it out to Rotom, and then the next time, I earthquake and it usually would hit the magnezone that would switch in.
---

Pizza (Rotom-h) @ Leftovers
Ability: Levitate
EVs: 252 HP/168 Def/88 Spd
Bold nature (+Def, -Atk)
- Will-o-wisp
- Thunderbolt
- Shadow Ball
- Overheat
He's a tank, My heracross counter, burns physical threats, Thunderbolt for STAB and gyarados and waters, Shadow Ball for Gengar, Overheat for steels and grasses. Also blocks rapid spin.
---

Hai water move (Vaporeon) (F) @ Leftovers
Ability: Water Absorb
EVs: 188 HP/252 Def/68 Spd
Bold nature (+Def, -Atk)
- Surf
- Ice Beam
- Wish
- Roar
He roars and supports the team with wish(especially Forretress), Surf for STAB, Ice Beam to counter the Dragon weakness in my team
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Hai guise (Infernape) (F) @ Choice Scarf
Ability: Blaze
EVs: 252 Atk/48 Spd/208 SAtk
Rash nature (+SAtk, -SDef)
- Grass Knot
- Close Combat
- Overheat
- Hidden Power [Ice]
Late game sweeper and revenge killer, Grass Knot for pert, Close Combat for extreme stab. Overheat for a hit-and-run thing, HP ice for Mence and Flygon.
Evs are so he outspeeds 130 base pokemon with scarf.
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RUN RUN AWAY (Scizor) (M) @ Choice Band
Ability: Technician
EVs: 248 HP/252 Atk/8 Spd
Adamant nature (+Atk, -SAtk)
- Bullet Punch
- X-Scissor
- Superpower
- Pursuit
Bullet Punch with Technician is just too much, revenge killer with bullet punch, X-Scissor for STAB. Superpower kills Blissey and rock types. Pursuit helps kill things that would normally switch out.
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Please post your comments and suggestions.