Hi guys,
A while ago I decided I wanted to improve my competitive battling so I came here. I had a look through the site, saw that you guys advise lurking more to learn things, and so that's what I did. I read some really useful Smog articles, spent a lot of time on the XY OU viability thread, and put this together.
I've tested it out and made some changes along the way, and now I'd like input from you guys.
Deoxys-S@Rocky Helmet
Ability: Pressure
EVs: 252HP, 252Def, 4HP
Nature: Calm
-Stealth Rock
-Spikes
-Taunt
-Magic Coat
My lead and dedicated entry hazard setter. I have the entry hazards to, of course, rack up as much incidental damage as I can to help weaken the other side to help Mega Charizard X sweep, or to weaken the threats to it so Azumarill/Gothitelle can take them out. Taunt for the obvious stoppage of other entry hazards, and Magic Coat to stop priority Taunters or, occasionally, to bounce back a Sticky Web which is always nice.
Since I don't have Defog or Rapid Spin support this is also my only current way of dealing with other entry hazards. Whether or not that is the best way or not I don't know, but my Charizard clearly does need that support (and Azumarill appreciates it too) so clearly something is needed.
Azumarill@Sitrus Berry
Ability: Huge Power
EVs: HP 94, Attack 252, Speed 164
Nature: Adamant
-Aqua Jet
-Play Rough
-Superpower
-Belly Drum
One of my breakers, used to damage some of the bulkier ground types that threaten Mega Charizard X as well as other Charizard. I used to use the Choice Band set but found that it wasn't quite doing enough for me. Maybe that was my lack of experience with it, but I still find this works better for me, at least for now. It also takes the Bug and Dark moves that Gothitelle doesn't like.
Gothitelle@Choice Specs
Ability: Shadow Tag
EVs: 252 Special Attack, 252 Speed, 4 HP
Nature: Timid
-Psyshock
-Dark Pulse
-Thunderbolt
-Energy Ball
My other breaker, here to primarily deal with Unaware Quagsire which, as I found out through first hand experience, otherwise completely walls my team. I also find it useful in helping to deal with the bulky ground types that Mega Charizard X hates, or with the odd random Pokemon that gives me trouble.
Rotom-W@Chesto Berry
Ability: Levitate
EVs: HP 252, Defence 129, Special Defence 129. 0 Speed IV.
Nature: Quiet
-Hydro Pump
-Volt Switch
-Will-O-Wisp
-Rest
My pivot. I was using Sleep Talk over Will-O-Wisp for the sake of being able to still Volt Switch without having to wake up first but I found it wasn't working as well, and plus Will-O-Wisp can either cripple the bulky grounds that threaten Mega Zard or force them to switch out. Otherwise useful for being brought in to sponge damage and Volt Switch out to give me momentum. Zero speed IV and a speed reducing nature to give me the best chance of getting the last Volt Switch, and therefore the momentum, when it's Rotom v Rotom. EV spread to maximise defences for maximum damage sponging.
Mega Charizard X@Charizardite X
Ability: Tough Claws
EVs: 252 Attack, 252 Speed, 4 HP
Nature: Adamant
-Flare Blitz
-Dragon Claw
-Earthquake
-Dragon Dance
My sweeper. Comes in once its checks and counters are gone or weakened (or if there aren't any), Dragon Dances once and then sweeps away. I know one Dragon Dance makes me faster than anything that isn't Deoxys-S or Ninjask running a speed boosting nature. Flare Blitz over Fire Punch for the extra power. I know the thread suggests that's more for wall breaking instead of sweeping, but I find the power helps. That being said, Dragon Claw instead of Outrage because, although Outrage would give me obscene power, I don't want to be locked into something that will make me Fairy bait.
Garchomp@Choice Scarf
Ability: Rough Skin
EVs: 252 Attack, 252 Speed, 4 HP
Nature: Jolly
-Outrage
-Earthquake
-Rock Slide
-Iron Head
End game cleaner. It was a Moxie Gyarados but he wasn't really pulling his weight plus it contributed heavily to my team's electric weakness. He's also useful to bring in to absorb a predicted electric attack, users of which I like to have gone so I can set up Zard, and either take them out if they don't expect Scarf or hit something on the switch out. Rock Slide instead of Stone Edge because I prefer accuracy over power.
I find that Stealth Rock is an obvious threat that, when I come across it, hurts me. I had toyed with the idea of putting Defog on here somewhere until, whilst reading/lurking some more, I read what I should have already known about using Taunt to stop Stealth Rock. For that reason I haven't yet put Defog in and I'll try to keep Deoxys alive for longer as my anti Stealth Rock support. Unless you guys think there's a better way. That's what I'm here for after all - critique and helpful suggestions.
A while ago I decided I wanted to improve my competitive battling so I came here. I had a look through the site, saw that you guys advise lurking more to learn things, and so that's what I did. I read some really useful Smog articles, spent a lot of time on the XY OU viability thread, and put this together.
I've tested it out and made some changes along the way, and now I'd like input from you guys.

Deoxys-S@Rocky Helmet
Ability: Pressure
EVs: 252HP, 252Def, 4HP
Nature: Calm
-Stealth Rock
-Spikes
-Taunt
-Magic Coat
My lead and dedicated entry hazard setter. I have the entry hazards to, of course, rack up as much incidental damage as I can to help weaken the other side to help Mega Charizard X sweep, or to weaken the threats to it so Azumarill/Gothitelle can take them out. Taunt for the obvious stoppage of other entry hazards, and Magic Coat to stop priority Taunters or, occasionally, to bounce back a Sticky Web which is always nice.
Since I don't have Defog or Rapid Spin support this is also my only current way of dealing with other entry hazards. Whether or not that is the best way or not I don't know, but my Charizard clearly does need that support (and Azumarill appreciates it too) so clearly something is needed.

Azumarill@Sitrus Berry
Ability: Huge Power
EVs: HP 94, Attack 252, Speed 164
Nature: Adamant
-Aqua Jet
-Play Rough
-Superpower
-Belly Drum
One of my breakers, used to damage some of the bulkier ground types that threaten Mega Charizard X as well as other Charizard. I used to use the Choice Band set but found that it wasn't quite doing enough for me. Maybe that was my lack of experience with it, but I still find this works better for me, at least for now. It also takes the Bug and Dark moves that Gothitelle doesn't like.

Gothitelle@Choice Specs
Ability: Shadow Tag
EVs: 252 Special Attack, 252 Speed, 4 HP
Nature: Timid
-Psyshock
-Dark Pulse
-Thunderbolt
-Energy Ball
My other breaker, here to primarily deal with Unaware Quagsire which, as I found out through first hand experience, otherwise completely walls my team. I also find it useful in helping to deal with the bulky ground types that Mega Charizard X hates, or with the odd random Pokemon that gives me trouble.

Rotom-W@Chesto Berry
Ability: Levitate
EVs: HP 252, Defence 129, Special Defence 129. 0 Speed IV.
Nature: Quiet
-Hydro Pump
-Volt Switch
-Will-O-Wisp
-Rest
My pivot. I was using Sleep Talk over Will-O-Wisp for the sake of being able to still Volt Switch without having to wake up first but I found it wasn't working as well, and plus Will-O-Wisp can either cripple the bulky grounds that threaten Mega Zard or force them to switch out. Otherwise useful for being brought in to sponge damage and Volt Switch out to give me momentum. Zero speed IV and a speed reducing nature to give me the best chance of getting the last Volt Switch, and therefore the momentum, when it's Rotom v Rotom. EV spread to maximise defences for maximum damage sponging.
Mega Charizard X@Charizardite X
Ability: Tough Claws
EVs: 252 Attack, 252 Speed, 4 HP
Nature: Adamant
-Flare Blitz
-Dragon Claw
-Earthquake
-Dragon Dance
My sweeper. Comes in once its checks and counters are gone or weakened (or if there aren't any), Dragon Dances once and then sweeps away. I know one Dragon Dance makes me faster than anything that isn't Deoxys-S or Ninjask running a speed boosting nature. Flare Blitz over Fire Punch for the extra power. I know the thread suggests that's more for wall breaking instead of sweeping, but I find the power helps. That being said, Dragon Claw instead of Outrage because, although Outrage would give me obscene power, I don't want to be locked into something that will make me Fairy bait.

Garchomp@Choice Scarf
Ability: Rough Skin
EVs: 252 Attack, 252 Speed, 4 HP
Nature: Jolly
-Outrage
-Earthquake
-Rock Slide
-Iron Head
End game cleaner. It was a Moxie Gyarados but he wasn't really pulling his weight plus it contributed heavily to my team's electric weakness. He's also useful to bring in to absorb a predicted electric attack, users of which I like to have gone so I can set up Zard, and either take them out if they don't expect Scarf or hit something on the switch out. Rock Slide instead of Stone Edge because I prefer accuracy over power.
I find that Stealth Rock is an obvious threat that, when I come across it, hurts me. I had toyed with the idea of putting Defog on here somewhere until, whilst reading/lurking some more, I read what I should have already known about using Taunt to stop Stealth Rock. For that reason I haven't yet put Defog in and I'll try to keep Deoxys alive for longer as my anti Stealth Rock support. Unless you guys think there's a better way. That's what I'm here for after all - critique and helpful suggestions.