I've just recently gotten back into the game, and as such, I'm pretty far behind. This is the team that I'm currently using however, and I'd like as much feedback as possible. Thank you in advance!
Swampert (F) @ Leftovers
Ability: Torrent
EVs: 240 HP/216 Def/52 SAtk
Relaxed nature (+Def, -Spd)
- Stealth Rock
- Ice Beam
- Earthquake
- Surf
I had this exact lead when I quit back in November, with the exact same set, and it's still wonderful today. I can't remember exactly where I got the EV Spread, but it's wonderful. Not many people expect me to run three attacks, they usually expect roar or something, so I usually get a lot of unexpected hits in. One thing I also like about Swampert, is that he isn't a suicide lead. He's a useful switch-in later game, because of his natural bulkiness and resistances/immunity.
Dugtrio (M) @ Life Orb
Ability: Arena Trap
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Earthquake
- Aerial Ace
- Sucker Punch
- Pursuit
Dugtrio is my revenge killer. Since he can't even trap flying types, I don't see the point in carrying stone edge, as they'll usually run away. Although there has been a time or two when it would've been useful. I've also been considering running a Choice Band for him, as a lot of his attacks just don't carry enough power to KO. I'm hoping with Jolly and his high base speed though, that he'll be able to still out-pace all of his targets. As far as his other moves go, AA is mainly for Heracross, and Pursuit is for catching people. Sucker Punch has been pretty useful, but I'm wondering if there's anything else that would be more useful there. Any input on this would be well welcome.
Starmie @ Leftovers
Ability: Natural Cure
EVs: 4 HP/252 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Rapid Spin
- Recover
- Thunderbolt
- Surf
I used to have a lot of issues with (Poison) Spikes, and stall teams, so I decided to replace my original Suicune with a Starmie. Starmie is probably the weakest link on my team, so to speak, as it isn't really bulky enough to use recover well, and it never has enough speed to KO anything. I'd like some ideas on other spinners that could possibly take Starmie's place, and still be useful to the team. Or, do I really need a spinner? If I don't, I'm not sure what I'd put in here, possibly a Celebi to help with Bulky Waters and other Swamperts.
Zapdos @ Leftovers
Ability: Pressure
EVs: 130 HP/126 SAtk/252 SDef
Modest nature (+SAtk, -Atk)
- Hidden Power [Grass]
- Roost
- Thunderbolt
- Toxic
Zapdos is a great switch in, due to him being a flying type, and him being resistant to grass, which hits two of my guys. HP Grass has been much more useful than HP Ice during testing, so I decided to keep grass over ice. Thunderbolt is for STAB, and Toxic is when I can't kill a poke with any of my other attacks. Roost allows me to stall them out, and also ditch my flying type, when I think they might use Ice Beam or the like. He's been pretty useful as a Special Tank of sorts.
Gengar (M) @ Life Orb
Ability: Levitate
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Hidden Power [Fire]
- Focus Blast
- Shadow Ball
- Thunderbolt
I like the freedom of having my Gengar not being choiced, but I've noticed that it does get out-sped quite a lot, and it sometimes just doesn't have a big enough punch. Although, I can sometimes surprise my opponent by using a different move than before on them. Gengar is also useful for its immunity, as it's a nice switch in for EQ. I have been considering taking him out for a Nasty Plot Infernape though, as that would give me a more reliable Fire Attack, as that is pretty important these days. Also, it would give me a more reliable answer to bulky waters, which really annoy my team as is, with Grass Knot. The other move would possibly be Vaccume Wave for priority.
Heracross (M) @ Choice Scarf
Ability: Guts
EVs: 4 HP/252 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- Megahorn
- Pursuit
- Stone Edge
- Close Combat
Hera used to have a Choice Band, but I recently took it off so that he could get the first hit in. He has been proving pretty unreliable though, as his attacks can't always KO. He is a useful check for Celebi though, who usually is hard to stop for my team. I've been considering exchanging him for a CB Mamoswine, as it would give me an Ice Attack, which I need. Plus, it would give me another priority move, which my team lacks.
--
Mostly, what seems to be stopping my team the most is Bulky Waters, such as Vaporeon, and Celebi. I think adding in a Mamoswine and Infernape would help to counter this, but giving me a more reliable Ice, Fire, and Grass Attack. Thoughts?

Swampert (F) @ Leftovers
Ability: Torrent
EVs: 240 HP/216 Def/52 SAtk
Relaxed nature (+Def, -Spd)
- Stealth Rock
- Ice Beam
- Earthquake
- Surf
I had this exact lead when I quit back in November, with the exact same set, and it's still wonderful today. I can't remember exactly where I got the EV Spread, but it's wonderful. Not many people expect me to run three attacks, they usually expect roar or something, so I usually get a lot of unexpected hits in. One thing I also like about Swampert, is that he isn't a suicide lead. He's a useful switch-in later game, because of his natural bulkiness and resistances/immunity.

Dugtrio (M) @ Life Orb
Ability: Arena Trap
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Earthquake
- Aerial Ace
- Sucker Punch
- Pursuit
Dugtrio is my revenge killer. Since he can't even trap flying types, I don't see the point in carrying stone edge, as they'll usually run away. Although there has been a time or two when it would've been useful. I've also been considering running a Choice Band for him, as a lot of his attacks just don't carry enough power to KO. I'm hoping with Jolly and his high base speed though, that he'll be able to still out-pace all of his targets. As far as his other moves go, AA is mainly for Heracross, and Pursuit is for catching people. Sucker Punch has been pretty useful, but I'm wondering if there's anything else that would be more useful there. Any input on this would be well welcome.

Starmie @ Leftovers
Ability: Natural Cure
EVs: 4 HP/252 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Rapid Spin
- Recover
- Thunderbolt
- Surf
I used to have a lot of issues with (Poison) Spikes, and stall teams, so I decided to replace my original Suicune with a Starmie. Starmie is probably the weakest link on my team, so to speak, as it isn't really bulky enough to use recover well, and it never has enough speed to KO anything. I'd like some ideas on other spinners that could possibly take Starmie's place, and still be useful to the team. Or, do I really need a spinner? If I don't, I'm not sure what I'd put in here, possibly a Celebi to help with Bulky Waters and other Swamperts.

Zapdos @ Leftovers
Ability: Pressure
EVs: 130 HP/126 SAtk/252 SDef
Modest nature (+SAtk, -Atk)
- Hidden Power [Grass]
- Roost
- Thunderbolt
- Toxic
Zapdos is a great switch in, due to him being a flying type, and him being resistant to grass, which hits two of my guys. HP Grass has been much more useful than HP Ice during testing, so I decided to keep grass over ice. Thunderbolt is for STAB, and Toxic is when I can't kill a poke with any of my other attacks. Roost allows me to stall them out, and also ditch my flying type, when I think they might use Ice Beam or the like. He's been pretty useful as a Special Tank of sorts.

Gengar (M) @ Life Orb
Ability: Levitate
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Hidden Power [Fire]
- Focus Blast
- Shadow Ball
- Thunderbolt
I like the freedom of having my Gengar not being choiced, but I've noticed that it does get out-sped quite a lot, and it sometimes just doesn't have a big enough punch. Although, I can sometimes surprise my opponent by using a different move than before on them. Gengar is also useful for its immunity, as it's a nice switch in for EQ. I have been considering taking him out for a Nasty Plot Infernape though, as that would give me a more reliable Fire Attack, as that is pretty important these days. Also, it would give me a more reliable answer to bulky waters, which really annoy my team as is, with Grass Knot. The other move would possibly be Vaccume Wave for priority.

Heracross (M) @ Choice Scarf
Ability: Guts
EVs: 4 HP/252 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- Megahorn
- Pursuit
- Stone Edge
- Close Combat
Hera used to have a Choice Band, but I recently took it off so that he could get the first hit in. He has been proving pretty unreliable though, as his attacks can't always KO. He is a useful check for Celebi though, who usually is hard to stop for my team. I've been considering exchanging him for a CB Mamoswine, as it would give me an Ice Attack, which I need. Plus, it would give me another priority move, which my team lacks.
--
Mostly, what seems to be stopping my team the most is Bulky Waters, such as Vaporeon, and Celebi. I think adding in a Mamoswine and Infernape would help to counter this, but giving me a more reliable Ice, Fire, and Grass Attack. Thoughts?